Post by ensane on Sept 3, 2011 18:39:59 GMT -5
Nope, not another character suggestion! Okay, everyone knows Snake isn't that good a character atm. However, I think I know some ways in which he can be improved.
-His grenades: Probably the single most defining factor holding him back right now. His grenades were his bread and butter, and they still are, but it's as if the bread is moldy and the butter's gone sour. *The biggest problem is probably the glitch that that makes the grenades sometimes stick to him. A 50% chance that an explosive will stick to you will obviously make a character worse. In addition the timer seems like it was increased from 3 seconds to around 4. That leaves more time for enemy reaction and more time you have to cook it.
*Also, you can't control how far it goes with the soft/medium/hard throw system Brawl had. This in combination with the fact that it doesn't bounce off opponents anymore means the grenade almost always goes rocketing past the enemy and off the stage unless you cook it.
*You can't catch items. You can't pick up items that are bouncing. This isn't a Snake only issue, but it probably hurts him the most, next to Wario. It means if he throws a grenade on the ground, that grenade isn't going anywhere for a few seconds, because it's still bouncing.
*The explosion radius has been nerfed so much that half the time opponents aren't punished when attacking Snake when he's holding a grenade.
-C4: Seriously, wtf happened here?
*After blowing on C4 up, sometimes when you try to set another one, he just does the blow up animation again. A waste of time on a character that can't afford it.
*Again, the reduced blast radius really bites. Combined with stages being larger in general, means significantly less stage control.
-utilt: ...
*For some reason it's power is nerfed even though the stage ceilings are all gigantic. With the higher ceilings, leaving it as it was in Brawl is already a nerf.
*I understand the range being reduced, but now it has even less range than everyone else. Less in the front is fine, but now it can't even hit behind him, or if it can the hitbox behind him is tiny.
-dthrow: hmm
*I'm not really sure what happens here. Most of the time it seems as if the opponent recovers from hitstun before Snake. Considering they are right next to Snake at this point, that is obviously bad, bad, bad. If the concern was Snake being able to regrab infinite, just have the opponent recover first, but be in the air slightly. That would make them un-grabable and characters with fast aerials could counter it outright.
-usmash: Not really a problem, but it would be nice if it could take different arcs. Seems like just a matter of adding more quadratic equations and making a switch case or something. (I could be horribly wrong.)
-Cypher: I'm not sure why this was made so different
*Unlike a few versions ago, you can cancel it, making it less outright bad. However, when you cancel it, for some reason you go into a helpless state. I don't understand the reasoning behind this.
*The cancel isn't really a cancel. The only thing that it cancels is how high you go. The time spent in the air remains exactly the same.
*These suggest that the Brawl Cypher was thought to be overpowered. I don't think so, but then again, I'm not making the game. I think the Brawl cancel method worked fine. (with less super armor, of course)
Another long one >_<
-His grenades: Probably the single most defining factor holding him back right now. His grenades were his bread and butter, and they still are, but it's as if the bread is moldy and the butter's gone sour. *The biggest problem is probably the glitch that that makes the grenades sometimes stick to him. A 50% chance that an explosive will stick to you will obviously make a character worse. In addition the timer seems like it was increased from 3 seconds to around 4. That leaves more time for enemy reaction and more time you have to cook it.
*Also, you can't control how far it goes with the soft/medium/hard throw system Brawl had. This in combination with the fact that it doesn't bounce off opponents anymore means the grenade almost always goes rocketing past the enemy and off the stage unless you cook it.
*You can't catch items. You can't pick up items that are bouncing. This isn't a Snake only issue, but it probably hurts him the most, next to Wario. It means if he throws a grenade on the ground, that grenade isn't going anywhere for a few seconds, because it's still bouncing.
*The explosion radius has been nerfed so much that half the time opponents aren't punished when attacking Snake when he's holding a grenade.
-C4: Seriously, wtf happened here?
*After blowing on C4 up, sometimes when you try to set another one, he just does the blow up animation again. A waste of time on a character that can't afford it.
*Again, the reduced blast radius really bites. Combined with stages being larger in general, means significantly less stage control.
-utilt: ...
*For some reason it's power is nerfed even though the stage ceilings are all gigantic. With the higher ceilings, leaving it as it was in Brawl is already a nerf.
*I understand the range being reduced, but now it has even less range than everyone else. Less in the front is fine, but now it can't even hit behind him, or if it can the hitbox behind him is tiny.
-dthrow: hmm
*I'm not really sure what happens here. Most of the time it seems as if the opponent recovers from hitstun before Snake. Considering they are right next to Snake at this point, that is obviously bad, bad, bad. If the concern was Snake being able to regrab infinite, just have the opponent recover first, but be in the air slightly. That would make them un-grabable and characters with fast aerials could counter it outright.
-usmash: Not really a problem, but it would be nice if it could take different arcs. Seems like just a matter of adding more quadratic equations and making a switch case or something. (I could be horribly wrong.)
-Cypher: I'm not sure why this was made so different
*Unlike a few versions ago, you can cancel it, making it less outright bad. However, when you cancel it, for some reason you go into a helpless state. I don't understand the reasoning behind this.
*The cancel isn't really a cancel. The only thing that it cancels is how high you go. The time spent in the air remains exactly the same.
*These suggest that the Brawl Cypher was thought to be overpowered. I don't think so, but then again, I'm not making the game. I think the Brawl cancel method worked fine. (with less super armor, of course)
Another long one >_<