BlueXenon
Smash Lord
Yesterday I tried to edge guard a Marth with a reverse shuttle loop from the ledge, and he Dair'd me for it and I died. Was this a bad idea or did I do it too predictably?
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Thanks alot for this! Im guessing u played MVD in tournament. i watched some of the live stream of the gf with esam vs mvd but idk if were talking about the same tournament(we probly are). Yeah i also find myself struggling to KO him. one time i couldn't kill a snake until 250% -_- hes so fat. The main reason i struggle with him is cause my off stage game is terrible but my on stage game is waay better. I also look at MK when im recovering/DI(i think most people do) but I'll try what u said. Anyyywhhoo thanks again!Snake is so versatile at camping that there's no one-size-fits-all solution. You just have to adapt according to how he's camping.
One thing I've recently learned is that you MUST always keep your eyes on Snake. I played against MVD last Sunday and I ran into landmines like 9 times because I have a habit of looking at MK when I DI (idk why really). Never get hit by any of those; each and every single one can make or break a match, no matter how low your %.
For approaches, Tornado is actually not a bad option against Snake, just be careful that he doesn't get past his initial grenade animation so that it doesn't hit it if you catch him. It's really good if he's Ftilt happy (which is really the main reason to use it). I also like to glide as an alternative to tornado if I feel their grenade placement prevents me from doing that. Save your smashes for kills and reads, and don't use your tilts much because it's too risky since you have to be within his own tilt range to use them (except Utilt, you can save that for fall reads). Once he uses his cypher, you have a few ways to gimp him. If he's within your upB range, make sure you're also within the range of hitting the cypher so that you can reset the upB (and here's a funny trick: if you hit the cypher, he'll usually be within your glide attack range. It's a really good option to follow an UpB with because sometimes he'll be too far horizontally for you to upB him again in time). If he gets up too high to upB, follow his falls and time your aerials to catch him (and if he fast falls, be sure to do the same so he doesn't air dodge through your aerials. I recommend Uair whenever possible so you can constantly keep him in the air). If he fast falls and you know you won't be able to catch him fast enough with aerial, try to position yourself for a grab. If he tries to C4 recover, footstool as he blows himself upward.
It's still a matchup I'm trying to get a grasp of, especially since my primary practice comes from playing MVD, so there's always some dumb **** that can happen even if I'm playing the matchup properly (you'd be surprised at how difficult it can be to react to an unexpected Fair when attempting to gimp Snake from up high sometimes -_-). Basically, your goal is to keep Snake in the air or off-stage as much as possible because he's really dangerous on the ground. MK wins, but it can be frustrating sometimes because it takes forever to kill him. In fact, you don't kill Snake. You gimp him.
DI goes for all characters, and not Metaknight. DI helps you live longer by changing your trajectory path using the analog stick and the C-stick.Hi, what is the best way to DI with MK. L-button for me is Jump and I use it when I DI, any other tips? (Besides the obvious basic stuff.)
Thanks for that but I know what DI is. It's just that I saw that Otori changes his controller setting adjusting one of the shoulder buttons to jump so he could DI better (Jumping several times so he could live longer), and wanted to know if there were other tricks like this one.DI goes for all characters, and not Metaknight. DI helps you live longer by changing your trajectory path using the analog stick and the C-stick.
There are 3 other parts to this guide. This should cover almost everything related to DI and how you can perform it.
Uair to cancel the secondary hit stun and enable you to act. If you will die without jumping, jump (this is faster with Uair>Jump>Uair>Jump). If you will die with jumping, Side-B.Thanks for that but I know what DI is. It's just that I saw that Otori changes his controller setting adjusting one of the shoulder buttons to jump so he could DI better (Jumping several times so he could live longer), and wanted to know if there were other tricks like this one.
Yes, that is well known, thanks.Uair to cancel the secondary hit stun and enable you to act. If you will die without jumping, jump (this is faster with Uair>Jump>Uair>Jump). If you will die with jumping, Side-B.
So is jumping. The most common utility of L=Jump is Up-B OoS while tap jump is off, which I believe is the primary motivation behind Otori's control scheme. Otherwise, tap-jump-left-stick-up is (by far) the best method to jump. It optimally buffers with Uair>Jump, it is the only option to meteor-cancel without a penalty for early input, it is practically the fastest method to Up-B OoS, etc.that is well known
For characters like Marth It is sometimes the difference between 1 frame of vulnerability and 0 frames of vulnerability in their start-up animation.With enough practice and getting used to it, you should not have trouble with pressing three buttons at the same time.
I also use Tap Jump off and L to jump and never really had any issue.
Shield>Up-B definitely has 0 frames of vulnerability when done perfectly.There is no way to get 0 frames on vulnerability with Marth.