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Airdodging has been proven to not do anything. You must be DIing weird. You can't fast fall on frame 1 of an air dodge, but you can fast fall on frame 1 with any aerial which is the whole purpose of momentum canceling.Why do you use fast-fall bair for your horizontal momentum canceling? When I tested airdodging, I lived about 5 percent more than bair. Snake can airdodge sooner than an aerial and his airdodge takes less time than his bair.
Sorry if it was answeredMrEh said:First of all, he outcamps you. Grenades are some of the most effective projectiles in the game, and if you get into a camping war, you'll lose. Zelda's reflector isn't that useful either, because Snake can opt to make his grenades fall right in front of you, making it useless. You gotta approach. You're not Fox. You're not Pit. You cannot afford to tango with grenades. Every hit will bring you one step closer to death, and because Snake is freakishly strong and Zelda is light, you can't afford unnecessary damage. It's so much easier for Snake to land a kill move as well. Zelda has to position herself and kick. All Snake has to do is throw out his Utilt.
Weight and damage output is very important in this matchup, since it's one of the things that royally screws Zelda over. Yes, Zelda is strong. However, Snake is very heavy, and his weight helps him survive to obscene percentages if you can't land a kick. Snake is strong as well, and since Zelda is light, he'll kill her at low percents. The weight difference is very apprent, and you should get used to dying at 95%. It also sucks that Zelda's moveset seems to be tailored towards camping and defending herself, and Snake's grenades make both of those things moot. You gotta approach, and Snake is a freaking brick wall. Snake can be one of the most defensive characters in the game, and when you're using a character that has one of the worst approaches in the game, you know you're screwed.
Snake also racks up damage so fast that it's not even funny. Ftilts do more then 20%, and they come out 5x faster then your Fsmash. Yes, 5x. You cannot afford to get hit. If you get hit by 4-5 tilts, Snake has already done enough damage to kill you with his Utilt. And that's not even factoring the damage done by silly things like grenades. Considering the fact that Snake's tilts are so easy to land, Zelda is going to take a beating at close range. Sadly though, she has no choice. Because trying to camp Snake is dumb.
A bad thing about this matchup is that Zelda has no reliable approach. Snake can just drop grenades and tilt, and Zelda can't do a darn thing about it. The only way to really hit Snake would be to predict what he does and intercept it. And when you have to rely on punishing mistakes to win a match, you know that the matchup sucks.
Snake is a beast on the ground, so you have to make it a priority to get Snake into 2 bad positions. There positions are as follows:
1. In the air
2. Offstage
These are the only two places where you can reliably attempt to rack up damage or go for the kill, because Snake's air game is his weakest point. You MUST capitalize at this point. Zelda cannot reliably create these opportunities, because a grounded Snake is difficult to even touch. If you get him in the air, take advantage of it. Read his movements, bait his airdodges, and PUNISH HIM. Don't let him get to the ground! If you cannot capitalize on these moments, you will lose, since you'll never be able to rack up damage fast enough or kill Snake early enough. The weight difference and damage output difference will catch up to you, and Snake will have an easy lead.
The matchup is probably 30-70. Not as bad as MK, but it's still a death matchup. You can actually use the MK summary and it will also work for Snake.
Hey Ally can you critique my Snake? This video is pretty old but I'd like the best Snake to give an opinion.
http://www.youtube.com/watch?v=42cmd1dhZVA
I'm talking about horizontal momentum cancelling, where fast falling basically does nothing to help you. The goal here is to be able to jump toward the stage asap, and (from what I've tested) airdodging lets you do that the fastest.Airdodging has been proven to not do anything. You must be DIing weird. You can't fast fall on frame 1 of an air dodge, but you can fast fall on frame 1 with any aerial which is the whole purpose of momentum canceling.
You can shield Grenade drop to Utilt, but not to Ftilt.How do you d-tilt while holding a grenade? Can you do that with other tilts too?
Wow, thanks for this list. I've been looking for something like this.Air dodging is the best for horizontal momentum, at least in the case of being able to jump the soonest.
http://www.geocities.jp/kuso_dwi_lovers/list.html
Lolrides meat
Considering how short your messages are, I wouldn't imagine it taking anymore than like 15 minutes of your time to reply to all of this. Although, posting in general is much easier than trying to do this by far.i was at whobo 2 since last thursday just got back, ill answer later. I might stop posting in this thread though and just contribute in the normal snake boards. maybe this is too much XD
this'll be more productive most likely =] less work for you more movement all aroundyeah but I need to think, and thinking about smash annoys me sometimes.... lol like I said I'lprob get this locked and just post in the norm topics.