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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]] | ||
|mod = Project M | |||
|mod = Project M | |base = ssbb | ||
|base = SSBB | |moveset1 = Snake (SSBB) | ||
|altcostume = Big Boss | |altcostume = Big Boss Snake | ||
| | |tier = Upper-Mid | ||
|ranking = 12 | |||
}} | }} | ||
'''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. | ||
<!--tier position paragraph--> | |||
==Attributes== | ==Attributes== | ||
<!--attributes paragraph--> | |||
==Changes from ''Brawl'' to PM== | |||
Snake received [[buff]]s, [[nerf]]s, and general changes from ''Brawl'' to PM. The range of his tilts have been scaled down to their physical appearance and have had their monstrous disjoints removed in exchange for more powerful explosives and an overall more solid offense and combo game. | |||
[[File:PM_Big_Boss_Alt.png|thumb|right|Snake's Big Boss palette swap.]] | |||
==Changes from ''Brawl'' to | |||
Snake received | |||
===Aesthetics=== | ===Aesthetics=== | ||
*{{ | *{{change|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. It is the longest taunt in the game.}} | ||
*{{change|Down taunt is still his Cardboard Box, but has the speed of the former up taunt.}} | |||
*{{ | |||
*{{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|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]].}} | ||
*{{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''. Like Meta Knight, 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''. | *{{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}}.}} | ||
*{{nerf| | *{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{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|Dash attack sourspot does more damage.}} | |||
*{{buff|First hit of forward tilt | *{{buff|Jab combo does slightly more damage.}} | ||
*{{ | *{{buff|Down tilt does slightly more damage, and has better combo set ups than ''Brawl'' at lower percents, allowing it to set up for a grab.}} | ||
*{{ | *{{buff|Forward smash is replaced with a 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 can efficiently rack up damage at low percentages, with the third hit gaining KO potential.}} | ||
*{{buff| | *{{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| | *{{buff|Snake can now drag [[grab]]bed enemies sideways by using the left and right taunt buttons.}} | ||
*{{buff|Has a different attack while crawling as opposed to just crouching: he will stab using a knife instead of performing a spin kick. This deals low damage and knockback, allowing it to set up for combos at high percents.}} | |||
*{{buff| | *{{nerf|Down tilt is weaker.}} | ||
*{{ | *{{nerf|Jab combo has less KO potential.}} | ||
*{{buff| | *{{nerf|New up tilt inflicts less damage, has significantly less range and decreased KO potential.}} | ||
*{{ | *{{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 | *{{nerf|Second hit of forward tilt combo was slightly weakened, doing 10% damage instead of 12%.}} | ||
*{{ | *{{nerf|Can no longer [[Gatling Combo]].}} | ||
*{{ | *{{change|Up tilt has been replaced with an uppercut that can combo well at low percentages, similar to Captain Falcon's up smash from ''Smash 64''.}} | ||
*{{ | **{{nerf|This means that the disjointed hitboxes of the previous up tilt, which were extremely useful to Snake in ''Brawl'', have been removed.}} | ||
*{{change|Down smash mine is now purple instead of yellow.}} | *{{change|Down smash mine is now purple instead of yellow.}} | ||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*{{buff|Neutral aerial | *{{buff|Neutral aerial hits three times (as opposed to four), allowing all kicks to connect in a [[short hop]] and rack up damage to launch the opponent afterwards.}} | ||
*{{buff|Tip of forward aerial now [[spike]]s, making it a deadlier [[edge-guard]]ing move when spaced correctly, and now does slightly 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 | *{{buff|Down aerial is faster and its last stomp is now a [[meteor smash]], also acting better as an edge-guarding move.}} | ||
*{{ | *{{nerf|Back air has less KO potential.}} | ||
*{{nerf|Neutral aerial causes less damage, and the last kick also deals less knockback.}} | |||
*{{nerf|Down aerial deals drastically less damage, and can no longer KO onstage opponents properly.}} | |||
*{{nerf|Back | |||
*{{nerf| | |||
*{{nerf|Down aerial deals | |||
===Grabs and Throws=== | ===Grabs and Throws=== | ||
*{{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 | *{{buff|Down throw deals more damage and ends faster, forcing the opponent to act faster and racking up more damage as a [[tech-chasing]] move.}} | ||
*{{nerf| | *{{nerf|Forward and back throws are worse at KOing by themselves.}} | ||
*{{change|Forward and back throws now have very little knockback growth, but can used to throw opponents into mines and C4s.}} | |||
===Special Moves=== | ===Special Moves=== | ||
*{{buff| | *{{buff|Grenades explode much faster after thrown and do slightly more damage when thrown at the opponent.}} | ||
*{{buff|Snake can now roll his grenades forward by tilting down as he is about to throw them. This is useful if the player needs the Grenade to travel less distance.}} | |||
*{{buff| | *{{buff|Down special after placing a C4 can be bluffed, allowing for mindgames.}} | ||
*{{buff|[[Nikita]] has been replaced with a Tranquilizer Gun: Snake shoots a small tranquilizing projectile that puts a grounded opponent to sleep for one instant and causes airborne opponents to flinch, all while causing 1% damage. It can be fired three times, but the fourth time will be a reload to be able to fire three shots again. Snake can alternatively reload at any point by pressing a Shield button during the first few frames of the animation. It has more utility than the Nikita, 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.}} | ||
*{{buff|[[C4]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they don't disappear unless Snake dies or sets them off, and the detonation animation can be canceled by holding the special button for some sort of feint.}} | |||
*{{buff|[[C4]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they | *{{nerf|Grenades no longer come out on frame 1.}} | ||
**{{nerf|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character | *{{nerf|Cypher gains less vertical distance, and it no longer gives [[launch resistance]] to Snake.}} | ||
*{{nerf|Only one [[Grenade]] can be active at a time.}} | |||
*{{change|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character.}} | |||
==Revisions== | ==Revisions== | ||
===v2.5b=== | ===v2.5b=== | ||
*{{buff| | *{{buff|Forward tilt 2 is stronger.}} | ||
*{{buff|Neutral air | *{{buff|Neutral air last hit is stronger.}} | ||
*{{buff|Back air sweetspot lasts slightly longer.}} | *{{buff|Back air sweetspot lasts slightly longer.}} | ||
*{{change|Up tilt animation touched up.}} | |||
*{{change|Up smash knockback and angle adjusted.}} | |||
*{{change|Back air angles switched.}} | *{{change|Back air angles switched.}} | ||
*{{change | *{{change|[[Cypher]] hitboxes are closer in to him.}} | ||
*{{change|[[Cypher]] adjusted in knockback and angle.}} | |||
*{{change|C4 explosion hitbox shifted upwards to match the graphic and hits slightly longer.}} | |||
*{{ | |||
*{{ | |||
===v2.6b=== | ===v2.6b=== | ||
*{{buff|Crawl Stab's base knockback has been slightly increased.}} | *{{buff|Crawl Stab's base knockback has been slightly increased.}} | ||
*{{buff|[[Cypher]] can sweetspot the edge more easily.}} | |||
*{{nerf|Crawl stab's knockback growth has been slightly decreased.}} | *{{nerf|Crawl stab's knockback growth has been slightly decreased.}} | ||
*{{ | *{{nerf|Up throw has slightly more endlag.}} | ||
*{{ | *{{change|Jab 1's outermost hitbox shifted inward slightly.}} | ||
*{{ | *{{change|Dash attack ends slightly earlier.}} | ||
*{{change|Up smash comes out slightly faster.}} | |||
*{{change| | *{{change|Up smash is angleable; hold the direction left or right to control the direction of where the mortar goes.}} | ||
*{{ | *{{change|Turn Grab has a bit more startup to match other turn grabs.}} | ||
*{{change|[[Hand Grenade]] has a new throw option, a low throw which Snake "rolls" the grenade on the ground.}} | |||
*{{change|[[Hand Grenade]] Back throw of the grenade has been changed to an "Up" input instead of a "Back" input.}} | |||
*{{change|[[Cypher]] is now wavebounceable.}} | |||
===v3.0=== | ===v3.0=== | ||
*{{nerf|Forward air has reduced knockback growth.}} | *{{nerf|Forward air has reduced knockback growth.}} | ||
*{{nerf|Standing grab has much less reverse range.}} | *{{nerf|Standing grab has much less reverse range.}} | ||
*{{change|Up | *{{change|Up Tilt reanimated for polish.}} | ||
*{{change|Forward | *{{change|Forward Smash reanimated for polish.}} | ||
*{{ | *{{change|Forward Smash start up very slightly decreased.}} | ||
*{{change|Neutral air's last hit sends at a slightly lower angle.}} | |||
*{{change|C4 aerial stick hitbox moved up and slightly in.}} | *{{change|C4 aerial stick hitbox moved up and slightly in.}} | ||
*{{ | *{{change|Tranquilizer gun has a 3 dart clip that can be reloaded prematurely by holding shield within six frames starting side B.}} | ||
*{{ | *{{change|Up taunt replaced with a cigarette smoking taunt.}} | ||
===v3.01=== | ===v3.01=== | ||
*{{ | *{{change|Forward smash no longer displays all of Snake's facial expressions at once.}} | ||
*{{ | *{{change|Fixed graphical issues during forward smash 2.}} | ||
*{{change|Up tilt animation reverted to demo 2.6's Utilt animation.}} | *{{change|Up tilt animation reverted to demo 2.6's Utilt animation.}} | ||
*{{ | *{{change|Snake can now reload tranq gun even when he hasn't taken any shots.}} | ||
===v3.5=== | ===v3.5=== | ||
*{{buff|Back air now deals 14%/13%/12% based on hitbox, instead of | *{{buff|Back air now deals 14%/13%/12% based on hitbox, instead of having sex kick properties.}} | ||
*{{buff|Dash grab has lower hitboxes that can grab short crouching characters.}} | *{{buff|Dash grab has lower hitboxes that can grab short crouching characters.}} | ||
*{{nerf|Up tilt is no longer intangible around Snake's arm.}} | *{{nerf|Up tilt is no longer intangible around Snake's arm.}} | ||
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|- | |- | ||
!Up tilt | !Up tilt | ||
| || 12% (clean), 10% (late) || Snake performs a quick uppercut with his right hand. This move has low start-up, great vertical reach, and surprisingly good horizontal reach, as well as great vertical knockback, capable of KOing lightweights around 120% while KOing heavyweights around 160%. Higher knockback when the hit connects earlier on in the attack, though the sourspot will still reliably KO under 150%. | | || 12% (clean), 10% (late) || Snake performs a quick uppercut with his right hand. This move has low start-up, great vertical reach, and surprisingly good horizontal reach, as well as great vertical knockback, capable of KOing lightweights around 120% while KOing heavyweights around 160%. Higher knockback when the hit connects earlier on in the attack, though the sourspot will still reliably KO under 150%. Snake's right arm is intangible while the hitboxes are active. | ||
|- | |- | ||
!Down tilt | !Down tilt | ||
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|- | |- | ||
! rowspan=2 | Forward smash | ! rowspan=2 | Forward smash | ||
| rowspan=2 | || {{ChargedSmashDmgSSBM|6}} ( | | rowspan=2 | || {{ChargedSmashDmgSSBM|6}} (hits 1-2) || rowspan=2 | Snake pulls out a small dagger in reverse-grip and holds it back before quickly slashing forward twice. By pressing the attack button again, he will perform a third slash that deals more damage and knockback. Due to knockback of the first two hits, it's often hard, if not almost impossible, for the third slash to hit the opponent, preventing all three hits from being a three-hit combo. | ||
|- | |- | ||
|{{ChargedSmashDmgSSBM|12}} | |{{ChargedSmashDmgSSBM|12}} | ||
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|- | |- | ||
!Back aerial | !Back aerial | ||
| || 12% (clean body), 13% (clean leg), 14% (clean foot), 10% (late) || Snake extends both his legs out behind him, planking in the air. This move has fairly fast start-up along with good reach and deals good horizontal knockback when sweetspotted, making it a effective move for [[edgeguarding]]. It has some ending lag, however. | | || 12% (clean body), 13% (clean leg), 14% (clean foot), 10% (late) || Snake extends both his legs out behind him, planking in the air. This move has fairly fast start-up along with good reach and deals good horizontal knockback when sweetspotted, making it a effective move for [[edgeguarding]]. This move also [[sex kick]] properties, meaning its hitbox has a long duration and is stronger at the beginning of the attack. It has some ending lag, however. | ||
|- | |- | ||
!Up aerial | !Up aerial | ||
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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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|- | |- | ||
!Neutral special | !Neutral special | ||
| [[Hand Grenade]] || 1-4% (throw), 11-12% (explosion) || Snake pulls out a grenade and unpins it. The grenade can be held for up to 1.5 second before it detonates, which can be "cooked" by holding the special button as soon a grenade is taken out. The distance Snake throws the grenade can be controlled by pressing either up, forward, | | [[Hand Grenade]] || 1-4% (throw), 11-12% (explosion) || Snake pulls out a grenade and unpins it. The grenade can be held for up to 1.5 second before it detonates, which can be "cooked" by holding the special button as soon a grenade is taken out. The distance Snake throws the grenade can be controlled by pressing either up, forward, backward, or pressing no direction at all. Only one grenade can be out at a time and another one can't be produced until one explodes. | ||
|- | |- | ||
!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 | ||
| [[Cypher]] || 6% (2 hits), 5% (camera) || Snake grabs onto | | [[Cypher]] || 6% (2 hits), 5% (camera) || Snake grabs onto the flying reconnaissance camera to slowly hover upwards. This move does not make Snake helpless, but will take away his mid-air jump and he won't be able to [[air dodge]]. One can cancel the ride early by performing any attack (excluding the up special), or by pressing down, upon which the Cypher will become an upward projectile. Despite the large amount of vertical distance this move covers, Snake is very vulnerable to edgeguarding even though the move now has two damaging electric hitboxes until either Snake cancels the move or he is hit out of it. | ||
|- | |- | ||
!Down special | !Down special | ||
| [[C4]] || 16% || Snake bends down a plants a C4 on the ground where he is standing, drops one when used in the air, or sticks one towards a wall if he is standing near one. By using the move a second time, he takes out a remote and presses the button, detonating the explosive. If Snake is standing near an opponent, he can attach the C4 directly onto them, which functions like a [[Gooey Bomb]]. The detonation can be cancelled if Snake is attacked before he presses the button. | | [[C4]] || 16% || Snake bends down a plants a C4 on the ground where he is standing, drops one when used in the air, or sticks one towards a wall if he is standing near one. By using the move a second time, he takes out a remote and presses the button, detonating the explosive. If Snake is standing near an opponent, he can attach the C4 directly onto them, which functions like a [[Gooey Bomb]]. The detonation can be cancelled if Snake is attacked before he presses the button. | ||
|- | |- | ||
!Final Smash | !Final Smash | ||
| [[Grenade Launcher]] || 18% || Snake leaps off the stage and grabs onto a rope ladder of a helicopter, shooting up to twelve | | [[Grenade Launcher]] || 18% || Snake leaps off the stage and grabs onto a rope ladder of a helicopter, shooting up to twelve grenades from the foreground. After firing six shots, Snake reloads another round of six shots. If no shots are fired within a few seconds, Snake will automatically shoot a grenade towards the crosshair. | ||
|} | |} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable | ===Notable players=== | ||
{{ | *{{Sm|Azer|USA}} | ||
*{{Sm|FlashingFire|USA}} | *{{Sm|FlashingFire|USA}} | ||
*{{Sm| | *{{Sm|Jonny Westside|USA}} | ||
*{{Sm|Professor Pro|UK}} | *{{Sm|Leon|France}} | ||
*{{Sm| | *{{Sm|Messi|USA}} | ||
*{{Sm|Morks|Canada}} | |||
*{{Sm|MVD|USA}} | |||
*{{Sm|Professor Pro|UK}} | |||
*{{Sm|Rolex|USA}} | |||
*{{Sm|Sago|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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*If Snake's up taunt is cancelled at the right time, he will hold the cigarette in his mouth for the remainder of the stock, or until he uses his up taunt again. | *If Snake's up taunt is cancelled at the right time, he will hold the cigarette in his mouth for the remainder of the stock, or until he uses his up taunt again. | ||
*As of version 3.5, despite the fact that Snake's grenade now has a timer of roughly 1.5 seconds, its graphics have not yet been updated and still reads "GRENADE,DELAY 3.0". | *As of version 3.5, despite the fact that Snake's grenade now has a timer of roughly 1.5 seconds, its graphics have not yet been updated and still reads "GRENADE,DELAY 3.0". | ||
==External links== | ==External links== | ||
*[http://projectmgame.com/en/characters/snake Project M character page] | |||
*[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] | ||
{{Project M}} | {{Project M}} | ||
[[Category:Snake]] | [[Category:Snake]] | ||
[[Category:Characters (PM)]] | [[Category:Characters (PM)]] | ||
[[Category:Third | [[Category:Third party characters]] |