SirPsychoMantis
Smash Apprentice
- Joined
- Feb 10, 2008
- Messages
- 109
The Official Snake match-ups thread
UPDATE: Please see the new and improved thread here: http://smashboards.com/showthread.php?t=175515
Purpose: A compilation of strategies while playing against those bothersome other characters
This was partially triggered by the "Who is your anti-Snake?" thread and I thought it would be a good idea to have all these strategies in one place.
Post your strategies and I will add them to this post.
Table of Contents
- Lucario
- Marth
- Meta Knight
- Olimar
- Pikachu
- Pit
- ROB
- Wolf
- Zamus
- Zelda
Lucario
Lucario has a slight delay on his smashes, and they have a slightly longer than average duration. It's almost like facing an Ike that's quicker but packs less of a punch (unless his aura thing is really high).
Messing up spot dodge timing on his delayed attacks could end with you getting nailed. Characters with slow attacks often bet on predicting your movement, or a spammy spotdodge to land a hit. Rather than spot dodging, you could try power shielding or just plain old shielding, then follow up with a jab or grab. You can still opt to spot dodge, just don't panic and start spamming the spot dodge, just be patient and time it right.
Lucario's got weird disjointed shadowy hitboxes on his moves too, so learning to space yourself well is crucial.
Watch out for his jab, he can cancel the first or second into a grab or side+b. Luckily, Snake's own jab is pretty amazing in that you can cancel his attempt to grab if you spam jab as he is jabbing you. Be warned he will try to mix up his full jab combo with jab to grabs.
The aura sphere comes out reasonably slow, it's not hard to shield since you can see Lucario's initial pullback motion. Or maybe I'm just so used to reacting to people with projectiles (dang ROB ). Note that a Nikita and even a single nade destroys a fully charged aura sphere, so dropping nades between you and Lucario should give you some insurance.
Also, Lucario's up+b does not do damage, so be generous with your edge-hogging (However, don't edgehog too soon if he's got an aura sphere charged, he'll likely hit you as you hang). His up+b also has a fair amount of lag so if he tries to land on stage, punish. As always, your safest battle will be on the ground. Lucario has a decent aerial juggling game, using fair and up tilt, and don't try to come up directly from below him because his dair is crazy good.
Finally, try not to let him live very long...a Lucario with 100%+ damage having aura buffed moves can be dangerous. Shouldn't be hard with the almighty up tilt.
Marth
Meta KnightMarth is too hard to approach from the air with his up smash and his side smash, So in the air with Snake it's hard to land safely on the ground so try to air dodge his sword attacks when landing. when trying to fly back to the stage Marth can jump off the stage and hit Snake with his sword and Snake has to attempt to fly back again which results in another swipe, try to air dodge this as well but it seems you can't airdodge immediately when just using your up b. If your an offensive Snake you can try to bellyflop with your backsmash onto Marth when falling on the stage or trying to recover but it is dangerous if you dont make contact first you will be back in the air with more damage and have to try to get on the ground again.
Marth on the ground is much easier to handle besides his very annoying counter, when Marth is running Shield dropping grenades is very effective to protect from a side smash or dash attack since the nades will explode when struck and you will be fine, alternately you can also try snakes triple A combo to cancel Marths initial strike and then hit him with the remainder of your combo. Dash attacking across the stage also works quite well if you don't make it your main attack. Dash attacking also bumps Marth into the air which allows for a quick mortar attack but Marth can still counter explosives so try to hit Marth when he is going up and not coming down
When Marth is falling try to draw out his counter early by jumping up and not attack fall down then jump and upsmash, Also launching mortars are an effective method when Marth is in the air and keeping him there or when he is trying to get back on the stage
When Marth is trying to recover mines aren't the greatest method to edgeguard by themselves It's best to place the c4 a little further from the edge Marth will most often try and grab on the the edge instead of trying to attack his way on the stage, I find the nikita works fine for launching him further but dont forget to cancel if your nikita misses. When Marth does get on the stage try to throw him off and repeat with the nikita method with your c4 as your support.
OlimarWhile heavy, Snake is slow, his air game is A55, his recovery is extremely punishable, and his best kill moves (AAA and f-tilt) are easily disrupted and punished by MetaKnight. Part of the problem is that Snake is such a ground fighter and a slow one at that. He needs grenades and mortars as cover fire to make his kill moves safe. Meta has many easy approaches and once he has Snake in the air, Snake's only hope is getting back on the ground and at a safe distance.
Shielding is good, but Meta's dash grab punishes that too. Snake is slow after shielding. Even Snake's mines can be safely detonated by Meta's down-tilt..
For me, Snake's best moves against Meta are short-hopped bairs (carefully, though), dash attacks and shield-dropped grenades. Throw a grenade and then do a dash attack to pick it up and immediately shield. This timing will grenade a grounded Meta without him being able to safely grab or attack. Don't roll; don't try to grab. Never fsmash. Always cook grenades, but keep them close. Always air-dodge. Spam mortars and learn to mortar slide, but switch it up and use it carefully too. Vary it's charge and stay near the mortar. When edgeguarding, don't steer the Nikita too much because it slows down. Instead, predict, point and let it gain speed. Don't be afraid to abandon a Nikita shot early if you miss. Otherwise, Meta will get to you before you regain control. Instead, try to drop it and get under it. When knocked off the stage, recover high enough to connect with dair and try to time it so that the last hit connects with Meta. That lands KOs. Bair works too, but don't get predictable. Don't use down-tilt on its own unless Meta short-hops. Meta will rarely get above you, so d-tilt and u-tilt don't get much play. If he does approach from above, vary uair, u-tilt and d-tilt to keep him guessing. Get under plaforms to entice him, and always keep a C4 planted above the main platform. Don't even detonate it all the time. Meta will just avoid it altogether. Just put it out there, let him get used to you walking over it and get near it after it becomes unstable. Let him trigger it. Snake's general game is about providing cover fire to make his kill moves safe. In a sense, Snake is constantly running away. Never stop running.
PikachuWhat to expect:
- He will combo you out of grabs. A lot. You know you're facing a smart Olimar when he does upthrow to you. Upthrow on Snake is basically a free 25-30% damage depending on which pikmin he has. Less if he has the white pikmin, but nonetheless....Oli's uthrow sets snake up in midair just in front of Olimar, a little less than short hopped height. You're stunned at the end, so Oli simply runs under you and upsmashes. It works 99% of the time.. T_T. At higher percents he'll probably follow up with a fair or uair instead, but at higher percents, you can either Jump out of danger or air dodge.
- Also, Olimar's back throw is a pretty good KO throw at high percents. Watch out for that.
- Disjointed hitboxes. Don't get fooled by them, since Olimar looks pretty tiny. If you see the Olimar spamming fsmash, (he looks like he's throwing pikmin a short distance ahead of him) retreat. In my opinion, don't try to plow your way through this, you simply can't. A head on approach will get you fsmashed since his fsmash cycles quickly. If you try to roll past, Olimar just shrugs you off with a dsmash, just as deadly too.
- Get grounded! Olimar dominates Snake in the air. Literally, you will get ***** if you are directly above him and attempting a pseudo-sex kick bair (lol yea I stupidly tried that ._.). You have no formidable defense against his quick fair and bair, both as well as his dair have the possibility of knocking you out of cypher,and his upsmash is powerful unless it's a white pikmin. So just get on the ground ASAP.
- Pikmin throw spam. Bad Olimar players will toss their Pikmin wildly and recklessly at you. And so once they've used them up, you have an opening to move in. But we're talking about facing a smart Olimar here. Smart Olimars always keep Pikmin in reserve in case you bypass their pikmin spam, and they will use their jump to influence the trajectory of their pikmin to go farther/aim better. Once the pikmin latch onto you, they'll start....doing whatever they do...biting? hitting?....but anyway, you'll start getting damage over time. The white pikmin are especially dangerous, thier damage accumulates quick. If you're not careful, you'll gain a tremendous amount of damage if you just let them pile on you.
Let's deal with all that now, shall we?
- If an Olimar is running towards you, he's got a limited amount of things that he will do. He'd either dash attack (it's utter crap if you ask me, laggy finish too, I never saw the Olimar I faced doing that), throw a pikmin (um, not the greatest approach lol), fsmash (usually they won't do a running fsmash, it's a bit reckless) or grab. A good Oli will almost always try to get that grab in, combo you out of it, get you airborne, and start wailing on you while you're flailing around in the air. So what do you do when you see an Oli running straight at you? I'll tell you what you don't do, don't dash attack to attempt to beat him out of hit. Don't ftilt thinking you can stop him mid-run. Oli's grab is actually disjointed too o.O, it's good range. What you should do is either retreat or ground dodge. You may have to either retreat after dodging or dodge again, or counter with a quick/jab tilt, or if you're in range, a grab.
Retreating brings me to my next main point....
Be defensive. I mean, really defensive. It was when I actually started doing so, that I started to win my matches against him. Hit-and-run tactics and camping is where it's at. If you're expertly defensive, he can't grab you so he can't initiate any aerial combos. Basically takes away his KO potential.
-Shield roll nades in a path to deter his approach. This is most likely going to have him start camping with pikmin spam. Believe it or not, given enough spacing, Snake's camping game is superior to Olimars. First off, Snake's missiles and nades have explosive properties. They can KO, or at least pack a punch. Olimar's pikmin, though they rack up damage, can easily be shaken off with some dash dancing or jabs. They can't KO (well unless you get gimped by a purple one offstage, haha).
-So, your main goal is to outcamp him. Be smart with your nades, use the different ways of throwing (before or after shield drop), and cook them once in a while too. Add the Nikita to the mix as well. Now, Olimar's pikmin can put up a fight against your projectiles, at times nullifying them, but your projectiles come out faster. An added bonus is that they can start killing the Pikmin, and if that Olimar wants to live he'll start pulling out more, giving you more openings to throw projectiles.
-Rack up as much damage as you can camping this way, and the Olimar should eventually get sick of it and attempt to come at you. If he does, believe it or not, you must stay defensive. If you see the Olimar starting to be very aggressive, use dash attack/mortar slide to get him off your back. Distance yourself and keep racking up as much damage as you can, so that when you get an opening for a jab or tilt, it does some serious knockback/possibly KO.
-Once you knock him offstage, he's the one who should be worrying now. The Nikita is a superb edgeguard against Olimar. Mortar spam works well too.They will almost always go for the ledge to use tether, so it's not hard to predict their path. At times, they will use up+b early and use the momentum to land on stage, just repeat tactics and get them off again. The number one thing that Olimars dread is getting hit far enough that even using their second jump, they are forced to rely on up+b. Why is that, you ask? If you edgehog an Olimar's recovery (or any tether recovery for that matter), it will miss every single time. So essentially, perhaps jokingly , [knock offstage + any attack + edgehog] > [Olimar]. Use this to your advantage, Olimar is easily gimp-able that way.
Hopefully these tips should let your Snake put up a dam good fight against Oli and his minions of doom. I was talking to my opponent afterwards and he said he actually does keep track of his pikmin order so that he can maximize the potential/power of certain attacks. Scary....(o.O)
Good luck
PitPikachus who abuse Thunder Jolts can be very annoying. I recommend learning the timing and neutralizing them with your forward tilt. You can literally just walk slowly towards a pikachu and neutralize each one,
Some pikachus will jump in the air first and then spam this move. Learn to neutral-air them when they do this.
Pikachu's downsmash is incredible. If your shield is big enough block it, and wait for the opening. But if it's not, then never roll near a pikachu or let one roll near you.
Often when you knock a pikachu off stage, they will try returning charging their skull bash(side special). Usually droping a grenade right at the edge will cause pikachu to hit it causing him to explode. If he goes over it, then predict where he'll land hit and him while he's vulernable. Using your Nikita missile works as well. Lastly, if you're daring you can jump off the stage and spike him using your F-air. I've killed many pikachus in under 40% using this move.
When a pikachu knocks you off stage, it becomes difficult coming back when pikachu uses his thunder(down special). It's like an entire wall is just blocking you. Chuck a granade or two if you can, and just learn to airdodge through them.
Avoid going on top of pikachus to prevent getting hit by thunder. And if you get caught by downsmash, Make sure you DI out, because if it sends you directly upward, thunder will finish you.
General Points:
You are more powerful than Pit so attack him with a multitude of attacks
Pit has a few strong attacks especially side smash
Shield drop grenades all the time
Play smart use your c4
Pit's smashes, especially fsmash, although strong, have short reach.
His grabs are also short, and generally pit has low priority.
ROBA good Pit will always try arrow you at every possible chance since they are fast and rack up the damage, you can try to roll dodge but it doesn't put you in a good position to attack when you get close what a better solution is to crawl along the ground toward Pit you still may be hit by an arrow but it wont be as bad if you were standing. When you are crawling against Pit's arrows the best attack is the down tilt the leg sweep to send him to the air, It is better to make Pit come to you while your on the ground then trying to get your leg sweep in range since Pit will attack you before that time.
Approaching Pit is hard since his side smash is his best kill move and has good knockback, like Marth you want to utilize your grenades with your shield drop when Pit is approaching you or in the general vicinity
If the Pit your facing is more defensive and pulls out its mirror shield at all possible moments lob grenades at him, they will still hurt him when they explode or use your nikita and go over his shield and hit him in the back
Like all opponents use your c4 where you normally would, near the edges or on platforms.
Pit is crazy insane in the air, If your in the air and trying to land don't try attacking, just learn to airdodge Pit's sword swipes until your on the ground
If you get Pit in the air above the stage, he can really move with his multiple jumps and up B so just launch mortars into the air since he can air dodge the nikita so avoid that, If you manage to get Pit in the air and not over the stage your nikita will work here.
Pit is better at long range with his arrows so try an stay close to him since you can outpower him with your A A A combo. If you do fight Pit close range Shield drop grenades constantly and dash/mortar attack towards him when he tries to create distance between you. Pits swirling side B attack is annoying and you can get trapped in it I'd advise to not attack but get close for when he stops that move to run and grab him, throw him down then follow and try and grab and throw down again. If Pit tends to lies on the ground before rolling you can get a leg sweep in to launch in the air and follow with either an air up smash or an air bellyflop, If Pit tends to attack while getting up shield drop some grenades for him.
Pit is a lightweight with massive recovery and his arrows are the most frustrating thing in the game for me anyway
Wolfvs. ROB
I face ROB often...good ROB's are a consistently tough matchup.
First, what to expect:
-His lasers can quickly blow up your nades before they even reach him or while you're attempting to cook them. Did I mention he can angle it? In addition, if he doesn't use the laser for a while, it charges automatically and at full it becomes a large, powerful beam of light that can KO at high %'s or if you're at the stage's edge.
-His gyro (top-like projectile) also deflects nades and Nikita quite well, comes out fast, and a charged one can be a deadly edgeguard/kill move.
Now, you'd think that you would be able to just avoid these by approaching from above, but ROB can best Snake in the air as well, since his aerials have irregular advantageous properties and come out quicker.
-Most notable is ROB's nair, where he does a quick front somersault and burns his thrusters as he does so. These thrusters have a disjointed hitbox, as in they can cancel out any incoming mortars if they make contact at the right time. They also have a ridiculous priority over Snake's aerials, and they send you flying up at a near vertical angle. It's a nasty move that easily blows you out of cypher too.
-To complement his nair is his bair, where ROB takes a similar position as Snake's bair, flares his thrusters once more, and propels himself forward a little too. Again, thrusters have a disjointed hitbox. The fact that it propels him forward moves him out of shield grab range, even after a powershield. Oh, and the hitbox extends to his head so he can hit you on the side he moves forward too.
-ROB's dair is a spike move. Once more utilizing his thrusters, he boosts himself up a tad and contact with the thruster flames will spike you. This is meteor cancellable, luckily. Still, since it pops him up, it gives him a bit of a stall before landing which can cause you to mess up prediction, and puts him out of range of punishment as well.
-The aerials that aren't as bad for you are his fair and uair. Granted his fair can start up juggle combos and his uair comes out quick to juggle and rack up some damage, they aren't as deadly.
Now how the heck do you win against these odds?
Well, wins vs ROB are almost always about patience and outsmarting him (really, what Snake matchup isn't? ). Here's some tips.
-While his projectiles make it a hassle to camp, and even approach, the key is to move during the cooldown. After ROB fires a laser, he can't fire it again immediately. After he shoots his gyro, he can't fire another until the gyro disappears (if it landed) and even so, he can't fire another immediately anyway. Dodge(often) and (power)shielding are your best tools here. Use these to approach, and after avoiding his barrage of projectiles, you have your opening. You've got a few options. Get in there and mix up your grabs/jabs/tilts/mortar slides so you don't get predictable/shield-grabbed, or add nades into your approach (either tossing them in or dash attack grab) for some insurance if you're playing safe. If he gets away, repeat the process. This is basically how you will rack up damage on him.
-There's a few ways to deal with his aerials. First off, don't put yourself in a position directly above and in front of him (in the air). You'll almost always get out prioritized by his nair. If you're recovering and you get in that position, air dodge like a madman. (time it though lol). Get below him ASAP. Bair is a good finisher to catch him unexpectedly, but the lag can result in getting punished so don't make your bair approach too obvious. I also found that if a ROB is coming from above and tries to dair you, and you dodge or shield that dair, you can follow up immediately with a full hopped nair or uair. I don't recommend following a ROB upwards with your cypher for an uair finisher too often, because this is easily seen coming and he'll just nair you out of cypher. Fair edgeguard works above average in this match up because of ROB's predictable recovery, but know your limits because his recovery can surpass yours in terms of maneuverability.
Misc. stuff:
-Um you can pick up his gyro and throw it back at him. Just make sure it's stopped spinning cuz it has a weird little hitbox while it spins on the ground. You can also catch it in midair when he throws it at you, timing for this is just a tad hard. I tend to not mess with the gyro too much because I've been stuck in it and combo'd multiple times, with the gyro acting as a pseudo-wall (Snake between ROB and gyro) o.O.
-If you face a ROB that doesn't spam projectiles, consider it your lucky day. If they're actually expertly aggressive, then you should imploy your camping strategies and this most likely will just cause them to start using projectiles more often. And I already mentioned how to deal with those
-About edgeguarding...using a Nikita is always a good choice, in fact it's often my choice. Mortars work pretty well too. One thing to note is that ROBs sometimes laser or fire their gyro as they recover. Keep this in mind if you try a close up edgeguard, say mortar or an aerial. Be prepared to dodge or shield, and you can also approach with crawling and hopefully the laser doesn't hit if they don't angle it (or the angle is wrong).
-About mines and C4...I think it's personal preference. Keep in mind that ROB just sets mines off easily and quickly with his projectiles from a distance. Then again, you can use this chance of him wasting his laser/gyro to approach. C4 is more useful and better for mobility since you might have to be the aggressor at times.
Ok so I expect you all to turn opposing ROBs into scrap metal after reading this Good luck
ZamusI feel your pain but heres a few strategies that I've used when fighting a wolf spamming lasers
At start of round drop a detonation mine then approach quickly to the other side, he will most likely down smash as you reach him so as to get you when you land in front and roll dodge. you may take some damage but you must get to the other side and plant a trip mine. this restricts the playing field in half and force close quarter combat. This forces close quarter combat which snake I believe over powers wolf. And he will be wary of your detonation mine and when close will roll dodge. Never detonate the mine let him be afraid of when you will use it. So when he rolls away from the mine anticipate and fsmash on his recover point. When fighting wolf you must have nair mastered. you have to be able to use a retreating nair as wolfs smashes move him forward.
ZeldaDon't use aerials except as an edgeguard and still watch out because pretty much all of Zamus' moves will have priority over yours in the air, ground is a different story.
Figure out the spacing on Zamus' side b so you know when she is going to use it, this is her goto KO move.
When you get hit into the air just air dodge as much as possible until you hit the ground or you will be combo'ed like mad by her up b, up smash, and up air.
As with most characters try to control her movement by using grenades.
A good way to gimp kill Zamus is by hanging on the ledge to stop her tether recovery. If you do this she will probably start using her down b to recover, so when she uses it, jump up and bair her, you might get hit as well, but she can only use her down b ONCE in the air, so this will leave her wide open to being gimped by edgehogging.
Punish missed grabs with a nice f-tilt combo / C4 stick / another move of your choice, f-smash usually doesn't work.
Well she can't blow up C4 with din's fire, so use that rather than a mine to prevent camping. I find that snake's dash attack is an excellent approach because it will bring you past the enemy if they shield and you can combine that with an instant mortar slide so w00t. I'd probably throw two nades and just dash in there...while doing that you're probably going to have to avoid some of that fire but personally the first thing in brawl I mastered was airdodging and spotdodging..so get that down and you'll be fine, you can also easily perfect shield din's fire.
Another approach would be to Up B overtop of her and drop a C4 down then DI back and detonate. The Up B moves fast enough that din's fire isn't going to be able to reach you, and then you'll be above her so no way to curve it there either.
After the approach you're gonna want to stick close to prevent that camping you were talking about. Now you said that zelda's smashes last a while which is true, but this means they are easily punishable if you simply roll past them (don't spot dodge for the same reason). Another tact could be pulling out a nade while you are falling from that first Up B >> Airdodge their inevitable Usmash/tilt/aerial (nade will drop below you) >> Keep the shield button held so that when you land it pops up >> explosion ownage if she tries to attack again instead of shielding.
Idk there's a ton of other stuff you can do to stop opponents with projectiles that get past nikita, really you just need to re-evaluate your playstyle and bring the fight to them. I find that different characters make me use snake in totally different ways.