ZeroL
Smash Apprentice
I kinda took this from the Zero Suit Samus boards, but that's not important.
Please keep the format stated below, after 6 days I will review all the posts and make a summary out of it.
Moves that beat *insert move name here*:
General tactics versus *insert move name here*:
Tornado:
Moves that beat Tornado:
- Fully Charged Shot: Doensn't really need an explination, just hit him with it and MK will be hit out of the Tornado.
- Super Missile: Hitting the Tornado with a well timed Super Missile will cancel the Tornado, this meaning that you need to hit the Super Missile in the middle of the Tornado from the side.
- Dair: Just hit the Tornado from above with Dair and MK will be hit out of the Tornado.
- Uair: Hitting the Uair from down the Tornado will cancel the Tornado and hit MK but this takes some precise timing. The first 3 hits of Uair will Clank with the Tornado and the 4th - 6th hit will break it, keep in mind that Uair has 6 hits.
- Down-B: If you time the bomb to explode in the middle of the Tornado, MK will take damage resulting in ending the Tornado.
General tactics versus Tornado:
- At the first hit, SDI out of the Tornado and spam airdodge to escape it.
- Run into it with a shield and wait for the landing to punish him with either fast, low cooldown moves that deal fairly enough knockback to regain control of the match.
Grenades:
Banana's
Please keep the format stated below, after 6 days I will review all the posts and make a summary out of it.
Moves that beat *insert move name here*:
General tactics versus *insert move name here*:
Tornado:
Moves that beat Tornado:
- Fully Charged Shot: Doensn't really need an explination, just hit him with it and MK will be hit out of the Tornado.
- Super Missile: Hitting the Tornado with a well timed Super Missile will cancel the Tornado, this meaning that you need to hit the Super Missile in the middle of the Tornado from the side.
- Dair: Just hit the Tornado from above with Dair and MK will be hit out of the Tornado.
- Uair: Hitting the Uair from down the Tornado will cancel the Tornado and hit MK but this takes some precise timing. The first 3 hits of Uair will Clank with the Tornado and the 4th - 6th hit will break it, keep in mind that Uair has 6 hits.
- Down-B: If you time the bomb to explode in the middle of the Tornado, MK will take damage resulting in ending the Tornado.
General tactics versus Tornado:
- At the first hit, SDI out of the Tornado and spam airdodge to escape it.
- Run into it with a shield and wait for the landing to punish him with either fast, low cooldown moves that deal fairly enough knockback to regain control of the match.
Grenades:
The above should really be enough for anyone to deal with Grenades!Samus can outcamp Snake.
Adjust your distance, then camp with double super missile or homing missile->super missile, depending on what action Snake is in. Somewhat hard to explain, but the homing missile will interact with the grenade hitbox, stopping its *momentum*, then the super missile goes under and forces Snake to respond with perfect shielding, spot dodging, or worse he actually shields it and his shield diminishes.
*Grenades can take two missile hits before exploding. When interacting with the first missile, it will stop in place.*
If Snake is just starting to pull out the grenade, then double missile works better. The faster the missile gets there, the shorter distance the grenade will get to you, to the point it may end up next to Snake. Even better scenario, the missile reaches Snake before he gets to throw the grenade, meaning Snake shields: Super Missile 1, Super Missile 2, Grenade. Good shield pressure, therefore expect his to start implementing spot dodges... meaning free throw?
I would advise to not be within z-air distance in this MU, or to fight against grenade camping. Actually, this may require some more explanation as well...
Rather, if you plan to harass with z-air, do not start within z-air distance. You want to be falling INTO that z-air spacing, then unleashing the hitbox, rather than jump in place, or worse, retreating into the z-air spacing and use it. This is because dash attack/DACUS OoS will punish you everytime you mess up this tactic.
Let me reiterate: you can use z-air in this MU. ONLY use it by falling into the spacing, from outside in. Don't use it while retreating, don't use jumping in the same space. Also, do not get into the habit of air dodge-> z-air; DACUS's hitboxes will outlast the air dodge. Rather, save your options: a falling u-air, a n-air, d-air, double jump or bomb are all possible options to use if you read a DACUS approach from Snake after grenades.
If you do this tactic correctly, it means z-air is connecting as low as possible to the ground, and you can buffer a shield upon landing to prevent punishment.
If you can't adjust your spacing habits correctly, don't use z-air. The only way to win the Snake MU is to not exchange damage.
As another aside, don't try holding your shield with Snake when there's a grenade sitting between both of you. A better option would be to jump and space a d-air from behind Snake after the grenade explodes. If you don't think you have enough time for that, retreat and fire off a super missile cancel, aim for the upper part of the shield to shield poke. If you don't have enough time for that, roll behind him. He can't punish you without getting hit by the grenade, meaning at least you're behind him with *frame advantage.*
*The 20~ vulnerable frames on roll is still shorter than Snake suffering from shield lag on the grenade, then the 7 frame shield drop (he can't grab without dropping shield since you're behind him), then the action he chooses to take.*
Finally, if you're in close range and Snake is already holding a grenade (as an item), you have several options, none of them necessarily better than the other:
1) Jab cancel his shield. This only works if he's already holding the grenade with a couple seconds remaining. Otherwise, he'll grab you.
2) Charge and let loose a d-smash. This works depending on the time remaining on the grenade (1-1.5 sec).
3) Retreat. If there's very little time on the grenade, jump back, double jump if necessary, and time an air ddoge (don't z-air. ROFL. You know how many times I see a Samus z-air a thrown grenade?)
There are other grenade tricks I could explain, but I've already spent quite a bit of time on this post. This will do.
Banana's
THIS IS VERY IMPORTANT TO NOTE, DO NOT FORGET ABOUT THIS: Diddy's banana is counted as an ITEM NOT A PROJECTILE. Therefore, it has a standard item's priority meaning it BEATS CHARGE SHOT, MISSLES AND BOMBS. DO NOT CS A DIDDY WHILE HE'S HOLDING A BANANA.
When you have a banana go above Diddy and drop it down, he will attempt to move out of the way or catch it, in which case, you can proceed to follow up perhaps a dair or fast falled uair.
Also glide tossing backwards (Samus has a decent backwards toss) with the banana is perfect for spacing and puts us at a PERFECT range to zair. If you throw a banana at Diddy whilst he is recovering, he will be knocked out of his UpB, and be forced to use UpB again, whilst falling even faster and having a flying barrel rocketing around the place, this is a perfect set up to gimp. When you throw a banana at Diddy, try to make sure that even if it's shielded, you can still punish him for it, for example, glide toss to grab, it's a lot like missile to grab only this time, Diddy is forced to make a decision, and even if he dodges the banana and the grab, his banana has more then likely gone off stage, he will then have to bring out another, this is where we can punish with zairs.
A banana will cause damage when it hits you, even if your airborne as well. Diddy likes to use bananas to combo into other moves such as dash attack and down smash, look out for these as you will eat around 20-30% on average.On top of that, I actually feel like holding on to a banana for awhile is a good tactic too, since you can still missile and zair with the banana in hand.
Plus trip>Charge Shot is so pretty.