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Duck Hunt/Charizard Discussion Logs

Oct 26th, 2016
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  1.  
  2. bananagram - Today at 5:41 PM
  3. hey, does anyone have notes from the Charizard JMU?
  4. Perris06 - Today at 8:14 PM
  5. We're doing a Charizard JMU at the end of the week so notes for that will be pouring in soon
  6. Maybe @Dawangthang has some insight
  7. bananagram - Today at 8:15 PM
  8. I'm pretty sure it's just a crew battle
  9. since we did a JMU a long time ago
  10. Perris06 - Today at 8:15 PM
  11. oh well yea
  12. bananagram - Today at 8:39 PM
  13. it was done before I was part of the Zard chat, so I didn't get anything from it, and neither did most of the people there now so I want to make a description of the matchup
  14. Perris06 - Today at 8:42 PM
  15. From my experience Zard does most of his damage up close and when we're off stage
  16. flamethrower to cut us off the ledge and then Dair us
  17. get in when you can
  18. side b can connect to gunman and hit us behind it
  19. You should be able to fair away can
  20. as well as flamethrower
  21. you're a big body so most of the time we're just going to run away and capitalizing on our setups
  22. bananagram - Today at 8:55 PM
  23. so basically neutral is Charizard trying to get through your wall of projectiles and aerials, avoiding your setups, and trying to pressure you but not fall into a bait?
  24. Perris06 - Today at 8:56 PM
  25. Yes
  26. bananagram - Today at 8:56 PM
  27. I wonder what the best way to get through projectiles is, since I know how they basically function but don't know how they combine and what holes there are in them(edited)
  28. Perris06 - Today at 8:56 PM
  29. I haven't played this mu that often but if you're patient and throw out the right moves, you should be set
  30. Clay pigeon is laggy as hell
  31. bananagram - Today at 8:56 PM
  32. fair/ftilt to hit the can(edited)
  33. clay pidgeon is hard to punish when it hits a shield, but I can see a shorthop airdodge or roll through it to punish the ending lag if I'm close enough
  34. ima watch a game to see them
  35. Perris06 - Today at 9:01 PM
  36. Yea, it takes a minute to get down the punishes
  37. You will also struggle to get off the ledge
  38. Get us in the air and keep us there
  39. Dawangthang - Today at 9:01 PM
  40. You need to have your edge guarding down too
  41. bananagram - Today at 9:02 PM
  42. get advantage state and keep it for as long as possible
  43. Perris06 - Today at 9:02 PM
  44. Yes capitalize, but don't over commit
  45. bananagram - Today at 9:02 PM
  46. neutral worries me though, since projectiles are scary
  47. Perris06 - Today at 9:02 PM
  48. Yea
  49. bananagram - Today at 9:02 PM
  50. what are some common traps you set up?
  51. Perris06 - Today at 9:03 PM
  52. But patiently approach and use the proper moves to combat them
  53. There are too many
  54. Not to be that low tier main
  55. But like, there are so many traps and setups for every style of duck hunt
  56. But I'm passive aggressive so I'm playing around your options
  57. I'll set up a can so I can get a grab and toss u into it
  58. To get the grab I play the hot and cold game, gunman to see if you choose a defensive option and then I'll punish accordingly and take note of the options you like(edited)
  59. If I get a grab I'll capitalize and or get you off stage to set up for a bair can
  60. If I connect a gunman I want an aerial follow up or grab at low percents
  61. If the can connects close, I'm looking for an aerial follow up
  62. Can traps and setups are staple for most duck hunts so watch how the duck hunt uses the can in neutral
  63. Will they just use it offensively? Will they leave it on the stage to control territory? Will it be a trap for you to stay in shield or retreat to the air? Etc
  64. bananagram - Today at 9:08 PM
  65. so if a can is behind me and you're in front, you'll try to aerial or throw me into the can?
  66. Perris06 - Today at 9:09 PM
  67. Yea
  68. Or I'll just wait and see if you roll/ retreat to the air
  69. Then punish and see if I can hit you into it
  70. Something like that
  71. And if it's a bair can then the can can tick back to you in the opposite direction
  72. bananagram - Today at 9:11 PM
  73. hm, would our best option be to hit the can away?
  74. then we could play without that worrying me, but you would also have the can, which could disrupt pressure
  75. Perris06 - Today at 9:13 PM
  76. You mean hit it off the stage?
  77. bananagram - Today at 9:13 PM
  78. yeah
  79. Perris06 - Today at 9:14 PM
  80. Sometimes that can help you
  81. bananagram - Today at 9:14 PM
  82. or to the other end of the stage, which would be good because I'd have enough space to retreat into
  83. Perris06 - Today at 9:14 PM
  84. But a duck hunt might anticipate that
  85. That might be better yea
  86. Then we will have to deal with changing the cans position/direction
  87. bananagram - Today at 9:15 PM
  88. if we're close, like a third of the stage's width, what are your walling options? fair/bair, can?
  89. when Zard gets close, which is his goal, he'll have to deal with them
  90. Perris06 - Today at 9:17 PM
  91. Fair is safer at close proximity
  92. Some doggos might opt for can and blow both of you up
  93. Fair spaced well is safe
  94. bananagram - Today at 9:18 PM
  95. falling fair?
  96. Perris06 - Today at 9:18 PM
  97. And bair is only safe when spaced well, but it's harder to hit
  98. Yea falling fair
  99. bananagram - Today at 9:19 PM
  100. hm, when Zard gets to midrange he should flamethrower to pressure, maybe condition you to shield
  101. it can gain a little stage control, but doesn't lead to big neutral wins
  102. Perris06 - Today at 9:19 PM
  103. Up to you
  104. Just don't be predictable
  105. And I think gunman can shoot through
  106. Pretty sure
  107. Get us off stage!!
  108. Like yea
  109. Nair is also hard to punish for us
  110. Some times
  111. Spaced well
  112. Plus it knocks away our stuff
  113. bananagram - Today at 9:22 PM
  114. Zard's nair?
  115. hm, what are your out of shield options?
  116. nair, fair, and jab look good
  117. and what do you use clay pidgeon for?
  118. you throw cans to get people off, you lay cans somewhere to control parts of the stage, set up traps, and be remote hitboxes, you use gunmen to scout defensive options
  119. Perris06 - Today at 9:26 PM
  120. Zards Nair yea
  121. Out of shield options are Grab, Jab, Nair, and Bair
  122. Clay pigeon is a zoning tool because of the huge amounts of end lag
  123. But gives a good chunk of damage and is a combo starter
  124. And yes those are good notes
  125. bananagram - Today at 9:28 PM
  126. I think our best option for clay pidgeon is to dash up to it, fh/sh airdodge, and get to midrange
  127. Perris06 - Today at 9:29 PM
  128. Might be yea
  129. If you can get around it without shielding that's best
  130. bananagram - Today at 9:29 PM
  131. yeah, similar to arcfire
  132. Perris06 - Today at 9:30 PM
  133. Yea
  134. bananagram - Today at 9:31 PM
  135. and you lay cans and use dtilt to make them fast projectiles
  136. that's a really good use
  137. Perris06 - Today at 9:32 PM
  138. Yea
  139. It's a good way to shoot it forward and or change it's, direction
  140. bananagram - Today at 9:33 PM
  141. and you make ledge traps with cans mostly?
  142. Perris06 - Today at 9:33 PM
  143. Yea
  144. bananagram - Today at 9:33 PM
  145. nair looks good for it too, that lasts forever
  146. Perris06 - Today at 9:33 PM
  147. Can at ledge
  148. Dog near roll position
  149. Yea I'm starting to incorporate it more
  150. bananagram - Today at 9:34 PM
  151. getup attack would beat a can at the ledge, and you would need a read to hit jump
  152. Perris06 - Today at 9:34 PM
  153. We can shield at ledge with can to beat ledge attack and jump
  154. But yes a read would be needed for it
  155. bananagram - Today at 9:35 PM
  156. we could also ledge drop nair, which might beat the can at all points
  157. but a shield at the ledge would beat it
  158. Perris06 - Today at 9:35 PM
  159. Yea
  160. bananagram - Today at 9:35 PM
  161. you could also dash attack to punish it precisely
  162. Perris06 - Today at 9:35 PM
  163. Keep switching it up
  164. Keep us guessing
  165. You have to take risks
  166. bananagram - Today at 9:37 PM
  167. defensive mixups seem vital for us
  168. Perris06 - Today at 9:37 PM
  169. Yep
  170. Drop down fair could help snack the can back at us
  171. And help u back on stage
  172. bananagram - Today at 9:38 PM
  173. yeah
  174. do you like platforms, like on BF?
  175. and I can see you liking SV because it's small
  176. Perris06 - Today at 9:43 PM
  177. I personally don't have a preference
  178. I'd strike dreamland tho
  179. And chose t&c or final d
  180. I'd start on sv because I'm from Florida
  181. bananagram - Today at 9:44 PM
  182. that would probably be good in this matchup
  183. Perris06 - Today at 9:45 PM
  184. Platforms could make it hard for you tho
  185. Can set ups
  186. bananagram - Today at 9:45 PM
  187. Zard gets a much better advantage state on BF thanks to platform sharking, but a worse disadvantage state
  188. Perris06 - Today at 9:45 PM
  189. Also helps us land
  190. You would have to play and choose the stages you like
  191. Maybe ask for friendlies soon
  192. I can't right now tho
  193. bananagram - Today at 9:46 PM
  194. maybe we should strike TC because it helps you land
  195. I dunno if anyone would respond, I'm a 3DS player
  196. Splooshi Splashy - Today at 9:47 PM
  197. We Doggos already aren't the biggest fans of thee DH stage to begin with....
  198. Zard's UThrow makes the big tree even less desirable of a place for us Doggos to go.
  199. bananagram - Today at 9:49 PM
  200. yeah
  201. it seems weird taking you to duck hunt though
  202. thanks for the matchup help
  203. ima make notes of them, or maybe just keep them as logs
  204. do you have any questions about Zard for the matchup?
  205. Perris06 - Yesterday at 10:07 PM
  206. What seems like the biggest problem in this mu? From what I told you
  207. What should we capitalize on?
  208. Dawangthang - Yesterday at 10:09 PM
  209. Landings, laggy moves
  210. Bad approach
  211. That's what you need to do
  212. bananagram - Yesterday at 10:17 PM
  213. bad approaches are good things to bait and look out for
  214. also we don't have great options to land
  215. flames, ac nair, dj ac nair, and rock smash
  216. you can beat most of them by waiting just under Zard with shield up
  217. he can beat that with b-reverse flames, and if he lands there's a mindgame between landing fair, rock smash, and empty land jab/grab
  218. he can pressure, but he doesn't have very safe options to poke with
  219. he has shorthop mindgames, between sh fair, landing fair, and tomohawk jab/grab, but a wrong guess and he could get punished
  220. he can use bair, which is safe on shield from huge range
  221. you must be careful to shield or dodge bair, because it has insane knockback
  222. like, Zard has a weaker fair and a stronger bair, like most characters, and his fair = Fox's bair
  223. he can run in and usmash, which anti-airs and scoops you up, and is frame 7
  224. completely unsafe though
  225. you can gimp with nair
  226. rush in before he gets in up-b range and hit him
  227. Perris06 - Yesterday at 10:27 PM
  228. Nice
  229. bananagram - Yesterday at 10:27 PM
  230. but if he up-b's he'll tank the hit
  231. Perris06 - Yesterday at 10:35 PM
  232. Good to note
  233. Dawangthang - Yesterday at 10:37 PM
  234. It's not worth going off stage against zard
  235. Unless you wanted to force the option and you know you won't die
  236. bananagram - Yesterday at 10:38 PM
  237. well, you can spike him at the top. fly armor only exists for the first half
  238. Dawangthang - Yesterday at 10:38 PM
  239. That's good to know
  240. Grigg (PikDaPiks) - Yesterday at 10:39 PM
  241. Would it be a good idea to bair can to edge guard?
  242. Since the armor in Zard's up b could screw up any gimps you try to throw out.
  243. And although the armor doesn't last for the entire move, won't most Zards go to snap the ledge?
  244. bananagram - Yesterday at 10:40 PM
  245. they will, so you'd have to be precise
  246. can sounds like a good idea, but I dunno if it would hit
  247. Grigg (PikDaPiks) - Yesterday at 10:42 PM
  248. I think it would have to catch them jumping. Zard's up b knocks it away
  249. Dawangthang - Yesterday at 10:42 PM
  250. Think of it like trying to gimp corrin with can
  251. That's what it's like
  252. Grigg (PikDaPiks) - Yesterday at 10:42 PM
  253. Every time I think of gimping corrin I shudder
  254. Dawangthang - Yesterday at 10:43 PM
  255. Also, always have to be aware of flare blitz
  256. You should protect yourself from that always
  257. Grigg (PikDaPiks) - Yesterday at 10:43 PM
  258. ^^^
  259. I lost a stock in bracket to a Zard because I did a regular get up and they flare blitz punished it
  260. Do many Zards throw flare blitz out when the opponent and Zard have high percent?
  261. Or is that too risky for the Zard
  262. Dawangthang - Yesterday at 10:44 PM
  263. Yes
  264. bananagram - Yesterday at 10:45 PM
  265. no, many zards never use it
  266. Dawangthang - Yesterday at 10:45 PM
  267. If they're at death %, adding on more doesn't matter
  268. Get the kill
  269. bananagram - Yesterday at 10:45 PM
  270. nope, that's untrue completely
  271. Grigg (PikDaPiks) - Yesterday at 10:45 PM
  272. bananagram - Yesterday at 10:45 PM
  273. if they fail it, they get forced into hard knockdown and eat a kill move
  274. Dawangthang - Yesterday at 10:45 PM
  275. That means you don't play with Zards that do hard reads
  276. bananagram - Yesterday at 10:46 PM
  277. the risk/reward on flare blitz is too heavy on the risk side
  278. Dawangthang - Yesterday at 10:46 PM
  279. It is, but it's an option never to be forgotten about
  280. bananagram - Yesterday at 10:46 PM
  281. I use it sometimes for reads, because it beats things in a unique way
  282. Grigg (PikDaPiks) - Yesterday at 10:46 PM
  283. Okay, so what would be an ideal situation for a Zard to do flare blitz?
  284. Dawangthang - Yesterday at 10:46 PM
  285. Recovering far
  286. After a back throw
  287. bananagram - Yesterday at 10:47 PM
  288. if they know you will shorthop or throw out an attack that does less than 15%
  289. or to get through some projectiles
  290. flare blitz only really beats your gunman if he uses it as soon as you pull it out
  291. Grigg (PikDaPiks) - Yesterday at 10:47 PM
  292. Well, from my experience all of DH's projectiles beat out flare blitz
  293. Perris06 - Yesterday at 10:47 PM
  294. Grigg (PikDaPiks) - Yesterday at 10:47 PM
  295. Tru
  296. bananagram - Yesterday at 10:47 PM
  297. it'll collide with all your projectiles and not go through them
  298. Dawangthang - Yesterday at 10:48 PM
  299. It goes through CP weak
  300. bananagram - Yesterday at 10:48 PM
  301. really?
  302. Dawangthang - Yesterday at 10:48 PM
  303. From what I remember
  304. bananagram - Yesterday at 10:48 PM
  305. I assumed it wouldn't because it has lingering hitboxes
  306. Grigg (PikDaPiks) - Yesterday at 10:48 PM
  307. Yee CP stops flare blitz
  308. Dawangthang - Yesterday at 10:48 PM
  309. If it detonates, then yes it'll beat it out
  310. Ah ok
  311. I know I always avoid trying to use it
  312. in the MU
  313. Just used exclusively to catch landings for hard punishes
  314. Grigg (PikDaPiks) - Yesterday at 10:50 PM
  315. I mean, I like using it since Zard is such a big target
  316. But only if far away
  317. bananagram - Yesterday at 10:51 PM
  318. he can dodge through it and close space
  319. Dawangthang - Yesterday at 10:51 PM
  320. He can close the distance quick though
  321. You need to be super careful
  322. bananagram - Yesterday at 10:54 PM
  323. I don't see it as a good tool in neutral
  324. Splooshi Splashy - Yesterday at 10:56 PM
  325. At least Zard's run is among the faster runs in the cast (9th place, according to KuroganeHammer).
  326. Plus he can stop running at a quicker pace than most.
  327. bananagram - Yesterday at 10:57 PM
  328. he has 13 frames of skid
  329. he can dash up and jab or dtilt, dash attack (which is super good), rar bair, choose between sh fair/landing fair/empty hop, or grab
  330. or do a sliding rock smash to go a little distance with armor to get through a jab or something
  331. Perris06 - Yesterday at 11:03 PM
  332. Good to know
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