Snake (PM): Difference between revisions
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*{{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 | *{{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 reload to be able to fire three shots again. Snake can also reload it even without firing by pressing a Sheild button in the first frames. 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]]s produce more vertical knockback to compensate for the faster falling speeds. In addition, they don't disappear unless Snake dies or sets them 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 them off, and the detonation animation can be canceled by holding the special button for some sort of feint.}} |
Revision as of 12:22, February 26, 2014
Snake in Project M and Project+ | |
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Universe | Metal Gear |
Base game appearance | Brawl |
Moveset inspiration | 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.
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.
First hit of forward tilt now causes grounded opponents to bounce upwards, allowing the second hit to connect more reliably.
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.
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.
Tip of forward aerial now spikes, being a deadlier edge-guarding move when spaced correctly.
Down aerial's last stomp is now a meteor smash, also acting better as an edge-guarding move.
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.
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.
Down smash has less ending lag, and mines can now KO at lower percentages along with having a larger detection radius.
Snake can now drag grabbed enemies sideways by using the left and right taunt buttons.
Forward and back throws have very little knockback growth, so it is easier to throw opponents into mines and C4s.
Down throw deals more damage and ends faster, forcing the opponent to act faster and racking up more damage as a tech-chasing move.
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 reload to be able to fire three shots again. Snake can also reload it even without firing by pressing a Sheild button in the first frames. It has more utility than the Nikita, being much faster and allowing Snake to easily punish foes affected by the attack.
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.
C4s produce more vertical knockback to compensate for the faster falling speeds. In addition, they don't disappear unless Snake dies or sets them off, and the detonation animation can be canceled by holding the special button for some sort of feint.
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.
Significantly lighter; Snake is now only slightly heavier than Captain Falcon and Link.
New up tilt inflicts less damage, has significantly less range and decreased KO potential.
Neutral aerial causes less damage, and the last kick also deals less knockback.
Down aerial deals drastically less damage, and can no longer KO onstage opponents properly.
New forward smash has less KO potential, and the third hit is easy to DI out of at high percents.
Cypher gains less vertical distance, and it no longer gives launch resistance to Snake.
Forward and back throws are worse at KOing by themselves.
Cardboard Box no longer affects opponents.
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 them.
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.
C4 no longer transfers between players, and Snake says "There!" upon sticking it to a character.
His blue costume has more distinctive recolors, making it more noticeable on Team Battles.
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.
Down taunt is still his Cardboard Box, but has the speed of the former up taunt.
Side taunt now has Snake speak into his codec, saying "Colonel, mission accomplished", similar to in one of his victory poses.
Snake now uses regular punching and kicking SFX for his attacks, rather than unique ones.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
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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
Palette swaps
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
Playable characters in Project M and Project+ | |
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Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |