Zerthex
Smash Cadet
What changes, if any, should Snake receive?
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i agree so hard. i secondary snake and i LOVE finishing with the c4 and i dont want it to go anywhere, but its a bit too powerful as it is. that nair and nade suggestion would make approaching as snake a little more bearable too.Make his recovery a bit shorter but have a larger hitbox so he isnt a sitting duck, have grenades explode on impact, and reduce the knockback of c4 while increasing the damage of it slightly. Im a snake main and it sickens me to be at 140 against a G&W and when he is at zero do d-tilt grab, d-throw, tech read tranq, stick, up throw up air and detonate, and it kills (PCP please) Now this will hurt snake significantly and i feel that one of his weakest games is forward approach. so maybe make nair have a longer range and have the two hits have a vaccuum into the third like other nairs do? something like that where snake can approach more easily and not have to resort to dacus or bair all the time since bair is awful on shield and really laggy and dacus can only do so much by itself. I'm probably pretty off on this and sorry its long but i was having this discussion thursday and just wanted to add in my opinion.
snakes recovery isnt that great. like, its not that bad to get him on the ledge, but its so telegraphed and is basically an invitation to be KOd. id like it if the cypher was more maneuverable and had larger hitboxes, but all around did less damage and vanished a biiiiiiiiiiiiiiiiiiiit faster.. (really reluctant to say it should be any shorter than it already is)Slight nerf to c4 knockback I hope/think, I think otherwise snake is fine.
Maybe a slightly shorter recovery...maybe....
You can blow yourself up with grenades or C4 to get it back.snakes recovery isnt that great. like, its not that bad to get him on the ledge, but its so telegraphed and is basically an invitation to be KOd. id like it if the cypher was more maneuverable and had larger hitboxes, but all around did less damage and vanished a biiiiiiiiiiiiiiiiiiiit faster.. (really reluctant to say it should be any shorter than it already is)
oh right.. in that case i dont think shortening or enlongating the amount of time his cypher is out would make much a difference anywayYou can blow yourself up with grenades or C4 to get it back.
It's important that ALL characters are edge-guard-able*.I think it's important that some characters are edgeguardable.
Being able to tranq people in midair would give Snake an absurd amount of gimping power. Recovering anywhere above the stage? Sorry, you're dead. If anything, it should put the enemy into a tumble. That means it doesn't have excessive gimping capability offstage, but the effects of the tranq dart aren't completely negated by an airborne opponent. Onstage, even if they're in the air, you can tech chase them and use it as a set up. That way it's not totally useless when they're in the air.tranqs work on opponents in the air. i dont know much about brawl but iirc the nikita was usually used for edge guarding on recovering opponents and i think being able to make people sleep midair would be a nice inbetween of the nikita and current tranq, as well as making it more versatile.
Let it be similar to a weaker version of Squirtle's Bubble then. But I feel like that is unneeded Snake is fine how he is as long as everyone else gets balanced out and isn't ****ing broken.Being able to tranq people in midair would give Snake an absurd amount of gimping power. Recovering anywhere above the stage? Sorry, you're dead. If anything, it should put the enemy into a tumble. That means it doesn't have excessive gimping capability offstage, but the effects of the tranq dart aren't completely negated by an airborne opponent. Onstage, even if they're in the air, you can tech chase them and use it as a set up. That way it's not totally useless when they're in the air.
yeah that sounds a lot better than my suggestion imoBeing able to tranq people in midair would give Snake an absurd amount of gimping power. Recovering anywhere above the stage? Sorry, you're dead. If anything, it should put the enemy into a tumble. That means it doesn't have excessive gimping capability offstage, but the effects of the tranq dart aren't completely negated by an airborne opponent. Onstage, even if they're in the air, you can tech chase them and use it as a set up. That way it's not totally useless when they're in the air.
1. Are you in the PMBR/DT? No? Ok.Too bad, Snake is getting nerfed in 3.5 and it isn't gonna be pretty. We're getting hit hard cause PMBR hates us </3
That'd be giving Snake too many options. 3.0 traded off part of Snake's ability to edgeguard and control the neutral game with projectiles (Not sure if this bit's correct, since I didn't play Snake seriously until the tranq came out) for a better techchase and punish game, and to remove a tool widely considered non-constructive to PM in general due to its damage output, knockback, and ease of use. If we brought the Nikita back, we should probably be removing the tranq, since the tranq wasn't meant to augment Snake's gameplay; it was meant to change it a little, hopefully for the better. Putting both in would just make Snake overpowered, since there's nothing really wrong with him right now (aside from Snake mains complaining about poor approach and people unaccustomed to playing against Snake complaining about Snake's punish game).Hey guise!
Because people liked Nikita and people like Tranquilizer.
Tap Side+B for Nikita.
Tap Side+B+A for tranq. Trang has no remote properties so this is easy.
It makes sense, since Snake has a bunch of mix up properties with his moves. His mortar range can be increased with charge and it can land in different spots. You can fake C4 sticks. You can fake tranq shots. Ftilt one instead of the full combo. Dash attack or DACUS approach. Tons of ways to use grenades. The landmines that you can constantly switch places.