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:<If you're encountering difficulty across the board that can be attributed to people "figuring you out" you probably aren't playing very optimally and need to begin seriously considering your actions and habits.
If you don't know how many frames the grenade has left, it depends on the time you have left on the grab, what your positioning is, and what the opponent's percentage is. If you have little to no time on the grab, then pick whatever throw you want and hope you time your throw well. If there's ample time, then it's easy enough to treat the grenade as if it weren't there and maybe even combo off of it; up throw is Snake's second fastest throw next to back throw, and probably his best overall at lower percents. If you're at a moderately high percent with lots of time left on the grenade, you also have the option of walking backwards until you're out of range of the grenade and proceeding to pummel them for the remainder; that way your grenade should send your opponent upwards at a decent combo angle (Unfortunately I can't test how viable this is, since I don't have Dolphin with me. I do believe that this gives the opponent the full 12% damage of the grenade as well as pummel damage, but I can't verify this, and I don't know what the grab release animation gives in terms of frame advantage).I don't usually mind port priority when I play Snake. If you(P1) grab the opponent(P4) and there is a live grenade between you two, what is the most optimum throw you can use without putting yourself in too much disadvantage?
I lost in grand finals of a tournament long time ago because I was down in port priority, grenade exploded and he jump uair killed me before I got out of histun. It should be removed and have them both take knockback, port priority is dumb and gives an unfair advantage to one of the players lol.Do you think port priority should stay or get removed? I think it's pretty dumb. Now that I'm concious of it, how do your guys' gameplay change if you are low or high port? What do you do differently?
Useful for punishing the cheeky standing needles but that's not honestly how most Sheiks utilize their needles. Crouching is just asking them to SH needle grab you (which is still beat by shield ->buffer spotdodge iirc).DACUS from crouch is also very important when playing against Sheik(basically everyone else as well) because her needles cant touch you and if you are mid range, you can immediately DACUS her endlag.
Reactionary Detonation is a pretty good option at any percent tbh. It gives you a positional advantage against a character that has very few good ways of getting down. the best Sheik can really do is b-reverse needle as a sliiiiight movement mixup, but it's nothing like Snake's grenade reverses. As for punishing Zelda, I'd honestly say immediately detonate the C4, and if you get the invincibility, run up and C4 them. Most Sheik/Zeldas I've played will hold shield out of their transform to prevent those kinds of followups. Maybe conditioning them to not shield would make this viable though.If she transforms, either you can detonate (recommended at VERY high %) early, or detonate during her invincibility frames and punish Zelda accordingly with either tranq-->stick (ground recommended) or d-throw tech chase (platform recommended).
https://youtu.be/_eanWnL3FtMNah see the most common first move is Rock: your hand is already formed that way in the preparatory stage, and Rock has the psychological sturdiness and strength. Therefore, people are most likely to pick that, and least likely to pick Scissors, which loses to Rock. Paper is the safest first option, and the expectation is that they'll follow their same move again, meaning you play what you lose to in the result of a tie. There's a whole study about this believe it or not, I'll see if I can find it later.
...oh jesus this commentary.
Ya thats the thing. I play dolphin so transform is much faster and I am able to react when sheik/zelda appears. Is transform all the same in the wii or are there differences?They're more of "nonexistence frames" than invincibility frames, and it dependent on console.
with a mine on a side platform a hard but maybe effective edge guard is a grenade>wd oos onto ledge and a roll back/ get up? If timed right you cover platform, ledge and stage near the ledge.So I did some data gathering and the highest grenade throw Snake can do is actually shield->wavedash OOS into Smash throw up. Next highest is IGT Up/Up, then upward lob AGT up/up and then shield->wavedash OOS into normal throw up (those last two are mostly interchangeable). It's really good knowledge to have given:
the first option is the only one able to come close to Dreamland's ceiling (via top platform it'll probably make it?).
The first option is actually too high if done frame-perfect for most stages (unless you hit your target and cancel its momentum).
The Upward lob remains the most flexible imo, given you can walk a little to set up + air dodge in a lot of different ways in order to follow drift. It's unfortunately the most telegraphed.
You can also use the shield->wavedash OOS option to test how quickly you're acting out of grenade drop and waveland: it goes as high as the second white band of training room. Try to consistently get within a tile or two ^^
I'd like to hear opinions on Wavedash vs. IGT (@BND ) considering I'm really bad at the IGT and don't know exactly what goes on within it. If you can use it to position yourself vertically for a smash throw, that'd be really cool with platforms, otherwise idk really. The dash options out of the wavedash seem really useful, considering you can JC up throw grenade.
Additionally, IGT is the best option for throwing grenades really far. From the center of Fountain of Dreams, the grenade actually reaches the blast zone and disappears before it explodes (so it's actually not good for edgeguarding). I wanna make an infographic sort of thing with all of the grenade edgeguarding possibilities (considering you have a HUGE amount of time to set up a followup and it provides a mental barrier for your opponent to overcome) as well, but that has to wait until my stream setup is reliable (i.e. my cables still aren't in after a month and a half <<).
I took some screenshots and will upload if y'all are interested though![]()
Two things:I'd like to hear opinions on Wavedash vs. IGT (@BND ) considering I'm really bad at the IGT and don't know exactly what goes on within it. If you can use it to position yourself vertically for a smash throw, that'd be really cool with platforms, otherwise idk really. The dash options out of the wavedash seem really useful, considering you can JC up throw grenade.
Additionally, IGT is the best option for throwing grenades really far. From the center of Fountain of Dreams, the grenade actually reaches the blast zone and disappears before it explodes (so it's actually not good for edgeguarding). I wanna make an infographic sort of thing with all of the grenade edgeguarding possibilities (considering you have a HUGE amount of time to set up a followup and it provides a mental barrier for your opponent to overcome) as well, but that has to wait until my stream setup is reliable (i.e. my cables still aren't in after a month and a half <<).