Let's start with Hurt vs. Sparg0. This is a fun one, and I think looking at a play by play of the first minute or so of one of the games will give a lot of insight into Hurt's general playstyle.
Here's Winners Finals.
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I'm choosing game 3 since some people were saying that sparg0 adapted in game 3.
First, you'll notice we're on FD. FD is the traditional choice against Snake, because there aren't really other good stages to fight Snake on given the current ruleset. Here's the stagelist for BOBC6:
2 bans apparently.
Battlefield and Smashville are way too strong for Snake, giving him landing options and under-the-platform camping. Hollow Bastion is a very marginally better pick than Smashville thanks to more space to maneuver, but that platform is still really strong (and I believe even closer to the main central stage than the Smashville one, which is good for Snake even if only slightly).
If Hurt bans Town and PS2, that only really leaves sparg0 with FD to choose. In theory, it does make sense -- FD makes it easier to punish Snake's landings with dash attack, and most Snakes aren't comfortable there. Unfortunately for sparg0, Hurt was born on FD, so the stage list ends up being really insane to navigate for this set. With this ruleset against a Snake, it feels like you're being counterpicked every game, even if you're the one doing the counterpicking.
So we're already off to a bad start for sparg0. Let's take a look at the game itself now.
A lot of people are talking about Hurt being aggressive, but let's not get it twisted: his initial gameplan is camping, and camping very hard. Hurt might use CQC if sparg0 gets too close, but Hurt's gameplan is essentially grenade, and he won't deviate from it until it's necessary.
So sparg0's gameplan here has to be aggressing and minimizing time to set up shop; that's why he starts by dashing in at 8:39.
Now, right from the start, you might pick up on Hurt's biggest innovation in the matchup -- pulling a grounded grenade while facing away from Cloud.
Why is this good?
First, Grenade gets pulled on frame 1, but it spawns
behind Snake, so with your back facing Cloud, grenade appears immediately to stop any kind of aggressive pressure option. If you face Cloud while pulling grenade, then you have to drop it first and pick it up before it can shut down attacks.
Second, facing away gives you access to b-air, both on hit confirm if Cloud hits the grenade and as an anti-air if Cloud just empty jumps and is weaving around.
As we see at 8:39, this tactic is hard to prevent: sparg0 tries to f-tilt Hurt before he can start the camping, but the turn-around grenade frame 1 is so fast that it just gets sparg0 hit instead. Snake's camping is so strong that it can literally start on frame 1 or 2 of the game. In fact, it's so fast that by the time sparg0 has landed at 8:41, only a second after getting hit by grenade and b-air, Snake is already facing away again pulling another grenade, while sparg0 has taken 30%.
Just take a second to think about what kind of pressure that is. This is like if Samus had fully charged Charge Shot available from the get-go and recharged it instantly.
sparg0 tries to start dashing in again immediately to prevent more setup. This time, perhaps expecting a grab instead, Hurt rolls out of the way, and leaves the grenade in place. This also is very strong, like Samus down-b but with fewer obvious workarounds. The grenade in the way prevents patience, as you can't just pressure Snake in the corner with it about to explode, so sparg0 is
forced to pick an option. He only gets a split second to shield before he has to run in and choose, or just back away and retreat.
Hurt knows this and approaches with shield, ready to grab if sparg0 just holds shield or d-air OOS if sparg0 aggresses. Instead, sparg0 does something smart and creative. He picks up the grenade and tosses it down, forcing an option from Hurt so that sparg0 can get something started. This moment is one of my favorites from the set.
From this position, they both have to choose an option. sparg0 chooses to use f-air to attack. Hurt chooses to defensively jump back and b-reverse a grenade to once again have his back facing sparg0 with a grenade in hand. Since jumpsquat is frame 3 and grenade is frame 1, Hurt has his option out before sparg0 can even start the f-air animation. Look at this:
Airtight camping, absolutely no vulnerability here.
sparg0 swings the f-air but hits a grenade and takes damage while Hurt isn't even around -- he's long rolled out of the way.
And since Hurt rolled, instead of b-air he can actually hit confirm into n-air from the grenade. Once again, before sparg0 lands at 8:46 and techs in place (the fastest tech option), Hurt already has his back turned and has pulled another grenade. Now, not only is sparg0 getting camped, but he's also in the corner, so he has to choose something defensive. He can't shield because f-throw -> Nikita is deadly from this position, so he jumps up. This ends up being the smartest option, since it gets him out of the corner and puts Snake on ledge.
sparg0 tries to capitalize on this -- the first real opening of the game, but since the grenade is there, it's a red herring. There's not enough time to punish neutral getup -> shield, so instead, sparg0 gets hit and Hurt retains stage. What looked like an opening was really just another trap, and sparg0 would have been better off waiting.
Unable to stop Hurt from setting up, sparg0 turns to lesser-used Cloud options, like d-tilt at 8:51.
In case you don't know, Cloud d-tilt is a pretty bad move. It does lower Cloud's hurtbox but the functional benefits really stop there; it's low damage, the hitbox is vulnerable, and there are usually better options with more coverage. But here, it's just the only thing that hits Snake's feet in this position. Cloud doesn't have a poking d-tilt like Lucina or Aegis would in the same situation, so Cloud has to choose the riskier burst to stop Hurt from setting up. The d-tilt does hit, but look at the reward sparg0 gets for it -- 8% and doesn't even get stage control since the grenade explodes immediately afterwards anyway and blocks off progress.
This is overall just bad odds. If sparg0 guesses wrong he takes 30, and if he guesses right he deals 8, so d-tilt will clearly not work as an option to stop Hurt from setting up.
At 8:54, sparg0 turns to another typically weak Cloud option: grab. Once again he gets no follow-up, but he realizes that if he gets a grab in the right position he can get more damage. Sure enough, at 8:58, sparg0 just grabs Hurt as he tries to set up and b-throws him into a grenade, following up with up-tilt to get him to 44. It's not bad damage, but sparg0 overextends, trying to read Hurt's air drift with a f-air. Cloud f-air is pretty slow and Snake b-air is f7, though, so Hurt perfectly times an airdodge and resets to neutral with a b-air to hit sparg0 at 9:01.
Take note of how Hurt uses stage control. He is camping, but he will camp at midrange rather than zone at the far end of the stage. When sparg0 is sent flying, Hurt uses that time to close the distance to set up shop closer to the target. The only times he doesn't do this are when sparg0 has limit, such as 9:09. In these situations, Limit can be very dangerous for Snake. But at a distance, the only thing sparg0 can threaten with is Limit Blade Beam, which gets completely blocked by a single grenade, so giving up stage control to mitigate the threat is a reasonable call.
Even at long range, Hurt's pretty smart about his zoning. He understands that even as a long-range zoner you need to mix in some dash attacks sometimes, because it challenges your opponent's mental stack if they have to fear random burst from you while trying to penetrate your defenses.
9:13 gives us insight into Hurt's ledgetrapping plan. Most Snakes are preemptive on ledge: they like to use mortar at different timings and hope that the blast catches an opponent. It does, often, but it's not the most consistent plan, and it can be vulnerable to reversal, so Hurt elides it. If Hurt can't find time to use Nikita, then he places one mortar and then uses the forced option that the mortar elicits to try to react to something.
In this moment, Hurt uses a mortar, which makes sparg0 jump -- sparg0 doesn't want to grab ledge or land on the stage since he might get hit by the mortar here. Hurt dashes back, to give himself time to b-air if sparg0 chooses to drift in and airdodge past the mortar. But since sparg0 hangs in the air longer, Hurt uses dash in and dash out to keep himself close enough to react until sparg0 makes a decision. Note that Hurt only briefly flashes shield -- just in case there's a n-air or f-air coming, then dashes back in preparation to react to something. sparg0 gives up the airdodge, and Hurt up-tilts for the stock.
Why was this ledgetrap so effective?
- Snake's dash back and forth is actually quite short, so it doesn't pry Snake away from the action.
- Since he didn't waste time on using more explosives past the one mortar, Hurt didn't risk a reversal here. Instead, he just patiently waited for any panic option at all, and when the first one came, he was ready.
- He didn't waste a lot of time in shield allowing sparg0 to roll past him. He only briefly used the shield to prevent a reversal.
Now, you'll notice that on sparg0's second stock, Hurt is scrapping rather than continuing to camp with his grenade. He's trying to whiff punish sparg0's landing. Why is he doing this?
First, sparg0 isn't swinging into it any more, so Hurt isn't racking up any damage by camping right now. At the same time, since sparg0 isn't swinging, it also gives Snake more room to maneuever.
And second, since Hurt's in the lead, he has the percent to go for reads. Jump read n-airs, grabs, face-forward grenades -- it's all on the table when you're already in the lead.
It's a riskier playstyle, for sure, and is probably what gives people the impression that Hurt is aggressive.
But this is an interesting aspect of Snake that isn't often talked about -- taking risks like this when in the lead is not just possible -- it's actually optimal.
You see, when Snake is in the lead, he can't really pull a Megaman or a Samus and just camp at the corner. If he does that, he puts himself at risk of damaging himself with his own projectiles and losing his lead. How many times have you seen a Snake die to his own C4 or pop offstage due to his own grenade and make the stock count even again, forfeiting a lead?
Snake is an unusual zoner in that when he has the lead he's actually better off fighting it out to make the lead even bigger. If you throw some grenades in the mix and also start pressing your strong normals with a big lead, then you'll usually end up trading stocks -- and when you have a lead, trading stocks means you're winning the game.
At 9:56 the risky play loses Hurt the stock: he tries to get sparg0 with a C4 while falling and it doesn't pan out. But there's still a sizable lead here, so he keeps fighting. Note
how he's fighting, though. It's not just straight CQC. He's mixing some zoning in there, because any grenade that hits both Snake and Cloud is a win for Hurt right now since he's in the lead.
It's also worth noting that Hurt treats stock leads as slightly different from percent leads.
Hurt has the stock lead? Minimize explosives, don't leave room to lose your stock by hitting yourself with your own explosive.
Hurt has the percent lead but no stock lead? Explosives mixed with CQC, ensure Cloud dies first.
At 10:12 for instance he goes for a grab read, fails, and then immediately jumps and b-reverses a grenade -- facing forward, instead of facing away.
Even his ledgetrapping shows signs of this: at 10:24, he doesn't even bother with mortar, he just literally waits to react to roll or neutral getup with dash attack. He unfortunately gets the sour spot here, but the mixup is important. It forces sparg0 to make aggressive plays despite being at high %, and a following Cross Slash leads to an up-tilt that seals sparg0's second stock.
Imagine if Hurt were any other Snake and was just camping grenade and mortar in this spot. sparg0 could play the high % patiently and just not touch the grenades and hope that Hurt self-damages and creates an opening. Hurt doesn't give him that chance, though, and instead just keeps mixing up between CQC and defense.
The final stock of WF is actually quite strange, relative to all the other games. Hurt trades in his next stock entirely with explosive exchanges in order to get to the last stock. I have the feeling he only did this because he was up 2-0, as he doesn't do it in any other game. He probably wanted the set to be over at this point, and as a result of that decision-making, he even comes close to losing the game -- thankfully for Hurt, the lead he built up ends up translating into a narrow margin of victory.