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Official Snake Q&A Area

PEACE7

Smash Champion
Joined
Feb 22, 2009
Messages
2,213
Location
Training Mode
Alright I was watching a match of this japanese snake, and he kept doing a dsmash and than shooting a nikita at it. Is there any good reason why he is doing that?
 

Mike2

Smash Ace
Joined
Mar 20, 2010
Messages
907
Location
Austin, TX
Because that refreshes 2 moves or takes up 2 spots on the stale move list. One for Nikita and one for dsmash
Theres a thread for that somewhere around here. I'll look when I'm not on my phone. It lists all the ways we can refresh our moves and how many spots it takes in the list and what move it stales.
:phone:
 

theONEjanitor

Smash Champion
Joined
May 31, 2006
Messages
2,497
Location
Birmingham, AL
NNID
the1janitor
olimar is snake's hardest matchup if MK is not available. i will believe this until proven otherwise. snake doesn't live forever against olimar. we eat his breakfast if we get in, but gettin in is literally impossible if the olimar knows what he's doing.
 

Kuro~

Nitoryu Kuro
Joined
Jan 30, 2010
Messages
6,040
Location
Apopka Florida
Ya. He did a very long post in the matchup discussion thread. I already had been using some of it and took the stuff i hadn't of what he said and it works out great.
 

Attila_

The artist formerly known as 'shmot'
BRoomer
Joined
Jul 22, 2008
Messages
6,025
Location
Melbourne, Australia
It's actually bad, since some characters can spotdodge and then shield in between the jabs.

Best learn to time an ftilt or grab.

:phone:
 

wendell

Smash Cadet
Joined
Sep 13, 2011
Messages
38
but,jab>ftilt can be shielded,like jab,right?i hate jab>jab>jab combo but razer did this some times against dabus,so i was thinking ``where do i use this?``
 

MVD

Smash Master
Joined
Mar 29, 2009
Messages
3,236
Location
Miami, FL
If they are in the air it works but I prefer jab u tilt, jab jab jab requires a good read and poor reaction by your opponent

:phone:
 

ScareMl

Smash Journeyman
Joined
Aug 1, 2011
Messages
436
Location
Northern California
hey guys, im a marth main and snake is a relatively new secondary to me. With Marth, I use f-fair to momentum cancel no matter which way I'm hit. For Snake, I see people using three different moves: u-air, b-air, and air dodge. What's the difference and when should I use which? Thanks.
 

Mike2

Smash Ace
Joined
Mar 20, 2010
Messages
907
Location
Austin, TX
Fastfall Dair(c stick down) for vertical momentum canceling and air dodge to jump for horizontal momentum canceling is supposed to be the fastest

air dodge --> jump --> airdodge is supposed to help even more(horizontal). you don't always need to do that though if you're not going to die.
 
Joined
Aug 6, 2008
Messages
19,345
If they are in the air it works but I prefer jab u tilt, jab jab jab requires a good read and poor reaction by your opponent
I think DI can mess up the window for powershielding, but I have not looked into it very much. I just recall that I have this habit of holding the control stick in some direction when getting hit for ASDI, so even when holding shielding, I still occasionally gotten hit by Snake's AAA.
 

ScareMl

Smash Journeyman
Joined
Aug 1, 2011
Messages
436
Location
Northern California
Fastfall Dair(c stick down) for vertical momentum canceling and air dodge to jump for horizontal momentum canceling is supposed to be the fastest

air dodge --> jump --> airdodge is supposed to help even more(horizontal). you don't always need to do that though if you're not going to die.
u-air looks like it has a shorter duration than dair for vertical momentum cancelling? and so i don't use bair at all?
 

Ralph Cecil

Smash Champion
Joined
Mar 9, 2010
Messages
2,416
Location
Somewhere in KY QQQQQQQQQQ
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RalphCecil
3DS FC
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I think the reason he said dair was that it auto fast falls, but i'm pretty sure uair will keep you alive longer, but you have to get used to timing the fast fall with it I guess. o-o
 

Mike2

Smash Ace
Joined
Mar 20, 2010
Messages
907
Location
Austin, TX
I'm confused.... why do you need it to have a shorter duration? If you're about to die off the top, all you can do is fastfall an aerial to save yourself, so the duration of the aerial doesn't matter. You don't need to jump in this case. Why would uair keep you alive longer?
 

C.J.

Smash Master
Joined
Nov 30, 2008
Messages
4,102
Location
Florida
It doesn't stop more momentum than dair AFAIK. However, I will say I'd rather use a move that ends in ~50 frames than a moves that end in over 60
 
Joined
Aug 6, 2008
Messages
19,345
Fast falling is what really slows down your momentum. Every character has a fixed set of values to their ability to fast falling.

The aerial is what you use to be able to fast fall sooner. The duration has nothing to do with your ability to fast fall. You will fast fall just as well with any aerial.

The argument that comes after fast falling, but with which aerial is a rather redundant one in most cases. It does not really matter which one you use since you only need to fast fall that aerial. The only moderate benefits you get from which aerial you use is purely for nitpick advantages.

Now that you have fast fallen, you get stuck using a move with a certain amount of duration. What if someone was blasted with you towards the blastzone and you cannot avoid there attack because you were in a laggy move from momentum canceling.
^In this scenario, duration matters (or might not).

Using Dair with the c-stick is an easy man's method of fast falling in the air. A c-stick input down will be read as "down + attack", and the down activates the dair and fast fall at the same time. It is simply easier to get into doing this as a habit by smashing the c-stick down. Yet, it has the effect of being a very laggy move (although I have gotten kills off the top when the move hit my opponent from below as they jumped up towards me).

The arguments for Uair and Bair is that it might align Snake's hurtbox parallel to the blastzone making him live longer only because he did not trip over the blastzone when he might have if he was taller in the air. The other benefit is the two are his shortest duration aerial (around 40 frames). The less benefit is that you have to consciously or build up a habit of using the right one depending upon the blastzone you get hit towards. ^Honestly, parallel hurtbox to the blastzone is all theory since no one has ever actually tested it yet. It only makes sense from a logical standpoint.

In face of these three aerials, Fair/Nair do not get mentioned much at all.
 

Attila_

The artist formerly known as 'shmot'
BRoomer
Joined
Jul 22, 2008
Messages
6,025
Location
Melbourne, Australia
I seem to live longest with uair regardless.

And we almost never get killed off the top anyway; at best, the corner.

:phone:
 

C.J.

Smash Master
Joined
Nov 30, 2008
Messages
4,102
Location
Florida
The arguments for Uair and Bair is that it might align Snake's hurtbox parallel to the blastzone making him live longer only because he did not trip over the blastzone when he might have if he was taller in the air. The other benefit is the two are his shortest duration aerial (around 40 frames). The less benefit is that you have to consciously or build up a habit of using the right one depending upon the blastzone you get hit towards. ^Honestly, parallel hurtbox to the blastzone is all theory since no one has ever actually tested it yet. It only makes sense from a logical standpoint.
Someone has tested it and it doesn't make a difference. Yika/Delux/Krpime/someone said that each character has an "unmovable hurtbubble in the middle of the characters" and it's that hurtbubble that the game looks for to tell when a character has crossed the blast zone.

All AFAIK.
 

Yumewomiteru

Smash Master
Joined
May 25, 2009
Messages
3,367
Location
Allston, MA
NNID
yumewomiteru
Let me add that for diagonal momentum cancel fair works the best because it boosts you forward a little bit, and you wont have to waste your second jump. I have no proof for this, just pure hearsay/i prob made it up but it might work.
 

Attila_

The artist formerly known as 'shmot'
BRoomer
Joined
Jul 22, 2008
Messages
6,025
Location
Melbourne, Australia
Broken stage is broken.

I know gw has some funny properties while holding items, but it's as though he dropped it, then it moved with the stage, while invisible. Hmmm...

:phone:
 

Kuro~

Nitoryu Kuro
Joined
Jan 30, 2010
Messages
6,040
Location
Apopka Florida
Lol sax and kyon were playing at my house the other day on CS...kyon was charing upsmash while stage transitioning...it changed...and he fell through the FD part of CS and died...last stock...XD
 
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