Evilagram

snake training list

Feb 2nd, 2016
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  1. _Snake_
  2. http://smashboards.com/threads/in-depth-movepool-analysis.384346/
  3.  
  4. Top priorities:
  5.  
  6. WD grenade pickup into approaches
  7.  
  8.  
  9.  
  10. Approaches (read: Dacus)
  11.  
  12. Dash attack into crawl
  13.  
  14. place mine on stage so it hits at the END of edge rolls.
  15.  
  16. Combos off dash attack
  17.  
  18. taunts against edgeguarders
  19.  
  20. Crawl tilt into grab (jump canceling the grab has more consistent results)
  21. Crawl tilt into utilt
  22.  
  23. grenade drops into throws
  24.  
  25. tilted upsmash to edge guard
  26.  
  27. Planting mines on people off things other than tranq
  28.  
  29. jumping for mine plants
  30.  
  31. sticky on people who are shielding
  32.  
  33. down tilt into spike as a ledgeguard
  34.  
  35. full charged mines as a finisher
  36.  
  37. dtilt as an edgeguard, sets up for fair spikes
  38.  
  39. to spam cyphers as projectiles, use up air
  40.  
  41. up air is snake's most + on block aerial.
  42.  
  43. bair edgeguard
  44.  
  45. carry to ledge, dthrow them to send offstage, & footstool them to spike instantly, spike their recovery attempt too
  46.  
  47. fair tech chase for the kill
  48.  
  49. Double stic: get high with up B, blow up sticky, restick them as they come up, then blow them up again
  50.  
  51. on platform, down throw, drop through the platform, jump up to sticky
  52.  
  53. change mine positions more frequently
  54.  
  55. change C4 positions more frequently
  56.  
  57. C4 on the ledge, mine further into the stage
  58.  
  59. When someone is high up, up B, then up air
  60.  
  61. tranq into fair for finishers
  62.  
  63. when they're recovering, use the C4 to fuck up their recovery then fair to spike
  64.  
  65. The snake flash: full jump, cypher, up air when his knees are through the platform to autocancel, grab
  66.  
  67. dair pressure on shield into sticky
  68.  
  69. jab reset into tranq
  70.  
  71. wavedash regrab grenade into throw up to kill people launched up high
  72.  
  73. play snake's ground game like peach's without a turnip, DD and use dash attack/DACUS to crush incoming attacks
  74.  
  75.  
  76. Ftilt has set knockback on first hit, can be crouch canceled
  77. can combo into a C4 against the 10 floatiest characters, making the puff, Zelda, and Peach matchups far easier.
  78. can combo into grab against the 16 floatiest characters, making it a great grab combo starter.
  79. can u-tilt against the 24 floatiest characters, making it a great way to set up an early C4 KO.
  80. It also, of course, links into its second hit, which is another semi-solid edgeguard starter.​
  81. More importantly, it sends opponents into tumble, which means a tech chase.
  82.  
  83.  
  84. 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:
  85. 1. Fully charged mine (mostly for rest punishes since it's literally the best option, but could be useful elsewhere maybe!?)
  86. 2. Up Throw -> C4 (the b&b KO combo, % before grab with C4 detonation at the apex of up throw).
  87. 3. Fair (Heel hitbox, which has a considerably better angle than the thigh hitbox).
  88. 4. Vanilla mine (that is, an uncharged down smash, for situations where your opponent finds them in varying ways).
  89. 5. C4 (without any launcher).
  90. 6. Fair (thigh hitbox, so you'll know whether to fuss about spacing based on percent).
  91. 7. Utilt (for those super long-range tranqs and flashy jab resets).
  92. These are also ordered from strongest to weakest based on the average KO% across all characters.
  93.  
  94.  
  95. Edgeguarding additionally is no problem since Snake has a solid punish against most of their options:
  96. - C4 on platforms to punish high recoveries
  97. - mine on ground to cover edge rolls.
  98. - GRAB LEDGE to force bad options.
  99. - 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.
  100. - dair/fair spike or bair UpB and shinestalls
  101.  
  102.  
  103. 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
  104.  
  105. up smash forward B while opponent knocked down
  106.  
  107. up B into C4 (good as shield pressure too, or combos)
  108.  
  109.  
  110.  
  111. 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:
  112.  
  113. - 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.
  114. - A jump makes DACUS a very good option, as it covers a lot of space and also punishes whiffed tilts from the opponent.
  115. - 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.
  116. - 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.
  117. - JC grab has a large amount of range (Snake has the sixth longest non-tether grab and a long JC)​
  118. Other baiting maneuvers can include:
  119. = Dashdances—Snake's is relatively short, but varying the length works wonders at times
  120. = 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
  121. = 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.
  122. =wavedash into a tilt or jab. Jab in particular is super disjointed and leads into some funny stuff sometimes?​
  123. Bait and punish. Don't approach
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