• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Official Snake Q&A Area

Jrugs

Smash Ace
Joined
Jul 24, 2010
Messages
624
Location
140.96
Um......Razer son. and what ever happened to Mike Ray's video thread, I miss that.
 

luxingo

Smash Journeyman
Joined
Jul 4, 2011
Messages
385
Location
Sydney
Apparently the C4 is stuck to the opponent on frame 32 for a grounded sticky, but for how many frames before that does the opponent have to be in front of Snake? I'm guessing more than ~5 because it's like impossible to stick someone after their spotdodge.
 

luxingo

Smash Journeyman
Joined
Jul 4, 2011
Messages
385
Location
Sydney
I probably won't get a specific answer to my previous question unless someone's going to do some research, so here's a new question.

What do you think of recovering back on stage from up high with Nair?
 
Joined
Aug 6, 2008
Messages
19,345
Its more useful against people who have been very aggressive against you after getting launched. If anyone is following you in the air, then doing Nair from up high is pretty useful.

If anyone is being a bit more patient after launching snake, then they wouldn't really get hit by something like this and if anything, you actually end up getting attacked for randomly nairing up high in the air. Although, I think you could try nairing at the perfect height and grab the ledge after Nair is done. This way its harder to get after snake.
 

Ralph Cecil

Smash Champion
Joined
Mar 9, 2010
Messages
2,416
Location
Somewhere in KY QQQQQQQQQQ
NNID
RalphCecil
3DS FC
4098-4850-8033
Also(and this is probably bad, but whatever lol) you can do your nair and fast fall it to time the last hit to hit at your opponents height lol. Catches people off guards at times.
 

Ken Neth

Smash Champion
Joined
Aug 22, 2007
Messages
2,545
Location
BYU- Provo, Utah
Its more useful against people who have been very aggressive against you after getting launched. If anyone is following you in the air, then doing Nair from up high is pretty useful.

If anyone is being a bit more patient after launching snake, then they wouldn't really get hit by something like this and if anything, you actually end up getting attacked for randomly nairing up high in the air. Although, I think you could try nairing at the perfect height and grab the ledge after Nair is done. This way its harder to get after snake.
This. You can time it to grab the edge right after and avoid getting punished for it a lot of the times. And if they're over pursuing you after getting launched, the random fair is always a pleasant surprise that'll make them hesitate before doing it again lol. But if they are patient, you're going to get punished almost every time you throw out one of snake's aerials when recovering.
 

Ken Neth

Smash Champion
Joined
Aug 22, 2007
Messages
2,545
Location
BYU- Provo, Utah
Back in my good days I could sticky an MK out of a badly spaced up-b lol.

:phone:

Pretty sure it switches between the two, yes. But sticking ice climbers is too risky because anytime you can stick them, they can grab you.
 

Tesh

Smash Hero
Joined
Oct 28, 2008
Messages
9,737
Location
TX
You could stick nana as she runs past you, but I guess there is always a better option. Though sticking nana could help you kill popo instead of just killing her and still having to fight him.
 

Attila_

The artist formerly known as 'shmot'
BRoomer
Joined
Jul 22, 2008
Messages
6,025
Location
Melbourne, Australia
yeah, it switches between them. ONLY useful when popo is dead and nana is still alive; when the climbers begin their next stock, its still stuck to nana.
 

PEACE7

Smash Champion
Joined
Feb 22, 2009
Messages
2,213
Location
Training Mode
um i know this but there is a way of platform canceling with snake where he lands without lag, i wasn't asking how to platform cancel i was asking how to land it without the lag he gets
 

infiniteV115

Smash Hero
Joined
Nov 14, 2010
Messages
6,445
Location
In the rain.
I don't think any characters suffer from lag from a PC

Except for like when you PC with Pikachu's dair and he instantly does the dair shockwave thingy on the platform.
Are you pressing down on the C-stick to platform cancel? Cause maybe Snake suffers lag from his dair the same way Pikachu does or something.

Go here to find out how to PC --> instant stuff, I hope it helps.
/shameless plug
 

luxingo

Smash Journeyman
Joined
Jul 4, 2011
Messages
385
Location
Sydney
What should I do after a sticky? Often I try to go for an early kill from the top after utilting, or from a stage spike or something, but usually the opponent can react to Snake yelling "NOW!" and dodge.

And it feels like a waste just exploding it when I know it won't kill even when I'm sure it'll land.
 

Attila_

The artist formerly known as 'shmot'
BRoomer
Joined
Jul 22, 2008
Messages
6,025
Location
Melbourne, Australia
Waste? Doesn't it do like, 18%? That's hardly wasteful. It puts most characters in a position they'd rather not be in, too.

:phone:
 

luxingo

Smash Journeyman
Joined
Jul 4, 2011
Messages
385
Location
Sydney
Waste? Doesn't it do like, 18%? That's hardly wasteful. It puts most characters in a position they'd rather not be in, too.
Of course the 18% isn't waste. What is a waste is that I could have used that massive vertical knockback to kill them.

What do you mean by putting them in a bad position? It'll probably be just higher in the air, which is basically where most attacks put opponents in anyway.
 

Dekillsage

Smash Lord
Joined
Oct 28, 2008
Messages
1,224
Location
There's no peace to be found, anywhere.
yeah, it switches between them. ONLY useful when popo is dead and nana is still alive; when the climbers begin their next stock, its still stuck to nana.
Whaaaaaaat? Being able top c4 nana is the most useful underused tool snake has in the ics match up! If you land a pivot grab -> Bthrow on popo its a guaranteed sticky on nana. cmon gaiz :( Nana becomes a human time bomb!!! :bee:

@ luxingo
It forces characters to block or spotdodge, and if in the air they're forced to airdodge. In some situations you can force an airdodge and punish with like an uair or bair. There's also no consequence for not landing a hit from it so its really nice to hold the trigger :smash:
 

Ralph Cecil

Smash Champion
Joined
Mar 9, 2010
Messages
2,416
Location
Somewhere in KY QQQQQQQQQQ
NNID
RalphCecil
3DS FC
4098-4850-8033
Yeah if you just wait for them to do something punishable or mess up it doesn't matter if they can react or not, and if they don't do either it still puts a good deal of pressure on them and in some cases people just come right to you which is pretty nice lol.
 

-LzR-

Smash Hero
Joined
Jan 1, 2009
Messages
7,649
Location
Finland
That just brings to my attention the fact that they can no longer chaingrab with the C4 attached. I think the 27 second timer will bring an end to it. Not that Snake isn't already the best character in the game at interrupting the chaingrabs.
 

Ken Neth

Smash Champion
Joined
Aug 22, 2007
Messages
2,545
Location
BYU- Provo, Utah
27 seconds is easily enough time to do a 0-death. It would break it up though if they grabbed you close to the time it was going to blow up, but I still wouldn't use that as a reason to be less careful of not getting grabbed. If they were aware of that, they could just up smash you when it's about to blow up (when the sticky is on you) and the c4 kills you early off the top if you don't predict the explosion time right with your air dodge.

Since it switches between the two climbers, does that mean it'll never fall off on it's own? Assuming they aren't separated for that long.

:phone:
 

-LzR-

Smash Hero
Joined
Jan 1, 2009
Messages
7,649
Location
Finland
Well yes, assumming you grab them the moment you plant the C4 on their face. They can escape this by a carefully timed hobble though, as they can shield the explosion and Snake gets invincibility from the getup.
It's still a good way to avoid getting chaingrabbed. As long as Snake isn't killed by the grab he doesn't really mind.
 

Dekillsage

Smash Lord
Joined
Oct 28, 2008
Messages
1,224
Location
There's no peace to be found, anywhere.
Most players can react to snake saying 'now!' if they're half expecting it.

:phone:
Yeah... people shouldn't really get hit by c4 unless it pokes their shield somehow. So slow :urg:


27 seconds is easily enough time to do a 0-death. It would break it up though if they grabbed you close to the time it was going to blow up, but I still wouldn't use that as a reason to be less careful of not getting grabbed. If they were aware of that, they could just up smash you when it's about to blow up (when the sticky is on you) and the c4 kills you early off the top if you don't predict the explosion time right with your air dodge.

Since it switches between the two climbers, does that mean it'll never fall off on it's own? Assuming they aren't separated for that long.

:phone:
Yeah I agree. I wouldn't really use the sticky to have an excuse to just go in. I also feel kind of dumb not knowing this but how would port affect the scenario of you getting Cg'd? Would nana fly away regardless of port if it blew up mid cg?

Well yes, assumming you grab them the moment you plant the C4 on their face. They can escape this by a carefully timed hobble though, as they can shield the explosion and Snake gets invincibility from the getup.
It's still a good way to avoid getting chaingrabbed. As long as Snake isn't killed by the grab he doesn't really mind.
Having to focus on executing one of their hardest chaingrabs and timing a powershield with nana who has a 5 frame delay? Sounds okay by me :) That's only if they grab me though ;) (they always do idk why I would write that)


moving onnn
I remember talking to my friend about Ice Climbers and he told me that his goal is to get Nana and Popo at different %'s. That way when he hits both of them they both fly at different speeds and distances. Planting a C4 on nana and then throwing her, ftilting or uptilting would be perfect for getting their %'s at completely different spots. It should also make landing a grenades explosion much more effective in terms of positional advantages.
 

Ken Neth

Smash Champion
Joined
Aug 22, 2007
Messages
2,545
Location
BYU- Provo, Utah
The port priority should only affect which climber is grabbing you at the time and you, so the other climber should go flying regardless, could be popo or nana. Then depending on ports either you or the other climber should go flying. I've never actually paid attention to that, but I assume that's how it would be.

Going off of that, wouldn't it almost be more benificial to have the higher port, and splitting up the climbers whenever that happens? Instead of both of them flying up and not being separated at all. It seems like you could get a free bair on nana or something if it worked out right.

:phone:
 

Dekillsage

Smash Lord
Joined
Oct 28, 2008
Messages
1,224
Location
There's no peace to be found, anywhere.
Good read, pretty much answered everything. It seems the advantages with port matter more than the chance of being killed because nana grabbed and popo blocked. While I can totally see it happening and being practical when the scenario comes up, every other scenario is so good for us :bee:
 

Ken Neth

Smash Champion
Joined
Aug 22, 2007
Messages
2,545
Location
BYU- Provo, Utah
Yeah, it's beneficial in most situations. But it's not that hard to make nana be the one grabbing during the explosion and simply hold shield to have popo shield. But I would say its better to have port priority unless the IC player does that a lot.

:phone:
 
Top Bottom