Template:SSB4 to SSBU changelist/Snake

< Template:SSB4 to SSBU changelist
Revision as of 21:32, June 29, 2024 by Jordan P. (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Aesthetics

  • Change Due to the game's graphical improvements, Snake has a sleeker design, and his overall color scheme is more vibrant. His body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana. His pupils are also smaller. Altogether, these changes make Snake closely resemble his official artwork for Metal Gear Solid: The Legacy Collection.
  • Change Snake's idle animation has been altered. His upper body has been turned to face more towards the screen and he stands more upright instead of slouching.
  • Change The majority of Snake's animations are more fluid and polished.
  • Change Snake now always speaks during his on-screen appearance.
  • Change Snake has been updated with features introduced in Smash 4.
    • Change Snake has a Boxing Ring title, a Palutena's Guidance conversation, and two new alternate costumes. 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 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 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.

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 and his out of shield game.
  • Buff Snake walks faster (0.84 → 0.882).
  • Buff Snake runs 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 crawls 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 falling 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.
  • Nerf Snake is significantly lighter (113 → 106), making him a normal heavyweight instead of a super heavyweight, going from 3rd heaviest in Brawl to tied with R.O.B. and 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 grabbing 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 Grenades 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 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 absorbed.

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, 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.
  • 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 gaining a hitstun modifier of 2, 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 a hitstun modifier of 2, 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 not fully compensated (55 base/95 scaling → 65/82), slightly improving its KO potential. 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 where 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 However, 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 and makes it much more effective as a burst option.
    • 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 attacks:
    • 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 51 → 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 by two frames.
  • 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 Zelda's down smash.
    • 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%).
    • 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

  • 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.
    • Change The last hit is now weight-independent, improving its KO potential against heavyweights, but hindering it against lightweights.
  • 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).
      • Buff However, because the sourspot outprioritizes the sweetspot, this makes the meteor smash sweetspot easier to land.
  • 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.
    • 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 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.
    • 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

  • Grabs:
    • 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 releases 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 and C4 at mid to high percents.
    • Change Snake no longer faces the other way after using back throw.
  • Up throw:
    • Buff Up throw has less ending lag (FAF 50 → 48). Combined with the changes to hitstun cancelling, this allows for combos into Snake's up tilt at low percents.
    • 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). It deals more knockback overall, especially at high percents, improving its KO potential despite the heavier launch physics.
    • 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 attacks:
    • 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 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 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)).
      • 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.
    • 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.
    • Bug fix 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 dodges 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 teching, 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).
    • Bug fix The grab release glitch has been fixed.
    • Bug fix Grabbing onto a ladder no longer causes Snake to become helpless whenever he lets go or falls after climbing to the top.
  • C4:
    • Buff While crouching, 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 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.
    • 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 Meta Knight's significantly worse placement in Ultimate makes the Omnigay technique much less useful.
    • Change C4 emits a flashing red light for a few seconds after being placed, increasing 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.
    • 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.
    • Nerf Snake only fires five shots simultaneously instead of twelve, with each shot's damage being reduced (18% → 15%), hindering its overall effectiveness.