Also that only really matters if MK stays on the ground since knee part doesn’t really go that high as far as I’ve noticed. (And I certainly can’t say that it’s outranged his moves for me, but most of the time I fight Orochi’s MK he’s using Tornado and Ceirnian’s pretty much always running grabs me and Yeb kept Dtilting the fuck out of me, so what do I know?)
(But, really, camping is really boring with most people I can think of and the only person that I can think of with not boring camping is R.O.B., who I doubt I will play for he too has quite a lot of bullshit that makes you go and :looney:.)
You’ll just have to show me how to camp when I fight you again. (I will have to remind myself to post in your thread later on today.)
not to take the thread off track or anything, but I found out that DK’s “under the stage” throw can be teched. I wasn’t aware of that. DK’s still very good though
The Damned, here’s a post I made on why I think Snake is the #1 character in the game.
Now let me breakdown each of the match-ups you listed that you believe Snake is at a disadvantage against.
vs. Metaknight
Snake’s attacks beat out MK’s attacks just like how Marth’s attacks do, simply space him and out range him. Snake can KO MK around 80 while MK doesn’t KO Snake until around 140. I think Snake has a slight 6/4 advantage in this match-up.
vs. Falco
Snake just completely destroys him on the ground, and he has a lot of anti-air defenses to shut down Falco’s air game. SHDL is obsolete in the match-up because Snake can simply crawl under it. Snake probably has a 6/4 advantage in this match-up.
vs. R.O.B.
R.O.B. moves slowly and his projectiles must be charged, this means that Snake can actually make some camping setups. Snake also beats him out on the ground, but honestly Snake beats out everyone on the ground. Even with those mentioned I still think this match-up is a 5/5.
vs. Pit
Snake can crawl under Pit’s arrows unless he curves them downwards, meaning Pit can effectively camp him as well as others. Snake’s attacks also simply beat out Pit’s, and Pit’s good recovery is pretty much nill since Snake can KO him below 100. This might be a 6/4 match-up for Snake.
True, but you can go right into DK UpB right after, which respikes them off the stage. I’m sure there are ways out, like retech or airdodge down below and then UpB, but I have personally never had anyone survive both the throw spike then the UpB spike. It may not be 100% free kill, but it’s definitely a heavy advantage in DK’s favor.
Also on Snake, a lot of people talk about Ftilt range, but Utilt has a fucking ridiculous hitbox in front of Snake.
His tech game of of Dthrow is also pretty damn good. I would hardly call it ghetto. Tech behind gets Fsmash or Ftilt.
Vs stand straight up and some getup attacks you get SH Dair. I believe they can shield it if they just stand, but it’s still good shield pressure. You can also shield a getup attack and punish. If they just lie there Utilt/Ftilt/sticky
Still working on roll away. Chase SH Dair seems to work alright, not guarantees AFAIK. Mortar slide, dash attack, grenade toss all work decently.
Also, this is not even considering stage control. If you do Dthrow with a mine/c4/edge nearby, it eliminates some tech options and forces the opponent to make a bad choice.
I’m guessing that they made Snake so broken in an effort to be true to his canonical prowess. I just wish they’d done the same for Sonic, Ganondorf, and Samus.
I think Snake can actually just AAA through Mach Tornado (I know Ike can). Marth can Shield Breaker through it I believe, but you have to have time to pull it out.