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|character=Snake |
|character=Snake |
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|favorability=Even |
|favorability=Even |
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|oneliner= |
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|summary= |
|summary= |
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===== Gameplan ===== |
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'''Grenade State''' |
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* Snake can pull the grenade in the ground and in the air. To hold the grenade, he will have to hold down special. |
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* Which ever way Snake pulls it he is stuck in that direction. Though he can b-reverse to change his direction. |
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* Snake can walk, dash, jump, shield, grab, and throw grenade while in his grenade pull state. Snake cannot airdodge. |
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* Snake will not be locked in shield if he presses it when he is holding the special button after being in grenade state. |
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* When Snake shields, the grenade will drop behind him. He can still pick up the item in that position when letting go of shield. Snake will have to suffer shield drop frames (11 frames) to grab grenade as an item. |
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* Snake can throw the toss the grenade forward in three ways: |
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** A normal toss by pressing neutral, up, or down directions. |
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** A smash toss by pressing forward. |
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** A slow toss by pressing back. |
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'''Grenade Item''' |
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* Follows rules as an item and isn't locked to the rules of grenade state. |
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Notes |
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* Snake loses his double jump if he uses up special, however he can cancel cypher by pressing down then can use an aerial, a special, or an airdodge. |
* Snake loses his double jump if he uses up special, however he can cancel cypher by pressing down then can use an aerial, a special, or an airdodge. |
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* Dash attack will beat Snake's short hop if spaced. |
* Dash attack will beat Snake's short hop if spaced. |
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While in the air, Bayonetta can:
If Bayonetta is hit while in the air, she regains one After Burner Kick and one Witch Twist. If Bayonetta activates bats within from an attack, it doesn't count as her being hit. Meaning that she cannot regain resources already used.
During Heel Slide, Bayonetta has to hold down the special button to get the second hit. If Bayonetta holds down an attack she will use her guns to attack. This will happen before Heel Slide's second hit. Use this to your advantage and either respect or punish the attack. Though do be wary the Bayonetta can still hold down the special button to get guns then release before the second hit comes out.
Ridley can crouch to avoid attacks from Bayonetta or abuse crouch canceling to escape combos with SDI. If Ridley crouches around ledge roll distance, and if a Bayonetta does ledge drop into After Burner Kick, the attack will whiff. Ridley then can react and punish with an up tilt combo or an up smash kill. Ridley can also use crouching to dodge her back aerial completely or her Bullet Climax from afar.
Up Tilt is a two-parter move, meaning even if the first hit attacks shield, the second hit can still connect. If the first hit connects on its first active frame it is -19 on shield with 3 frames of shieldstun. The second hit is on frame 13, meaning that there is 3 frames that you can act. Find out how Ridley can punish Bayonetta up tilt on shield.
From a rising short hop all of Bayonetta's aerials, besides down air, forward air 2 (unless forward air 1 hits shield) and forward air 3, will be over before she lands and will autocancel. Because of this, she can do either a Witch Twist or a After Burner Kick before landing. Unless the Bayonetta uses bullet arts after the aerials, then she will always suffer recovery frames instead.
At zero down throw into forward air isn't true. But down throw into up angle ftilt will always be. If down throw is unstale, pummeling before throwing, will make the fair true. With max staling, down throw will always combo into fair if the Bayonetta is at 7% minimum.
Bayonetta can two frame Ridley with:
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Corrin's neutral air hits from the side then going into an arc counterclockwise, covering all directions. Do not challenge this move directly, instead use disjointed tail attacks.
Neutral
Disadvantage
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Shield State Against Kazuya
All of Kazuya's aerials are safe on shield while landing besides dair. He can EWGF after a safe landing aerial to go through all of our aggressive OOS. We can spotdodge or roll away. Be careful of spotdodging if the Kazuya decides to wait or delay the landing of an aerial to be active as spotdodge is over. Probably better to not instantly spotdodge and to time the spotdodge for a reversal. Or want to be safe, a full hop away should allow a reset in neutral, or maybe a reversal
E
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Belly Armor and it's Properities
Belly Armor is a special hurtbox that spawns during specific attacks that are available to King. K Rool. When it spawns, it will overtake any hitbox that overlaps it. However, it will only tank an attack if he is facing the opponent or a hitbox connects to the hurtbox. The armor will not tank unblockables, grabs, or hitgrabs. The armor has a 18.01 HP threshold, allowing K. Rool to take up to 36.02% damage. The damage of an attack is split in half between K. Rool and the armor's HP. Damage multipliers like the 1v1 multiplier and the freshness bonus or staleness penalty are calculated before the split. The armor regenerates 0.08 HP every 16 frames, or around 0.3 HP per second. If the HP was theoritically at 0, then it would take roughly around 60 seconds to regain belly armor.
Attacks that have Belly Armor:
Jack of Only Trades
King K. Rool is very reliant on belly armor to functionally work as a character. Without any armor his ability to get in becomes really difficult. Belly armor gives his mobility a threat it otherwise wouldn't. Creating a lot of respect that many players will have to come to terms with.
Most importantly, all of his aerial autocancel windows are way past their active frames. They cannot be autocanceled from short hop. Only NAir, FAir, and DAir can autocancel from a full hop. Also, besides NAir, his aerial's landing lag are in the double digits. However, landing with his aerials are safe against Ridley. For the most part, K. Rool is committed to his aerials especially if he wants to get something out of them.
With how safe his aerials can be, shielding isn't generally a good option. Since he can attack with a grounded attack, which can also have armor, to avoid reversals out of shield. Typically forcing a wait until he does something else on shield. This risks a grab, which will do more damage or net a kill than doing a raw attack. The best way to attack K. Rool and avoid getting a reversal by belly armor is to wait until he is about to land and then catch his landing. Or if he commits to a laggy option on the ground like a special or a dash attack.
Counterplay: Against Crownarang
King K. Rool's side special, Crownarang, is a very unique move. Having damage-based armor from frames 6 to 63 with the crown's hitbox being active from frame 27 until it reaches King K. Rool, lands on the ground, or disappears offstage. However, the damage-based armor is unique as its cumulative. Meaning even though the threshold is 12.0% base damage, each attack done against the armor reaches to it's threshold. The equation is as followed: (Base Damage of prior hits) * 1.2 + (Base Damage of the last hit) > 12%.
Notes:
Ridley can two frame King K. Rool with:
King K. Rool can two frame Ridley with:
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All of Link's projectile attacks: Bow and Arrows, Boomerang, and Remote Bomb start with an animation of Link sheathing his sword pulling out a projectile. Besides up taunt, these are the only times he puts his sword away. Use this to your advantage as a way to visually expect an incoming projectile.
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Flame Nova During Pyra's Flame Nova level 3, Ridley can instantly spotdodge the third hit and will be able to punish the move's endlag if the move hits shield. For the 1st and 2nd levels, the attack has fewer hits so you have to buffer spotdodge after the second hit instead of the third to punish. However, Ridley can always forward or backward roll every level of Flame Nova after the second hit, allow Ridley to reset the situation.
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Counterpick to Sephiroth and watch them crumble.
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Counterplay: How to Get Out of Arcfire
Robin's Arcfire, has a spark hit which combos into a burst of flames. Allowing to hit up to nine times doing at max nineteen percent in 1v1s (including freshness bonus). The burst will come out after (sometimes even a frame after) it lands on the opponent, their shield, or the ground then expands up the longer it is out. Since projectiles do not suffer hitlag, the spark to the final multihit true combo to themselves. However, the final hit can sometimes be true or be a frame trap. This is because the burst hitbox is a rehit. So depending on when the burst hits, it'll hit a total of eight times instead of nine. Giving you exactly 1 frame before the final hit comes out. This will be important.
The burst hitbox expands a total of three times. The rehits before the final expansion send at 85 degree angle, so up and slightly to Robin. Though, the final expansion of the rehit before the final hit has a 110 degree angle which sends the opponent slightly away from Robin. Making it slightly easier to SDI away at the move's final moments. So, the best way to SDI Arcfire still depends on where you get hit by the projectile, but using what learned about the attack, this can be used as a rule of thumb:
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Counterplay: The unique attack Jab 1
Samus Jab 1 is a very quick move at frame 3. Though Samus's jab 1 and 2 have an unique property: they do not connect into each other. Because of this, if they Jab 1 your shield, they will try to condition a punish from the out of shield option you do. They will typically pressure a spotdodge or a wait in shield then punish it with slow move like a timed jab 2, dash back pivot grab, or a slow normal like up tilt.
The best way to understand how to beat this move is to think of Jab 1 as a completely separate attack from Jab 2. Since when Jab 1 is almost over that's when the Samus is able to use Jab 2. So they are more likely to do another option out of Jab 1 especially since Jab 2 isn't rewarding for them besides being a get off me. The best way to punish Jab 1 out of shield is to do either a grab or nair on reaction, as Samus cannot prepare a bait into time to punish your option nor have Jab 2 come out in time. Jab 1 will also not connect into Jab 2 until you are both at high percents typically when both players have max rage. This will allow you to shield Jab 2 if you get hit by Jab 1.
Ledgetrapping
Ridley can two frame with:
Counterplay: Bomb Stall
If Samus is offstage, a thing they will typically do is bomb stall. Bomb stalling is a horizontal stall, that allows Samus to time grabbing a ledge and evade edge guards. Down Special allows Samus to fall a little slower and weave back and forth quickly. Keep in mind if Samus bounces off a bomb, she cannot act. Making her susceptible to attacks. The only thing Samus can do is move back and forth, so its best to force Samus to go low to make her use a double jump. This is effective as bomb stalling isn't really good at stalling vertically as Samus falls way faster than her bombs do. Once you take Samus's jump she is forced to stay around the height of ledge as if she bomb stalls a little too much, then she will not be able to recover. So she will only be allowed to roughly do 2-4 bombs before having to go to ledge. Note that she can only bring out two bombs and cannot bounce again without the bounce animation finishing. You should be intercepting her trying to get to ledge not the position where she is at. Also, do not be afraid of the bomb, as Ridley's aerials will beat it out and hit Samus. Using the bombs as a form of hitbox extension can be quite helpful for edge guards.
At Ledge
Samus AND Dark Samus can two frame with:
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No differences recorded so far.
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Jump Art -
Speed Art -
Shield Art -
Buster Art -
Smash Art -
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Grenade State
Grenade Item
Notes
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To visually tell the difference between Sonic's side special (Spin Dash) and down special (Spin Charge), look at the attack's effects upon being charged. Side special will have a spark effect surrounding Sonic while down special will have a ripple effect surrounding Sonic. Neutral Special Homing Attack will have a whirlpool effect. Here are the differences of side special and down specials as attacks:
Notes:
Sonic can two frame Ridley or pressure his ledge hang with these attacks:
Most of these two frame options can be beaten out by doing a beefy up special (especially Sonic's spring).
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Terry cannot special cancel attacks that are any smash attacks, jab 3, dash attack, forward air, backward air, or the specials themselves.
Terry can two frame Ridley with:
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For Forward Smash, Bowling Ball, watch out when the ball first spawns. As its first few active frames (also being the weak variant of the attack) is twice the size of the ball which will always hit above and front of Villager. That also means that it will catch Ridley's jumps, most notably his ledge jump. If you were to punish it from above make sure you are high enough to clank with it just in case. All of Ridley's aerials and his up special will clank with Bowling Ball allowing easy punishes and recovery.
For down special, Timber Plant, once Villager waters the sprout it's best to not challenge them directly. As the tree sprouting has a long animation with a long active hitbox. It'll probably be best to go around the tree and not commit to anything. If you cannot get behind down tilt can definitely counterattack the move, but you might not be able to get much.
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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