Snake (PM): Difference between revisions

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==Changes from ''Brawl'' to ''PM''==
==Changes from ''Brawl'' to ''PM''==
Snake received [[buff]]s, [[nerf]]s, and general changes from ''Brawl'' to ''Project M'' designed to make him more suitable for the mod's offensive metagame while balancing him and giving his signature defensive options some buffs.  
Snake received a mix of [[buff]]s and [[nerf]]s, with his buffs making him more suitable for the mod's offensive metagame. Snake's mobility for the most part has been considerably improved and he has various new tools he can use. His side special is now a tranquilliser gun which puts grounded opponents to sleep giving him many potential followups. His grab game is also even stronger. Snake can now walk around while grabbing his opponents allowing him to get closer to the ledge or his down smash mines. His down throw is also faster and deals more damage making it an even better tech chasing option.
 
As well as these buffs, Snake has also seen some nerfs. His weight has been reduced and he is much more vulnerable to combos due to the removal of [[hitstun canceling]] greatly hindering his endurance. All of his tilts are weaker and their notoriously large disjointed hitboxes have been considerably decreased. His aerials are also considerably weaker especially his neutral and down aerials. His [[Hand Grenades]] also take longer to spawn and he can only have one out at a time making them less effective as a defensive tool.
 
Overall, Snake buffs alleviate his nerfs and he overall remains a strong character.


===Aesthetics===
===Aesthetics===
[[File:PM Big Boss Alt.png|thumb|right|Snake's Big Boss palette swap.]]
[[File:PM Big Boss Alt.png|thumb|right|Snake's Big Boss palette swap.]]
*{{buff|Up taunt has been changed to a taunt where Snake briefly smokes, taking 1% damage when he does so. He then drops the cigarette in front of him, causing 4% [[flame]] damage to nearby opponents. However, after lighting the cigarette, Snake can jump to cancel the taunt and keep it in his mouth. It can then be thrown by using up taunt again.}}
*{{buff|Up taunt has been changed to a taunt where Snake briefly smokes and then drops the cigarette in front of him, causing 4% [[flame]] damage to nearby opponents. However, after lighting the cigarette, Snake can jump to cancel the taunt and keep it in his mouth. It can then be thrown by using up taunt again.}}
*{{buff|Down taunt is still his Cardboard Box, but has the speed of the former up taunt.}}
*{{nerf|New up taunt deals 1% recoil damage to Snake.}}
*{{buff|Down taunt is faster allowing Snake to use his cardboard box as an attack sooner.}}
*{{change|Side taunt now has Snake speak into his codec, saying "Colonel, mission accomplished", similar to in one of his [[victory pose]]s.}}
*{{change|Side taunt now has Snake speak into his codec, saying "Colonel, mission accomplished", similar to in one of his [[victory pose]]s.}}
*{{change|Snake now uses regular punching and kicking SFX for his attacks, rather than unique ones.}}
*{{change|Snake now uses regular punching and kicking SFX for his attacks, rather than unique ones.}}


===Attributes===
===Attributes===
*{{buff|Jump squat is 5 frames long, down from 9 in ''Brawl''. This allows Snake to jump much more quickly.}}
*{{buff|Snake [[walk]]s slightly faster (0.84 → 0.875).}}
*{{buff|Snake [[dash]]es faster (1.35 → 1.55).}}
*{{buff|Snake's [[air acceleration]] is higher (0.03 → 0.55) no longer being the lowest in the game.}}
*{{change|Snake's [[falling]] speed is higher (1.73 → 2.12).}}
*{{change|Snake's [[gravity]] is higher (0.08 → 0.098).}}
*{{change|Snake's [[traction]] is higher (0.0542 → 0.08). This makes it easier for him to punish out of shield but shortens the distance of his new [[wavedash]].}}
*{{buff|Jump squat is 5 frames long, down from 9 in ''Brawl''. This allows Snake to jump much more quickly and gives him access to all of his aerials/[[air dodge]] 4 frames sooner.}}
*{{buff|Snake's grounded jump height has been increased, which along with the faster [[falling speed]]s and addition of [[L-cancel]]ing, allow better and less risky usage of his [[aerial attack]]s and also equip him with a powerful [[SHFFL]].}}
*{{buff|Snake's grounded jump height has been increased, which along with the faster [[falling speed]]s and addition of [[L-cancel]]ing, allow better and less risky usage of his [[aerial attack]]s and also equip him with a powerful [[SHFFL]].}}
*{{buff|[[Grab release glitch]] from ''Brawl'' has been removed. (with one edge-case of Kirby Inhale Grab-release still causing the glitch)}}
*{{buff|[[Grab release glitch]] from ''Brawl'' has been removed. (with one edge-case of Kirby Inhale Grab-release still causing the glitch)}}
*{{buff|Snake [[dash]]es faster (1.35 → 1.55)}}
*{{buff|Snake walks slightly faster (0.84 → 0.875)}}
*{{nerf|The general new physics of ''Project M'', which include enhanced air movements and the re-introduction of techniques such as [[wavedash]]ing, increase the pace of many characters' playstyles, allowing most of the cast to overcome Snake's metagame, which was one of the most powerful in ''Brawl''. Overall, Snake does not benefit as much from these techniques other than L-canceling, compared to other characters.}}
*{{nerf|The general new physics of ''Project M'', which include enhanced air movements and the re-introduction of techniques such as [[wavedash]]ing, increase the pace of many characters' playstyles, allowing most of the cast to overcome Snake's metagame, which was one of the most powerful in ''Brawl''. Overall, Snake does not benefit as much from these techniques other than L-canceling, compared to other characters.}}
*{{nerf|Significantly lighter (113 → 105), going from a super heavyweight to a normal heavyweight; Snake now is only slightly heavier than {{PM|Captain Falcon}} and {{PM|Link}} and weighs the same as {{PM|Ike}}.}}
*{{nerf|Snake is significantly lighter (113 → 105), going from a super heavyweight to a normal heavyweight; Snake now is only slightly heavier than {{PM|Captain Falcon}} and {{PM|Link}} and weighs the same as {{PM|Ike}}. While this would make him less vulnerable to combos, his higher fall speed/gravity and the removal of [[hitstun canceling]] make him more
vulnerable to combos.}}


===Ground Attacks===
===Ground Attacks===
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*{{buff|Down smash has less ending lag, and mines can now KO at lower percentages along with having a larger detection radius.}}
*{{buff|Down smash has less ending lag, and mines can now KO at lower percentages along with having a larger detection radius.}}
*{{change|Down smash mine is now purple instead of yellow.}}
*{{change|Down smash mine is now purple instead of yellow.}}
*{{nerf|Can no longer [[Gatling Combo]].}}
*{{nerf|Snake can no longer perform the [[Gatling Combo]]. In addition, his DACUS covers much less distance and is harder to perform.}}


===Aerial Attacks===
===Aerial Attacks===
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*{{nerf|Up air now has two sourspots on the clean hit, both of which deal less damage (14% → 13%/12%).}}
*{{nerf|Up air now has two sourspots on the clean hit, both of which deal less damage (14% → 13%/12%).}}
*{{change|Up air has altered knockback (40 (base)/95 (scaling) → 35/100)}}
*{{change|Up air has altered knockback (40 (base)/95 (scaling) → 35/100)}}
*{{buff|Down aerial is faster and its last stomp is now a [[meteor smash]], also acting better as an edge-guarding move.}}
*{{buff|Down aerial is faster and its last stomp is now a [[meteor smash]] (361° → 270°), also acting better as an edge-guarding move.}}
*{{nerf|Down aerial deals 12% less damage, and can no longer KO onstage opponents properly.}}
*{{nerf|Down aerial deals much less damage (6% (hit 1) 5% (hits 2 & 3), 12% (hit 4) → 4% (all)). The final hit is also much less reliable due to being a meteor smash allowing it to be meteor canceled and due to its much weaker knockback, it is no longer a viable KO option onstage.}}


===Grabs and Throws===
===Grabs and Throws===
*{{buff|Snake can now drag [[grab]]bed enemies sideways by using the left and right taunt buttons.}}
*{{buff|Snake can now drag [[grab]]bed enemies sideways by using the left and right taunt buttons.}}
*{{nerf|Snake can no longer force his opponents into an aerial [[grab release]]. When combined with the changes to aerial grab releases, this greatly hinders his grab release's utility as he can longer guarantee an aerial release and he has lost all of the followups he had out of his aerial release apart from the landmine from his down smash.}}
*{{change|Forward and back throws are significantly weaker, but can now used to throw opponents into mines and C4s.}}
*{{change|Forward and back throws are significantly weaker, but can now used to throw opponents into mines and C4s.}}
*{{buff|Up throw is a stronger finisher, and can chain grab at lower percents.}}
*{{buff|Up throw is a stronger finisher, and can chain grab at lower percents.}}
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**{{nerf|Grenades now spawn on frame 8 instead of frame 1, and only one Grenade can be active at a time.}}
**{{nerf|Grenades now spawn on frame 8 instead of frame 1, and only one Grenade can be active at a time.}}
*{{buff|Snake has a new side special: Tranquilizer Gun; Snake shoots a small tranquilizing dart that puts a grounded opponent to sleep and causes airborne opponents to flinch, causing 1% damage either way. It can be fired three times before the clip becomes empty and Snake must reload. Trying to shoot while the clip is empty will force Snake to reload, but he can also reload at any point by pressing Side-B and then Shield during the first few frames of the animation. It has more utility than the [[Remote Missile]], being much faster and allowing Snake to easily [[punish]] foes affected by the attack.}}
*{{buff|Snake has a new side special: Tranquilizer Gun; Snake shoots a small tranquilizing dart that puts a grounded opponent to sleep and causes airborne opponents to flinch, causing 1% damage either way. It can be fired three times before the clip becomes empty and Snake must reload. Trying to shoot while the clip is empty will force Snake to reload, but he can also reload at any point by pressing Side-B and then Shield during the first few frames of the animation. It has more utility than the [[Remote Missile]], being much faster and allowing Snake to easily [[punish]] foes affected by the attack.}}
*{{nerf|Tranquilizer Gun can only be shot 3 times before the clip becomes empty and Snake must reload. Trying to shoot while the clip is empty will force Snake to reload, but he can also reload at any point by pressing Side-B and then Shield during the first few frames of the animation. In addition, Tranquilizer Gun deals less damage (7%/14% → 1%) Snake has much less control over it compared to Remote Missile.
*{{buff|[[Cypher]] now emits electricity when used, and causes opponents to take 6% damage flinch when in close radius. It additionally has a slightly better horizontal movement.}}
*{{buff|[[Cypher]] now emits electricity when used, and causes opponents to take 6% damage flinch when in close radius. It additionally has a slightly better horizontal movement.}}
**{{nerf|Cypher gains less vertical distance, and it no longer grants Snake [[armor]].}}
**{{nerf|Cypher gains less vertical distance,no longer grants Snake [[armor]] and Snake can no longer air dodge out of it.}}
*{{buff|[[C4]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they no longer disappear unless Snake is KO'd or sets them off, and the detonation animation can be canceled by holding the special button for a feint.}}
*{{buff|[[C4]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they no longer disappear unless Snake is KO'd or sets them off, and the detonation animation can be canceled by holding the special button for a feint.}}
**{{nerf|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character, making the move more noticeable.}}
**{{nerf|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character, making the move more noticeable.}}