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{{ArticleIcons|pm | {{ArticleIcons|pm=y}} | ||
{{Infobox Character Mod | {{Infobox Character Mod | ||
|name = Snake | |name = Snake | ||
|image | |image = [[Image:Snake SSBB.jpg|200px]] | ||
|symbol = preUltimate | |symbol = preUltimate | ||
|mod = Project M | |mod = Project M | ||
|base = SSBB | |base = ssbb | ||
|altcostume = Big Boss | |moveset1 = Snake (SSBB) | ||
|altcostume = Big Boss Snake | |||
}} | }} | ||
'''Snake''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]'' | '''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 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 | 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. | ||
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 | 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. | ||
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 | 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. | ||
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. | ||
*[[Weight]] - 105 (9th) | * [[Weight]] - 105 (9th) | ||
*Max Fall Speed - 2.12 (15th) | * Max Fall Speed - 2.12 (15th) | ||
*Fast Fall Speed - 2.89 (14th) | * Fast Fall Speed - 2.89 (14th) | ||
*[[Gravity]] (Falling Acceleration) - 0.098 (23rd) | * [[Gravity]] (Falling Acceleration) - 0.098 (23rd) | ||
*Jumpsquat Frames - 5 | * Jumpsquat Frames - 5 | ||
*Max Run Speed - 1.55 (22nd) | * Max Run Speed - 1.55 (22nd) | ||
*Max Walk Speed - 0.875 (30th) | * Max Walk Speed - 0.875 (30th) | ||
*Max Air Speed - 0.94 (25th) | * Max Air Speed - 0.94 (25th) | ||
*Aerial Mobility - 0.55 (24th) | * Aerial Mobility - 0.55 (24th) | ||
*Standing [[Grab]] Range - 17.2482 (6th) | * Standing [[Grab]] Range - 17.2482 (6th) | ||
*Dash Grab Range - 16.7382 (4th) | * Dash Grab Range - 16.7382 (4th) | ||
*[[Pivot Grab]] Range - 18.0387 (10th) | * [[Pivot Grab]] Range - 18.0387 (10th) | ||
*[[Wavedash]] Distance - 24.68 (30th) | * [[Wavedash]] Distance - 24.68 (30th) | ||
==Changes from ''Brawl'' to | ==Changes from ''Brawl'' to PM== | ||
Snake received | 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. | ||
[[File:PM_Big_Boss_Alt.png|thumb|right|Snake's Big Boss palette swap.]] | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{buff|Up taunt has been changed to a taunt where Snake briefly smokes | *{{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|Down taunt is still his Cardboard Box, but has the speed of the former up taunt.}} | |||
*{{buff|Down taunt is | |||
*{{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 10 in Brawl. This allows Snake to jump much more quickly.}} | |||
*{{buff|Jump squat is 5 frames long, down from | |||
*{{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)}} | ||
*{{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| | *{{nerf|Significantly lighter, 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}}.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{buff|Third hit of neutral attack | *{{buff|Third hit of neutral attack deals 1% more damage.}} | ||
*{{nerf| | **{{nerf|Jab combo has less KO potential.}} | ||
*{{buff|First hit of forward tilt | *{{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| | **{{nerf|Second hit of forward tilt no longer has a sweetspot.}} | ||
*{{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 | **{{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 1% less damage on the clean hitbox and 2% less on the late hitbox.}} | ||
*{{nerf|New up tilt no longer has its large disjointed hitbox in front of him | *{{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 | **{{nerf|Down tilt is weaker.}} | ||
*{{nerf|Down tilt | *{{buff|Dash attack sourspot deals 1% more damage.}} | ||
*{{buff|Dash attack | |||
*{{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 | *{{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 | **{{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 | *{{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|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 | **{{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| | |||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
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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.}} | ||
*{{ | *{{buff|All hitboxes of back aerial deal consistent damage of its highest damaging hitbox, and deals 2% more damage.}} | ||
* | **{{nerf|Back air has less KO potential.}} | ||
*{{buff|Down aerial is faster and its last stomp is now a [[meteor smash]], also acting better as an edge-guarding move.}} | |||
*{{nerf|Back | **{{nerf|Down aerial deals 12% less damage, and can no longer KO onstage opponents properly.}} | ||
*{{buff|Down aerial is faster and its last stomp is now a [[meteor smash]] | |||
*{{nerf|Down aerial deals | |||
===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.}} | ||
*{{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 | |||
*{{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 | *{{buff|Down throw deals 2% more damage and ends faster, forcing the opponent to act faster and racking up more damage as a [[tech-chasing]] move.}} | ||
===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.}} | ||
*{{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]] | **{{nerf|Cypher gains less vertical distance, and it no longer grants Snake [[armor]].}} | ||
*{{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.}} | ||
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|- | |- | ||
!Down throw | !Down throw | ||
| | | || 14% || Lays opponent on the floor, putting the opponent into the downed status. One of the best tech-chasing moves in the game and lets Snake get an addition grab or hit if he can predict how the enemy will recover. | ||
|- | |- | ||
!Floor attack (front) | !Floor attack (front) | ||
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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 | | 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. | ||
|- | |- | ||
!Up special | !Up special | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable Players=== | ===Notable Players=== | ||
{{ | |||
*{{Sm| | Active | ||
*{{Sm|Flipp|USA}} - | *{{Sm|Arrow|USA}} | ||
*{{Sm|Professor Pro|UK}} - | *{{Sm|Byrdman|USA}}-Ranked 3rd in Idaho. Placed 3rd at [[GameTyrant Expo 2017]] after defeating {{Sm|n0ne}} and {{Sm|Hungrybox}}. | ||
*{{Sm|Yink|USA}} | *{{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}} - 10th on PMRank 2016; Best North American Snake player | |||
*{{Sm|Leon|France}} | |||
*{{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. | |||
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, | |||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
|colspan=8|[[ | |colspan=8|[[Image:Snake Palette (PM).png|frame|center|Snake's alternate costumes in PM]] | ||
|- | |- | ||
|[[ | |[[Image:SnakeHeadSSBB.png]] | ||
|[[ | |[[Image:SnakeHeadRedSSBB.png]] | ||
|[[ | |[[Image:SnakeHeadBlueSSBB.png]] | ||
|[[ | |[[Image:SnakeHeadWhiteSSBB.png]] | ||
|[[ | |[[Image:SnakeHeadGreenSSBB.png]] | ||
|[[ | |[[Image:SnakeHeadBrownSSBB.png]] | ||
|[[ | |[[Image:SnakeHeadBigBossPM.png]] | ||
|} | |} | ||
==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] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Snake]] | [[Category:Snake]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] | ||
[[Category:Third | [[Category:Third party characters]] |