Sage JoWii
Smash Champion
Overview:
Snaaaaaaaake. Snake from Metal Gear Solid joins the Brawl! With extremely broken powers of camping and not dying, he’s a tough matchup. Using his beardly awesomeness to aid him in battle Snake is second on the tier list, but by copying his beard, you can achieve a camping power that surpasses even his own.
Kirby’s Pros and Cons:
+ Sexy grab range
+ Great offstage (Gimping, edgegaurding).
+ Excellent 'nade camper.
- Lightness in this matchup means very early death.
- No great approach option.
- Slow airspeed.
Snake's Pros and Cons:
+ Uber strong and heavy
+ Camping legend.
+ Many ways to deal damage (C4, 'nades, mines, tilts, etc.)
+ Fast groundspeed.
- Terrible recovery.
- Slow in air; easy to juggle.
- Lacks approach options.
- Easily gimped.
Watch out for:
Mines and C4 – Any bit of damage taken counts because Kirby dies @ early percents. Mines and C4 can be hard to see on certain stages so be mindful of their placement.
FTilt – 3 hits, 25~% damage. Isn't that stupid? WATCH OUT FOR IT.
UTilt – It's the kill move. If you get near 85~% start watching out for it. It's fast, and deadly.
Camping – Once Snake starts camping, it's going to be a ***** to approach him. He'll already have a C4 in place as well as a mine and he'll be throwing 'nades; if you manage to get close enough watch out for a snakedash OR if you're killable a UTilt.
DThrow Tech Chase – DThrow leaves a Kirby lying there on the ground. If you get upAttack, he'll shield and regrab. If you roll, you're not exactly long so your roll will be a short distance, read as short run for Snake to regrab, and you'll get grabbed. Avoid being predictable.
How to win:
GET THE POWER OF THE BEARD – Get 'nades as soon as possible (without taking high amounts of damage for it). 'Nades in the hands of a Kirby are BETTER than 'nades in the hands of a Snake. Get the percent lead and camp!
Gimp him. – DAir, Kirbicide break> Footstool, Kirbicide break> edgeGaurd, grab out of cypher, etc.; just gimp him.
Grab game is essential – Easiest, and safest, way to rack damage is through grabbing. Snakes can intterupt the FThrow combos with a 'nade so if you see him pull it just UThrow him. Pummel then throw, and avoid taking the 'nade damage.
Save the FSmash – Snake isn't dying early so you want FSmash as fresh as possible. If you use it, refresh it with grab>pummel.
Fight for 4th Port – The person in the “better” port (1<2<3<4) won’t get knocked back after a ‘nade explodes and one person is grabbing the other. Kirby is in a perfect position to be hit after a ‘nade explodes if he’s in an inferior port to Snake.
Spit out or Swallow?
Swallow. Get the power because Kirby is better with it; Or Kirbicide the freak. Snake is one we can footstool out of THE ANSWER break for an early death which in this MU is important. The first his of Snake's DAir hits out of a swallow with DI so accept the damage or spit if you don't feel comfortable with the 'nades.
What NOT to do:
Lose track of the mines/C4 – That's extra damage you don't want. @ higher percent it can kill, likewise though, if Snake forgets he may accept damage that could end up killing him.
Rush in as an approach – You'll eat a FTilt and that's 20+% damage you'll take for nothing.
Approach from above – FTilt or USmash will **** Kirby if he approaches from above.
Forget to Gimp – If you forget to gimp Snake's recovery you're letting slip a valuable kill @ possibly low percents. Snake shouldn't recover.
Stages (in order of priority):
Jungle Japes!!– High ceiling means you live longer and the water current will take Snake to hell after a Kirbycide. Avoid Klaptrap and don't lose track of the C4 and mine.
PS1 – Good for gimps, and the terrain will stop 'nades and snakeDash. Snake's generally don't do well on Ps1.
RC – Small stage, gimp opportunities, mostly in the air as you climb (a place Snake doesn't wanna be is in the air)
Brinstar – Close sides in all directions allow for extremely low % kills, he has a cg on the bridge and the acid can save him from gimps.
Halberd – Snake camps well on this stage and the blastzones are too close. Avoid if possible.
Synopsis:
Snake has camping down to a science. The good thing though is once you get the percent lead and his power, it's smooth sailing. He's heavy, read as easy to juggle, and he has a terrible recovery. With so much against him you may wonder why it's not in your favor. Ask yourself again after you've eaten a tilt to the face and died @ 70%. Gimp, 'nade, and pummel to victory!
Snaaaaaaaake. Snake from Metal Gear Solid joins the Brawl! With extremely broken powers of camping and not dying, he’s a tough matchup. Using his beardly awesomeness to aid him in battle Snake is second on the tier list, but by copying his beard, you can achieve a camping power that surpasses even his own.
Kirby’s Pros and Cons:
+ Sexy grab range
+ Great offstage (Gimping, edgegaurding).
+ Excellent 'nade camper.
- Lightness in this matchup means very early death.
- No great approach option.
- Slow airspeed.
Snake's Pros and Cons:
+ Uber strong and heavy
+ Camping legend.
+ Many ways to deal damage (C4, 'nades, mines, tilts, etc.)
+ Fast groundspeed.
- Terrible recovery.
- Slow in air; easy to juggle.
- Lacks approach options.
- Easily gimped.
Watch out for:
Mines and C4 – Any bit of damage taken counts because Kirby dies @ early percents. Mines and C4 can be hard to see on certain stages so be mindful of their placement.
FTilt – 3 hits, 25~% damage. Isn't that stupid? WATCH OUT FOR IT.
UTilt – It's the kill move. If you get near 85~% start watching out for it. It's fast, and deadly.
Camping – Once Snake starts camping, it's going to be a ***** to approach him. He'll already have a C4 in place as well as a mine and he'll be throwing 'nades; if you manage to get close enough watch out for a snakedash OR if you're killable a UTilt.
DThrow Tech Chase – DThrow leaves a Kirby lying there on the ground. If you get upAttack, he'll shield and regrab. If you roll, you're not exactly long so your roll will be a short distance, read as short run for Snake to regrab, and you'll get grabbed. Avoid being predictable.
How to win:
GET THE POWER OF THE BEARD – Get 'nades as soon as possible (without taking high amounts of damage for it). 'Nades in the hands of a Kirby are BETTER than 'nades in the hands of a Snake. Get the percent lead and camp!
Gimp him. – DAir, Kirbicide break> Footstool, Kirbicide break> edgeGaurd, grab out of cypher, etc.; just gimp him.
Grab game is essential – Easiest, and safest, way to rack damage is through grabbing. Snakes can intterupt the FThrow combos with a 'nade so if you see him pull it just UThrow him. Pummel then throw, and avoid taking the 'nade damage.
Save the FSmash – Snake isn't dying early so you want FSmash as fresh as possible. If you use it, refresh it with grab>pummel.
Fight for 4th Port – The person in the “better” port (1<2<3<4) won’t get knocked back after a ‘nade explodes and one person is grabbing the other. Kirby is in a perfect position to be hit after a ‘nade explodes if he’s in an inferior port to Snake.
Spit out or Swallow?
Swallow. Get the power because Kirby is better with it; Or Kirbicide the freak. Snake is one we can footstool out of THE ANSWER break for an early death which in this MU is important. The first his of Snake's DAir hits out of a swallow with DI so accept the damage or spit if you don't feel comfortable with the 'nades.
What NOT to do:
Lose track of the mines/C4 – That's extra damage you don't want. @ higher percent it can kill, likewise though, if Snake forgets he may accept damage that could end up killing him.
Rush in as an approach – You'll eat a FTilt and that's 20+% damage you'll take for nothing.
Approach from above – FTilt or USmash will **** Kirby if he approaches from above.
Forget to Gimp – If you forget to gimp Snake's recovery you're letting slip a valuable kill @ possibly low percents. Snake shouldn't recover.
Stages (in order of priority):
Jungle Japes!!– High ceiling means you live longer and the water current will take Snake to hell after a Kirbycide. Avoid Klaptrap and don't lose track of the C4 and mine.
PS1 – Good for gimps, and the terrain will stop 'nades and snakeDash. Snake's generally don't do well on Ps1.
RC – Small stage, gimp opportunities, mostly in the air as you climb (a place Snake doesn't wanna be is in the air)
Brinstar – Close sides in all directions allow for extremely low % kills, he has a cg on the bridge and the acid can save him from gimps.
Halberd – Snake camps well on this stage and the blastzones are too close. Avoid if possible.
Neutrals: Ranked and Explained
Key: Good, Bad.
YI – YAY for gimping! The horizontal blastzones are great for Kirby FSmash and the tilting platforms allows for fun 'rock' attacks.
PS1 – Yay, for reasons already stated.
FD –Don't. Just don't. Flat, open, nothing for Kirby. AVOID! BAN!
Smashville – Way similar to FD plus! the moving platform allow the C4s explosion's bottom half to play into effect.
Key: Good, Bad.
YI – YAY for gimping! The horizontal blastzones are great for Kirby FSmash and the tilting platforms allows for fun 'rock' attacks.
PS1 – Yay, for reasons already stated.
FD –Don't. Just don't. Flat, open, nothing for Kirby. AVOID! BAN!
Smashville – Way similar to FD plus! the moving platform allow the C4s explosion's bottom half to play into effect.
Synopsis:
Snake has camping down to a science. The good thing though is once you get the percent lead and his power, it's smooth sailing. He's heavy, read as easy to juggle, and he has a terrible recovery. With so much against him you may wonder why it's not in your favor. Ask yourself again after you've eaten a tilt to the face and died @ 70%. Gimp, 'nade, and pummel to victory!