Editing Snake (PM)

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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 vulnerable to combos.}}
*{{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===
*{{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) and smaller hitboxes (4u/6.5u → 3.28u/5.33u). The first two hits also have smaller hitboxes.}}
*{{nerf|Third hit of neutral attack has reduced knockback (60 (base)/115 (scaling) → 70/80).}}
*{{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).}}
*{{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.}}
*{{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).}}
*{{nerf|Both hits of forward tilt no longer have large disjointed hitboxes.}}
*{{change|Second Hit of forward tilt now deals consistent damage (9%/10%/12% → 10%) and has altered knockback (50 (base)/80 (scaling) → 35/90).}}
*{{change|Second Hit of forward tilt now deals consistent damage (9%/10%/12% → 10%).}}
*{{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.}}
*{{buff|Snake has a new up tilt: an uppercut. It has much better combo potential than his previous up tilt.}}
*{{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.}}
*{{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%).}}
*{{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.}}
*{{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.}}
*{{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).}}
*{{nerf|Down tilt has weaker knockback (50 (base)/110/100 (scaling) → 35/80).}}
*{{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).}}
*{{buff|Dash attack sourspot deals 1% more damage.}}
*{{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 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)).}}
*{{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.}}
*{{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.}}
*{{nerf|New forward smash has less KO potential, and the third hit is easy to [[DI]] out of at high percents.}}
*{{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|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.}}
*{{nerf|The mortal shells deal less knockback (90 (base)/67 (scaling) → 75/45).}}
*{{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 (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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*{{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 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|All hitboxes of back aerial deal consistent damage of its highest damaging hitbox, and deals 2% more damage.}}
*{{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|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|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.}}
*{{nerf|Up air now has two sourspots on the clean hit, both of which deal less damage (14% → 13%/12%).}}
*{{change|Up aerial 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]] (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.}}
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*{{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%), has a much shorter duration covering much less space and 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%) 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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