I saw this post by Leaf
Anyway, we'll look into lowering the stun by a couple frames when we release a patch at a later date to fix a few of the things we overlooked. I'm surprised that the usmash got through testing, tbh.
and figured I'd take the time to point out a few issues I have with Snake. I honestly think we made him a lot better, borderline too good. He's shutting down too much of the cast from my play experience.
Before I go on I should apologize for the name calling during all of this. Today I decided to change up my playstyle and I got together with the best + players in Toledo. I actually played a full on camping Snake instead of the more offensive minded one I had before. I'm sorry for name calling because frankly I wasn't playing Snake the way he should be.
Anyway, I guess I'll just go down the change list.
Snake
F-Tilt:
-Outermost hitboxes shifted inwards. Horizontal range from center of character: 19->15 units (F-Tilt 1); 23->19 units (F-Tilt 2)
Overall this is fine but I'd like to try it combined with a damage nerf and readjust the tilt range out very slightly (1, MAYBE 2 units max) Drop the damage to something like 16%.
U-Tilt:
-Initial Hit: Outermost hitboxes shifted inwards. Horizontal range from center of character: 18->14 units
-Added BKB to upper (boot) hitbox. Hitbox B:[1x Size; 12 Dmg; 95 KBG; 45->60 BKB; 84∞]
The range nerf is well and dandy but the KB nerf seems to be giving the move absurd shieldstun. I swear I was getting punished when the only change was a size nerf but since the BKB buff I was able to be a little silly with them.
D-Tilt:
-IASA changed from 35 to 29; angles to 70/65/60 from 80/75/70
This move is basically safe on block and can be used 2-3 times to either a)force a shield poke b)force a jump. If they jump it's u-tilt to the face.
D-Smash:
-1.200x speed after charge
A good change with the speed changes of Brawl+.
F-Smash:
-Hitlag Multiplier: 1.00x->1.20x
Cool
F-Air:
-Now interruptible with a midair jump or Up-B starting on frame 29
Do we have a problem with it being a much more legit spike and a slight combo starter? Snake never had trouble with edgeguarding (it's one of his biggest strengths) This opens up recovery problems I discuss next:
Up-B:
-Now interruptible with an airdodge starting on frame 21 from 41
His recovery is now way too safe. F-air resets Snake's momentum so F-air -> jump -> F-air Up-b cover stupid high vertical distance. Combine that with the fact he can air dodge right away out of it and it becomes way difficult to gimp Snake. Sure, Snake still can't recovery straight vertically, but even moves that send out at a Knee like trajectory aren't so tough to recover from anymore. Unless you are Falcon or Sonic you can't reach Snake in time before he just gets too high up. Then it's FF AD to safety (which needs to be fixed)
Overall the tilt nerfs required more time to adjust to for me then before. They forced Snake into his camping role (and I mean REALLY camp) which is what I know realize everyone had such a major problem with. I just really think we overbuffed Snake. I guess I ask the WBR if taking another pass at Snake will go against our goal to let a metagame develop. He might not be popular but it won't take long for news of his stupid good new tricks to spread.
P.S. Grenades were always a bigger problem then tilts.