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Official "Ask Snakeee Stuff... about Stuff" Thread

Snakeee

Smash Master
Joined
Jul 5, 2007
Messages
3,904
Location
Staten Island, NY
I used to play like that without even realizing it, and everyone used to like despise me :laugh:. That style isn't really effective in the long run though, because someone that is pro at powershielding will run right through you. That isn't even that hard in this game, since you have a 5 frame window for powershields >_>
 

sasook

Smash Champion
Joined
Aug 9, 2008
Messages
2,338
Location
New York
I'm still having this problem.....


Ok, scenario:

You're being juggled from below and it seems no matter what you do (dair from top hoop, FF airdodge, whatever) you can't seem to get back to the ground or reset your spacing. What on earth do you do? This problem keeps costing me matches.
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
Mar 16, 2007
Messages
7,245
Location
NC
I'm not talking dash then pivot ftilt/dtilt. I'm talking just turn around. To turnaround and ftilt out of shield, you just hold back and press A. Dtilt, you have to wait. You can buffer a turnaround ftilt, but not a turnaround dtilt.

Suffice to say, ftilt has uses, just not as many as the other two tilts.
 

noradseven

Smash Lord
Joined
Feb 13, 2009
Messages
1,558
Location
North Carolina
I'm not talking dash then pivot ftilt/dtilt. I'm talking just turn around. To turnaround and ftilt out of shield, you just hold back and press A. Dtilt, you have to wait. You can buffer a turnaround ftilt, but not a turnaround dtilt.

Suffice to say, ftilt has uses, just not as many as the other two tilts.
why not just u-tilt, okay I know f-tilt has slightly more range blah blah blah.

Also over B can do the job just as well sometimes.
 

WarpStatus

Smash Apprentice
Joined
Jun 29, 2008
Messages
86
Location
San Jose
why not just u-tilt, okay I know f-tilt has slightly more range blah blah blah.

Also over B can do the job just as well sometimes.

You just answered your own question. If lets say falco smashes the back of your shield, in most cases you will get pushed far enough so utilt will not hit, but ftilt will. It is also safer if you whiff an ftilt than if you whiff a utilt. Its usually easy to tell whether ftilt will hit and act accordingly.

ph00t is talking about oos punishment. I can almost guarantee you that you can't punish anything oos with over B, and even if you could it would be better to downsmash. Over b's first hitbox comes out on frame 24 and down smash's hitbox comes out at on 20, and gives you double the damage punishment wise.
 

NickRiddle

#negativeNick
Joined
Jan 3, 2006
Messages
9,913
Location
Florida
I'm still having this problem.....


Ok, scenario:

You're being juggled from below and it seems no matter what you do (dair from top hoop, FF airdodge, whatever) you can't seem to get back to the ground or reset your spacing. What on earth do you do? This problem keeps costing me matches.
Go for the ledge. Seriously, she's amazing there.
 

Nefarious B

Smash Champion
Joined
Dec 13, 2008
Messages
2,002
Location
Frisco you know
I've found that she gets owned by some stupid stuff on the ledge. Snake can sometimes be trouble if he mortars then lays a nade and prepares to grab and throw you back if you roll. Olimar can fsmash off the side which while really simple is also annoying as hell to get around if he's waiting for you to try and attack or roll through.

And if you're a baddie like me you might even get gimped by Ice Climber blocks falling off the ledge, knocking you out of the tether you should have pulled in sooner, faster than you can regrab.
 

Hence

Smash Ace
Joined
Dec 7, 2008
Messages
745
Location
Georgia
Don't get me wrong she does have good ledge game, I just wouldn't call it amazing.
Flip Jump Stall.

U-Air, F-Air, or Plasma Whip from the ledge.

Flip Jump Kick from under the stage in two angles.

Footstooling from under the stage.

Ledge jumping into more angles for a Flip Jump Kick.

Paralyzer > Flip Jump Kick.

Amazing fastfalled ledge jump.

Broken +100% attack get-up.

Wat. :laugh:
 

shlike

Smash Ace
Joined
Feb 1, 2009
Messages
896
Location
Brownsville, Tx (RGV)
Flip Jump Stall.

U-Air, F-Air, or Plasma Whip from the ledge.

Flip Jump Kick from under the stage in two angles.

Footstooling from under the stage.

Ledge jumping into more angles for a Flip Jump Kick.

Paralyzer > Flip Jump Kick.

Amazing fastfalled ledge jump.

Broken +100% attack get-up.

Wat. :laugh:
alot of these are very easily powershielded

but the beauty with all those options is knowing WHAT to do and WHEN to do it

aka learning on how to read/predict your opponent

but yes

she has ALOT of options
 

Hence

Smash Ace
Joined
Dec 7, 2008
Messages
745
Location
Georgia
alot of these are very easily powershielded

but the beauty with all those options is knowing WHAT to do and WHEN to do it

aka learning on how to read/predict your opponent

but yes

she has ALOT of options
Easily powershielded?
Any option you choose from the edge can be punished. Just avoid being predictable and mix up your game. Don't think about memorizing situations unless they're linear. Such as an opponent charging a smash attack. A flip jump kick, attack getup, paralyzer shot, or plasma whip will all work in this situation. The exception lies in some U-Smashes, such as Peach and Lucario. If your opponent is spacing properly at the edge, you shouldn't have much of a problem knowing what you can do.

I guess you need to be able to quickly recognize situations like so.
"Is the opponent within U-Air distance?"
"Is the opponent expecting -, if so how do I counter it?"
"Is the opponent within paralyzer distance?"
 

Hence

Smash Ace
Joined
Dec 7, 2008
Messages
745
Location
Georgia
I don't really understand these ones. Could you explain?
You know that Flip Jump Kick can be angled, right? Fastfall from the ledge and Down+B in either of the angles to punish. The forward angled Flip Jump Kick is expecially useful if someone is standing just outside of the roll getup area. I like to U-Air from the ledge and down+b on occasion because it's usually unexpected.

As per footstool jumping from the ledge; Fastfall a Flip Jump and aim for their head. You'll gain a lot of distance and a safe recovery if you're successful.
 

Hence

Smash Ace
Joined
Dec 7, 2008
Messages
745
Location
Georgia
By angling it, do you mean controlling which direction it kicks or something else?
Controlling the direction, of course.

Although, I failed to mention what I meant by creating new angles. In the same way you fastfall from the ledge and use a paralyzer shot, you can aim your Flip Jump Kick in very obscure places. This is really only useful if your opponent is using an U-Smash or something that would normally hit a Flip Jump Kick. Using this method, you can avoid the hitbox all together and strike them near the bottom of their body.
 

Hence

Smash Ace
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Dec 7, 2008
Messages
745
Location
Georgia
Confession I still have trouble spiking with the down B so I normally don't bother.
While you're on the ledge, not your opponent.
It's fast, it KOes, what more is there to like? Only use this option when you're either sure it will hit or if you haven't used it for a long time. Hogglin' Dazwa once said that the secret to this move is to make your opponent forget it's in your arsenal.
 

noradseven

Smash Lord
Joined
Feb 13, 2009
Messages
1,558
Location
North Carolina
While you're on the ledge, not your opponent.
It's fast, it KOes, what more is there to like? Only use this option when you're either sure it will hit or if you haven't used it for a long time. Hogglin' Dazwa once said that the secret to this move is to make your opponent forget it's in your arsenal.
Ohh thats what you are talking about yeah that's great stuff, however depending on the level and matchup sometimes I use down B too much to make it effective, plus me and most of my friends are fearless in the face of down B too much practice, because unfortunately there is a time period between the invulnerability and the spike kick.
 

Snakeee

Smash Master
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Jul 5, 2007
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Staten Island, NY
I'd only down B attack onto the stage if the opponent stupidly tries to charge a smash that has any sort of lag. If they do I make it so that I release it the very instant before their smash comes out. That way I get the invincibility, plus you always outprioritize their attack with the ridiculous priority on the first few frames of the move. I only really get to do this now if my opponent is unfamiliar with the match up.
 

noradseven

Smash Lord
Joined
Feb 13, 2009
Messages
1,558
Location
North Carolina
I'd only down B attack onto the stage if the opponent stupidly tries to charge a smash that has any sort of lag. If they do I make it so that I release it the very instant before their smash comes out. That way I get the invincibility, plus you always outprioritize their attack with the ridiculous priority on the first few frames of the move. I only really get to do this now if my opponent is unfamiliar with the match up.
Tell that to lucario/luigi, jerks, also we are all campy ***s so we all just poke, with our safest moves until a connect, also one of the favorite things they used to do after they found out about my down B, is just charge it and hit it right around the peak of its jump, aka when you are vulnerable and your attack isn't out yet.

This will not work against people who have played a ZSS before but when its obvious someone hasn't played a good ZSS before its hilarious just to down B twice randomly at the end of the match for the win. This also down air spike out of d-smash when you are up a stock.
 

Smeh

Smash Cadet
Joined
May 25, 2009
Messages
36
Location
Austin, TX
I dunno, using the down B as a spike against people like DK while they're recovering can be really effective, as they can't do much about it.
 

Hence

Smash Ace
Joined
Dec 7, 2008
Messages
745
Location
Georgia
I was reading on the Olimar boards about their U-Throw in doubles. It got me thinking about our terrible U-Throw. Does anyone know if the hitstun is measuable, or at least as much as we're stuck in stun after U-Throw? If so, it may aso be useful in doubles.
 

noradseven

Smash Lord
Joined
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Messages
1,558
Location
North Carolina
I was reading on the Olimar boards about their U-Throw in doubles. It got me thinking about our terrible U-Throw. Does anyone know if the hitstun is measuable, or at least as much as we're stuck in stun after U-Throw? If so, it may aso be useful in doubles.
Its not that bad, just not as good as d-toss or f-toss.
 

sasook

Smash Champion
Joined
Aug 9, 2008
Messages
2,338
Location
New York
I've found that the hitstun for the uthrow and the ending lag for us is just about equal. You can't really follow it up too much. In other words, use uthrow for damage only, since it's the most damaging throw.
 

Hence

Smash Ace
Joined
Dec 7, 2008
Messages
745
Location
Georgia
I've found that the hitstun for the uthrow and the ending lag for us is just about equal. You can't really follow it up too much. In other words, use uthrow for damage only, since it's the most damaging throw.
I know that, but my question is about the hitstun in relation to doubles. Anyone with a fast aerial could REALLY punish the hitsun if it is as long as we're stuck in stun.
 

FadedImage

Smash Journeyman
Joined
Aug 4, 2007
Messages
487
Location
SoCal
I wouldn't think so...
U-Throw has crazy properties where it's nearly impossible to retaliate afterwards. It's too bad because it's our most damaging throw at 10%.
it's surprisingly fast too, so it can be difficult to DI on reaction. (I mean the time to throw, not the time to recover). So the doubles thing might be pretty useful

and really, it's only 1% better than fthrow... so meh.
 

ThreeSided

Smash Ace
Joined
May 8, 2009
Messages
600
Location
USA, CT
I wouldn't think so...
U-Throw has crazy properties where it's nearly impossible to retaliate afterwards. It's too bad because it's our most damaging throw at 10%.
it's surprisingly fast too, so it can be difficult to DI on reaction. (I mean the time to throw, not the time to recover). So the doubles thing might be pretty useful

and really, it's only 1% better than fthrow... so meh.
Sounds like we should come up with applications for this throw in doubles.
 

shlike

Smash Ace
Joined
Feb 1, 2009
Messages
896
Location
Brownsville, Tx (RGV)
I prefer f-throw over u-throw anyday. There's only a 1% difference in damage and plus it's a pretty good set up for alot of different things especially if you throw them off stage, but this is entirely geared towards singles play. I'm also curious too see u-throws potential in doubles.
 
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