Editing Snake (SSBU)

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In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, huge damage output, and disproportionately large hitboxes. However, while the direct nerfs Snake has received are of greater quantity than his buffs, the direct changes have also improved his strengths in specific areas, most notably his edgeguarding, while the changes to universal mechanics has nevertheless improved his most severe flaws in ''Brawl'', such as his aerial game and mobility (both of which were considered to be amongst the worst in ''Brawl''). Snake also retained most of his key traits from his ''Brawl'' incarnation; while most of them are much weaker in ''Ultimate'', none of the nerfs have outright removed said traits, remaining very respectable comparing to the majority of the cast, and optimizations to his playstyle in the metagame further cement his position. As a result, Snake performs similarly effective in ''Ultimate'' as in ''Brawl'', and he remains an incredibly successful character (if very difficult to play) in competitive play.
In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, huge damage output, and disproportionately large hitboxes. However, while the direct nerfs Snake has received are of greater quantity than his buffs, the direct changes have also improved his strengths in specific areas, most notably his edgeguarding, while the changes to universal mechanics has nevertheless improved his most severe flaws in ''Brawl'', such as his aerial game and mobility (both of which were considered to be amongst the worst in ''Brawl''). Snake also retained most of his key traits from his ''Brawl'' incarnation; while most of them are much weaker in ''Ultimate'', none of the nerfs have outright removed said traits, remaining very respectable comparing to the majority of the cast, and optimizations to his playstyle in the metagame further cement his position. As a result, Snake performs similarly effective in ''Ultimate'' as in ''Brawl'', and he remains an incredibly successful character (if very difficult to play) in competitive play.


{{SSB4 to SSBU changelist|char=Snake}}
===Aesthetics===
<!--Please do not make a comment about Snake's butt. As sad as you may think it is, the wiki is not the place for it.-->
*{{change|Snake retains his design from ''Metal Gear Solid 2: Sons of Liberty''. However, his body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana.}}
*{{change|Snake's idle animation has been altered. His upper body has been turned to face more towards the screen and stands more upright instead of slouching.}}
*{{change|Snake has refined animations for many of his moves.}}
*{{change|Snake's [[series symbol]] has changed from the FOX logo to the "!" Alert symbol seen in ''Metal Gear Solid'' games.}}
*{{change|Snake always speaks during his [[on-screen appearance]].}}
*{{change|Snake's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}
*{{change|Snake has two additional [[alternate costumes]], increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from ''Metal Gear Solid 4: Guns of the Patriots''. The other is a lighter green costume resembling the leaf camouflage from ''Metal Gear Solid 3: Snake Eater''.}} 
*{{change|Snake has a new [[victory animation]]. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of ''Metal Gear Solid 4: Guns of the Patriots'' when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from ''Brawl''.}} [https://i.redditmedia.com/rgI5tgRJU8NnjMoxNmCmt3oaAGRwdhaFRK_6PxxJUmE.png?w=1024&s=24cc1e5811448d6c5b2845fdc3ef654b]
*{{change|Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.}}
*{{change|When using a smash attack with battering items, Snake uses one of his attacking voice clips (or stays silent) rather than the voice clip from his forward smash in ''Brawl''.}}
 
===Attributes===
*{{buff|Like all characters, Snake's [[jumpsquat]] animation takes 3 frames to complete (down from 9), the biggest difference out of the cast. This greatly improves his ground-to-air transitioning.}}
*{{buff|Snake [[walk]]s faster (0.84 → 0.882).}}
*{{buff|Snake [[run]]s much faster (1.35 → 1.595).}}
**{{buff|Snake's initial [[dash]] is significantly faster (1.1 → 1.76), no longer being the second slowest. This noticeably improves his mobility on the ground.}}
*{{buff|Snake's [[air speed]] is faster (0.94 → 0.987), although it is significantly slower relative to the cast, going from the 19th highest out of 38 characters to the 59th highest out of 81 characters.}}
*{{buff|Snake's [[fast fall]]ing speed is much higher (2.422 → 2.768).}}
*{{buff|Snake's [[traction]] is significantly higher (0.0542 → 0.116) going from the 25th highest to the 16th highest.}}
*{{nerf|Snake is considerably [[weight|lighter]] (113 → 106), going from 3rd heaviest in ''Brawl'' to tied for 16th in ''Ultimate'', worsening his endurance especially vertically when combined with the removal of [[momentum canceling]] and the general changes to vertical knockback.}}
*{{buff|The removal of [[chain grab]]bing noticeably improves Snake's endurance against certain characters.}}
*{{change|The changes to [[hitstun canceling]] both help and hinder Snake. While they leave him much more susceptible to combos (even with his reduced weight) and make his [[bomb recovery]] easier to punish, they also grant him setups from his projectiles into his direct attacks, most notably his highly damaging [[neutral aerial]] and [[down aerial]]. Due to [[Hand Grenade]]s coming out on frame 1, they also give Snake one of the best combo breaking abilities out of the cast, compared to air dodges and aerial attacks having previously been the fastest options out of hitstun for every character.}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 36 → 31).}}
*{{nerf|Forward roll grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has more startup with less intangibility (frames 4-19 → 5-16), and more ending lag (FAF 34 → 36).}}
*{{nerf|[[Spot dodge]] has more startup with less intangibility (frames 2-20 → 3-17), and more ending lag (FAF 26 → 27).}}
*{{nerf|[[Air dodge]] grants less intangibility (frames 4-29 → 4-28) and has more ending lag (FAF 40 → 48).}}
*{{buff|The reintroduction of directional air dodges improves Snake's recovery more than other characters', as due to [[Cypher]] not causing [[helplessness]], he can get additional distance with a directional air dodge after using it.}}
*{{nerf|All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile, and C4) can be [[absorb]]ed.}}
 
===Ground attacks===
*[[Neutral attack]]:
**{{buff|The first hit transitions slightly faster into the second hit (frame 7 → 6).}}
**{{buff|The first hit's outermost hitboxes launch opponents towards Snake (80°/88°/80° → 180°), allowing it to connect and [[lock]] opponents more reliably from far distances.}}
**{{buff|The third hit has less startup lag (frame 10 → 8).}}
**{{nerf|All hits deals less damage (4% → 2.5% (hit 1), 3% → 2.5% (hit 2), 7% → 6% (hit 3)), with the latter also dealing significantly less knockback (60 base/115 scaling → 70/58). Combined with its reduced damage output, it is no longer the strongest neutral attack in the game, and no longer KOs until around [[Sudden Death]] percents.}}
**{{nerf|All hits have noticeably smaller hitboxes (4u/3.5u/5.5u/3.5u → 1.9u/2.1u/2.3u/2.3u (hit 1), 3.7u/3.5u/5u/3.5u → 2.6u/2.6u/3.5u (hit 2), 4u/6.5u/4u/4u → 3.3u/3.8u/4.3u (hit 3)).}}
**{{nerf|All hits have a higher [[hitlag]] multiplier (1× → 1.6× (hits 1-2), 1.8× (hit 3)), giving opponents more time to [[DI]] the last hit; however, it remains harder to [[SDI]] than in ''Brawl'' due to the weakening of the mechanic.}}
**{{nerf|The first two hits no longer use [[set knockback]], and instead have less base knockback (30/20 set/100 scaling → 25/20/26/20 base/25/20 scaling (hit 1), 20 set/100 scaling → 28/25/28/25 base/25 scaling (hit 2)), causing them to connect less reliably at higher percents, while hindering the first hit's [[jab cancel]] setups until high percents.}}
**{{nerf|The third hit has a shorter hitbox duration (frames 10-13 → 8-9), and its total duration was not compensated for its faster startup, increasing its ending lag.}}
*[[Forward tilt]]:
**{{nerf|Both hits have smaller hitboxes (7u/6u/5u → 4.5u/4.5u (hit 1), 6u/7u/5u/6.5u → 4.5u/6u/6u (hit 2)).}}
**{{nerf|The first hit and the second hit's grounded sweetspot deal less damage (8% → 4% (hit 1), 12% → 11% (hit 2)), hindering the second hit's KO potential.}}
**{{nerf|The first hit launches grounded opponents at a higher angle (275°/361° → 78°), and has less knockback compared to the previous sourspot, but no longer has set knockback compared to the previous sweetspot (50/30 base/20/0 set/75 scaling → 42 base/0 set/10 scaling). As the sweetspot was larger than the sourspot and outprioritized it, this causes the first hit to connect less reliably into the second hit against grounded opponents overall, despite inflicting 2 additional frames of [[hitstun]], and removes its ability to [[trip]] and lock opponents.}}
***{{nerf|This also means that the second hit's grounded sweetspot can no longer connect after the first hit, further worsening its KO potential.}}
***{{nerf|Against aerial opponents, it launches at a higher angle (361° → 65°), and deals much less knockback (50 base/100 scaling → 20/10) with 2 additional frames of hitstun, but the resulting hitstun is no longer enough for it to true combo into the second hit until high percents. This allows aerial opponents to jump or air dodge out of the second hit, and removes the first hit's individual KO potential against them.}}
**{{nerf|The first hit has a higher hitlag multiplier (1× → 1.6×), giving opponents more time to DI the second hit.}}
**{{nerf|The second hit has more startup (frame 6 → 8) and ending lag (FAF 31 → 40). This causes it to hit one frame later after the first hit, despite its marginally faster transition (frame 11 → 10).}}
**{{nerf|The second hit's sourspot takes priority over the sweetspots.}}
**{{change|The second hit has more base knockback, but less knockback scaling (55 base/80 scaling → 85/62).}}
*[[Up tilt]]:
**{{buff|Up tilt deals more damage (13% → 14.5% (clean), 12% → 13.5% (late)), with the clean hit's knockback compensated (55 base/95 scaling → 65/82). In combination with the increased [[shieldstun]] and more limited [[out of shield]] options, this makes it noticeably safer on shield.}}
**{{buff|The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 6-7/8-13 → 6-8/9-13).}}
**{{buff|The late hit launches opponents at a higher angle (84° → 95°), and its knockback was not fully compensated for the increased damage (45 base/95 scaling → 50/88), slightly improving its KO potential.}}
**{{nerf|Up tilt has much smaller hitboxes (6u/5u/5u (clean) → 3.5u/2.5u/2.5u (clean, frames 6-7), 7u/5u/6u (late) → 5u/3u/3u (clean, frame 8; late)), and the clean hit's hitboxes are not placed as far (Z offset: 12u/4u/7.5u → 7u/4u/2.5u (frame 6), 10u/5u/2.5u (frame 7), 0u/0u/0u (frame 8)). This drastically reduces its infamously disjointed horizontal range, to the point opponents have to be close to Snake in order for the move to connect.}}
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 35 → 31).}}
**{{buff|It deals more damage (10% → 12%). Combined with its reduced ending lag and the shield changes, this makes it significantly safer on shield.}}
**{{nerf|It has a shorter hitbox duration (frames 6-9 → 6-7).}}
**{{nerf|It deals drastically less knockback (50 base/100/110/100 scaling → 60 base/62 scaling), no longer KOing until very high percentages, despite its increased damage.}}
**{{nerf|The hitbox covering Snake's body has been removed.}}
*[[Dash attack]]:
**{{buff|The changes to [[jostle]] mechanics allow dash attack to connect more reliably at point-blank range, as Snake can no longer run through his opponents.}}
**{{buff|The clean hit has a longer duration, with the late hit having a shorter duration instead (frames 5-6/7-12 → 5-8/9-12).}}
**{{nerf|The clean hit has much more base knockback, but much less knockback scaling (50 base/85 scaling → 95/45), greatly hindering its KO potential.}}
**{{buff|The clean hit launches opponents at a lower angle (65° → 45°), which alongside its higher base knockback allows it to set up edgeguards more effectively.}}
**{{nerf|The [[Gatling Combo]] can no longer be performed, hindering dash attack's damage racking ability.}}
**{{nerf|The late hit has less knockback scaling (85 → 75).}}
*[[Smash attack]]s:
**{{change|The voice clips for Snake's smash attacks have been swapped around. His forward smash uses his previous down smash's clip, his up smash uses his previous forward smash's clip, and his down smash uses his previous up smash's clip.}}
*[[Forward smash]]:
**{{buff|Forward smash has less ending lag (FAF 80 → 74).}}
**{{nerf|It deals less knockback (100 base/60 scaling → 66/75), reducing its KO potential despite its higher knockback scaling, especially at the edge.}}
**{{change|Snake no longer vocalizes consistently when using the move, and he does so after it has been performed, rather than before. It has additionally gained a new "clicking" sound effect.}}
*[[Up smash]]:
**{{buff|Up smash's mortar shell no longer follows a random trajectory, instead always arcing slightly towards Snake's front. While this removes its ability to hit opponents behind Snake, it most importantly improves its consistency, allowing it to be used more effectively for disrupting approaches and edgeguarding.}}
**{{change|The move's sound effects are more realistic, replacing the previous move's distinctive "bloop" sound.}}
**{{buff|The mortar shell deals more damage (10% → 14%) with knockback not fully compensated (90 base/67 scaling → 87/60), improving its KO potential.}}
**{{buff|The mortar shell travels slightly higher when uncharged.}}
**{{buff|Due to the changes to hitstun canceling, opponents can no longer air dodge the mortar shell after the first hit, and due to the weakening of [[DI]], they can no longer get out of its range as effectively, allowing it to connect more reliably.}}
**{{nerf|Snake takes longer to act out of up smash (FAF 52 → 55).}}
**{{nerf|The removal of [[DACUS]] significantly hinders its approach potential.}}
**{{nerf|The first hit has smaller hitboxes (8u/8u → 5u/5u) that are not placed as far horizontally (Z offset: -2u/8u → 1u/7u), decreasing its overall range especially horizontally, despite the hitboxes now extending vertically (Y offset: 4u → 4u-6u).}}
**{{nerf|The mortar shell has more startup (frame 29 → 35).}}
***{{buff|However, since the move's total duration was not fully compensated, this reduces its ending lag.}}
*[[Down smash]]:
**{{change|Snake has a new down smash: rather than setting up a landmine, he kicks to his frontside, then his backside, similar to {{SSBU|Zelda}}'s down smash.}}
***{{bugfix|As a result, the [[Infinite explosion glitch]] is no longer possible to perform.}}
**{{buff|It has dramatically less startup (frame 61 (setup), 132 (explosion) → 8 (hit 1), 20 (hit 2)) and a shorter total duration (FAF 77 → 45), and launches at a [[semi-spike]] angle (88° → 25° (hit 1), 20° (hit 2)), making it much more useful as a close range attack and granting Snake another potent edgeguarding tool.}}
**{{buff|Due to functioning as a sweeping down smash rather than hitting both sides simultaneously, it can connect both hits at low percents if the opponent is launched backward by the first hit, racking up much more damage (14% → 26%).}}
**{{buff|It can affect aerial opponents, and no longer damages Snake.}}
**{{nerf|Due to being a direct attack instead of a projectile, Snake can no longer set up an additional trap with his down smash to complement his other projectiles, removing its utility as a neutral and stage control tool, as well as its followup ability. As a result, it is generally much more situational.}}
**{{nerf|Both hits have an immensely shorter hitbox duration than the previous landmine's detector (≈24 seconds → frames 8-10 (hit 1), 20-22 (hit 2)).}}
**{{nerf|Both hits have smaller hitboxes than the landmine's explosion (5u/5u/5u → 4u/3.3u).}}
**{{nerf|The first hit deals less damage than the landmine (14% → 12%).}}
**{{change|It has altered knockback (90 base/58 scaling → 30/87 (hit 1), 30/88 (hit 2)), weakening the first hit's KO potential compared to the landmine, but strengthening the second hit's.}}
 
===Aerial attacks===
*{{buff|All aerials have less landing lag (30 frames → 16 (neutral), 30 → 19 (forward, back), 22 → 15 (up), 30 → 20 (down)).}}
*[[Neutral aerial]]:
**{{buff|The hits after the first have less startup (frame 22/34/44 → 18/26/36), with its total duration reduced as well (FAF 68 → 60), allowing it to land all hits in a short hop.}}
**{{buff|The first three hits use the [[autolink angle]] against aerial opponents (120°/60°/100°/75° (hits 1-2), 260°/280°/100°/75° (hit 3) → 367°/90°) and have more consistent set knockback (5/5/40/40 (hits 1-2), 10/10/70/70 (hit 3) → 30/50). Combined with the weakening of [[SDI]] and the hits' faster startup, this allows them to connect much more reliably.}}
**{{buff|Due to the move's reduced landing lag, the first three hits can set up into other attacks against grounded opponents if Snake lands as soon as possible after any of them hits.}}
**{{nerf|All hits deal less damage (6% → 3% (hit 1), 5% → 3% (hit 2), 4% → 3% (hit 3), 13% → 12% (hit 4); 28% total → 21%). The last hit also deals much less knockback (45 base/95 scaling → 25/90), greatly hindering its KO potential, no longer being the strongest neutral aerial in the game (although it remains among the strongest).}}
**{{nerf|All hits except the last have a shorter hitbox duration (4 frames → 2).}}
**{{nerf|All hits have smaller hitboxes (5u/5u/5u/5u → 4u/4u (hits 1-3), 9u → 7.5u (hit 4)) that do not cover as much space vertically (Y offset: 14u/14u/2u/2u (hits 1-3) → 7u/7u (hit 1), 9u/9u (hits 2-3), 13u → 11u (hit 4)) and horizontally (12u/2u/12u/2u → 4u-11u (hits 1-3), 11u → 7u (hit 4)), significantly reducing the move's range.}}
*[[Forward aerial]]:
**{{buff|The removal of [[meteor canceling]] improves sweetspotted forward aerial's reliability for edgeguarding.}}
**{{buff|The changes to hitstun canceling combined with the move's reduced landing lag grant the sweetspot combo potential onstage from low to mid percents.}}
**{{nerf|It deals less knockback (40 base/100 scaling → 35/90), hindering its KO potential, although its sweetspot remains one of the strongest meteor smashes in the game.}}
**{{nerf|It grants Snake a weaker vertical boost (1.2 → 0.8), making it riskier to use offstage and removing its ability to [[auto-cancel]] in a full hop.}}
**{{nerf|The sourspot is noticeably smaller (6.5u → 4.7u).}}
*[[Back aerial]]:
**{{buff|Back aerial can now auto-cancel before its animation ends (frame 43 → 40), although it remains unable to auto-cancel in a short hop.}}
**{{buff|The clean hit's sweetspot is placed on Snake's feet rather than his legs (Z offset: -11u/-5.5u/0u → -4u/-10u). This gives it a more favorable placement, allowing the move to be spaced more effectively, and making the sweetspot easier to land without getting outprioritized by the sourspot.}}
**{{nerf|It deals much less knockback (40 base/90 scaling → 42/43 base/72 scaling (clean), 25/100 → 25/85 (late)), no longer being one of the strongest back aerials in the game.}}
**{{nerf|It has smaller hitboxes, and the hitbox on Snake's back has been removed (5.4u/5.7u/4u → 4.5u/5.4u (clean), 5u/5u/4u → 4.3u/5u (late)).}}
**{{nerf|The late hit has gained a sourspot on Snake's legs akin to the clean hit, which deals less damage (10% → 9%).}}
***{{buff|However, coupled with its reduced knockback, this allows it to lock opponents for longer.}}
*[[Up aerial]]:
**{{buff|The changes to hitstun canceling combined with the move's reduced landing lag grant it some combo potential from low to mid percents.}}
**{{nerf|The clean hit has more base knockback, but much less knockback scaling (40 base/95 scaling → 65/72), hindering its KO potential.}}
**{{nerf|The late hit has less knockback scaling (100 → 95).}}
**{{nerf|It has much smaller hitboxes (6u/6u/6u → 4u/4u/4u), and they are placed higher (Y offset: 10u/15u/20u → 15u/18u/21u). While it has marginally longer range above Snake as a result, it also has much shorter frontal range and no longer covers his upper body, making it harder to connect against grounded opponents.}}
**{{change|It has an altered animation, with Snake flipping forward before the kick rather than backward.}}
*[[Down aerial]]:
**{{buff|Down aerial auto-cancels earlier (frame 60 → 53).}}
**{{buff|The hits after the first have less startup (frame 14/25/36 → 10/17/25).}}
***{{nerf|However, the move's total duration remains the same, increasing its ending lag.}}
**{{buff|Snake gains a significant vertical boost after performing the final kick (0 → 1.2), allowing the move to auto-cancel in a short hop combined with its faster auto-cancel window, and increasing its safety offstage.}}
**{{buff|The first three hits have lower set knockback (50 (hit 1), 60 (hit 2), 80 (hit 3) → 50/35/25 (all)), and the uppermost hitbox launches at a more horizontal angle (80° → 70°). Combined with the weakening of SDI and the hits' faster startup, this allows them to connect much more reliably.}}
**{{nerf|All hits deal less damage (6% → 4% (hit 1), 5% → 3% (hits 2-3), 12% → 10% (hit 4); 28% total → 20%). The last hit also has much less knockback scaling (110 → 80), significantly hindering its KO potential.}}
**{{nerf|It has noticeably smaller hitboxes, with the last hit also having one of its hitboxes removed (6u/7u/7u (hits 1-2), 7u/8u/8u (hits 3-4) → 5.5u/5.5u/4.5u (hits 1-3), 7u/6u (hit 4)).}}
 
===Throws and other attacks===
*[[Grab]]s:
**{{nerf|All grabs have more ending lag (FAF 30 → 35 (standing), 40 → 43 (dash), 30 → 38 (pivot)).}}
**{{nerf|All grabs have smaller hitboxes (4.5u/3.5u (standing), 4.5/3.5u/3.5u (dash, pivot) → 4u/2u).}}
**{{nerf|The changes to aerial [[grab release]]s heavily hinder Snake, as he no longer has any guaranteed follow ups out of an aerial grab release (such as dash attack or a regrab) outside of his explosives.}}
*{{change|The speed of forward, back and up throws is no longer weight-dependent.}}
*[[Pummel]]:
**{{buff|Pummel deals more hitlag (4 frames → 14), but has less startup (frame 2 → 1) and much less ending lag (FAF 18 → 7), shortening its effective duration.}}
**{{nerf|It deals less damage (2% → 1.3%).}}
**{{change|It has a quieter animation, with Snake not yanking the opponent backward as much.}}
*[[Forward throw]]:
**{{buff|Forward throw has less startup (frame 26 → 21), with its total duration reduced as well (FAF 45 → 40).}}
**{{change|It has a different ending animation, where Snake poses with his arms out.}}
*[[Back throw]]:
**{{nerf|Back throw has more startup (frame 17 → 20), making it easier to DI.}}
***{{buff|However, it has a shorter total duration (FAF 32 → 31), reducing its ending lag by four frames. Alongside the changes to hitstun canceling and Snake's faster initial dash, this allows it to combo into dash attack at low percents.}}
*[[Up throw]]:
**{{buff|Up throw has less ending lag (FAF 50 → 48).}}
**{{buff|It has gained a hitbox before the throw, allowing it to hit bystanders.}}
**{{buff|It deals more damage (10% → 7% (hit 1), 4% (throw)); 11% total).}}
**{{buff|The throw has altered knockback (68 base/60 scaling → 55/130). In combination with the move's reduced ending lag and the changes to hitstun canceling, this allows it to combo into up tilt at low percents, while improving its KO potential at very high percents.}}
**{{nerf|Due to the new first hit's hitlag, the throw is easier to DI.}}
**{{change|It has an altered animation, with Snake shoulder tackling the opponent as he falls.}}
*[[Down throw]]:
**{{buff|Down throw has drastically less startup (frame 59 → 35).}}
***{{nerf|However, its total duration was not fully compensated (FAF 60 → 42), giving it six more frames of ending lag.}}
**{{nerf|It deals less damage (12% → 9%).}}
**{{nerf|Due to the removal of chain grabbing, Snake can no longer [[tech-chase]] opponents repeatedly with the move, hindering its damage racking potential.}}
**{{change|How soon an opponent can act out of down throw is based on their percentage before the throw; it begins immobilizing them for three frames, which increases to four frames at 7%, then by one frame for every additional 17%, until capping out at 13 frames. This hinders its tech-chasing potential at lower percents, but gives Snake guaranteed followups at higher percents, most notably a KO setup into up tilt once it reaches its cap at 160%.}}
*[[Floor attack]]s:
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}}
**{{change|Their angles have been altered (361° → 48°).}}
*[[Edge attack]]:
**{{buff|Edge attack grants more intangibility (frames 1-21 → 1-27).}}
**{{buff|It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.}}
**{{nerf|It has noticeably less range (6u/5u/4.5u/3u → 4.5u).}}
 
===Special moves===
*{{nerf|Due to [[tumbling]] characters no longer [[Knockback#Other_physics_of_knockback|hitting opponents they fly into]] other than the one that launched them (including projectiles belonging to them), Snake can no longer disrupt opponents or rack up extra damage on them by launching himself with his explosives.}}
*[[Hand Grenade]]:
**{{buff|Generating the Hand Grenades has less ending lag (FAF 24 → 22).}}
**{{buff|Snake can use his double jump while holding a Hand Grenade, improving its aerial versatility.}}
**{{nerf|The normal throw has more startup (frame 6 → 8 (normal)).}}
***{{buff|However, its total duration remains the same, reducing its ending lag.}}
**{{change|Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds.}}
**{{change|The explosion's base damage is lower (12% → 9%), hindering its KO potential, but improving its combo potential in combination with the changes to hitstun canceling. It has also received negative shield damage, which alongside its reduced damage output weakens Hand Grenades' shield pressuring ability, but allows Snake himself to shield them more safely.}}
**{{bugfix|Shield dropping a Hand Grenade no longer causes other active ones in the air to fall straight down, nor drops Hand Grenades held by other characters.}}
*[[Remote Missile]]:
**{{buff|Remote Missile has one frame less startup (frame 42 → 41).}}
**{{buff|It has less ending lag both when canceled (FAF 34 → 28) and upon hitting an opponent (FAF 34 → 30).}}
**{{buff|The Remote Missile reaches its top speed immediately upon being fired, travels faster, and turns much quicker, making it significantly easier to control and hit opponents with.}}
**{{buff|The changes to [[air dodge]]s in combination with the move's faster maneuverability significantly improve its utility for [[edgeguarding]], as it can now cover opponents' recovery options much more effectively and force them to use up their air dodges, KOing them at high percents if it hits. This gives it a more defined purpose in Snake's arsenal, no longer being one of his most situational moves.}}
**{{buff|The weak hit has more base knockback (45 → 50).}}
**{{nerf|It no longer deals shield damage (1 → 0).}}
**{{change|The Remote Missile no longer fully stops and drops down when canceled, instead falling in an arc carried by its horizontal momentum.}}
**{{change|It uses a different sound when preparing to fire a missile.}}
*[[Cypher]]:
**{{buff|Snake can grab ledges out of Cypher, improving its safety.}}
**{{nerf|Cypher can be destroyed by attacks that deal at least 13% damage, worsening Snake's recovery.}}
**{{nerf|Due to the new limitations to [[tech]]ing, Snake can no longer infinitely stall by using Cypher, hitting himself with C4 and then teching on the stage if his percent is too high, hindering his recovery at high percents.}}
**{{nerf|It no longer deals shield damage (1 → 0).}}
**{{change|It launches at a slightly different angle (361° → 42°).}}
**{{change|It no longer uses set knockback (90 set/100 scaling → 63 base/17 scaling), making it weaker at low percents, but stronger at high percents.}}
**{{change|It uses two smaller hitboxes instead of a single large hitbox (6u → 2.5u/3u).}}
**{{bugfix|The [[grab release glitch]] has been fixed.}}
**{{bugfix|Grabbing onto a {{b|ladder|stage element}} no longer causes Snake to become helpless whenever he lets go or falls after climbing to the top.}}
*[[C4]]:
**{{buff|While [[crouch]]ing, Snake can place and detonate a C4 without standing up, allowing him to take advantage of his low crouch while using the move.}}
***{{buff|Placing it from a crouching position has less startup (frame 20 → 14) and a shorter total duration (FAF 40 → 34) compared to the standing version.}}
**{{buff|It detonates faster with a longer duration (frames 29-30 → 25-27), and has less ending lag (FAF 40 → 33 (standing, aerial), 36 (crouching)). In combination with the changes to hitstun canceling, this improves its combo potential from low to mid percents.}}<!--
Needs confirmation: **{{buff|C4 stuck to an opponent no longer falls off as often after they are launched by a high-knockback move.}}-->
**{{nerf|It no longer deals shield damage (1 → 0).}}
**{{nerf|Dropping it in the air has one frame more startup (frame 15 → 16).}}
***{{buff|However, its total duration remains the same, reducing its ending lag.}}
**{{nerf|Sticking it to an opponent when Snake is on the ground has one frame more startup (frame 8 → 9).}}
***{{buff|However, it has much less ending lag (FAF 33 → 25), now matching the wall version.}}
**{{nerf|The extended [[invincibility]] on throws makes it more difficult to perform the [[Omnigay]].}}
**{{change|C4 emits a flashing red light for a few seconds after being placed, improving its visibility. This allows Snake to keep track of it more easily, but also allows opponents to do the same.}}
**{{change|It produces a quieter sound when placed.}}<!--Not a buff because it's just an aesthetic, and it's made irrelevant by the new red light-->
**{{change|Snake kneels when detonating it from a standing position.}}
**{{change|Snake can say "There!" in addition to "Now!" when detonating it, which was previously an unused voice clip from ''Brawl''{{'}}s files.}}
*[[Final Smash]]:
**{{change|Snake has a new Final Smash called [[Covering Fire]]. It involves him throwing a flare grenade to call an airstrike. He will announce "It's showtime!" if the move is started on the ground, but not in the air. A crosshair will first appear to mark opponents in intervals before five homing missiles are fired at the marked victims. Targets must be marked multiple times in order to send more of the missiles at them. Any missiles not given a target when their mark is placed will simply fly at where the crosshair was at the time. This resembles the way flare grenades are used in ''Metal Gear Solid V'', where a support helicopter could be called to provide backup, with homing missiles being one of the options. The UI for the missiles bears a resemblance to the one used for the FIM-92 Stinger homing missile launcher.}}


==Update history==
==Update history==

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