disagree with the vast majority of this.
note the vast majority of good players rarely use these tactics.
you disagree because according to you the vast majority of good players dont use these tactics.
..........
I hope you realizes how that sounds. Majority of what I said isnt even for disagreement. Its stuff that works. period. you can say you dont like using them. But saying you disagree makes no sense whatsoever.
Olimar is susceptible to jabs. that is a fact
Nikita can stop gliding due to its clanking properities. fact.
a ton of characters can sh right over a majority of olimars ground options san yellow fsmash. fact.
playing footsies with ftilt is good vs MK approach. fact.
Nikita when cancel can lead into other free stuff. fact.
Snake can create pressure when pinning someone between himself and a nade. fact.
So please if you are going to retort an argument, understand the statement being made and GIVE actual reasoning as to why it isnt so. What you have stated so far has no merit at all.
@ Ralph: Snake annihilates Marth onces hes offstage due to the active hitbox on his bair which can wreck DS recovery, and the fact snake gets time to setup his dangerous ledge game against arguably the weakest ledge recovery in the game due to RCO lag. placing a mine at his roll range over even just standing in between the ledge roll range and the edge ruins a ton of his options. the best way for marth to get rid of his RCO lag ( besides the DS cancel) is an aerial. He can do b moves while landing to remove the RCO lag from that current jump, however it will still be present. The thing is Marths b moves are all fairly punishable. especially coming from the air. So you can just shield and punish a ledge hop aerial and punish the extra landing lag he has. That leaves him with regular get up, roll, and ledge attack. All of those can be reacted to OoS which makes it pretty hard for marth to deal with. If you end up catching one of those, snake gets jab> utilt, even jab>dair if spaced correctly as snake jab will pop them up and force a hard landing penalty of 35 frames i believe for marth. So thats definitely something you want to keep in mind.
Also understand that you can punish sh approaches or zoning by using DA to go under and hit his feet. You can actually utilize dtilt to make fair whiff and hit his legs ( this ones kinda old school). The main issue in this MU Snake is going to have is Marths dijointed aerial frame traps that he can do while juggling you. This is where it gets tough. My advice is just be weary of his habits, BEWARE of tipper bair as that kills very nicely AND on whiff during juggling frame traps into fair. So you use your ff AD properly. You have to get away from him; his frame traps are too solid on snake and the range + fact that its disjointed means you cant really challenge it. Also note that dthrow>buffered jab will stop a buffered f roll from him. So add that to you list of dthrow tactics when playing a marth. Something thats important in every MU but I really enforce it here, dont be afraid to trade, trading not only puts you ahead due to the difference in weight, but it prevents him from juggling you to oblivion. So its good to look for these scenarios when dealing with such a strong juggling offense.