RoyalBlood
Smash Ace
I played Forward's snake last weekend. I had the advantage the first stock of the first match. I think he underestimated me because I was a no-name. Anyway, I was doing exceptional. Excellent spacing, excellent precision and timing. and excellent decisions.... but then he started winning. see... all it takes is one or two mistakes and you're dead. Zelda has quite a bit that she can do to snake, but seriously she has to be near flawless... snake is allowed to make many many more mistakes with no fear of serious punishment... zelda makes one mistake and she'll take damage she couldn't afford or she'll die... it's that simple.
You say to space better, Royal, but zelda doesn't really have tools to space well against snake. he can reset spacing SO easily.
Zelda has to work a lot harder than snake in the matchup. Hence, it's his advantage.
We're actually discussing him in the Zelda/Sheik back room right now and we seem to think a dual front is completely necessary.
as for some nifty advice:
most snakes I've played LOVE mortarsliding to the edge if you are hanging.
if they do that, just ledge release -> rising fair them or ledgedrop -> uair them.
D: Ok :3 I'll just say some point that have worked for me, please be kind D= :
*You can force Snake to explode his explosives on himself =D
*Mines are easily detonated with Din's Fire or rolling over them, or use them to cover yourself from a mortar slide D= Although if you are going to detonate it, be aware that if Snake's close he can punish you badly :o
*Nayru's Love, Forward Smash and Jab all stop Mortar Slide, F-smash is more effective at higher percents when he will be afraid to do that to you, your dash attack is also good or shield everything altogether ;3
*Din's Fire is great at stopping grenades, it can stop 2 of them at once with its great hitbox, since Din's Fire not so good against other grounded moves or aerials, where it really shines its against other projectiles
*Most Snakes like to recover high to prevent gimps, once Snake it's off-stage Zelda has some great options, if he decides to drop a C4, chase him and U-air him, the lag of dropping it will make him unable to dodge if he's close to you, other option is Din's Fire, since Snake's aerials are slow to cancel Din's Fire (unlike Peach's Nair or Falco's Bair for example) he'll dodge, in which he'll fall right into a U-smash, Zelda can force this situation very easily
*If he was sent off-stage by D-smash, if you're using Din's try the tactic from above, or he'll dodge too early and will be unable to grab the ledge, forcing him to use a C4 IF he hasn't placed 1 on-stage, this is wonderful for Zelda where you can position yourself for a Dair =D although the upwards momentum from Snake may outrun you :o or in stages like Battlefield or Lylat cruise, if he has enough damage and tries to recover, he'll stage spike himself with the stage's bottom unless he techs D=
*You outrange his U-tilt and F-tilt with your F-smash, space yourself correctly
*Your D-smash clanks with his U-tilt (they like to use this move out of their shield, as you with D-smash) and they come at the same speed (maybe Zelda's come faster :o )
*When he is jabbing you, DI backwards so the third hit doesn't connect
*Don't use grabs too much, since you'll be using them a lot less in here he won't expect them when shielding ;o
*WOOT! D-tilt lock starts at 58% ;3 use it whenever possible so it gets more and more decayed so the lock will last longer
*Your three lightning kicks take him out of his recovery, if you aren't very confident when going for it, don't try to hit him, try to hit the ledge so --->> attemot to grab the ledge-->>stage spike ;3 (easire said then done >.>)
*Your Dair, Fair and Bair destroy the mortar, don't try to reflect it if you're close to him, you'll get an Up tilt in the face D=
*F-tilt is a great move here, it outranges some moves and has good KO power, not to mention it helps Zelda to string moves together, especially noticeable at low percents =D
*U-smash is a guaranteed 2-hit on Snake from 0%
As for Stages:
*Jungle Japes : Very High Ceiling, easy to punish Snake's recovery, most powerful moves (excluding F-smash) KO vertically ^_^ He's heavy so he'll have some trouble getting out of water, and he cannot risk dodging to avoid Din's, so when he's in the water Din's---->>>Free Damage so he dodges and dies or he gets damage and tries to recover, although Zelda has also trouble getting out of the water at the left side of the stage >.> and she also has powerful vertical killers that get taken out of account D=
Any others I feel like Jungle Japes is a good Zelda and a good Snake stage ;_;
Are my points valid D=
Please note that all of the info here has been tested ;3 but :o Will it always work?
Sorry if there are spelling mistakes >.<