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Many higher level Snake's use a grenade wavebounce pull above stage, usually after dropping C4. It allows Snake to change his DI completely in the opposite direction. Sometimes mind gaming players into walking into his C4.I also don't really have any problem with Snakes grenades. As long as you can keep in mind where Snakes explosives are. You are generally safe, unless the Snake is extremely good at setting up traps. I find it easiest to either throw back the grenades. Or just prevent him from throwing any in the first place. As soon as a snake pulls a grenade out. Its simple to just terrorize him with Links 3 projectiles and even just poke at his grenades with Zair before Snake can toss them. Its also possible to just aim directly for the Grenades with his bomb or arrow to cause them to blow before Snake wants them to. The grenades really are a double edge sword, good for Snake in pretty much every aspect. But they can also be used against him, provided you have the right tools, which Link has many.
It depends.Anyone know how fast the whiplash save can come out?
Considering launch speeds and the (lack of) hitstun, you'll be able to pull out a zair in under 10 frames consistently, meaning that anywhere below 300% you'll have the possibility of zairing early.It depends.
Time required for Link to airdodge after being launched+3 frames for air-dodge to start=starting lag. Zair immediately cancels air dodge and during the first 5 frames the AI searches for a tether point. Frames 5-9 Zair won't tether and is readying to attack, frame 10 attack starts.
DI down and mash 'Z' there's a good chance it'll find the edge.
Grenades will explode upon the count of 4. As in 1-Mississippi, 2-Mississippi, 3-Mississippi, 4.
Advanced TechniquesNeutral special- Hand grenades
Damage: 12%
Speed: Medium-fast
Range: Depends on the throw
Priority: High
Lag: Medium-short
Kills around: --
By far, Snake's best move. This is VERY important aspect of Snake. He needs it to camp against his opponents. The hitbox of this attack is huge and you can create a lot of tactics and strategies with this tool. You can "cook" the grenade by holding it for a while then throwing it on the enemy. Remember, this takes exactly 3 seconds to explode.
Along with that you can strip it or also known as "grenade strip". All you need to do is throw a grenade then shield drop a grenade. There's far too much to say about this tool. It can be used in many ways like approaching, defending, camping, etc. Grenades can also be effected by stages since some stages have those slopes, unique platforms, etc.
Grenades can also explode or be exploded by Snake's other tools. Grenades can explode land mine and C4 can explode both grenade and land mine.
This helps Snake in increasing the blast radius and hit box of this attack which makes it useful for spacing.
Grenades also explodes if it's in contact with an attack. If the attack the enemy uses catches the grenade, then do grenade strip.
Additional note: You can use this to blow up land mines which makes it a safer and better way to explode land mines.
You can cook grenades, counter enemy attacks by predicting by shield dropping a nade (Grenade counter in other words). Use the environment around you in the stage and take advantage of the platforms, slopes, etc. Also, you can grab people and start tech chasing with nades. Nades help in tech chasing if their in the back and front of the enemy. Oh whenever the enemy catches the nade, strip it. The enemy gets disarmed. Nades also explode if it's on a land mine or if you detonate a C4 while the nade is on top of it. It does well.
I've tested this already:falco reflector is very dangerous, it can reflect projectiles in all moment, the final lag of his move is useful to do a close_rangr attack, no a projectile,
also , most of the reflectors moves, can not repel projectiles from above
There's obviously no out camping Falco. Comparing 3 Falcos, 2 of which were Falco mains, my best answer is terrain. FalcoA murdered me on FD, I don't know how to take more than 1 stock off a defensive Falco on FD .
Based on that I later tried to power shield through when playing FalcoB on BF, she (yes she) could still effectively Laser/Phantasm/Shine my Link to death. Finally I started platform spamming mainly with bombs and landing canceling moves. That did better because I could do something besides react to stupid lasers. FalcoB won and banned Brinstar so I picked PS1. The match looked similar to a FD match until the stage changed; then I could make FalcoB have to think. Needless to say I lost the match but using terrain improved my performance considerably. Next time I might pick Yoshi's Island (brawl) even though I hate it.
FalcoC will try to force chain grabs early on. I will pull a bomb and approach with SHs and Airdodges then switch to a tip-of-Zair SH spam and quick attack method. He usually grabs me so I DI away, slightly down and mash Zair. He learned this and did a pivot grab thing so I started mixing in Nairs to break the chain. And blah, blah, blah.
My point is a large part of adapting and not having an opponent spam your brains out is avoiding their preferred attack area. Falco's is the horizontal laser paths. Link can attack from almost every angle so finding a good angle or distance vs characters that's relatively safe is a good first step to being in a space to read/condition opponents.
Barely, you can land>shield>smash or bait reflectors with airdodges. It requires smart playing because Falco's reflector starts faster. The little non-energy orb at the center of the blue hexagon shows the attack area.I'm not sure what the range of Falco's reflector is like. Will Zair out range it?