Editing Snake (PM)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{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. | ||
Snake ranks | Snake ranks 11th out of 41, at the bottom of A+ tier, on the ''Project M'' tier list, a 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 | <!--attributes paragraph--> | ||
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 good hitboxes. His movement on the ground is average, and in the air it is slightly worse, though using [[B-reverse]]s can help alleviate this. | |||
Snake | 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. | ||
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 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. His attacks are overall much quicker with an improved aerial game. However, mostly due to his reliance on ''Camping'' in Brawl, Snake does not benefit from the general change in mechanics as much as some other characters such as ''Fox''. | |||
Mainly due to this as well as the buffs granted to the rest of the cast, Snake's competitive results aren't quite as great as they were in Brawl. They however, as well as his overall viability remains significantly above average. He currently marks ''eleventh'' place on the community tier list. A minor drop from his ''sixth'' position in Brawl. | |||
[[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.}} | ||
*{{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]].}} | ||
*{{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=== | ||
Line 88: | Line 77: | ||
*{{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|[[Hand 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.}} | *{{buff|[[Hand 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 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 | **{{nerf|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character, making the move predictable.}} | ||
==Revisions== | ==Revisions== | ||
Line 152: | Line 134: | ||
===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.}} | ||
Line 192: | Line 174: | ||
|- | |- | ||
!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 | ||
Line 247: | Line 229: | ||
|- | |- | ||
!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) | ||
Line 268: | Line 250: | ||
|- | |- | ||
!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 | ||
Line 282: | Line 264: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Notable Players=== | ===Notable Players=== | ||
{{ | |||
*{{Sm|FlashingFire|USA}} | Active | ||
*{{Sm|Flipp|USA}} | *{{Sm|Arrow|USA}} | ||
*{{Sm|Professor Pro|UK}} | *{{Sm|FlashingFire|USA}} | ||
*{{Sm|Yink|USA}} | *{{Sm|Flipp|USA}} | ||
*{{Sm|Leon|France}} | |||
*{{Sm|Professor Pro|UK}} | |||
*{{Sm|Yata!|USA}} | |||
*{{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== | ||
Line 322: | Line 305: | ||
*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". | ||
*If Snake uses his Cypher while standing underneath a ceiling of a certain height, he will land and be able to act again almost immediately. The move can be used in rapid succession in this scenario. The only known places where this occurs are the | *If Snake uses his Cypher while standing underneath a ceiling of a certain height, he will land and be able to act again almost immediately. The move can be used in rapid succession in this scenario. The only known places where this occurs are the Hyrule Castle "tent" and the level 3 Break The Targets stage. | ||
==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]] |