Project M

Snake (PM): Difference between revisions

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{{ArticleIcons|pm=y}}
{{ArticleIcons|pm=y}}
{{stub}}
{{stub}}
{{for|the unmodded version of Snake|Snake (SSBB)}}


{{Infobox Character Mod
{{Infobox Character Mod
|name        = Snake
|name        = Snake
|image        = [[File:Snake SSBB.jpg|250px]]
|image        = [[File:Snake SSBB.jpg|225px]]
|mod          = Project M
|mod          = Project M
|base        = ssbb
|base        = ssbb
|moveset1    = Snake (SSBB)
|altcostume  =  
|altcostume  =  
|tier        =  
|tier        =  
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*{{buff|Forward smash is replaced with a knife combo, where Snake slashes twice in front of him, then performs a third stronger slash with a second press of the attack button. It is much faster than his previous forward smash and can efficiently rack up damage at low percentages, with the third hit gaining KO potential.}}
*{{buff|Forward smash is replaced with a knife combo, where Snake slashes twice in front of him, then performs a third stronger slash with a second press of the attack button. It is much faster than his previous forward smash and can efficiently rack up damage at low percentages, with the third hit gaining KO potential.}}
*{{buff|Up smash's mortars deal higher damage, and their horizontal angle is no longer random; instead, the player can control it like with {{PM|Ivysaur}}'s Seed Bomb.}}
*{{buff|Up smash's mortars deal higher damage, and their horizontal angle is no longer random; instead, the player can control it like with {{PM|Ivysaur}}'s Seed Bomb.}}
*{{buff|Down smash's mines can now KO at lower percentages, can be planted quicker, and have a larger detection radius.}}
*{{buff|Down smash has less ending lag, and mines can now KO at lower percentages along with having a larger detection radius.}}
*{{buff|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.}}
*{{buff|Forward and back throws have very little knockback growth, so it is easier to throw opponents into mines and C4s.}}
*{{buff|Forward and back throws have very little knockback growth, so it is easier to throw opponents into mines and C4s.}}
*{{buff|Down throw deals more damage and ends faster, forcing the opponent to act faster and racking up more damage as a [[tech-chasing]] move.}}
*{{buff|Down throw deals more damage and ends faster, forcing the opponent to act faster and racking up more damage as a [[tech-chasing]] move.}}
*{{buff|[[Nikita]] has been replaced with a Tranquilizer Gun: Snake shoots a small tranquilizing projectile that puts a grounded opponent to sleep for one instant and causes airborne opponents to flinch, all while causing 1% damage. It can be fired three times, but the fourth time will be a shield-cancelable reload to be able to fire three shots again. It has more utility than the Nikita, being much faster and allowing Snake to easily [[punish]] foes affected by the attack.}}
*{{buff|[[Nikita]] has been replaced with a Tranquilizer Gun: Snake shoots a small tranquilizing projectile that puts a grounded opponent to sleep for one instant and causes airborne opponents to flinch, all while causing 1% damage. It can be fired three times, but the fourth time will be a shield-cancelable reload to be able to fire three shots again. It has more utility than the Nikita, being much faster and allowing Snake to easily [[punish]] foes affected by the attack.}}
*{{buff|[[Cypher]] now emits electricity when used, and causes opponents to take 6% damage flinch when in close radius. It additionally has a slightly better horizontal movement.}}
*{{buff|[[Cypher]] now emits electricity when used, and causes opponents to take 6% damage flinch when in close radius. It additionally has a slightly better horizontal movement.}}
*{{buff|[[C4]] has more KO potential. In addition, it doesn't disappear unless Snake dies or sets it off, and the detonation animation can be canceled by holding the special button for some sort of feint.}}
*{{buff|[[C4]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they don't disappear unless Snake dies or sets it off, and the detonation animation can be canceled by holding the special button for some sort of feint.}}
*{{nerf|The general new physics of ''Project M'', which include enhanced air movements and the re-introduction of techniques such as [[wavedash]]ing, increase the pace of many characters' playstyles, allowing most of the cast to overcome Snake's metagame, which was one of the most powerful in ''Brawl''. Like Meta Knight, Snake gets minor benefits 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''. Like Meta Knight, Snake gets minor benefits from these techniques other than L-canceling, compared to other characters.}}
*{{nerf|Significantly lighter; Snake is now only slightly heavier than {{PM|Captain Falcon}} and {{PM|Link}}.}}
*{{nerf|Significantly lighter; Snake is now only slightly heavier than {{PM|Captain Falcon}} and {{PM|Link}}.}}
*{{nerf|New up tilt has significantly less range and decreased KO potential.}}
*{{nerf|New up tilt has significantly less range and decreased KO potential.}}
*{{nerf|Neutral aerial deals less damage, and the last kick also deals less knockback.}}
*{{nerf|Neutral aerial deals less damage, and the last kick also deals less knockback.}}
*{{nerf|Down aerial can no longer KO onstage opponents reliably.}}
*{{nerf|Down aerial can no longer KO onstage opponents properly.}}
*{{nerf|New forward smash has less KO potential, and the third hit is easy to [[DI]] out of at high percents.}}
*{{nerf|New forward smash has less KO potential, and the third hit is easy to [[DI]] out of at high percents.}}
*{{nerf|Only one Grenade can be out at a time.}}
*{{nerf|Cypher gains less vertical distance, and it no longer gives [[launch resistance]] to Snake.}}
*{{nerf|Cypher gains less vertical distance, and it no longer gives [[launch resistance]] to Snake.}}
*{{nerf|Forward and back throws are worse at KOing by themselves.}}
*{{nerf|Forward and back throws are worse at KOing by themselves.}}
*{{nerf|[[Cardboard Box]] no longer affects opponents.}}
*{{nerf|[[Cardboard Box]] no longer affects opponents.}}
*{{change|[[Grenade]]s now explode sooner, but only one can be active at any time. Additionally, Snake can now roll his grenades by inputting Down as he throws the grenade.}}
*{{change|[[Grenade]]s now explode sooner, but only one can be active at any time. Additionally, Snake can now roll his grenades forward by tilting down as he is about to throw it.}}
*{{change|Has a different attack while crawling as opposed to just crouching: he will stab using a knife instead of performing a spin kick. This deals low damage and knockback, but can set up combos.}}
*{{change|Has a different attack while crawling as opposed to just crouching: he will stab using a knife instead of performing a spin kick. This deals low damage and knockback, but can set up combos.}}
*{{change|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character.}}
*{{change|C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character.}}
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|-
|-
!Neutral attack
!Neutral attack
| || 4% then 3% then 8% ||
| || 4%, 3% then 8% (15% total) ||
|-
|-
!Forward tilt
!Forward tilt
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|-
|-
!Up tilt
!Up tilt
| || 12% (arm) 10% (hand) ||
| || 12% (arm), 10% (hand) ||
|-
|-
!Down tilt
!Down tilt
| || 11% (sweetspot) 10% (sourspot) ||
| || 11% (sweetspot), 10% (sourspot) ||
|-
|-
!Crawl attack
!Crawl attack
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|-
|-
!Dash attack
!Dash attack
| || 11% (clean) 8% (late) ||
| || 11% (clean), 8% (late) ||
|-
|-
!Forward smash
!Forward smash
| || {{ChargedSmashDmgSSBM|6}} (2 hits) then {{ChargedSmashDmgSSBM|12}} ||
| || {{ChargedSmashDmgSSBM|6}} (2 hits) then {{ChargedSmashDmgSSBM|12}} ({{ChargedSmashDmgSSBB|24}} total) ||
|-
|-
!Up smash
!Up smash
| || 4% (start up){{ChargedSmashDmgSSBM|14}}  ||
| || 4% (slam), 14% (mortar shot) ||
|-
|-
!Down smash
!Down smash
| || {{ChargedSmashDmgSSBM|14}} ||
| || {{ChargedSmashDmgSSBM|14}} ||
|-
|-
!Neutral aerial
!Neutral aerial
| || 3% then 5% then 7% ||
| || 3%, 5% then 7% (15% total) ||
|-
|-
!Forward aerial
!Forward aerial
| || 16% (foot) 14% (leg) ||
| || 16% (foot), 14% (leg) ||
|-
|-
!Back aerial
!Back aerial
| || 14% (clean) 10% (late) ||
| || 14% (clean), 10% (late) ||
|-
|-
!Up aerial
!Up aerial
| || 14% (clean) 10% (late) ||
| || 14% (clean), 10% (late) ||
|-
|-
!Down aerial
!Down aerial
| || 4% (4 hits) ||
| || 4 hits of 4% (16% total) ||
<!--Grab aerial-->
<!--Grab aerial-->
<!--Glide attack-->
<!--Glide attack-->
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|-
|-
!Neutral special
!Neutral special
| [[Hand Grenade]] || 2-4% (contact) 12% (explosion) ||
| [[Hand Grenade]] || 2-4% (throw), 12% (explosion) ||
|-
|-
!Side special
!Side special

Revision as of 00:56, February 12, 2014

Stub.png
Snake
in Project M and Project+
Snake SSBB.jpg
MetalGearSymbol.svg
Universe Metal Gear
Base game appearance Brawl
Moveset inspiration Snake (SSBB)
Snake (SSBB)

Snake is a playable character in the Brawl mod Project M.

Attributes

Changes from Brawl to PM

Snake generally received multiple buffs, nerfs, and general changes from Brawl to PM. His main nerf is that the game's new physics weaken many of his options that were formerly dominant, similar to with Meta Knight, though he still gets plenty of other desirable buffs.

  • Buff Snake's grounded jump height has been increased, which along with the faster falling speeds and addition of L-canceling, allow better and less risky usage of his aerial attacks and also equip him with a powerful SHFFL.
  • Buff First hit of forward tilt now causes grounded opponents to bounce upwards, allowing the second hit to connect more reliably.
  • Buff Up tilt has been replaced with an uppercut that can combo well at low percentages, similar to Captain Falcon's up smash from Smash 64.
  • Buff Neutral aerial hits three times (as opposed to four), allowing all kicks to connect in a short hop and rack up damage to launch the opponent afterwards.
  • Buff Tip of forward aerial now spikes, being a deadlier edge-guarding move when spaced correctly.
  • Buff Down aerial's last stomp is now a meteor smash, also acting better as an edge-guarding move.
  • Buff Forward smash is replaced with a knife combo, where Snake slashes twice in front of him, then performs a third stronger slash with a second press of the attack button. It is much faster than his previous forward smash and can efficiently rack up damage at low percentages, with the third hit gaining KO potential.
  • Buff Up smash's mortars deal higher damage, and their horizontal angle is no longer random; instead, the player can control it like with 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 Snake can now drag grabbed enemies sideways by using the left and right taunt buttons.
  • Buff Forward and back throws have very little knockback growth, so it is easier to throw opponents into mines and C4s.
  • Buff Down throw deals more damage and ends faster, forcing the opponent to act faster and racking up more damage as a tech-chasing move.
  • Buff Nikita has been replaced with a Tranquilizer Gun: Snake shoots a small tranquilizing projectile that puts a grounded opponent to sleep for one instant and causes airborne opponents to flinch, all while causing 1% damage. It can be fired three times, but the fourth time will be a shield-cancelable reload to be able to fire three shots again. It has more utility than the Nikita, being much faster and allowing Snake to easily punish foes affected by the attack.
  • Buff Cypher now emits electricity when used, and causes opponents to take 6% damage flinch when in close radius. It additionally has a slightly better horizontal movement.
  • Buff C4s produce more vertical knockback to compensate for the faster falling speeds. In addition, they don't disappear unless Snake dies or sets it off, and the detonation animation can be canceled by holding the special button for some sort of feint.
  • Nerf The general new physics of Project M, which include enhanced air movements and the re-introduction of techniques such as wavedashing, increase the pace of many characters' playstyles, allowing most of the cast to overcome Snake's metagame, which was one of the most powerful in Brawl. Like Meta Knight, Snake gets minor benefits from these techniques other than L-canceling, compared to other characters.
  • Nerf Significantly lighter; Snake is now only slightly heavier than Captain Falcon and Link.
  • Nerf New up tilt has significantly less range and decreased KO potential.
  • Nerf Neutral aerial deals less damage, and the last kick also deals less knockback.
  • Nerf Down aerial can no longer KO onstage opponents properly.
  • Nerf New forward smash has less KO potential, and the third hit is easy to DI out of at high percents.
  • Nerf Cypher gains less vertical distance, and it no longer gives launch resistance to Snake.
  • Nerf Forward and back throws are worse at KOing by themselves.
  • Nerf Cardboard Box no longer affects opponents.
  • Change Grenades now explode sooner, but only one can be active at any time. Additionally, Snake can now roll his grenades forward by tilting down as he is about to throw it.
  • Change Has a different attack while crawling as opposed to just crouching: he will stab using a knife instead of performing a spin kick. This deals low damage and knockback, but can set up combos.
  • Change C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character.
  • Change His blue costume has more distinctive recolors, making it more noticeable on Team Battles.
  • Change Up taunt has been changed to a taunt where Snake briefly smokes, taking 1% damage when he does so. He then drops the cigarette in front of him, causing 4% flame damage to nearby opponents. It is the longest taunt in the game.
  • Change Down taunt is still his Cardboard Box, but has the speed of the former up taunt.
  • Change Side taunt now has Snake speak into his codec, saying "Colonel, mission accomplished", similar to in one of his victory poses.

Moveset

Up to date as of version 3.0.

Name Damage Description
Neutral attack 4%, 3% then 8% (15% total)
Forward tilt 8% then 10%
Up tilt 12% (arm), 10% (hand)
Down tilt 11% (sweetspot), 10% (sourspot)
Crawl attack 5%
Dash attack 11% (clean), 8% (late)
Forward smash 6% (2 hits) then 12% (24% total)
Up smash 4% (slam), 14% (mortar shot)
Down smash 14%
Neutral aerial 3%, 5% then 7% (15% total)
Forward aerial 16% (foot), 14% (leg)
Back aerial 14% (clean), 10% (late)
Up aerial 14% (clean), 10% (late)
Down aerial 4 hits of 4% (16% total)
Grab
Pummel 3%
Forward throw 9%
Back throw 9%
Up throw 10%
Down throw 14%
Floor attack (front) 6%
Floor attack (back) 6%
Floor attack (trip) 5%
Edge attack (fast) 8%
Edge attack (slow) 10%
Neutral special Hand Grenade 2-4% (throw), 12% (explosion)
Side special Tranquilizer 1%
Up special Cypher 6% (2 hits)
Down special C4 17%
Final Smash Grenade Launcher 18% (12 shots) Snake catches a helicopter which brings him to the foreground. A grenade launcher is pulled out with enough ammunition for two rounds.

In competitive play

Notable players

Trivia

  • In build prior to 3.0, Snake's up taunt would involve him touching his beard, saying either "Not even close!" or "Tasty!", which was much shorter than his current up taunt.
    • Also prior to 3.0, Snake still had his Nikita, functioning just like in Brawl, though it would always do 18% damage regardless of its speed.

External links