| Viewing Single Post From: Snake | |
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| Super Saiyan SolidSense | Dec 14 2008, 12:44 AM |
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The "little grenade trick"? Anyway, Snake has a few tricks up his sleeve. Probably the most basic is DAC up-smash; it allows for super-quick movement from one side of the stage to the other, and it provides you protection while you move, as well (due to the mortar). It's quite useful for getting to the ledge quickly after hitting the opponent in order to edgeguard. Don't neglect your dash, though; it still has uses, since it covers less distance and sometimes you don't want to go too far so as not to mess up your spacing. You probably already know about f-tilt. I recommend starting your f-tilt combo with a jab in most cases so that your attack comes out just a bit faster--plus, the first hit of jab can actually combo into your f-tilt if you're fast enough (you have like a 3-frame window to input the f-tilt, though, or something ridiculous like that). If you need more range in order to hit, however, then you can skip the jab and just go straight to f-tilt since the second hit of f-tilt has ridiculous range. One more thing about f-tilt--it's punishable. Don't just use repeated f-tilts (it may work on nubs, but good players will punish you for it). If need be, use only the first hit of your f-tilt (or the first hit of your jab), and if you hit a shield, stop and grab or jump/run away. N-air can be a pretty good defensive manuever for getting back on the stage and for hitting away approaching opponents. I don't find myself using it too much, but against certain characters it can be useful. Grab release n-air can also work on people who have bad DI/don't expect it. D-throw. Snake's d-throw is a very powerful weapon if used correctly. After getting hit by a d-throw, an opponent can do one of three things: roll behind Snake, roll away from Snake, or stay put and use a get-up attack. If he rolls behind you, f-tilt. If he rolls away from you, Snakedash. If he stays put, then shield the get-up attack and d-throw again (or, if he waits for a bit to get up, you can use one of your tilts). If you're good at prediction (or if the above is not working out for you) you can also try techchasing after your opponent and regrabbing for another d-throw. Finally, you can also predict the direction of your opponent's roll and d-air him; d-air is normally too laggy to use, but if it's predicted right you can score massive damage/knockback with it. And you usually won't get punished if you mis-predict the roll (though against better opponents you might).
As Inui says, Snake is good at camping, but you shouldn't rely on camping alone. Snake can be quite the aggressive character; if you use jab-f-tilt, u-tilt, and d-throw wisely, you can actually constantly be in the opposing character's face. You can also use grenades without camping them--seal off areas so your opponent gets trapped within your f-tilt range. This works well against characters like Pit because they suck at close combat and usually want to run away.
F-smash is pretty laggy, and if you miss, you will almost always be punished by a good player. Only reckless players who just rush in will get hit by it often; otherwise, it's pretty situational. I'd recommend against using it too much--of course, if you have a fortress of grenades/C4s/etc. set up, then f-smash can work wonders against a cornered opponent (at the very least your opponent's shield will be destroyed, and if he tries to hit you out of f-smash, he'll probably eat a grenade explosion).
Actually, you can probably powershield her d-smash unless she uses it after you've tripped from her d-tilt. Her u-smash and f-smash are different stories, but in the case of her f-smash, you can just DI out and then punish her with an f-tilt (or at least run away if you can't punish her). U-smash is the move I find the most annoying because it's pretty difficult to airdodge past. Anyway, another match-up that you may find annoying (at intermediate levels of play on up) is Snake vs. Dedede. Most people say that this is strongly in Dedede's favor, but I think it's only a slight advantage. It's just that the majority of Snake players don't know how to fight Dedede. The chaingrab is good--very good--and can rack up tons of damage on you very quickly (and get you off the stage very quickly, which is a place where Snake does NOT want to be). So the basic premise behind this battle is: don't get grabbed. That said, the easiest way not to get grabbed is to camp the living crap out of Dedede. His Waddles can't really match up with your grenades. Use your C4 and b-reversals, and keep a good distance away from him; you should do just fine as long as you don't get grabbed. When you're recovering, be wary of his f-air and b-air. His f-air has surprising vertical range, so airdodging past it isn't always easy (and using a grenade to stop it isn't always advisable becasue you're both heavy, so if you're not up on % it's going to hurt you overall), and his b-air can be used twice in a row, so if you airdodge it he'll just b-air you again. Just be smart and don't try to rush back to the stage. Recover high if you can (drop a side-b or a grenade or C4 down while you're up in the air so that he can't just jump and u-air you), and if you can't, clear a spot with a grenade before attempting to get back to the ledge. As for Pit, as Inui said, that match-up should be easy. Just don't plant any explosives at the ledge or something because that'll encourage him to ledgecamp you even more, and Pit's ledgecamping is really his main tool against you. Pick a stage like Battlefield and you should do fine against him (you can actually gimp him pretty easily with b-air edgeguard if you're careful, since he has to use his slow up-b and can't glide at you because of your u-tilt). Stay away from Final Destination or campy stages (force him into getting close to you and you can win). |
| this is the best Brawl match ever....EVER | |
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| Snake · Super Smash Brothers | |






5:36 PM Nov 26






