Queen An
Smash Rookie
- Joined
- Mar 30, 2016
- Messages
- 8
Hey all, formally @The_Jiggernaut here. I'm a Duck Hunt player from Ottawa, Canada, I've been using some Duck Hunt specific edge guarding techniques that aren't present in the current metagame so I figured I'd explain them here in case they are new.
The Current Meta:
Normally, when an opponent is offstage you send a can after them. It's quick, free to do, and sets up for another edge guard if you land it. However, there is a point where opponents will learn to simply airdodge and recover low to completely negate the effort. At this point it becomes a waste to keep doing it.
Next, some players send the can offstage with a bAir (or another reversed hitbox) to move the can back towards the stage with B after it's launched. While this is effective and has the ability to cause a stage spike, it doesn't hit more than half the time, is technically intensive, and its kill option can be teched. But it's used all the time because there's no other option. Is there?
Another option:
Simply called Can Guarding, place the can 2-3 B presses away from falling off the stage and stand at your opponent's roll distance from the edge. With this set up, the idea is to use mindgames and conditioning to limit your opponent's get-up options and punish with big damage or kills. Below I'll list get-up options and how you can punish when you read your opponent choosing that option for both damage and killing. For example, if your opponent starts jumping from ledge a lot because of the set up, go to the "Jumping" heading and see what you can do.
Get up Options:
Standard Get Up
Damage:
Kill:
Rolling
Damage:
Kill:
Jumping
Damage:
Kill:
Get up Attack
Damage:
Kill:
Drop Down Areal
Damage:
Kill:
After a Can Guard:
If you succeed in dealing damage, get ready for another edge guard. If your opponent passes by, you have two options
1) Keep the can where it is and aim to hit them towards it
2) Cut your losses and hit the can offstage, allowing you to regain the ability to produce a can
Closing Thoughts:
Firstly, I don't think Can Guarding should completely replace hitting the can offstage, but be used together with it. There's a lot of potential in Can Guarding and there are some situations where it's better to use, so I hope to see it in Duck Hunt's metagame in the near future. Let me know any questions or comments you have for me, and I'll answer them.
There are other setups with the can on the edge of a platform and standing at the roll distance, as well as standing at the edge shielding with the can on roll distance, but I haven't developed those as much. I'll look into them if people want me to.
Thank you for reading, and have a nice day :D
The Current Meta:
Normally, when an opponent is offstage you send a can after them. It's quick, free to do, and sets up for another edge guard if you land it. However, there is a point where opponents will learn to simply airdodge and recover low to completely negate the effort. At this point it becomes a waste to keep doing it.
Next, some players send the can offstage with a bAir (or another reversed hitbox) to move the can back towards the stage with B after it's launched. While this is effective and has the ability to cause a stage spike, it doesn't hit more than half the time, is technically intensive, and its kill option can be teched. But it's used all the time because there's no other option. Is there?
Another option:
Simply called Can Guarding, place the can 2-3 B presses away from falling off the stage and stand at your opponent's roll distance from the edge. With this set up, the idea is to use mindgames and conditioning to limit your opponent's get-up options and punish with big damage or kills. Below I'll list get-up options and how you can punish when you read your opponent choosing that option for both damage and killing. For example, if your opponent starts jumping from ledge a lot because of the set up, go to the "Jumping" heading and see what you can do.
Get up Options:
Standard Get Up
Damage:
- Press B and hit them with the can (8%-12%)
Kill:
- Hitting with the can at 180%, I guess
Rolling
Damage:
- Grabbing and throw at can/offstage (8%-20%)
- Forward Smash into can on 3rd hit (26%-30%)
Kill:
- Forward Smash
Jumping
Damage:
- Sweet spot fAir or bAir (10%-13%)
- Any areal really
Kill:
- nAir, uAir, bAir
Get up Attack
Damage:
- Run up and shield (8%-12%)
Kill:
- Forward Smash
Drop Down Areal
Damage:
- Run up and shield (8%-12%)
Kill:
- None
After a Can Guard:
If you succeed in dealing damage, get ready for another edge guard. If your opponent passes by, you have two options
1) Keep the can where it is and aim to hit them towards it
2) Cut your losses and hit the can offstage, allowing you to regain the ability to produce a can
Closing Thoughts:
Firstly, I don't think Can Guarding should completely replace hitting the can offstage, but be used together with it. There's a lot of potential in Can Guarding and there are some situations where it's better to use, so I hope to see it in Duck Hunt's metagame in the near future. Let me know any questions or comments you have for me, and I'll answer them.
There are other setups with the can on the edge of a platform and standing at the roll distance, as well as standing at the edge shielding with the can on roll distance, but I haven't developed those as much. I'll look into them if people want me to.
Thank you for reading, and have a nice day :D
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