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Obviously the latter.I don't think they base their ratios on how difficult it is to CG the character or else they would be like +4 vs mk. Unless you mean it's difficult getting the grab then that's a different story.
Exactly. And Snake kills Nana really easily via Fsmash/Dair.nades also like to break up CGs
I've heard the CG is difficult from numerous ICs and that he's easier to hobble, but that has nothing to do with actually knowing the Snake matchup. Wtf.Snake is not ICs hardest matchup.
He is not the hardest to CG. If he IS the hardest to CG, then it would be fair to say that the IC doesn't know the matchup, because if you CG correctly, the timing window is about as hard as punishing someone during a forced getup animation. Aka super easy
Can't you like... SDI hobbling? Isn't it pretty easy lol?
MK vs ICs is pretty tough for ICs, though
You don't need to hobble snake for it to be an easy CG.I've heard the CG is difficult from numerous ICs and that he's easier to hobble, but that has nothing to do with actually knowing the Snake matchup. Wtf.
Why would Snake use Fsmash if Popo was near by? It's not like Ftilt or Bthrow doesn't provide more separation as well as damage. Once ICs are at 70% or so, (though possibly lower), any separating hit will give Snake enough time to kill Nana with Nair/Dair/Fsmash.Fsmash can be alleviated if the Popo jumps when they're separated and if he's still close, which makes Nana jump to join up w/ him. Now if one is really far away, yeah she's done for ]
Nades definitely stop CGs for the most part at top level play... Watch some vids of the matchup. I'm not saying I've never seen an ICs player CG a Snake away from nades, but for the most part good snake players will keep safe from 0-deaths and it's the actual nades blowing up and damaging them+ juggling that gets them killed.I would like to say that in theorycraft land aka top play, nades don't affect CGs, but tbh they pretty much screw around with their little ****** minds all the time and you pretty much have to buffer every single throw to stop nades from coming out. However, you can also CG away from grenades
real talk though, I find it hard to CG snake unless I do hobbling or the easy dthrow -> fthrow at low percents.
Don't bring frame data into this. How easy something is to execute is completely subjective. Anyway Snake being difficult to get CGs on should have more to do with Nades than the difficulty of CGs. ICs players dropping CGs is something else entirely and more related to skill and execution at different levels than matchup ratios...Based on frame testing, up to around 56%, there is 5+ frames of a regrab window on a dthrow CG. Up until about 130% it's 4 frames. The problem that people have with the CG is that they don't understand the mechanics well enough and they try to go faster than they need to. In comparison, the window to punish on hobbling is 7 frames.
How easy something is to execute is completely subjective? Ok for the sake of your argument, let's accept that.Don't bring frame data into this. How easy something is to execute is completely subjective. Anyway Snake being difficult to get CGs on should have more to do with Nades than the difficulty of CGs. ICs players dropping CGs is something else entirely and more related to skill and execution at different levels than matchup ratios...
Tis doesn't apply to everything. It's dependent on what kind of reaction something actually requires.How easy something is to execute is completely subjective? Ok for the sake of your argument, let's accept that.
Once again. No idea. But going back to what I said, there's clearly an explainable reactionary reason for Snake being harder to CG.If you operate that based on that logic, then a player that has the exact same level of chaingrab technical skill would find Metaknight harder to CG based on the level of specificity needed in both spacing and timing in order to complete the CG consistently. Both the spacing AND timing window to CG MK accurately is more narrow than it is on Snake. But you don't see MK's getting dropped half as much as Snake.
Visual stimulation to react to is impossible to quantify. For example, I can say that Diddy's Ftilt and Dedede's ftilt both have reasonably obvious startup to react to, this is entirely specific to my reaction time and perception of the visual (depending on what you look at while you play).From a subjective standpoint, EVERY criteria of CGing is comparatively easier/more flexible/more likely to be hit consistently for Snake than it is on MK. It's just usually the players are unfamiliar with the CG. Which is strictly a matchup knowledge problem.
SMH... everything you said before lost all credibility. Have you ever seen a top ICs player play before?At the same time, if the IC keeps grabbing you when you have a nade, that's also them being deficient in the matchup. Most ICs really don't know the matchup at all. If they know it, it isn't a bad matchup.
How is any of this being based off reaction? If the IC is grabbing on pure reaction via visual cue, then that would indicate he doesn't have experience in the matchup because he hasn't done the CG before.Tis doesn't apply to everything. It's dependent on what kind of reaction something actually requires.
"Based on frame testing, up to around 56%, there is 5+ frames of a regrab window on a dthrow CG. Up until about 130% it's 4 frames. The problem that people have with the CG is that they don't understand the mechanics well enough and they try to go faster than they need to. In comparison, the window to punish on hobbling is 7 frames."
What is it that makes people try to go faster than they need to? I dont know any ICs chaingrabs. But I know that the size of a window isn't as important as the visual cues that allow you to react to it, and from what point visually do you input to continue the chaingrab from there.
For example, reacting in 10-15 frames from a visual clue such as a CG might be easier than reacting in 4-7 frames. Once again I don't know ICs chaingrabs, but saying people think it's harder because "they don't understand" doesn't make any sense. That's like saying people lose to Metaknight because they don't understand...
All a moot point because we aren't talking about reacting to something. The difference is that the initiation of the event isn't in the control of the opponent. It's solely in control of the IC player.Once again. No idea. But going back to what I said, there's clearly an explainable reactionary reason for Snake being harder to CG.
Visual stimulation to react to is impossible to quantify. For example, I can say that Diddy's Ftilt and Dedede's ftilt both have reasonably obvious startup to react to, this is entirely specific to my reaction time and perception of the visual (depending on what you look at while you play).
Most ICs are bad at the matchup and don't have the technical precision to play it. If they did and played the character even close to its capability, it ceases being a bad matchup.SMH... everything you said before lost all credibility. Have you ever seen a top ICs player play before?
Well once again, here's something I noticed, and I'm sure you can answer it for me since you're an ICs player.General stuff about reaction
No, I don't need frame data to tell you that they have probably made the conscious decision to do lights on "rhythm" while doing the CG on snake by visual cue.Well once again, here's something I noticed, and I'm sure you can answer it for me since you're an ICs player.
There are two ways to CG. You can CG on rhythm. Or you can CG and "hit confirm" your chaingrabs. When most people CG MK, they do this with a rhythm, so the chaingrab has a distinct meter to it, and ever CG is at the same speed and has equal gaps between it.
However, when ICs players chaingrab snake, this isn't the case, especially if they're hobbling. For example
http://www.youtube.com/watch?v=GejPBXcsz3M#t=04m20s
Like 10 seconds in Vinnie drops a chaingrab on me. Hobbling seems to be something that it's easier to monitor while doing then just do on rhythm, so explain to me while every ICs player I've played with Snake prefers to Hobble him.
I don't need to have an explanation for what causes the difference because there clearly is one. People methodically CG Snake while they CG MK and Marth/other chars on Rhythm...
Can you say why this is using frame data? Maybe. Maybe not. But the timing is probably something that you can't just "aim for" and is easier with visual cues.
lmao, the callout. wasnt ready for that oneDewdadash's DDD vs Ike 10:90
Riiiiight. That alone does not make it -2. Give me a better detailed answer than that. I'm pretty legit at the Luigi/IC MU and it's not anywhere near -2. I'll settle for 0, hell it could even be +1 in Luigi's favor.@oreo up air and shield grab all his ground attacks and air attacks but spaced back air