Yumewomiteru
Smash Master
As we all know, Snake's metagame has being stalled for a long time now. At Apex only one Snake cracked top 13, and that is Ally finishing at a disappointing 5th. It may be that Snake indeed isn't as good as we all thought before, and there is nothing new to learn about him. But I believe a fair share of the blame also lies on us as the Snake community for failing to do anything to expand our metagame. Long story short other characters are catching up and surpassing us while we are at a standstill.
I believe that Snake is a better character than what we showed at Apex, not we need to prove that by improving on our metagame.
First of all, I think we need to experiment with buffering, as that is the prime reason that Brood a Japanese Olimar was able to beat both Ally and M2K and finish second at APEX. I'll quote a post by dabuz on buffering:
I believe that Snake is a better character than what we showed at Apex, not we need to prove that by improving on our metagame.
First of all, I think we need to experiment with buffering, as that is the prime reason that Brood a Japanese Olimar was able to beat both Ally and M2K and finish second at APEX. I'll quote a post by dabuz on buffering:
Also Ph1ny3 made this post a while ago about crouching to help us techchase:ok, moderately long read about buffering, in the last 10 frames of an attack, we input another attack, if the attack beforehand has after-lag (dair) you have to apply that into the last 10 frames of it meaning we have to buffer during that lag, because buffer only affects the begging of the next wove, but the buffer makes it so, for them most part there is no start up time on our attack, so, an example is fsmash's hitbox it out by frame 2 or something like that AND THERE IS NO LANDING LAG, that also means we can do things like airdodge->1 frame startup spot dodge without landing lag, we can use any of our smashes or side-bs into another smash, side-b, and move that involves running/ a pivot, and a buffered jump (olimar even jumps like 5 frames faster) which we can probably time into buffered fairs or nairs as well, also, we can buffer almost anything OOS, as the moment we are hit on shield,BUFFER THAN ATTACK THEN DROP YOUR SHIELD, the timing is almost impossible, but we can do buffered attacks if we buffer an instant before shield drop, i have a feeling that, with these buffers, we can probably add an extra BUFFERED AERIAL to any combo and still have it a true combo, ex: dthrow->upsmash->(buffer it beforehand) GUARANTEED UPAIR, another note, we can fastfall and airdodge at the same time and our fall speed is increased by about 50% during the airdodge time, and if we release the fastfall quickly we can probably have another fastfall airdodge already buffered making our character's floatiness much less of a danger, he loves to buffer his side-b on the ground, it seems to be them move we have the most options out of while buffered, also, i've been doing this for a while without realizing, but we can buffer almost any attack (fair is best choice though) out of being grabbed or even hit by an attack, ok, thats all i have on his buffering ATM, when i get some more time to test i'll point out more ****
Lets step our metagame up!Ph1ny3 said:So I have a question:
As we all know, there isn't much of a lag penalty to buffering things out of a crouch, including dash. I noticed while practicing tech chasing with snake dthrowthat if you crouch before they make a move, if they roll backwards, your body frame slows them down, making that side much easier to cover. If it is possible to buffer shield, dash, and other moves out of crouch to still cover the other options, would this make some of the characters with a good backwards roll less effective in playing against dthrow?
Edit: In fact, if you buffer the crawl backwards at the right time, they won't roll behind you, like the dthrow vs. Charizard effect