Statistics
Smash Cadet
Many of the good players space their aerials such that shield-grabbing in response is not possible, and in almost all cases even attacking in response is not possible.
A local player that I know air-dodges at a specific time during his jump, such that he lands invincibly and can still shield. This vexes me. Double-jumping should never be safe, but if I hit his landing he perfect-shields every time. If I throw out an early attack, he lands invincibly and punishes.
As a Snake player, I cannot space with aerials. I only have the first hit of f-tilt, as u-tilt and d-tilt are never safe, ever. Therefore, my spacing relies mostly upon C4 and grenades, both of which are shieldable and air-dodge-able. Because they DO NOT force the other player to move away (like perfect aerials do), it does not force defensive play and as such I cannot capitalize offensively without a lucky guess, a platform, or without being in their face after a dodge of some kind, which of course goes against the defensive explosive strategy.
For the life of me, I can't figure out a safe way to play Snake. It seems like the simple, not-projectile-dependant characters have an easier way of winning; just space and punish, or space and force a 50/50 mindgame as opposed to the standard shield>attack>grab>shield mindgame. Metaknight is the epitome of this strategy.
Safe players annoy me, but I'm not here to complain, I'm here to win. How do you stop the "aggressive defense" of spaced aerials without running into their face and initiating a shield>attack>grab>shield game?
A local player that I know air-dodges at a specific time during his jump, such that he lands invincibly and can still shield. This vexes me. Double-jumping should never be safe, but if I hit his landing he perfect-shields every time. If I throw out an early attack, he lands invincibly and punishes.
As a Snake player, I cannot space with aerials. I only have the first hit of f-tilt, as u-tilt and d-tilt are never safe, ever. Therefore, my spacing relies mostly upon C4 and grenades, both of which are shieldable and air-dodge-able. Because they DO NOT force the other player to move away (like perfect aerials do), it does not force defensive play and as such I cannot capitalize offensively without a lucky guess, a platform, or without being in their face after a dodge of some kind, which of course goes against the defensive explosive strategy.
For the life of me, I can't figure out a safe way to play Snake. It seems like the simple, not-projectile-dependant characters have an easier way of winning; just space and punish, or space and force a 50/50 mindgame as opposed to the standard shield>attack>grab>shield mindgame. Metaknight is the epitome of this strategy.
Safe players annoy me, but I'm not here to complain, I'm here to win. How do you stop the "aggressive defense" of spaced aerials without running into their face and initiating a shield>attack>grab>shield game?