Editing Snake (SSBU)

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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Brawl'', Snake was considered among the best characters in the game (placed 6th out of 38 characters) thanks to his extreme damage output and knockback, huge disjointed hitboxes, excellent endurance due to a combination of very high weight and great momentum canceling, an excellent projectile and zoning game with his explosives, and a chain grab with his down throw which he could tech-chase. Possibly owing to his extreme success, Snake received a large mix of buffs and nerfs in the transition to ''Ultimate''; when it comes to direct changes, Snake has seen some significant nerfs to power and his disproportionately large hitboxes, but he greatly benefits from the universal changes, along with having received buffs to his projectiles. All in all, it's difficult to determine whether Snake was buffed or nerfed overall.
In ''Brawl'', Snake was considered among the best characters in the game (placed 6th out of 38 characters) thanks to his extreme damage output and knockback, huge disjointed hitboxes, excellent endurance due to a combination of very high weight and great momentum canceling, an excellent projectile and zoning game with his explosives, and a chain grab with his down throw which he could tech-chase. Possibly owing to his extreme success, Snake received a large mix of buffs and nerfs in the transition to ''Ultimate''; when it comes to direct changes, Snake has seen some significant nerfs to power and his disproportionately large hitboxes, but he greatly benefits from the universal changes, along with having received buffs to his projectiles. All in all, Snake has been slightly nerfed overall.


Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with  absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also much lighter, now being a heavyweight character instead of a super heavyweight, while his [[Cypher]] can now be destroyed by opponents if their attack is powerful enough.
Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with  absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also much lighter, now being a heavyweight character instead of a super heavyweight, while his [[Cypher]] can now be destroyed by opponents if their attack is powerful enough.


Some of the indirect changes have also been very detrimental for Snake. The removal of [[chain grab|chain grabbing]] and [[dash attack canceled up smash|DACUS]] have altered Snake's playstyle: the former hinders his [[down throw]]'s damage racking and [[tech chase]] potential (further compounded by its reduced damage), while the latter eliminates one of his best approaching options. The removal of [[hitstun canceling]] now makes Snake much more susceptible to combos, which is especially gruesome considering most of the cast has access to them in one way or another. Lastly, the neutering of [[momentum canceling]], as well as Snake's reduced weight and Cypher's vulnerability to being destroyed, has dramatically watered down his survivability, which is further exacerbated by the changes to [[tech]]ing, as this hinders his bomb recovery by making techs impossible to perform at high enough percents. Altogether, the two latter changes make Snake's disadvantage widely inferior to his appearance in ''Brawl''.
Some of the indirect changes have also been very detrimental for Snake. The removal of [[chain grab|chain grabbing]] and [[dash attack canceled up smash|DACUS]] have altered Snake's playstyle: the former hinders his [[down throw]]'s damage racking and [[tech chase]] potential (further compounded by its reduced damage), while the latter eliminates one of his best approaching options. The removal of [[hitstun canceling]] now makes Snake much more susceptible to combos, which is especially gruesome considering most of the cast has access to them in one way or another. Lastly, the neutering of [[momentum canceling]], as well as Snake's reduced weight and Cypher's vulnerability to being destroyed, has dramatically crippled his survivability, which is further exacerbated by the changes to [[tech]]ing, as this hinders his bomb recovery by making techs impossible to perform at high enough percents. Altogether, the two latter changes make Snake's disadvantage widely inferior to his appearance in ''Brawl''.


However, Snake has also received some direct improvements to his toolkit. Most notably, his previously poor air game was drastically improved: his [[neutral aerial|neutral]] and [[down aerial]]s' multihits have reduced [[startup]] and better linking angles, significantly improving their consistency and potential as follow ups, while [[down aerial|down]] and [[back aerial]] can now [[autocancel]] in a short hop and full hop respectively. Due to the direct improvements it has received along with Snake's significantly faster jumpsquat, down aerial is much more effective and reliable as a fast and highly damaging [[out of shield]] option. For his grounded moves, down tilt has lower [[ending lag]] and increased damage, making it safer as a poking and shield pressuring tool; up tilt has slightly increased KO potential on both the clean and late hit and the clean hit has a longer duration, making it an even more fearsome KO option; [[dash attack]] has both increased knockback at low percentages and a lower angle and extended duration on the clean hit, allowing it to setup [[edgeguard]] opportunities and making it far more effective as a burst option, especially at lower percents. Furthermore, while down throw is less useful for tech chasing and deals less damage, it immobilizes opponents on the ground for a specific amount of time depending on their percent before the throw, giving Snake guaranteed KO setups at high percents including a KO confirm into up tilt once the opponent is at ~160%.
However, Snake has also received some direct improvements to his toolkit. Most notably, his previously poor air game was drastically improved: his [[neutral aerial|neutral]] and [[down aerial]]s' multihits have reduced [[startup]] and better linking angles, significantly improving their consistency and potential as follow ups, while [[down aerial|down]] and [[back aerial]] can now [[autocancel]] in a short hop and full hop respectively. Due to the direct improvements it has received along with Snake's significantly faster jumpsquat, down aerial is much more effective and reliable as a fast and highly damaging [[out of shield]] option. For his grounded moves, down tilt has lower [[ending lag]] and increased damage, making it safer as a poking and shield pressuring tool; up tilt has slightly increased KO potential on both the clean and late hit and the clean hit has a longer duration, making it an even more fearsome KO option; [[dash attack]] has both increased knockback at low percentages and a lower angle and extended duration on the clean hit, allowing it to setup [[edgeguard]] opportunities and making it far more effective as a burst option, especially at lower percents. Furthermore, while down throw is less useful for tech chasing and deals less damage, it immobilizes opponents on the ground for a specific amount of time depending on their percent before the throw, giving Snake guaranteed KO setups at high percents including a KO confirm into up tilt once the opponent is at ~160%.
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In spite of the nerfs to his damage racking, neutral game and survivability, Snake immensely benefits from some of the universal changes to ''Ultimate''{{'}}s game engine. Similar to the returning veterans, Snake has faster mobility (although it is still below average) and decreased [[landing lag]] in all of his aerial attacks, giving him landing options. Most importantly however, Snake benefits the most from the universal 3-frame [[jumpsquat]] as his jumpsquat is no longer the slowest in the series, massively improving his ground to air transitioning as well as his [[out of shield]] game. Additionally, while the removal of chain grabbing hurts his down throw's tech chasing potential, it more importantly improves his endurance as he is no longer vulnerable to highly damaging chain grabs from certain characters, most notably {{SSBU|Pikachu}} and {{SSBU|King Dedede}}. The changes to [[air dodge]]s benefit Snake as well, as the reintroduction of directional air dodges improves his recovery by allowing him to get additional distance to the ledge after using Cypher, and Cypher's lingering hitbox can cover his air dodge, while the limit to one air dodge per air time (until the character lands or is hit) combine well with Remote Missile's buffs and grant Snake one of (''if'' not) the best edgeguarding tools in the game. While the changes to hitstun canceling impair Snake's disadvantage, they also allow him to utilize his projectiles as setup tools into his attacks much more effectively. Finally, the shield changes and increased [[shieldstun]] (especially for tilts) makes his moves safer on shield and harder to punish despite his lower damage.  
In spite of the nerfs to his damage racking, neutral game and survivability, Snake immensely benefits from some of the universal changes to ''Ultimate''{{'}}s game engine. Similar to the returning veterans, Snake has faster mobility (although it is still below average) and decreased [[landing lag]] in all of his aerial attacks, giving him landing options. Most importantly however, Snake benefits the most from the universal 3-frame [[jumpsquat]] as his jumpsquat is no longer the slowest in the series, massively improving his ground to air transitioning as well as his [[out of shield]] game. Additionally, while the removal of chain grabbing hurts his down throw's tech chasing potential, it more importantly improves his endurance as he is no longer vulnerable to highly damaging chain grabs from certain characters, most notably {{SSBU|Pikachu}} and {{SSBU|King Dedede}}. The changes to [[air dodge]]s benefit Snake as well, as the reintroduction of directional air dodges improves his recovery by allowing him to get additional distance to the ledge after using Cypher, and Cypher's lingering hitbox can cover his air dodge, while the limit to one air dodge per air time (until the character lands or is hit) combine well with Remote Missile's buffs and grant Snake one of (''if'' not) the best edgeguarding tools in the game. While the changes to hitstun canceling impair Snake's disadvantage, they also allow him to utilize his projectiles as setup tools into his attacks much more effectively. Finally, the shield changes and increased [[shieldstun]] (especially for tilts) makes his moves safer on shield and harder to punish despite his lower damage.  


In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, huge damage output, and disproportionately large hitboxes. However, while the direct nerfs Snake has received are of greater quantity than his buffs, the direct changes have also improved his strengths in specific areas, most notably his edgeguarding, while the changes to universal mechanics has nevertheless improved his most severe flaws in ''Brawl'', such as his aerial game and mobility (both of which were considered to be amongst the worst in ''Brawl''). Snake also retained most of his key traits from his ''Brawl'' incarnation; while most of them are much weaker in ''Ultimate'', none of the nerfs have outright removed said traits, remaining very respectable comparing to the majority of the cast, and optimizations to his playstyle in the metagame further cement his position. As a result, Snake performs similarly effective in ''Ultimate'' as in ''Brawl'', and he remains an incredibly successful character (if very difficult to play) in competitive play.
In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, huge damage output, and disproportionately large hitboxes. However, while the direct nerfs Snake has received are of greater quantity than his buffs, the direct changes have also improved his strengths in specific areas, most notably his edgeguarding, while the changes to universal mechanics has nevertheless improved his most severe flaws in ''Brawl'', such as his aerial game and mobility (both of which were considered to be amongst the worst in ''Brawl''). Snake also retained most of his key traits from his ''Brawl'' incarnation; while most of them are much weaker in ''Ultimate'', none of the nerfs have outright removed said traits, remaining very respectable comparing to the majority of the cast, and optimizations to his playstyle in the metagame further cement his position. As a result, Snake only performs slightly worse in ''Ultimate'' than his ''Brawl'' incarnation, and he remains an incredibly successful, if very difficult to play, character in competitive play.


{{SSB4 to SSBU changelist|char=Snake}}
{{SSB4 to SSBU changelist|char=Snake}}

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