powuh_of_PIE
Smash Journeyman
Guys, this is probably our easiest matchup among the top tiers. Yes, Zelda's a horrible character (though not Link/Ganon horrible lol), every Zelda main should recognize this. This does not in any way warrant pessimism, however. I am sick and tired of seeing mountains of negativity piled high on every MU thread on every board that isn't clearly an advantaged MU.
So let's talk positives.
Air game - When approaching an aerial DDD, approach from the front when possible. His fastest option here is a Fair, and with a touch of prediction you can punish/outspeed with Nair/Fair/techchase a landing. Do not approach DDD's rear, Bair is pretty tough here.
Ground game - Fsmash is your safest option for pressure, but overuse will lead to DDDs dodging and punishing. Vary the timing of your Fsmash, charge it partially some of the time to keep him guessing. If it works, it will mindgame the **** out of them for the rest of the match.
Long-range - Din's has more range, so with enough distance you can force DDD to get into his Waddle Dee range. Once he's here, take advantage of the lag on this move to move a little closer yourself, possibly via use of short Din's Glides and clever Farore's mindgames. (Don't get fancy with this one, easy as **** to punish.) It is possible to take advantage of DDD's fat *** on certain stages (Delfino works well IIRC) to camp him by moving around him a lot, but this won't last forever and is prone to mistakes.
Offstage - Try to force him to recover low (Dsmash, Nayru's, Dair, Dtilt spike maybe? lol) so's you can punish that High Jump. You will definitely appreciate how magically delicious it is to Uair that thing. Mmm.
When recovering, you will have to change up how you recover from time to time cuz DDD has tons of ways to edgeguard. There's really not much we can do in this position. This is going to be the toughest part of the match, sorry.
Before you jump on me with all your feral claws and what not, I am aware that these measures are anything but foolproof. However, I believe them to be a good part of our best bet against our best top tier matchup.
Final ratio: 55-45 DDD
So let's talk positives.
Air game - When approaching an aerial DDD, approach from the front when possible. His fastest option here is a Fair, and with a touch of prediction you can punish/outspeed with Nair/Fair/techchase a landing. Do not approach DDD's rear, Bair is pretty tough here.
Ground game - Fsmash is your safest option for pressure, but overuse will lead to DDDs dodging and punishing. Vary the timing of your Fsmash, charge it partially some of the time to keep him guessing. If it works, it will mindgame the **** out of them for the rest of the match.
Long-range - Din's has more range, so with enough distance you can force DDD to get into his Waddle Dee range. Once he's here, take advantage of the lag on this move to move a little closer yourself, possibly via use of short Din's Glides and clever Farore's mindgames. (Don't get fancy with this one, easy as **** to punish.) It is possible to take advantage of DDD's fat *** on certain stages (Delfino works well IIRC) to camp him by moving around him a lot, but this won't last forever and is prone to mistakes.
Offstage - Try to force him to recover low (Dsmash, Nayru's, Dair, Dtilt spike maybe? lol) so's you can punish that High Jump. You will definitely appreciate how magically delicious it is to Uair that thing. Mmm.
When recovering, you will have to change up how you recover from time to time cuz DDD has tons of ways to edgeguard. There's really not much we can do in this position. This is going to be the toughest part of the match, sorry.
Before you jump on me with all your feral claws and what not, I am aware that these measures are anything but foolproof. However, I believe them to be a good part of our best bet against our best top tier matchup.
Final ratio: 55-45 DDD