i don't think that anyone really assessed your points except for Bent and player_03, so i'll try my best here. sorry for interrupting the argument.
I feel like Snake should be able to JC his dash attack. It could be like a somersault roll to jump combo starter. Albeit those combos would be fairly short, it would still be a fun addition.
like Bent said (how do you tag a person specifically? i'm still very new to the forums), i don't think that Snake needs this buff. since his dash attack cancels into specials, a different option would be dash attack > up b cancel > airdodge/aerial. giving Snake a jump cancel just breaks dash attack even more, and is also an area where Snake doesn't need buffs. i do agree that it
would be a fun addition, but there isn't a reason to put it in, so i can't agree with you here, sorry.
Also I feel like Snake has an ungodly amount of endlag and landing lag.
His U-Air and his N-Air are fine to some extent, but his F-Air and B-Air feel extremely sluggish.
going to have to disagree with you here as well. if we're going into landing lag, then the moves that i have problems with would be uAir only, and that's supposed to only hit people above him (the devs were nice to leave a lasting hitbox all over his body though - thanks for that). fAir has some endlag, but the move is so stupid that it deserves the endlag that it gets. i can understand you saying this move feels sluggish, but bAir is not a sluggish move in any way shape or form.
His jab combo, has an awkward amount of hitlag despite having about the same damage as other jabs (IIRC), and if he whiffs he is open forever for a punish.
i agree that the last hit has an absurd amount of hitlag. i don't know how they would change it - it kills off the side at stupid low percents for a jab combo anyway. if you want to avoid hitlag, i would suggest going for only the first or second parts of his jab combo and then mixing it up - either grab, do the final hit, fTilt, dash attack, roll, etc. the jab combo itself isn't good, but certain parts of it are.
here's a quick example of a jab to grab mixup. (not sure if this will load. hopefully it does.)
you can lead into other things from a single jab and from jab grab, but this is just an example. experiment and find things out for yourself!
I understand that his weapons are where a lot of his damage comes from, but could he at least have a fraction of his hand-to-hand combat abilities as he does in his game (I feel like D-Throw could be like a weak bit of sleep instead of just putting them into a prone form. Maybe make the sleep last as long as vBrawl Jigg's Sing, or even shorter.)
i'll start by talking about the hand-to-hand combat. i'm not sure if what you mean is something like quicktime event things (which he may already have with his mixups off of jab) or if it's something like getting into your opponents face and trying to best them with attacks (like uTilt, fTilt, dTilt, jab, etc). i'm pretty sure that this isn't the snake that either the vBrawl team or the Brawl Minus team is going for, even though they have widened Snake's options for retaliating and for approaching against opponents. Usage of Snake's weapons (grenades are key) create opportunities for Snake's hand-on-hand combat to come into light, so i don't believe that Snake needs more of that.
let's get into the big part of this request - dThrow to sleep (true combo).
here's a quick example of dThrow mixups and mindgames.
each dThrow deals 12 percent. if i had continuously been able to read this AI Meta Knight's getup options, i could have dThrown him to death. this takes a lot of consideration from both sides before picking an option, be it trying to read a roll or simply staying put on the ground. this is an essential part of Snake's game that i suck at considerably.
first off - no. no no no no no. please no. i prefer a prone state much much more than putting an opponent into their sleeping animation, mostly because...
1. it doesn't make sense with the animation.
he puts you straight down into a prone state, which creates tech chase scenarios. putting them to sleep doesn't make sense because he doesn't have a sleeping dart gun (and this isn't PM).
2. it makes Snake's most intriguing part extremely linear and free.
alright, maybe down throw isn't snake's most interesting part, but it does make dThrow basically a chain grab if we were to do it like this. when you put a person to sleep in brawl, they go through states (as i like to call them). in this case, when Snake dThrows, he places them onto the ground with practically no end lag and... they go to sleep. not so bad yet, right? well, from there, the person has to mash out and then go through the state of their character waking up before they can do anything again, and by that point, Snake has already regrabbed and the chain repeats again and again until death. it makes one grab equal death. no good.
you could argue that if we made the sleeping period short enough, they could escape, but that's only the sleeping portion, not the portion where the character actually wakes up from sleeping, as to which Snake can regrab them, and it's the same problem all over again.
The man just needs a little bit of spice in his game. Preferably salt.
tasty (he's got it. just keep playing him!)
i'm glad that you think Snake needs
some spice in his game (this is Brawl Minus, after all), but i can't agree with how you've suggested his changes. i think that Snake is a great character as he is, and along with the knowledge that the dev team isn't going to do many more changes to him (please don't add the sticky gimmick! i beg of you, dev team!), i'm not sure that we'll be able to get much more out of him. while you have suggested interesting changes and you have a great viewpoint for how to buff characters in a crazy way, i don't think that these changes are going to make it into the game. we'll have to come back in a different way to get Snake buffed/changed, but this is a start! it would also be good to keep in mind that this is the patch
before completion, so any complete changes on how a character plays most likely not be accepted.
that's all i've got. keep on playing!
edit: it hit me that i completely forgot to talk about DACUS and DACG. whoops!
(also, someone please teach me how to use gif hep)