Snake (PM): Difference between revisions

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A "notable tech" subsection isn't standard for the competitive play section, especially if it's just an external link, and anything actually significant should be explained within the article text
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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y|p+=y}}
{{Infobox Character Mod
{{Infobox Character Mod
|name = Snake
|name = Snake
|image = [[File:Snake SSBB.jpg|200px]]
|image = {{tabber|title1=Snake (PM)|content1=[[File:Snake SSBB.jpg|200px]]|title2=Snake (P+)|content2=[[File:PPlus Snake.png|250px]]|title3=Big Boss|content3=[[File:PM Big Boss Alt.png|250px]]}}
|symbol = preUltimate
|symbol = preUltimate
|mod = Project M
|mod = Project M
|base = SSBB
|base = SSBB
|altcostume = Big Boss Snake
|altcostume = Big Boss
|moveset1 = Snake (SSBB)
|moveset1 = Snake (SSBB)
}}
}}
'''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]]'' and its successor, [[Project+]]. 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. However, in the official [[Project+]] tier list, he drops drastically, placing 34th out of 42, landing him at the top of C tier.


==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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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.
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.  
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 Grenade]]s 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.
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.]]
*{{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|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.}}
*{{nerf|New up taunt deals 1% recoil damage to Snake.}}
*{{nerf|New up taunt deals 1% recoil damage to Snake.}}
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*{{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)}}
*{{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|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  
*{{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.}}
vulnerable to combos.}}


===Ground Attacks===
===Ground Attacks===
*{{buff|Third hit of neutral attack has less start-up (frame 10 → 8) and deals slightly more damage (7% → 8%).}}
*{{buff|Third hit of neutral attack has less start-up (frame 10 → 8) and deals slightly more damage (7% → 8%).}}
*{{nerf|Third hit of neutral attack has reduced knockback (60 (base)/115 (scaling) → 70/80).}}
*{{nerf|Third hit of neutral attack has reduced knockback (60 (base)/115 (scaling) → 70/80) and smaller hitboxes (4u/6.5u → 3.28u/5.33u). The first two hits also have smaller hitboxes.}}
*{{buff|First hit of forward tilt now causes grounded opponents to bounce upwards, allowing the second hit to connect more reliably and is faster on hit due to less hitlag.}}
*{{buff|First hit of forward tilt deals slightly more shield damage (3 → 4) and now causes grounded opponents to bounce upwards, allowing the second hit to connect more reliably and is faster on hit due to less hitlag. The second hit also has less startup lag with a longer duration (frame 6 → 5-7).}}
*{{nerf|Both hits of forward tilt no longer have large disjointed hitboxes.}}
*{{nerf|Both hits of forward tilt no longer have large disjointed hitboxes (7u/6u/5u → 5u/5u (hit 1), 6u/7u/5u/6.5u → 4.15u/3.75u (hit 2)). The first hit can no longer [[trip]] and second hit has more ending lag (frame 31 → 39).}}
*{{change|Second Hit of forward tilt now deals consistent damage (9%/10%/12% → 10%).}}
*{{change|Second Hit of forward tilt now deals consistent damage (9%/10%/12% → 10%) and has altered knockback (50 (base)/80 (scaling) → 35/90).}}
*{{buff|Snake has a new up tilt: an uppercut. It has much better combo potential than his previous up tilt.}}
*{{buff|Snake has a new up tilt: an uppercut. It has less startup (frame 6 → 5) and ending lag (frame 39 → 35) and overall has much better combo potential than his previous up tilt. It also deals extra shield damage.}}
*{{nerf|New up tilt no longer has its large disjointed hitbox in front of him. It also has significantly less range, less KO potential, and deals less damage (13% (clean)/12% (late) → 12%/10%).}}
*{{nerf|New up tilt no longer has its large disjointed hitbox in front of him (6u/5u/5u → 2.95u/4.35u/3.15u (clean), 6u/5u/7u → 2.95u/4.28u/3.5u (late)). It also has significantly less range, a shorter duration (frame 6-12 → 5-7 (clean), 8-9 (late)) and deals less damage (13% (clean)/12% (late) → 12%/10%) without its knockback fully compensated (55 (base)/95 (scaling) → 50/103 (clean), 45/95 → 40/103 (late) hindering its KO potential.}}
*{{buff|Down tilt now has a clean hitbox that deals 1% more damage, and has better combo set ups than ''Brawl'' at lower percents, allowing it to set up for a grab.}}
*{{buff|Down tilt has a longer duration (frames 6-9 → 8-13) and now has a clean hitbox that deals 1% more damage (10% → 11%) and it has less ending lag (fame 35 → 31). It has better combo set ups than ''Brawl'' at lower percents due to its lower knockback, allowing it to set up for a grab.}}
*{{nerf|Down tilt has weaker knockback (50 (base)/110/100 (scaling) → 35/80).}}
*{{nerf|Down tilt has more startup lag (frame 6 → 8) and deals less knockback (50 (base)/110/100 (scaling) → 35/80) hindering its KO potential. It also has smaller hitboxes (5u/4u/3.5u → 3.5u/2.87u/2.5u).}}
*{{buff|Dash attack sourspot deals 1% more damage.}}
*{{buff|Dash attack has a longer duration (frames 5-12 → 6-16) has less ending lag (frame 43 → 40) and now deals consistent damage (11%/9% → 11% (clean), 8%/6% → 8% (late)) and deals more knockback 50 (base)/85 (scaling) → 60/80).}}
*{{nerf|Dash attack has more startup lag (frame 5 → 6).}}
*{{buff|Snake has gained a [[crawl]] attack: a knife stab. This deals low damage and knockback, allowing it to set up for combos at high percents.}}
*{{buff|Snake has gained a [[crawl]] attack: a knife stab. This deals low damage and knockback, allowing it to set up for combos at high percents.}}
*{{buff|Snake has a new forward smash: a three hit knife combo, where Snake slashes twice in front of him, then performs a third stronger slash with a second press of the attack button. It is much faster than his previous forward smash and deals 4% more damage if all hits connect.}}
*{{buff|Snake has a new forward smash: a three hit knife combo, where Snake slashes twice in front of him, then performs a third stronger slash with a second press of the attack button. It is much faster than his previous forward smash having less startup (frame 41 → 13) and ending lag (frame 82 → 49 (first hit only)) and deals 4% more damage if all hits connect (22% → 6% (hit 1), 8% (hit 2), 12% (hit 3)).}}
*{{nerf|New forward smash has less KO potential, and the third hit is easy to [[DI]] out of at high percents.}}
*{{nerf|New forward smash deals less knockback (100 (base)/60 (scaling) → 30/139 (hit 2), 40/110 (hit 3)), and is less reliable as the second hit as high knockback preventing it from connecting with the third hit beyond low percents and the third hit is easy to [[DI]] out of.}}
*{{buff|Up smash's mortars deal more damage, and their horizontal angle is no longer random; instead, the player can control it similar to {{PM|Ivysaur}}'s Seed Bomb.}}
*{{buff|Up smash's mortars deal more damage (10% → 14%) and launch opponents at a more vertical angle (65° → 77°). Their horizontal angle is no longer random; instead, the player can control it similar to {{PM|Ivysaur}}'s Seed Bomb. It also has less ending lag (frame 54 → 51).}}
*{{buff|Down smash has less ending lag, and mines can now KO at lower percentages along with having a larger detection radius.}}
*{{nerf|The mortal shells deal less knockback (90 (base)/67 (scaling) → 75/45).}}
*{{buff|Down smash has less ending lag (frame 78 → 35), and the mines have more knockback growth (58 → 75) 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|Snake can no longer perform the [[Gatling Combo]]. In addition, his DACUS covers much less distance and is harder to perform.}}
*{{nerf|Snake can no longer perform the [[Gatling Combo]]. In addition, his DACUS covers much less distance and is harder to perform.}}
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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|All hitboxes of back aerial deal consistent damage of its highest damaging hitbox, and deals 2% more damage.}}
*{{buff|Back aerial auto-cancels earlier (frame 63 → 33) now auto-cancelling in a short hop.}}
*{{nerf|Back air has more startup (frame 7 → 8), the clean hit also deals less damage (16%/14% → 14%/13%/12%) and has less knockback overall (40 (base)/90 (scaling) → 20/100). Back air also has a shorter duration (7-26 → 8-22).}}
*{{nerf|Back aerial has more startup lag (frame 7 → 8), the clean hit also deals less damage (16%/14% → 14%/13%/12%) and has less knockback overall (40 (base)/90 (scaling) → 20/100). Back aerial also has a shorter duration (frames 7-26 → 8-22).}}
*{{nerf|Up air now has two sourspots on the clean hit, both of which deal less damage (14% → 13%/12%).}}
*{{nerf|Up aerial now has two sourspots on the clean hit, both of which deal less damage (14% → 13%/12%). It no longer auto-cancels in a short hop due to Snake's higher falling speed.}}
*{{change|Up air has altered knockback (40 (base)/95 (scaling) → 35/100)}}
*{{change|Up aerial has altered knockback (40 (base)/95 (scaling) → 35/100).}}
*{{buff|Down aerial is faster and its last stomp is now a [[meteor smash]] (361° → 270°), 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 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.}}
*{{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.}}  
*{{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 be 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.}}
*{{buff|Down throw deals 2% more damage (12% → 14%) and is faster, forcing the opponent to act faster and racking up more damage as a [[tech-chasing]] move.}}
*{{buff|Down throw deals 2% more damage (12% → 14%) and is faster, forcing the opponent to act faster and racking up more damage as a [[tech-chasing]] move.}}
*{{nerf|If Snake down throws an opponent off a ledge, they will be dropped down a lot further preventing Snake from getting guaranteed followups.}}


===Special Moves===
===Special Moves===
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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.  
*{{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%), has a much shorter duration covering much less space and 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,no longer grants Snake [[armor]] and Snake can no longer air dodge out of it.}}
**{{nerf|Cypher gains less vertical distance,no longer grants Snake [[armor]] and Snake can no longer air dodge out of it.}}
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|-
|-
!Side special
!Side special
| Tranquilizer || 1% || Snake shoots a small tranquilizing projectile out of a gun that puts a grounded opponent to sleep, allowing for easy follow-ups and starting combos. If the opponent is in the air, they are slightly launched backward with set knockback. Reloads after three shots are fired. The projectile can also be reflected, which will make Snake fall asleep instead.
| Tranquilizer || 1% || Snake shoots a small tranquilizing projectile out of a gun that puts a grounded opponent to sleep, allowing for easy follow-ups and starting combos. If the opponent is in the air, they are slightly launched backward with set knockback. Reloads after three shots are fired. Can also be manually reloaded prior to firing all three shots if the shield button is pressed within a few frames of pressing side special. The projectile can also be reflected, which will make Snake fall asleep instead.
|-
|-
!Up special
!Up special
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==In [[competitive play]]==
==In [[competitive play]]==
===Notable Players===
===Notable Players===
*{{Sm|Arrow|USA}}
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|Needs to be updated to fit these guidelines]]}}
*{{Sm|Byrdman|USA}} - Ranked 3rd in Idaho. Placed 3rd at [[GameTyrant Expo 2017]] after defeating {{Sm|n0ne}} and {{Sm|Hungrybox}}.
*{{Sm|FlashingFire|USA}} - Ranked 46th on [[PMRank 2019]]; [https://discord.gg/SB5d3VT PM Snake Discord] admin and [https://smashboards.com/threads/collaborative-project-m-snake-guide.428789/ PM Snake Guide] co-author. Considered the best active Snake main post-quarantine.
*{{Sm|FlashingFire|USA}} - [https://discord.gg/SB5d3VT PM Snake Discord] admin; [https://smashboards.com/threads/collaborative-project-m-snake-guide.428789/ PM Snake Guide] co-author
*{{Sm|Flipp|USA}} - Ranked 28th on [[PMRank 2019]]; the best Snake player in the world.
*{{Sm|Flipp|USA}} - 10th on PMRank 2016; Best North American Snake player
*{{Sm|Professor Pro|UK}} - Formerly ranked 12th on [[PMRank 2016]]; famous for his [https://www.youtube.com/watch?v=w3VQUEmsO8M $100 money match] against Rolex.
*{{Sm|Leon|France}}
*{{Sm|Yink|USA}} - Formerly highly ranked in Arizona.
*{{Sm|Professor Pro|UK}} - 12th on PMRank 2016; famous for his [https://www.youtube.com/watch?v=w3VQUEmsO8M $100 money match] against Rolex
*{{Sm|Yata!|USA}} - Data and mechanics expert; PM Snake Guide co-author
*{{Sm|Yink|USA}}
 
Switched to other Characters
*{{Sm|MorKs|Canada}}
*{{Sm|Sago|USA}}
 
===Inactive===
*{{Sm|Azer|USA}}
*{{Sm|Jonny Westside|USA}}
*{{Sm|Messi|USA}}
*{{Sm|MVD|USA}}
*{{Sm|Rolex|USA}}


==Alternate costumes==
==Alternate costumes==
Snake's blue costume from ''Brawl'' has been replaced with a more distinctive one, making it more noticeable on [[Team Battle]]s. In addition, he now has a costume based off of his father, Big Boss, aka Naked Snake.
===Project M===
Snake's blue costume from ''Brawl'' has been replaced with a more distinctive one, making it more noticeable on [[Team Battle]]s. In addition, he now has a costume based off of his father, Big Boss, a.k.a Naked Snake, as he appears in ''Metal Gear Solid 3: Snake Eater''.
{|style="margin:1em auto 1em auto;text-align:center"
{|style="margin:1em auto 1em auto;text-align:center"
|-  
|-  
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|[[File:SnakeHeadBigBossPM.png]]
|[[File:SnakeHeadBigBossPM.png]]
|}
|}
===Project+===
Snake gets a set of costumes based on his appearance in the original ''Metal Gear Solid'', as well as a costume where he wears a tuxedo based on the ending of the aforementioned ''Metal Gear Solid''.
[[File:Snake Palette (P+).png|800px|thumb|center|Snake's alternate costumes in P+]]
'''Z-Secret Costume:''' Iroquois Pliskin
'''R-Secret Costume:''' Big Boss in Formal Military Suit


==Trivia==
==Trivia==
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*[http://smashboards.com/threads/project-m-art-tuesday-big-boss-snake.364827/ Big Boss alternate costume reveal thread]
*[http://smashboards.com/threads/project-m-art-tuesday-big-boss-snake.364827/ Big Boss alternate costume reveal thread]
*[https://smashboards.com/threads/collaborative-project-m-snake-guide.428789/ Collaborative Project M Snake Guide]
*[https://smashboards.com/threads/collaborative-project-m-snake-guide.428789/ Collaborative Project M Snake Guide]
*[https://www.reddit.com/r/SSBPM/comments/q6nnar/labbing_discord_results_snake/ Labbing Discord Tech Post]


{{Project M}}
{{Project M}}
[[Category:Snake]]
[[Category:Snake]]
[[Category:Characters (PM)]]
[[Category:Characters (PM)]]
[[Category:Third party characters]]
[[Category:Third-party characters]]