Template:SSB4 to SSBU changelist/Snake: Difference between revisions

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**{{change|Snake uses one of his attacking voice clips (or stays silent) when using a smash attack with battering items rather than the voice clip from his forward smash in ''Brawl''.}}
**{{change|Snake uses one of his attacking voice clips (or stays silent) when using a smash attack with battering items rather than the voice clip from his forward smash in ''Brawl''.}}
**{{change|Snake's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}  
**{{change|Snake's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}  
*{{change|Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.}}
*{{change|Snake no longer uses unique sounds on hit for his jab, dash attack, tilts, and aerials.}}
*{{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''.}}
*{{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''.}}


===Attributes===
===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|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 and his [[out of shield]] game.}}
*{{buff|Snake [[walk|walks]] faster (0.84 → 0.882).}}
*{{buff|Snake [[walk]]s faster (0.84 → 0.882).}}
*{{buff|Snake [[run|runs]] much faster (1.35 → 1.595).}}
*{{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 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 [[crawl]]s backwards faster (0.4 → 0.5), bringing him in line with most of the other characters capable to crawl.}}
*{{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 89 characters.}}
*{{buff|Snake's [[fast fall]]ing speed is higher (2.422 → 2.768).}}
*{{buff|Snake's [[fast fall]]ing speed is 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.}}
*{{buff|Snake's [[traction]] is significantly higher (0.0542 → 0.116) going from the 25th highest to the 16th highest.}}
*{{nerf|Snake is significantly [[weight|lighter]] (113 → 106), making him a normal heavyweight instead of a super heavyweight, going from 3rd heaviest in ''Brawl'' to tied with {{SSBU|R.O.B.}} and {{SSBU|Banjo & Kazooie}} for 16th in ''Ultimate'', worsening his endurance especially vertically when combined with the removal of [[momentum canceling]] and the general changes to vertical knockback.}}
*{{nerf|Snake is significantly [[weight|lighter]] (113 → 106), making him a normal heavyweight instead of a super heavyweight, going from 3rd heaviest in ''Brawl'' to tied with {{SSBU|R.O.B.}} and {{SSBU|Banjo & Kazooie}} 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.}}
*{{buff|The removal of [[chain grab]]bing noticeably improves Snake's endurance against certain characters.}}
*{{buff|The 19% damage increase to shields, higher shieldstun and more limited out of shield options make Snake's moves safer on shield despite many of them having decreased damage.}}
*{{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.}}
*{{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).}}
*{{buff|Forward [[roll]] has less ending lag ([[FAF]] 36 → 31).}}
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*{{nerf|[[Spot dodge]] has more startup with less intangibility (frames 2-20 → 3-17), and more ending lag (FAF 26 → 27).}}
*{{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).}}
*{{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.}}
*{{buff|The reintroduction of directional air dodges benefits Snake more than most other characters, as due to [[Cypher]] not causing [[helplessness]], he can get additional distance with a directional air dodge after using it.}}
**{{buff|Combined with the removal of [[edgehogging]], this considerably improves Snake's recovery, especially since Cypher's hitbox can cover his air dodge to the ledge.}}
*{{nerf|All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile, and C4) can be [[absorb]]ed.}}
*{{nerf|All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile, and C4) can be [[absorb]]ed.}}


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**{{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 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|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 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, despite gaining a [[hitstun modifier]] of 2 on the fist hitbox.}}
**{{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.}}
**{{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]]:
*[[Forward tilt]]:
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**{{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 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.}}
**{{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.}}
**{{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 where opponents have to be close to Snake in order for the move to connect.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 35 → 31).}}
**{{buff|Down tilt has less ending lag (FAF 35 → 31).}}
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**{{buff|The mortar shell travels slightly higher when uncharged.}}
**{{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.}}
**{{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|Snake takes longer to act out of up smash (FAF 51 → 55).}}
**{{nerf|The removal of [[DACUS]] significantly hinders its approach potential.}}
**{{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 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).}}
**{{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 by three frames.}}
***{{buff|However, since the move's total duration was not fully compensated, this reduces its ending lag by two frames.}}
*[[Down smash]]:
*[[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.}}
**{{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.}}
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**{{nerf|Both hits have smaller hitboxes than the landmine's explosion (5u/5u/5u → 4u/3.3u).}}
**{{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%).}}
**{{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.}}
**{{nerf|Unlike the landmine, the new down smash does not have [[transcendent priority]].}}
**{{nerf|Both hits deal less knockback compared to the landmine (90 base/58 scaling → 30/87 (hit 1), 30/88 (hit 2)), hindering their KO potential despite their higher knockback scaling.}}


===Aerial attacks===
===Aerial attacks===
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**{{nerf|All hits except the last have a shorter hitbox duration (4 frames → 2).}}
**{{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.}}
**{{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.}}
**{{change|The last hit is now weight-independent, improving its KO potential against heavyweights, but hindering it against lightweights.}}
*[[Forward aerial]]:  
*[[Forward aerial]]:  
**{{buff|The removal of [[meteor canceling]] improves sweetspotted forward aerial's reliability for edgeguarding.}}
**{{buff|The removal of [[meteor canceling]] improves sweetspotted forward aerial's reliability for edgeguarding.}}
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**{{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|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).}}
**{{nerf|The sourspot is noticeably smaller (6.5u → 4.7u).}}
***{{buff|However, because the sourspot outprioritizes the sweetspot, this makes the [[meteor smash]] sweetspot easier to land.}}
*[[Back aerial]]:
*[[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|Back aerial can now auto-cancel before its animation ends (frame 43 → 40), although it remains unable to auto-cancel in a short hop.}}
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***{{nerf|However, the move's total duration remains the same, increasing its ending lag.}}
***{{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|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.}}
**{{change|Snake is not pushed downwards slightly during the first kick (0 → -0.2).}}
**{{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.}}
**{{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.}}
**{{buff|It is much faster when used [[out of shield]] due to Snake's significantly faster jumpsquat (frame 12 → 6). Combined with the move's multihits connecting much more consistently, this improves its utility as an out of shield option. }}
**{{buff|It is much faster when used [[out of shield]] due to Snake's significantly faster jumpsquat (frame 12 → 6). Combined with the move's multihits connecting much more consistently, this improves its utility as an out of shield option. }}
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*[[Back throw]]:
*[[Back throw]]:
**{{nerf|Back throw has more startup (frame 17 → 20), making it easier to DI.}}
**{{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.}}
***{{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 and C4 at mid to high percents.}}
**{{change|Snake no longer faces the other way after using back throw.}}
**{{change|Snake no longer faces the other way after using back throw.}}
*[[Up throw]]:
*[[Up throw]]:
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*[[Hand Grenade]]:
*[[Hand Grenade]]:
**{{buff|Generating the Hand Grenades has less ending lag (FAF 24 → 22).}}
**{{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.}}
**{{buff|Snake can now use his double jump while holding a Hand Grenade, improving its aerial versatility.}}
**{{nerf|The normal throw has more startup (frame 6 → 8 (normal)).}}
**{{nerf|The normal throw has more startup (frame 6 → 8 (normal)).}}
***{{buff|However, its total duration remains the same, reducing its ending lag.}}
***{{buff|However, its total duration was unchanged, reducing its ending lag.}}
**{{change|Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds.}}
**{{change|Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds.}}
**{{change|The explosion deals less damage (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.}}
**{{nerf|Thrown Hand Grenades have a lower base damage value (2% → 1%).}}
**{{nerf|The explosion deals less damage (12% → 9%) and has lower knockback scaling (70 → 69), hindering its KO potential.}}
***{{buff|However, this also improves its combo potential in combination with the changes to hitstun canceling and DI, making it more practical to combo from in a greater amount of situations.}}
**{{nerf|The explosion has a smaller hitbox during its first active frame (20u → 12u).}}
**{{change|The explosion has received negative shield damage (0 → -4.5), which alongside its reduced damage output, reduces its shield damage despite the universal increase to shield damage. This weakens Hand Grenades' shield pressuring ability against opponents, 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.}}
**{{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]]:
*[[Remote Missile]]:
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*[[C4]]:
*[[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|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|Placing it from a crouching position has less startup (frame 20 → 14) and a shorter total duration (FAF 45 → 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.}}<!--
**{{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.}}-->
Needs confirmation: **{{buff|C4 stuck to an opponent no longer falls off as often after they are launched by a high-knockback move.}}-->
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*[[Final Smash]]:
*[[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.}}
**{{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.}}
**{{nerf|Snake only fires five shots simultaneously instead of twelve, with each shot's damage being reduced (18% → 15%), hindering its overall effectiveness.}}
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