ShadowLink84
Smash Hero
Bair to headbutt to punch? WTF?
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That wasn't even directed at you~! >_<Umm. If you're saying that I don't like you're opinions/views on certain match ups 'cause I didn't include them here, don't think that way please o.o I done this in a rush whilst doing my report for college at the same time.
It's not even finished yet, I think I've skipped Lucario where some of you're posts are included too. I wasn't expecting someone to post this early lol. Sorry if I made you feel that way.
Gotto go to college right now though.
Recovering Low with sheik is poor. SHe is better off at stage leve and higher.. im like "ok whats her multiple options when recovering low,
Sweetspot Fsmash (cannot be DI'ed away from)options to KO,
options to land safely once used double jump,Few if any.
being below Sheik is good.
She cant Dair since it has tons of lag.
She can use her Up B or needles, but dealing with opponents directly below her is a nuisance. Of course she has good aerial agility which certainly helps her quite a bit.
I believe she can stall on the ledge with Up B. not sure on anything else.options to stall,
Ftilt, nair, Bair, Fair(?).options for safe-on-block approaches etc"
Jab is really good, its like Falco's (not as disjointed I think).
Chain is a good tool as are her needles.
Utilt might be safe on block I am unsure.
I tried XD
Edit: Has anyone noticed that each time I post something that pretty much points KID out as a moron he ceases posting until everyone forgets?
Lulz
I agree with this. Wario is...uuugh. Like really, it sucks that he can spam one move and rack up damage. (this could be avoided, dont get me wrong, but its still an annoying move.) Nair is also a pain...eh, almost everything wario has is a pain, except dtilt. ;pIt looks good to me Kinzer.
hope the info helps then. he is fun to play tho.I'm a very talented and skilled Yoshi main, so if you'd like any help with Yoshi matchups I'd gladly help. I'm considering Sonic as a 2nd main considering I've always been very fond of Sonic.
don't use Sonic vs Snake.That statement was not only not biased, but it was also incredibly informative and also helped us out alot in terms of learning how to combat this character.
Thanks A Lot!
I rate that post 5 stars.
I wouldn't say "good"; but they have their limited uses...His smashes are pretty good too.
As good as snake's groundgame is, his air game is a bit lacking. Snake falls moderately fast, and doesn't have the best air speed. His aerials are quick on startup, and good on damage(nair and dair can be sdi'd though), but that all have punishable landing lag. When you put all this together, snake is pretty vulnerable in midair. His air speed is too slow to out manuever you, and he has no quick, lagless aerial to cover his landings. What does this mean? Take advantage of EVERY time you get snake into the air. Once you do get him in it, try to keep the pressure up. Try to bait him into falling into dsmashes, or run next to his landing point and wait in your shield, so you can grab, etc. Get him into the air.
Snake's specials are pretty unique as well. His nades allow him to camp (forcing us to approach), and are a semi counter. Snake can pull a nade and basically trade hits with you (VERY bad for us), or he can shielddrop it on the ground to go into a grab, or stop a spindash (but this can be avoided if you hit his shield with the SDJ, or jump as soon as the roll makes contact. His nades also let him B-reverse in midair to completely change his momentum into the opposite direction. Obviously, this makes punishing his landings harder, but b reversal is limited to how far his recovery lets him back on stage. If he lands in the middle, he can try to avoid you (but Sonic is so fast, you still might be able to punish if you're fast enough). If he doesn't quite make it, you know he's not going to b reverse off a ledge, so take advantage of that and prepare. Nades in summary are pretty versatile.
I don't see his nikita used much, so I don't have much to say on it, though it should be straightforward to avoid.
Down B is the C4. It gives HIM stage control, and additional pressure when you go offstage. All I have to say is keep track of it and don't land on it.
IDK about specific stages to take him to, so I need some input on that. However, if you want a ratio, I'd say 60 : 40 Snake's favor. Sonic cleary has to outplay him to get past his range and weight. It's still a doable matchup though.
I'm not so sure about that. Snake's Bair comes out so fast and hits so hard if you happen to leave yourself open/in-lag and he's in the air, I would rather just play it safe and not put myself into the situation where I have to fastfall unless I'm high up in the air or something.Also, just like with charging Dsmash, I believe footstools will outrange first hit uair and fair (sonic's) and give him a bit more airtime when you think he is out of options. Its very important to fast fall your aerials so that you can still beat him to the ground if he slips by you.
Mines probably aren't very useful against Sonic. His mobility allow can negate and reverse the control provided by them. They are dangerous on platforms, but more easily dispatched than C4 and grenades. They also provide a safer place for Snake to land. With sonic's aerial acceleration, you don't want to risk losing mix up options for your landing by hastily using Spring just for a landmine. If you haven't already gone helpless from spring and you have option of landing on a mine, you can shield cancel Side B and you will powershield the mine just like Snake does with grenades. This is also a nice way to get rid of mines on platforms where you might not have space to shield dash. Don't try it with ASC though, the hit-box will set off the mine before you land and shield.
Its probably a good idea to just get rid of any mines, Snake will need a safe place to land more than you will.
C4 is good for stage control since its nearly impossible to turn it against snake like mines and grenades, its trouble on platforms and walls and can be placed on the edges (troubling since sonics specials dont sweetspot) , even though thats kind of risky. Obviously, it saves him when recovering low now and then. Don't forget all the ways you can deal with C4 recovery, footstooling, forcing him to sticky you instead etc.
Mortars are overpowered by just about everything, but you can still get trapped by them. Do any of sonic's grabs outprioritize the mortar (if you grab him as its falling on you). I'm guessing Uthrow and maybe bthrow for avoidance.
Even with Snake's damaging moves and and kill power, its very possible to be closer to death and have a percent lead, so don't get greedy and get hit by something ridiculously strong. Just try to shove him offstage, get into an advantaged position and juggle until he presents a bigger opening.
The trick you mentioned is called Grenade Stripping. If snake throws 1 grenade, then pulls another, when he shielddrops the 2nd grenade, the first one will stop and fall (even if it was already falling, it will stop again and fall again) no matter where it is. This is very important to know, because Snakes will try to bait you into action by tossing uncooked grenades and leaving you unable to throw them back.