SuSa
Banned via Administration
I bet you opened this thinking it was a combo video, or a useless thread. Well it's not. If you mouse-overed before clicking and you can read this. FU. You ruined the suprise!
How to Effectively Punish Every Move as Snake
Ya. That's what we'll be discussing. We'll skip Meta Knight because I don't feel punishing him is hard for Snake. It's basically grenade drop that, grenade drop that, ftilt that, utilt all aerial approaches, and more grenade countering.
Any ideas on who we should start with?
Example of "The Punish Sheet"
Startup Lag - (All the frames before hitbox comes out, eg: Snake's jab has 2 frames, Ftilt is 3)
End Lag - (Hitbox is gone)
Predictablity - Is it used often? Is it a noticeable startup? Used at certain times? (eg: Snake's Ftilt, noticeable startup (he leans back), used for spacing)
Our best Punish for Startup: Can we punish the move before it starts up? Is our best option Jab, Ftilt, Utilt, Dtilt, or grenade counter? (Yes, those are the only options. We are assuming we are GROUNDED)
Our Best Punish for Ending: Should we forget about punishing the startup lag, and instead focus on getting a stronger hit in the end lag? (eg: Fsmash a powershielded Ike Fsmash, rather then ftilt before it) Bad example is bad, but you should get the idea. Our utilt is a 7 frame move, it won't be able to punish everything before startup, but it can in end lag.
If it's neither of the above two rate it: UNPUNISHABLE (eg; a perfectly spaced Lucario Fsmash is basically unpunishable. Sorry)
ps:
We are assuming the opponent is using PERFECT spacing. That means hitting with the tips of moves (unless it has a sweetspot like DeDeDe's fsmash), so they want the ideal spacing. Tipped Marth moves for example. Because if we can punish them with perfect spacing, we can punish them with improper spacing.
:mewtwo:
How to Effectively Punish Every Move as Snake
Ya. That's what we'll be discussing. We'll skip Meta Knight because I don't feel punishing him is hard for Snake. It's basically grenade drop that, grenade drop that, ftilt that, utilt all aerial approaches, and more grenade countering.
Any ideas on who we should start with?
Example of "The Punish Sheet"
Startup Lag - (All the frames before hitbox comes out, eg: Snake's jab has 2 frames, Ftilt is 3)
End Lag - (Hitbox is gone)
Predictablity - Is it used often? Is it a noticeable startup? Used at certain times? (eg: Snake's Ftilt, noticeable startup (he leans back), used for spacing)
Our best Punish for Startup: Can we punish the move before it starts up? Is our best option Jab, Ftilt, Utilt, Dtilt, or grenade counter? (Yes, those are the only options. We are assuming we are GROUNDED)
Our Best Punish for Ending: Should we forget about punishing the startup lag, and instead focus on getting a stronger hit in the end lag? (eg: Fsmash a powershielded Ike Fsmash, rather then ftilt before it) Bad example is bad, but you should get the idea. Our utilt is a 7 frame move, it won't be able to punish everything before startup, but it can in end lag.
If it's neither of the above two rate it: UNPUNISHABLE (eg; a perfectly spaced Lucario Fsmash is basically unpunishable. Sorry)
ps:
We are assuming the opponent is using PERFECT spacing. That means hitting with the tips of moves (unless it has a sweetspot like DeDeDe's fsmash), so they want the ideal spacing. Tipped Marth moves for example. Because if we can punish them with perfect spacing, we can punish them with improper spacing.
:mewtwo: