Don't use EU as examples for match-ups unless it's perfectly agreed by everybody that the match-up displayed is played accurately. The match-up is in DDDs favor at lower levels, considerably. Competent Snakes are really freaking tough.
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I'm guessing EU = European Union? Well, what's wrong w/ Europe? Don't they have the same version of Brawl that we do?Don't use EU as examples for match-ups unless it's perfectly agreed by everybody that the match-up displayed is played accurately. The match-up is in DDDs favor at lower levels, considerably. Competent Snakes are really freaking tough.
I remember hearing Se1br1k talking about the MU at a tourny awhile ago saying it was even, Coney says DDD loses, Atomsk says even/DDD loses, I THINK 4GOD said he can easily believe it's an even MU.Ooooh. Well, maybe EU has a more even MU with Snake, but given the conditions here in NA where most top level D3/Snake players are, I think the MU is more along the lines of +1 D3. I'd still love some input from actual top D3 players though so they can tell me I'm right/wrong.
Seibrik, Coney, Zekey, Atomsk, 4GOD, Tech_Chase... I SUMMON THEE!!
I'm loved by the great 4GOD! I am truly blessed! <34GOD said:Tbh, maybe Im just being real naive, but hey, Xubble wanted to hear what I think. I did this for you...all for you...mi amor.
That's just flat-out not true.I have to agree with a lot of people that the match-up is +1 and only advantageous to Dedede because of the counterpick stages. We can take more advantage of these than Snake can.
No, I think there's a shred of truth to what Lion said. We do probably get more perks out of all the CPs than Snake does. This includes CPs that we don't normally enjoy, like Brinstar.That's just flat-out not true.
1. Well, I'm not exactly sure what a "Grenade Wavebounce" is, but I think our uair can hit through pretty much anything Snake has in the air. We can also usmash hard reads and our utilt has a speck of invincibility and good reach, so we can hit through a surprising number of things with that as well.But I have two questions:
#1: How can we deal with a Snake who is in the air above us and is constantly using a Grenade Wavebounce to land safely on the ground?
#2: What is this whole Inhale Release to Happy Ending shenanigan about? I heard it was the best thing since the d-throw chaingrab.
Let's see ...No, I think there's a shred of truth to what Lion said. We do probably get more perks out of all the CPs than Snake does. This includes CPs that we don't normally enjoy, like Brinstar.
Stage transformations add walls and walk-offs for CG infinites and easy kills. This doesn't really matter much, but water allows for janky upB spikes w/ D3.Let's see ...
- Delphino: The hazards help him to camp, stage transformations break him free of CGs, the bigger stage makes it even harder to catch him. The stage hardly affects the match-up and it doesn't really help us much at all
Sure Halberd may help Snake more than us, but Siege adds walk-offs on one transformation and during each stage transition for easy CG kills. Statues also get in the way of grenades and Nikita missiles.- Siege / Halberd: Virtually the same as any neutral and I think Snake even CPs Halberd vs us [though I'm not sure if it's actually the best choice].
Frigate might help Snake more than us, sure. PS1 and PS2 bring in walls for CG infinites. PS2's flying form makes killing Snake in the air easier cus D3 gets enhanced aerial mobility and his aerial game ***** Snake. Killing with uair and such becomes much more viable on that transformation. The electric and ice forms bring in dthrow>usmash combos. The electric form also gets rid of his C4 if it lands on the treadmill.- Frigate / Stadium 1 & 2: Lots of opportunities for Snake to camp and break free of CGs; VERY hard for us to land safely anywhere on these stages
At least four walls for CG infinites. Also being forced to take to the air can help D3 take him down with his superior gimping ability. For a time, there are also walk-offs for easy CG kills.- RC: Snake is broken here and DDD has a hard time catching up to him. IDK though almost all good tourneys ban this stage but I doubt it helps us more than it helps Snake
Having Snake offstage everytime we grab him isn't really such a bad trade for less CGs. More gimps, Happy Endings, etc. Yes, Snake exerts incredible stage control, but we can exert some form of control as well.- Brinstar: dunno how it's anywhere near our favor there. We gain NOTHING on Brinstar that Snake doesn't gain while losing almost every chance to CG him. It's also hard as **** to land against Snake here.
Absolutely wrong. If no CP made the MU greater than 0, than the total MU wouldn't be 0 in the first place, and that net MU value is what most of us have agreed on. I'm not saying all those stuff I listed will automatically make the MU easy. Sure, it's gonna be hard to grab Snake to capitalize on all those walls and walk-offs, but such is the life of King Dedede! It's not gonna come free!We definitely don't have a better selection of CPs than Snake does. I think people GREATLY overrate how much CPs influence the outcome of this match-up ... it changes the way the match-up should be played but on virtually all CPs the MU never goes beyond 0 from our point of view.
They have to mash out of the inhale. Then, the second they come out on top of you, you have to utilt. It's terribly hard just to get someone to mash out inhale if they know about this, let alone actually know when they will come out to do the utilt.Hey Bubbaking. Good information on that grab release after a Snake uses his cypher. What I mean by a grenade wavebounce is that when you're traveling in a certain direction in the air, you can change your momentum to quickly bounce back in the opposite direction and mindgame someone. This is done by pressing the B button (while traveling, say, to the right) and quickly tilting the control stick to the left AFTER it is pressed. It has a lot of names. B-Reversal, B-Reversal wavebounce, Wavebounce, etc. From what I have read, I think Seibrik found out about the Inhale Release to Happy Ending or IRHE. The way it works is when you use Inhale on your opponent, as long as they are struggling to get out, you can buffer an up-tilt as they go into the release animation. I have no clue how it's done but I've seen a video on it.
http://www.youtube.com/watch?v=9yfMoegHvcY