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- _Snake_
- http://smashboards.com/threads/in-depth-movepool-analysis.384346/
- Top priorities:
- WD grenade pickup into approaches
- Approaches (read: Dacus)
- Dash attack into crawl
- place mine on stage so it hits at the END of edge rolls.
- Combos off dash attack
- taunts against edgeguarders
- Crawl tilt into grab (jump canceling the grab has more consistent results)
- Crawl tilt into utilt
- grenade drops into throws
- tilted upsmash to edge guard
- Planting mines on people off things other than tranq
- jumping for mine plants
- sticky on people who are shielding
- down tilt into spike as a ledgeguard
- full charged mines as a finisher
- dtilt as an edgeguard, sets up for fair spikes
- to spam cyphers as projectiles, use up air
- up air is snake's most + on block aerial.
- bair edgeguard
- carry to ledge, dthrow them to send offstage, & footstool them to spike instantly, spike their recovery attempt too
- fair tech chase for the kill
- Double stic: get high with up B, blow up sticky, restick them as they come up, then blow them up again
- on platform, down throw, drop through the platform, jump up to sticky
- change mine positions more frequently
- change C4 positions more frequently
- C4 on the ledge, mine further into the stage
- When someone is high up, up B, then up air
- tranq into fair for finishers
- when they're recovering, use the C4 to fuck up their recovery then fair to spike
- The snake flash: full jump, cypher, up air when his knees are through the platform to autocancel, grab
- dair pressure on shield into sticky
- jab reset into tranq
- wavedash regrab grenade into throw up to kill people launched up high
- play snake's ground game like peach's without a turnip, DD and use dash attack/DACUS to crush incoming attacks
- Ftilt has set knockback on first hit, can be crouch canceled
- can combo into a C4 against the 10 floatiest characters, making the puff, Zelda, and Peach matchups far easier.
- can combo into grab against the 16 floatiest characters, making it a great grab combo starter.
- can u-tilt against the 24 floatiest characters, making it a great way to set up an early C4 KO.
- It also, of course, links into its second hit, which is another semi-solid edgeguard starter.
- More importantly, it sends opponents into tumble, which means a tech chase.
- Alright, so I've posted this link a few times already, but this is the first time I've "completed" the spreadsheet of Snake's KO potential. Completed is in scare quotes because I've only included Snake's best KO moves/combos:
- 1. Fully charged mine (mostly for rest punishes since it's literally the best option, but could be useful elsewhere maybe!?)
- 2. Up Throw -> C4 (the b&b KO combo, % before grab with C4 detonation at the apex of up throw).
- 3. Fair (Heel hitbox, which has a considerably better angle than the thigh hitbox).
- 4. Vanilla mine (that is, an uncharged down smash, for situations where your opponent finds them in varying ways).
- 5. C4 (without any launcher).
- 6. Fair (thigh hitbox, so you'll know whether to fuss about spacing based on percent).
- 7. Utilt (for those super long-range tranqs and flashy jab resets).
- These are also ordered from strongest to weakest based on the average KO% across all characters.
- Edgeguarding additionally is no problem since Snake has a solid punish against most of their options:
- - C4 on platforms to punish high recoveries
- - mine on ground to cover edge rolls.
- - GRAB LEDGE to force bad options.
- - Ledgehop Tranq/aerial to cover any other options (and if they sweetspot ledge you can shieldgrab the standard getup and reset the edgeguard with back throw/dthrow techchase w/ mine coverage.
- - dair/fair spike or bair UpB and shinestalls
- If your opponent isn’t into shield DI, down air has enough pushback to push opponents off of platforms, making this an excellent alternative to C4 after your opponent lands on a platform above you
- up smash forward B while opponent knocked down
- up B into C4 (good as shield pressure too, or combos)
- an important thing to remember is that Snake can play as slowly as he wants to due to the amount of stage control and projectile-esque attacks in his arsenal—an opponent lying in wait isn't that much of a problem when Snake is free to do his thing. So they're going to approach, and you're meant to punish that approach. There are situations, of course, where you've got to force their hand a bit. With that:
- - Dash forward, wavedash back, ready to punish their reaction. This isn't so much an approach as it is a bait disguised as an approach. Even if they don't take the bait, or you fail to punish their reaction well, you gain insight into how they'll tend to react to an approach.
- - A jump makes DACUS a very good option, as it covers a lot of space and also punishes whiffed tilts from the opponent.
- - Practically anything else I'd just toss a grenade and wait a bit. Use the grenade's shieldstun to gain an advantage over your opponent.
- - Nair has a lot of range on it, and can cover dashes in relatively well, perhaps utilizing a Cypher cancelled NAir to cover your jumpsquat as well.
- - JC grab has a large amount of range (Snake has the sixth longest non-tether grab and a long JC)
- Other baiting maneuvers can include:
- = Dashdances—Snake's is relatively short, but varying the length works wonders at times
- = down smash into DACUS—folks tend to want to punish the down smash, and without a projectile they have a very linear way of doing it
- = grenade pickup into run up shield+roll, spotdodge, etc.—I'm not sure of the frame data, but it's worth investigating the differences between shield and spotdodge on the grenade explosion. One benefit I see is the availability of grounded special moves and tilts, as well as dashes.
- =wavedash into a tilt or jab. Jab in particular is super disjointed and leads into some funny stuff sometimes?
- Bait and punish. Don't approach
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