DavemanCozy
Smash Photographer
Hi everyone,
I was playing in training mode and noted that Snakes first full jump can't reach the platforms in battlefield.
What I did also try though was finding ways to reach it without using his second jump, as getting knocked without a second jump can put him in a bad disadvantage, particularly offstage. Here are the methods I've found:
1. Full jump back air is the easiest, although you will suffer landing lag from it.
2. Full jump dair needs to be precise, but with some practice it can be done. 1 more frame of landing lag than full jump bair though his hitbox is straight instead of sideways like bair.
3. Full jump -> directional airdodge down. There is lag with this too. Although this can also trigger a wavedash and give you some ledge-dashing potential (slide off the ledge to cancel the lag).
I just thought I should post this, since setting traps and stage control is so important with this character and it's pretty obvious the decision to have him with a short initial jump was no oversight.
The landing lag for airdodge is distance based. Yeah, so instead of trying to explain it I'm gonna post a link to the thread that explains it: https://smashboards.com/threads/spot-dodges-rolls-air-dodges-and-staling.464660/
Basically you'll suffer 18-19 frames of landing lag if you time the waveland perfectly with option 3 because Snakes first jump is so small. So I'd put it as just slightly faster than Full jump b-air.
I say slightly because I'm also taking into account the time it takes for Snake to reach the platform with full jump b-air, whereas with full jump -> waveland he travels much less distance while still suffering the same amount of landing lag. The difference is pretty small.
For applications:
I would use option 1 if you need to stick out a hitbox while getting on the platform. I would use 3 if you need to reposition yourself. 2 is less applicable because the hitbox is smaller, but maybe it has its use too.
I was playing in training mode and noted that Snakes first full jump can't reach the platforms in battlefield.
What I did also try though was finding ways to reach it without using his second jump, as getting knocked without a second jump can put him in a bad disadvantage, particularly offstage. Here are the methods I've found:
1. Full jump back air is the easiest, although you will suffer landing lag from it.
2. Full jump dair needs to be precise, but with some practice it can be done. 1 more frame of landing lag than full jump bair though his hitbox is straight instead of sideways like bair.
3. Full jump -> directional airdodge down. There is lag with this too. Although this can also trigger a wavedash and give you some ledge-dashing potential (slide off the ledge to cancel the lag).
I just thought I should post this, since setting traps and stage control is so important with this character and it's pretty obvious the decision to have him with a short initial jump was no oversight.
The landing lag for airdodge is distance based. Yeah, so instead of trying to explain it I'm gonna post a link to the thread that explains it: https://smashboards.com/threads/spot-dodges-rolls-air-dodges-and-staling.464660/
Basically you'll suffer 18-19 frames of landing lag if you time the waveland perfectly with option 3 because Snakes first jump is so small. So I'd put it as just slightly faster than Full jump b-air.
I say slightly because I'm also taking into account the time it takes for Snake to reach the platform with full jump b-air, whereas with full jump -> waveland he travels much less distance while still suffering the same amount of landing lag. The difference is pretty small.
For applications:
I would use option 1 if you need to stick out a hitbox while getting on the platform. I would use 3 if you need to reposition yourself. 2 is less applicable because the hitbox is smaller, but maybe it has its use too.
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