Alright, well i'm going to be honest, im not new to SSBB, but i am new to playing Snake, and still learning new things daily on how to use him more effectively.
To be blunt, i'm quite the Snake noob right now haha. So this stuff has very possibly already been talked about...
Here's some random stuff that i find most effective so far, suggestions and/or more tips would be greatly appreciated.
~Snake can do a falling u-air for a surprise KO when your opponent is trying to recover off the stage - they almost always jump into it - thinking that they have an advantage having the high ground.
~Snakes D-throw can chain into many other attacks based on your opponents tech choice.
~The best way to use Snake's d-air is shorthopped and out of a shield. (after your opponent is recovering fom wind-down lag).
~ Snake's u-tilt and d-tilt are my main KO moves after racking up damage. Followed by AAA and f-tilt.
~ u-tilt be landed the best after cancelling out the first part of your f-tilt (stunning opponent) or by doing it out of your shield when you are attacked from above or in close range.
~ if my opponent does not have a projectile game, i like to charge my f-smash for a deceptive quick-kill. (noobish yes, but many people are really accustomed to the uncharged duration of the f-smash, and have conditioned themselves to attack immediately aftwerwards.
~planting a c4 while your recovering with your cypher helps discourage aggressive action by your opponent.
~ using your nikita while falling can surprise an opponent and catch them off-balance.
~ another quick kill is to make your opponent run out of options when they are on the ledge- have a mine planted where they would hit it if they did a roll recovery, be by the edge and ready to attack out of your shield if they try to do an attack recovery, and be ready to do a SHed u-air if they decide to do a jumping recovery. This u-air can really catch them off guard and KO at lower percents than usual since it comes out quickly and is unexpected - in fact, your opponent's DI could be more helpful to you than not since they could very well have been meaning to jump again and therefore were DI'ing upward.
~ you can mortar slide and pick up a grenade if you run into the grenade at the start of the slide. (the dash part).
To be blunt, i'm quite the Snake noob right now haha. So this stuff has very possibly already been talked about...
Here's some random stuff that i find most effective so far, suggestions and/or more tips would be greatly appreciated.
~Snake can do a falling u-air for a surprise KO when your opponent is trying to recover off the stage - they almost always jump into it - thinking that they have an advantage having the high ground.
~Snakes D-throw can chain into many other attacks based on your opponents tech choice.
~The best way to use Snake's d-air is shorthopped and out of a shield. (after your opponent is recovering fom wind-down lag).
~ Snake's u-tilt and d-tilt are my main KO moves after racking up damage. Followed by AAA and f-tilt.
~ u-tilt be landed the best after cancelling out the first part of your f-tilt (stunning opponent) or by doing it out of your shield when you are attacked from above or in close range.
~ if my opponent does not have a projectile game, i like to charge my f-smash for a deceptive quick-kill. (noobish yes, but many people are really accustomed to the uncharged duration of the f-smash, and have conditioned themselves to attack immediately aftwerwards.
~planting a c4 while your recovering with your cypher helps discourage aggressive action by your opponent.
~ using your nikita while falling can surprise an opponent and catch them off-balance.
~ another quick kill is to make your opponent run out of options when they are on the ledge- have a mine planted where they would hit it if they did a roll recovery, be by the edge and ready to attack out of your shield if they try to do an attack recovery, and be ready to do a SHed u-air if they decide to do a jumping recovery. This u-air can really catch them off guard and KO at lower percents than usual since it comes out quickly and is unexpected - in fact, your opponent's DI could be more helpful to you than not since they could very well have been meaning to jump again and therefore were DI'ing upward.
~ you can mortar slide and pick up a grenade if you run into the grenade at the start of the slide. (the dash part).