
Originally Posted by
Zetah

Originally Posted by
Nirokun!
And peach will always execute her attack first.
peach's approaches are autocancelled aerials (behind turnips) into slaps, theres no lag (think multiple hits from one of metaknight's FAirs).
snake cannot get attempt to hit peach during this string of attacks without getting hit and stunned, leaving him open. Brawl's minor shieldstun is enough to immobilize him (or anyone) until the slaps come out.
I would be very interested in seeing an aggressive snake approaching with autocancelled aerials into his uptilt without being grabbed or hit between his attacks, because I just dont see this as being possible (ITS TOO SLOW

)
We're gonna argue forever, and i bet i'll call you Metah before this is done with

Snake doesn't really approach with autocanceled aerials, he has other approach methods. Mortar sliding, A-A-A combo, f-tilt, grenades, A-A-A combo into d-tilt, f-tilt into A-A-A combo, grenade countering, or full hop n-air are generally his best options (vacuumish property), with some clever grabbing/throwing mixed into the mortar/C4/Claymore, or simply tech chasing with d-throw. Also you make it seem like I made it out that u-tilt is his fastest attack, completely ignoring Snake's A-A-A combo and f-tilt that are on-par with the speed, and the mortar that goes through the jabs.
And arguing is fine until it resorts to mindless namecalling (i.e. faggot, dipshit, dumbass, idiot, genius, etc.), so we're good. I'm not arguing just for the sake of arguing like a lot of people on these forums; Snake clearly has an edge over Peach, whether you choose to believe it or not.
Wait what? Snake has an approach game? Since when? XD
He's my main and I can tell you that NO those aren't approaches.
Mortal Slide is a relatively, but not completely safe approach. Ryoko has grabbed me out of the mortar slide (before the mortar comes out) at least 2 or 3 dozen times at this point.
AAA combo is not a good approach either. You can be jabbed in between the second hit. Therefore AA-jab cancel-D-Tilt (preferred because of how fast it is) or Up-Tilt are much better options.
F-Tilt is an approach. It is just that broken. It's one of the two safe approach moves.
This leads into the Knee Lock wit F-Tilt. That's a good approach as well. We already covered AAA combo after that. I personally like F-Tilt, F-Tilt, F-Tilt, AA (JC) Up Tilt. That's a good one.
Grenade countering isn't an approach. It's a defense. It completely stops any approach Metaknight has, which is why it rocks. I mean you can probably argue it as an approach when you're falling from the air but characters' like Marth/Meta will hit you with Up Airs and not take the punishment from the grenade.
Grenades in general are a fantastic approach, especially when you start doing fancy stuff with them like like dropping one, air doding back to grab it, pulling out a second one, then throwing it immediately and throwing the first 'nade to cause one massive explosion. Or pulling one, rolling back (causing it to drop in place) and mortar sliding immediately after it. Stealthly picks up the grenade and delivers it to the destination in time. Again, fantastic approach.
Full Hop N-Air is an approach but still a bad one. Landing lag is incredible on it. And if you're not going to hit with all 3 or 4 kicks, you may have trouble. Landing only the last kick or just the 3rd kick...if they power shield it they're not going to get pushed far enough away or have their shield broken and they can and probably will punish you. (I've tried this approach on Marth and I usually do eat F-Smash for it).
So I find the defensive style is definitely the way to play Snake. Going aggressive with him is generally "Meh" unless the situation really calls for it (which for some characters like Wolf, you really have no option).