Calebyte
Smash Lord
We should do Fox next. Fox mains have been popping up everywhere recently.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Cape **** is the correct term, but it's not applicable at all while talking about MUs. Good Snakes won't be making many mistakes like that if at all. Corneria has an extremely low ceiling which is probably why Snake died at such a low percent. Using cape **** when they hit the acid/lava on the Metroid stages is good if the opportunity actually comes up.Hey one thing that I haven't seen anyone talk about: Cape **** on grenade mistakes. I see a lot of snakes not being careful with their nades and then letting them explode and hit them. While not a strategy that I would suggest using all the time, else you will be being predictable, if the opportunity arises, cape that sucka.
One time I was playing a friend of mine on Corneria and he shield-dropped a grenade, so I pressured him and didn't let him move, until he mistimed a dodge, and right as the grenade exploded and hit him, i caped him, killing him off the top of the stage at 21%. While this is a ridiculous scenario, I have killed snakes with cape **** off of the lava on Brinstar/Norfair at under 100% a few times. I think it's something to consider when playing this MU.
P.S. I am not sure if Cape **** is the correct term here, since I know that the term is also used for caping MK's dimensional cape. But it's where you cape 'em and their momentum increases by a lot in the direction they are traveling.
Ok thanks for the advice Inferno! I am new to this whole MU discussion thing.Just a bit of advice bwolfe when talking about MUs: It's not always the best idea to bring up extremely situational things that will rarely apply in tournament if ever. You want to talk about more applicable strategies.
Any time. I've made the same mistakes when I first talked about MUs.Ok thanks for the advice Inferno! I am new to this whole MU discussion thing.
It's annoying as ****. I remember I used to just throw fireballs, run and punish his mistakes but it's been so long since I played a Snake I forgot how to do it .Im willing.
Dude, Snake is heavy as ****...whenever I manage to get a little momentum, it doesnt really even matter since I die a good 30% earlier than he does...assuming Im landing Fsmash like I want.
How do I kill this ****er?
Snake is EASY to kill.Im willing.
Dude, Snake is heavy as ****...whenever I manage to get a little momentum, it doesnt really even matter since I die a good 30% earlier than he does...assuming Im landing Fsmash like I want.
How do I kill this ****er?
Not against good players.Snake is EASY to kill.
[...]
D-smash and U-smash are REALLY easy to set up on him.
I profoundly disagree.Calebyte said:The MU would be near-even if Snake wasn't so heavy.
Dude, Snake's weight-class is what makes him so good. Do you really think he would be top-tier if he was in the same weight-class as his fellow humans?I profoundly disagree.
There is a reason Mario is bad at killing, guys. It's because Mario's kill moves are all grounded and are very hard to set-up against an airborne opponent who knows how to play against Mario. You can say "condition him" as much as you like but there's not much to condition when it's a known fact that from 120% on Snake is free to spam his shield. Our throws never kill, our aerials never kill and by the time Usmash could kill him our throws don't set up **** anymore.
You land fsmash on a whiffed move [typically shield grab] or a spot dodge read and you land usmash on an airdodge, landing, roll or spotdodge read. I dare you to do any of this against a Snake that's not stupidly easy to bait - the landing read is the only thing where you have a realistic chance to score.
B-throw kills. Mario players just need to be smarter with it. I kill with B-throw quite consistently when I need it to. Anytime I see a Mario player let a Snake survive to 220% and above because he staled B-throw, I cringe.There is a reason Mario is bad at killing, guys. It's because Mario's kill moves are all grounded and are very hard to set-up against an airborne opponent who knows how to play against Mario. You can say "condition him" as much as you like but there's not much to condition when it's a known fact that from 120% on Snake is free to spam his shield. Our throws never kill, our aerials never kill and by the time Usmash could kill him our throws don't set up **** anymore.
The landing read however is REALLY easy to do against Snake due to his bad mobility and aerial game. Yeah he can B reversal and get cheeky here and there, but you're going to kill him eventually if you keep him above you.You land fsmash on a whiffed move [typically shield grab] or a spot dodge read and you land usmash on an airdodge, landing, roll or spotdodge read. I dare you to do any of this against a Snake that's not stupidly easy to bait - the landing read is the only thing where you have a realistic chance to score.
Keep in mind, getting Snake to 200% does not imply that landing the kill move was hard, or that the Mario was being dominated. It may just be a matter of playstyle. I see plenty of Mario users who have no trouble maintaining momentum on Snake for massive damage, but when they make a bad move choice like using B-throw to get Snake offstage, when that throw is better saved for high percent KOs, I have issues here. Similarly I have issues when Mario users stale BOTH D-smash and U-smash unnecessarily. Mario has more than enough options to avoid problems with stale moves and keep his KOs reliable in this matchup.It's also the fact that his damage output makes Mario's look pathetic.
And that he kills us like 80% earlier, has an amazing kill set-up and kill us from like any position
And that it's not only overly hard to approach him but also that you're under pressure even from 3/4 of the stage away.
LOL @ Bthrow killing. The fact that you even have to mention "surviving to 220%" goes to show how little we can do to kill him. And landing reads are much harder to do than you think. It's hard enough to actually put Snake in a position from where you can read his landing in the first place.
Pretty much all this. On top of the fact Mario would actually beat Snake on low ceiling stages if Mario's KO power or damage per hit was stronger, though Snake would probably still have slight advantage on BF.His weight is a huge reason why he's as high on the tier list as he is. All of his amazing traits (of which, he has many) are amplified due to the inability to kill the *****.
All the while, he has an extremely easy time killing most characters...and kills them at very low percentages in comparison.
There's no doubt in my mind that this would be an even match-up if Mario could kill Snake at reasonable percentages. Dair and Utilt are so effective against him for racking damage.
Fireballs will blow up stationary grenades. Grenades that Snake just tossed however will clash with fireballs without exploding. Keep in mind that it's possible to Cape Grenades, although it's best done with reverse Capes. Hitting the grenade with your Cape iirc might cause the grenade to clash and go nowhere, and of course, if the grenade is stationary, it explodes. What's REALLY awesome about reflecting a grenade back to Snake is that if he gets hit by the explosion (which is beefed up due to the properties of reflecting projectiles), it kills RETARDEDLY early. Like...Snake U-tilt retardedly early. Obviously don't kill yourself trying to do this.The fireballs don't blow up the granades on contact, do they? That would be pretty cool if they did. On a side note, I wish Mario's fireballs moved as quick as they do in his games like Super Mario Bros. That would turn many things around in this game, in my opinion.
If you're still bringing up what I said, the reason Mario can outcamp Snake at least is that Mario's rate of fire is much better than Snake's. We can keep shooting fireballs while Snake is limited to having 2 grenades which have a 3 second detonation time assuming they aren't hit. Mario. Fireballs end on frame 43. 180 (how long a grenade lasts assuming it doesn't get hit)/43 = 4.19. This means by the time Snake can pull out his 3rd grenade, Mario will be shooting his 5th fireball. That's a big difference. My point is Mario can camp fairly decently against campy Snakes. Eventually you force him to make a mistake and you do what you say to do, which is just combo him because it's free.Camping Snake doesn't work period unless you're holding a stock lead. And holding a stock lead is easiest on stages with a lot of platforms like BF...which unfortunately are not the stages you usually want to take Snake to given that Snake is significantly harder to kill on stages with a lot of conveniently spaced platforms.
Fireballs however are good zoning tools against him. Actually camping Snake with fireballs however is pointlessly risky since his grenades heavily outdamage fireballs.