Cecilanius
Smash Journeyman
I can cover Meta Knight pretty well but not Wario. I'll start typing up a plan against Meta Knight as soon as I can.
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Hm I dunno, I've been toying with diddy the last few days. His combo potential is ridiculously good, but once the opponent reaches a percent out of combo-range, his effectiveness falls dramactically. I mean, it's absurdly hard to get KO's with diddy, especially against heavyweights (I've mostly been facing DK/ROB with diddy). A lot of the moves used to rack up damage are also his strongest, so the stale move negation is what hurts here. Add that to Snake's grenade countering and awesome KO power against lightweights and the match-up is pretty much in your favor if you play carefully. Most of diddy's game is centered around his bananas, hoping that you roll the wrong way into a smash or dash attack to rack up more damage. Without bananas, diddy's overall game suffers.scratch meta knight....Diddy deserves a section. He's suprisingly hard to face, and those banana's keep snake from moving around the field very well or doing things like the mortar slide....
Yea I was considering that, bans as well are definitely a good idea.This thread should really include counter pick stages as well against each character.
Example: Olimar:
Frigate Orpheon: The right side has no ledge, which gimps his recovery.
I'm pretty sure Wario can avoid that by breaking out of the grab WITHOUT either jumping or pressing up on the control stick. That only works if he does a jump break and there are ways to purposefully avoid doing a jump break.A good way to kill Wario is a grab release to up tilt. If you don't really play against Wario and don't know what I'm talking about, here it is:
http://smashboards.com/showthread.php?t=177538
Also watch out for his bite. I know that Wario's aerial mastery has been talked about ad nauseum but his bite can kick the living **** out of Snake if you are not ready for it. It can nullify your grenades, pull you right out of a mortar slide, gimp your recovery (grab style) in the air and it and rack up damage and eat through your wall of priority. Watch any good Wario play against Snake and you will see nothing but bite spamming and short hopped aerials.
So, we can assume they want to bring us to Jungle Japes, Luigi's Mansion, Frigate Orpheon, Rainbow Cruise, Skyworld or Final Destination. Another one they don't mention which I dislike is Norfair. Ban whatever you feel least comfortable with (If you have a mostly ground based game, ax Rainbow Cruise.) Remember that not all tournaments will have those stages available, so be sure to plan in advance.Stage Counterpicks:
* Wiiiiide open spaces, you hearing me? Final Destination? Great choice. Jungle Japes? Oooooh yeah, especially with a crappy Cypher recovery that might lead to a Klap-Trap kill. Frigate? Hell yes. Luigi’s Mansion? Awesome, although I’ve been told it’s not. Personally, I think it’s awesome because of your ability to shoo lasers through pillars, shoot gyros safely near the ledge, Snake’s inability to properly mortar slide or grenade spam, down-smash heaven, and even when the level is destroyed, it’s still huuuuge.
* Also, levels that are kinda crazy in the way they switch around or screw with Snake’s recovery. As such, Rainbow Cruise is awesome. Skyworld is also awesome (have you ever seen a Snake C4 recovery and hit his head on the bottom of the bottom floor and die? It’s hilarious).
* If you HAVE to play on a small or platform-heavy level, like Yoshi’s Story, Lylat Cruise, or Battlefield, you may want to consider ledge-camping. You’ll also have to be extra careful with the mines and with the approaches since landing on a platform means pretty much an easy u-tilt for Snake. Your one saving grace is that it is easy to up-smash Snake here, but it seriously isn’t worth it.
* Smashville deserves a special mention because of the C4 on the traveling platform thing. It’s somewhat large, so that’s good for R.O.B., and the platform when it’s near the edges is great for forcing a gimp through a b-throw or b-air. Kind of a tricky level if you’re not watching out for the mines.
does this only work at certain %'s?Snake destroys Wario. You can also grab release him into a FJ neutral air for 28% damage, lol.
Depends. I guess RC is logical against DK's recovery, but it seriously destroys Olis, or any other tether for that matter. Snake is forced into the air, yes, but the stage also forces the other player to move. Against chars w/ poor vertical third jumps, Snake can beat them to a certain location ahead of the stage and set up/prepare for their approach. We know how well he can control the stage. Against MK or Pit though, it's kinda suicide and common sense to ban.For stage bans, if Rainbow Cruise is a legal stage, ban it. In my opinion, Snake should never be on Rainbow Cruise or Jungle Japes.
I think it's better to get a grenade ready as G&W recovers. If he dairs, you can just roll away and he will get hit by the grenade. You could also drop a grenade, roll away, and get an attack ready. I prefer the ftilt. But, anything works. Ftilts are just the quickest.About the GaW stuff, I really hate how mortar edgeguard is kinda watered down because several of GaW's aerials nullify/neutralize mortar. Grr. At times I find myself cyphering high and lobbing a nade, allowing it to fall straight down towards the ledge, as an alternative edgeguard.
Snake: (5/5)
General Matchup:
- Snake is a well built killing machine, having a large variety of moves that can strike gw's light weight frame down quickly. The up tilt and up air will have no problem killing gw vertically at 80%, the ftilt, nair, bair, dair, and jab combo will also kill pretty quickly.
- Snake is also built with many projectiles at his disposal. Most notably the grenades and mortars, but the nikita, c4, and proxy mine can have you dodging around the stage more than focusing on snake.
- Snake has a good amount of range to a lot of his attacks, mainly the ftilt and uptilt, but you will find his aerials and other tilts can be a very large pain to gw, usually matching his own range.
- Snake's recovery is one of the more interesting one's in the game. It has only a certain amount of super armor when he is rising with his cypher, so only aerials with strong knockback like the fair and key will knock him out. Even with the pseudo super armor, this is where you will find you can hurt snake the most.
- Other than trying to tossing fast-falling bairs at you when recovering, snake doesn't have a lot of options to gimp you as most of his projectiles are nullified by up b's.
- Snake is a character with poor movement based combos. You will rarely see him chain multiple moves together across the stage. However, he is good at close combat combos that don't move you anywhere but rack up serious damage. By utilizing the first to jabs, ftilt knee, grab to dthrow he can very quickly rack up the 80 damage he needs to kill you with an up tilt, VERY devastating to gw's survival.
- Due to snake falling fairly quickly, nair combos, up air combos, and the other usual combos work just fine. Snake also doesn't have a quick aerials to interrupt things : )
General Strategies:
- At all costs, avoid being in close combat with snake unless you are POSITIVE you can get a grab, otherwise it isn't worth it. Because what I mentioned above about his close combat combos, you will find yourself dying quickly if you stay too close. And if you can get a grab to dthrow in, keep in mind that snake's tech roll is one of the longest in the game.
- Snake is pegged out to have an amazing keep away game, but personally i think its pretty overrated. Grenades are nice, but for the most part are quite easy to avoid. Most snakes fall into the habit of using their mortar slide at a certain distance, so learn to set that distance up and start charging f smashes.
- Because snake has some projectiles to pressure you, and an amazing close combat game, you need to learn to dominate this middle ground in between the two. You have to be too far for them to mortar slide and too close for tilts or jabs to reach. This is where you have to shine. Learn how to punish with the turtle and dtilt at this range to pressure him. When shielding an ftilt with your back to him you can sh and bair and hit him before he gets his sheild up. Some might use the bacon when in this range, but i feel as though the move is too laggy to bother with.
- When edgeguarding snake learn how to deal with each type of situation. If he up b's close to the stage, grab him or his cypher and don't throw or hit him and he'll die (can't use his up b again). If he recovers low but too far to grab learn to use your dair spike to send him back down (don't forget to slowfall it). If he recovers mid range, then use a strong fair or a forward b (hammers 4-9 knock him out) to give some damage and send him back out). If he recovers too high then you have two options. You can up air him to make him use a laggy aerial and then punish. Or you can wait for an air dodge out of the up b and then up b yourself to send him back out. All of these tactics should cover whatever he does to recover. If he does need to c4 to recover, go out over him and have a fair waiting for him to potentially kill him.
- Dtilt will clank with all of snakes attacks, but his tilts are a few frames faster than the dtilt comes out again so either roll away or run away after this happens. I've found that most of your aerials will cancel out snakes if spaced properly. So learn to keep snake in the air if you can, because you can dominate him very easily here.
- If you land behind him with a key through a mortar (it goes through it) you can usually get your shield up faster than he can ftilt you. Watch out though in case then mix it up and try to grab you. You also need to get good at watching out for when he pulls grenades out and then shields, this also applies for when you bair him. If you have good enough spacing control you can avoid hitting the grenade.
- Snakes hate the up air as they can't move through the air very fast, very good for getting punishing smashes off.
- Learn to make good use of your smashes and keep them fresh, because having a snake at 180 percent can be depressing and demoralizing.
Stages:
- Any stage that moves a lot or has recovery hazards are excellent choice. GW has superior movement and recovery in every way so make use of it. Stages like rainbow cruise (lot of moving around and recovering), frigate orpheon (missing ledges, flipping stage), delphino (stage changes, dtilt locks), and norfair (hazards to put him in the air, not a lot of room to mortar slide/grenade, can get under him for pressure nairs) are all good stages for playing against snake.
- Avoid stages with either low ceilings or incredibly large boundaries. Stages like pictochat, halberd, and hanenbow seem to come in mind. They either can get really low percent kills here or can use the stage to camp or survive well.
Ah da*n, its only downhill from here, lol.well you probably just gave them everything the snake players need to know lol.
Probably the best thing we can do is to try to powershield it. But that might be a tad difficult due to its speed.I'm still confused on what to do about G&W's dtilt. You can get G&W close to yourself by pressuring with grenades and such but, it's very quick. If you try to roll past him, he could just turn around and grab.