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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== | ||
Snake is a | <!--attributes paragraph--> | ||
Snake is a campy glass cannon in terms of his stats and moveset. His projectiles give him superb zoning capabilities and aid his combo game. He additionally has a notable [[SHFFL]]. His combo game is very powerful, with fast and weak moves such as his up tilt and powerful finishers such as his forward tilt and smash attacks. His grab game is also versatile, with all of his throws being combo throws that lead into many of Snake's moves. He also has remarkable gimping capabilities. | |||
Snake | However, Snake has a number of weaknesses. Arguably his most notable weakness is his poor endurance. He has a fast falling speed, however his weight is only slightly above average, which when combined with his poor recovery and ease in being comboed, makes it very easy to KO Snake. Additionally, he has very poor movement speed, making it hard for him to combo at high percents and making him unable to chase quick opponents. He also has lackluster frame data, which may make it difficult to string attacks together. | ||
As such, Snake must use all of his offensive and long-distanced tools to his advantage due to his inability to safely play defensively. | |||
Snake | |||
==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.]] | |||
===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.}} | ||
*{{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''. 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}}.}} | ||
*{{nerf|[[Grab release glitch]] from ''Brawl'' has not been removed.}} | |||
===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=== | ||
*{{buff|[[ | *{{buff|[[Grenade]]s explode much faster after thrown and do slightly more damage when thrown at the opponent. Snake can also now roll his grenades forward by tilting down as he is about to throw them, resulting the Grenade traveling less distance if needed.}} | ||
**{{nerf|Grenades | **{{nerf|Grenades no longer come out on 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 | *{{buff|Snake has a new side special: 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 [[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 | **{{nerf|Cypher gains less vertical distance, and it no longer gives [[launch resistance]] to Snake.}} | ||
*{{buff|[[C4]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they no longer disappear unless Snake | *{{buff|[[C4]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they no longer disappear unless Snake dies or sets them off, and the detonation animation can be canceled by holding the special button for a feint.}} | ||
**{{ | **{{change|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character, making the move predictable.}} | ||
==Revisions== | ==Revisions== | ||
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*{{buff|Forward smash start up very slightly decreased.}} | *{{buff|Forward smash start up very slightly decreased.}} | ||
*{{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.}} | ||
*{{bugfix|Fixed graphical issues during the second hit of forward smash.}} | *{{bugfix|Fixed graphical issues during the second hit of forward smash.}} | ||
*{{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 Tranquilizer Gun even when he hasn't taken any shots.}} | ||
===v3.5=== | ===v3.5=== | ||
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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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|- | |- | ||
!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 | ===Notable players=== | ||
{{ | *{{Sm|Azer|USA}} | ||
*{{Sm|FlashingFire|USA}} | *{{Sm|Arrow|USA}} | ||
*{{Sm|Flipp|USA}} | *{{Sm|FlashingFire|USA}} | ||
*{{Sm|Professor Pro|UK}} | *{{Sm|Flipp|USA}} | ||
*{{Sm| | *{{Sm|Jonny Westside|USA}} | ||
*{{Sm|Leon|France}} | |||
*{{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://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]] |