Snake (PM): Difference between revisions

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'''Snake''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given new moves and several buffs as well as nerfs for his ''Project M'' showing.
'''Snake''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. He has been given new moves as well as a mix of buffs and nerfs for his ''Project M'' incarnation.


Snake ranks 12th out of 41, at the midst of the A- tier, on the [[Project M#Tier list|official]] [[tier list]], a small drop from his 6th-place position out of 38 on the ''Brawl'' tier list.
Snake ranks 12th out of 41, at the midst of the A- tier, on the [[Project M#Tier list|official]] [[tier list]], a small drop from his 6th-place position out of 38 on the ''Brawl'' tier list.


==Attributes==
==Attributes==
Snake is a fairly tall, heavy character with a wide array of projectiles and explosives. Many of his normal attacks are quick to start up and have well-placed, powerful hitboxes that lead into each other. However, his movement on the ground is only average, and in the air it is slightly worse, though using [[B-reverse]]s can help alleviate this. Snake excels at dealing high-damage combos, setting traps, juggling airborne opponents, surviving and recovering from incredibly long distances, and KOing foes off the top blast zone. He also possesses strong defensive tools such as a long grab range, quick moves out of shield, a strong [[crouch cancel]] (due to his high weight) and a crouching animation that ducks under many commonly used moves. His primary weakness is that he lacks reliable tools to approach opponents - this means he can struggle against characters that are faster than he is, have longer-ranged attacks, can out-camp his projectiles, or have some combination of those things. He is also easily combo'd himself if the opponent manages to land a clean hit. Furthermore, while his recovery tools can allow Snake to travel very long distances, he is sometimes forced to blow himself up or take a very predictable route back to the stage.  
Snake is a fairly tall, heavy character with a wide array of projectiles and explosives. Many of his normal attacks are quick to start up and have well-placed, powerful hitboxes that lead into each other. However, his movement on the ground is only average, and in the air it is slightly worse (though his neutral special, if [[B-reverse]]d, can help alleviate this). Snake excels at dealing high-damage combos, setting traps, juggling airborne opponents, surviving and recovering from incredibly long distances, and KOing foes off the top blast zone. He also possesses strong defensive tools, such as a long grab range, quick moves out of shield, a strong [[crouch cancel]] (due to his high weight) and a crouch that ducks under many commonly used moves. His primary weakness is his lack of reliable tools to approach opponents with - this means he can struggle against characters that are faster than he is, have longer-ranged attacks, can out-camp his projectiles, or have some combination of those things. He is also easily combo'd himself if the opponent manages to land a clean hit. Furthermore, while his recovery can travel very long distances, it is faily predictable, and he often has to inflict damage to himself through C4 or grenades.


Because the ''Project M'' metagame rewards defensive play much less than ''Brawl'' does, Snake's campy special moveset has received several new tools to keep it on par. His Grenades can now be rolled and explode twice as quickly, and despite now being limited to one at a time, this allows Snake to spam them more quickly and frequently without having to "cook" them to prevent foes from throwing them back at him. Cypher now deals damage and knockback even while Snake is still hanging onto it, and although it is slightly less useful and safe for recovery, the move is now Snake's best out of shield option due to its fast startup, weak knockback, and advantageous positioning. His Remote Missile was replaced with Tranquilizer Gun, which launches a very small sleep-inducing projectile that combines well with the changes to C4's reliability and power. With its new buffs, C4 no longer transfers between players or disappears (unless it is detonated or Snake is KOed), and Snake can now [https://youtu.be/w3VQUEmsO8M?t=24m56s fake pressing the detonator], so if Snake is struggling against a campy player, he can simply use the Tranquilizer Gun to get close enough to place C4 to serve as a way to break future stalemates – or to feint a detonation to force the foe to shield or dodge, at which point he can punish with an attack or grab.
Because the ''Project M'' metagame rewards defensive play much less than ''Brawl'' does, Snake's campy special moveset has received several new tools to keep it on par. His Grenades can now be rolled, and explode twice as quickly. Despite now being limited to one at a time, this allows Snake to use them more quickly and frequently without having to "cook" them first to prevent foes from throwing them back at him. Cypher now deals damage and knockback even while Snake hangs onto it, and although it is slightly less useful and safe for recovery, the move is now a very strong out of shield option due to its fast startup, weak knockback, and the positioning Snake gets after using it. His Remote Missile was replaced with Tranquilizer Gun, which launches a very small sleep-inducing projectile that, when hit, allows Snake to easily place C4 on an opponent. With its new buffs, C4 no longer transfers between players or disappears (unless it is detonated or Snake is KOed), and Snake can now [https://youtu.be/w3VQUEmsO8M?t=24m56s fake pressing the detonator]. The feint forces an opponent to dodge or shield in anticipation of the explosion, limiting their options and granting Snake an advantage. Overall, its buffs make it especially useful against evasive players: once the C4 is attached to Snake's opponent, he can use the feint or simply detonate it to break a stalemate at any range.


Snake's ground attacks received some adjustments oriented both toward combo potential and KO potential. His jab and all of his tilts keep enemies closer; in particular, the first stage of his forward tilt now weakly bounces targets straight up, allowing the move to rack up damage in succession and keep opponents close much more efficiently than his jab does. Meanwhile, his smash attacks were reworked for KO potential, with his down-smash mines receiving a substantial boost in knockback and his up-smash mortar no longer having a random, uncontrollable angle. Snake's new knife forward-smash, while seemingly more oriented toward speed than launching power, consists of two stages that both end in powerful strikes, allowing for punishment opportunities on shielding foes based on whether Snake strikes with the first stage or both. While Snake's up- and down-throws received only minor tweaks, his forward- and back-throws, which still bounce the foe horizontally across the ground, now consist of mostly set knockback and are now designed to be more effective at leading into a mine. Additionally, Snake's new ability to drag foes left or right during a grab can more advantageously position him to reliably throw a foe onto a mine.  
Snake's ground attacks received some adjustments oriented both toward combo potential and KO potential. His jab and all of his tilts keep enemies closer; in particular, the first stage of his forward tilt now weakly bounces targets straight up, allowing the move to rack up damage in succession and keep opponents close much more efficiently than his jab does. Meanwhile, his smash attacks were reworked for KO potential, with his down-smash mines receiving a substantial boost in knockback and his up-smash mortar no longer having a random, uncontrollable angle. Snake's new knife forward-smash, while seemingly more oriented toward speed than launching power, consists of two stages that both end in powerful strikes, allowing Snake to mix up shielding opponents by delaying or not using the second stage. While Snake's up- and down-throws received only minor tweaks, his forward- and back-throws, which still bounce the foe horizontally across the ground, now consist of mostly set knockback and are more effective at leading into a mine. Additionally, Snake's new ability to drag foes left or right during a grab can more advantageously position him to reliably throw a foe onto a mine.  


Listed below are numerical values for many of Snake's attributes. The raw number comes first (often in terms of in-game units of distance or speed), followed by how it ranks among the 41 characters in Project M. Note that the grab range rankings do not include characters with tether grabs.
Listed below are numerical values for many of Snake's attributes. The raw number comes first (often in terms of in-game units of distance or speed), followed by how it ranks among the 41 characters in Project M. Note that the grab range rankings do not include characters with tether grabs.
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*{{nerf|Neutral aerial deals significantly less total damage due to the removal of the fourth kick, dealing 15% in total rather than 28%. The last kick also deals less knockback.}}
*{{nerf|Neutral aerial deals significantly less total damage due to the removal of the fourth kick, dealing 15% in total rather than 28%. The last kick also deals less knockback.}}
*{{buff|Tip of forward aerial now [[spike]]s, making it a deadlier [[edge-guard]]ing move when spaced correctly, and also deals 1% more damage. The sweetspot makes it a stronger KO move, especially on the ground.}}
*{{buff|Tip of forward aerial now [[spike]]s, making it a deadlier [[edge-guard]]ing move when spaced correctly, and also deals 1% more damage. The sweetspot makes it a stronger KO move, especially on the ground.}}
*{{change|Forward aerial no longer boosts Snake vertically, this removes it's ability to help Snake's recovery, but makes it somewhat easier to land.}}
*{{change|Forward aerial no longer boosts Snake vertically. This removes its ability to help Snake's recovery, but makes it somewhat easier to land.}}
*{{change|Forward aerial now has a motion trail.}}
*{{change|Forward aerial now has a motion trail.}}
*{{buff|Back aerial auto-cancels earlier (frame 63 → 33) now auto-cancelling in a short hop.}}
*{{buff|Back aerial auto-cancels earlier (frame 63 → 33) now auto-cancelling in a short hop.}}
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