Editing Snake (SSBU)

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|ssbgame1 = SSBB
|ssbgame1 = SSBB
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S
|tier = S-
|ranking = 4
|ranking = 15
}}
}}
'''Snake''' ({{ja|スネーク|Sunēku}}, ''Snake'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018, with his appearance exclaiming "[https://www.youtube.com/watch?v=3YmIl3jA758 Everyone is Here!]" with the rest of the returning roster. Snake is classified as [[Fighter number|Fighter #31]].
'''Snake''' ({{ja|スネーク|Sunēku}}, ''Snake'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018, with his appearance exclaiming "[https://www.youtube.com/watch?v=3YmIl3jA758 Everyone is Here!]" with the rest of the returning roster. Snake is classified as [[Fighter number|Fighter #31]].


{{s|wikipedia|David Hayter}} and {{s|wikipedia|Akio Ōtsuka}}'s respective English-language and Japanese-language portrayals of Snake from ''[[Super Smash Bros. Brawl]]'' were repurposed for ''Ultimate''. The former actor confirmed he was willing to record new lines for the character, but it was decided to only use the voices from ''Brawl'' instead.<ref>https://twitter.com/DavidBHayter/status/1006580149540700160</ref><ref>{{cite web|url=https://twitter.com/DavidBHayter/status/1404490082753646596|title=David Hayter on Twitter|quote=I offered to record new lines. But they just used the old ones.|date=June 14, 2021|accessdate=May 12, 2022}}</ref> In the Chinese and Korean versions, Snake uses his English voice clips.
{{s|wikipedia|David Hayter}} and {{s|wikipedia|Akio Ōtsuka}}'s respective English-language and Japanese-language portrayals of Snake from ''[[Super Smash Bros. Brawl]]'' were repurposed for ''Ultimate''. The former actor confirmed he was willing to record new lines for the character, but it was decided to only use the voices from ''Brawl'' instead.<ref>https://twitter.com/DavidBHayter/status/1006580149540700160</ref> <ref>{{cite web|url=https://twitter.com/DavidBHayter/status/1404490082753646596|title=David Hayter on Twitter|quote=I offered to record new lines. But they just used the old ones.|date=June 14, 2021|accessdate=May 12, 2022}}</ref> In the Chinese and Korean versions, Snake uses his English voice clips.


Snake currently ranks 4th out of 82 on the ''Ultimate'' [[tier list]], placing him in the middle of S tier. This is a marginal improvement from his placement in ''Brawl'', where he was ranked 6th out of 38. He is gifted with an exceptionally versatile moveset, having a wide variety of powerful tools at his disposal, including fast [[startup]] on the majority of his attacks, large, [[disjointed hitbox]]es on many of his moves, high damage and knockback output, one of the game's best burst options with his [[dash attack]], an excellent projectile and [[camping]] game with his many explosives, a great [[tech-chasing]] and setup move with his [[down throw]], a fast and highly damaging [[out of shield]] option with his [[down aerial]], and fantastic stage control, ledge trapping and [[edgeguard]]ing capabilities. His [[Hand Grenade|grenade]]s are one of the best projectiles in the game due to their frame 1 startup, making them excellent combo breakers and setup tools, and their ability to be shield dropped and subsequently picked up gives them vast utility for both offense and defense in battle. They can also be [[B-reverse]]d to help Snake mix up his landing, and his [[heavyweight]] status gives him strong endurance, while also allowing him to make use of [[rage]]. His [[up tilt]] remains an extremely lethal KO move due to its decently sized hitbox, as well as its sheer speed and power.
Snake currently ranks 15th out of 82 on the ''Ultimate'' [[tier list]], placing him in the middle of S- tier. This is a marginal drop relative to his placement in ''Brawl'', where he was ranked 6th out of 38. He is gifted with an exceptionally versatile moveset, having a wide variety of powerful tools at his disposal, including fast [[startup]] on the majority of his attacks, large, [[disjointed hitbox]]es on many of his moves, high damage and knockback output, one of the game's best burst options with his [[dash attack]], an excellent projectile and [[camping]] game with his many explosives, a great [[tech-chasing]] and setup move with his [[down throw]], a fast and highly damaging [[out of shield]] option with his [[down aerial]], and fantastic stage control, ledge trapping and [[edgeguard]]ing capabilities. His [[Hand Grenade|grenade]]s are one of the best projectiles in the game due to their frame 1 startup, making them excellent combo breakers and setup tools, and their ability to be shield dropped and subsequently picked up gives them vast utility for both offense and defense in battle. They can also be [[B-reverse]]d to help Snake mix up his landing, and his [[heavyweight]] status gives him strong endurance, while also allowing him to make use of [[rage]]. His [[up tilt]] remains an extremely lethal KO move due to its decently sized hitbox, as well as its sheer speed and power.


Snake inherits several flaws that were endemic to him in ''Brawl''. His main issue is his recovery; despite the high distance [[Cypher]] provides, it remains predictable and easy to intercept, which is now made worse by it being able to be destroyed, and his slow-acting air speed makes him susceptible to gimping, despite the benefits of the game's air dodge mechanics. While he has several tools like [[C4]] to refresh his recovery and grenades to break out of combos, he's often forced to self-inflict damage just to recover or reset into neutral, which combined with his susceptibility to combos, trouble landing, and the inability to tech at very high percentages, gives him a very poor disadvantage state. Although several of his attacks having fast startup, many of his moves have notable [[end lag]], which can leave him vulnerable on block. The removal of [[DACUS]], of which he was previously one of its most proficient users, has also limited his mobility options to an extent. Additionally, due to his explosives being able to be absorbed, this can give him trouble against characters with [[absorption]] based moves. Finally, Snake's KO options are all fairly predictable. Since many of his kill moves like smash attacks are slow acting, he's often times limited to attacks like up tilt that are easy to anticipate, since many of his KO setups are a lot more circumstantial.
Snake inherits several flaws that were endemic to him in ''Brawl''. His main issue is his recovery; despite the high distance [[Cypher]] provides, it remains predictable and easy to intercept, which is now made worse by it being able to be destroyed, and his slow-acting air speed makes him susceptible to gimping, despite the benefits of the game's air dodge mechanics. While he has several tools like [[C4]] to refresh his recovery and grenades to break out of combos, he's often forced to self-inflict damage just to recover or reset into neutral, which combined with his susceptibility to combos, trouble landing, and the inability to tech at very high percentages, gives him a very poor disadvantage state. Although several of his attacks having fast startup, many of his moves have notable [[end lag]], which can leave him vulnerable on block. The removal of [[DACUS]], of which he was previously one of its most proficient users, has also limited his mobility options to an extent. Additionally, due to his explosives being able to be absorbed, this can give him trouble against characters with [[absorption]] based moves. Finally, Snake's KO options are all fairly predictable. Since many of his kill moves like smash attacks are slow acting, he's often times limited to attacks like up tilt that are easy to anticipate, since many of his KO setups are a lot more circumstantial.


Nonetheless, his pros greatly outweigh his cons. Since the release of the game, Snake has consistently been one of the most popular characters in competitive play, with many players representing him throughout the years, most notably {{Sm|Hurt}}, {{Sm|ApolloKage}}, and {{Sm|MVD}}.
Nonetheless, his pros greatly outweigh his cons. Since the release of the game, Snake has consistently seen heavy representation among all levels of competitive play, with multiple top results posted by players such as {{Sm|Hurt}}, {{Sm|ApolloKage}}, and {{Sm|DIO}}.


==How to unlock==
==How to unlock==
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Snake also has a notoriously poor disadvantage state. As a heavy character he is still vulnerable to combo strings and juggling. Grenade somewhat mitigates this issue as it can be used as a frame one combo breaking tool. However, this tactic does have downsides. If the grenade activates, Snake will receive damage and knockback. At higher percents, he may end up at a greater disadvantage or possibly lose a stock. Some characters can also hit Snake without ever triggering the grenade. Carelessly thrown grenades can also be used by opponents, who will often have better follow-ups at their disposal than Snake. Despite the various uses of his C4, it automatically detonates after a certain period of time, which can damage Snake or even KO him if the player carelessly activates it or loses track of its detonation time frame. Finally, some of Snake's aerial moves  can be punished due to their noticeable landing lag if they fail to hit an opponent.
Snake also has a notoriously poor disadvantage state. As a heavy character he is still vulnerable to combo strings and juggling. Grenade somewhat mitigates this issue as it can be used as a frame one combo breaking tool. However, this tactic does have downsides. If the grenade activates, Snake will receive damage and knockback. At higher percents, he may end up at a greater disadvantage or possibly lose a stock. Some characters can also hit Snake without ever triggering the grenade. Carelessly thrown grenades can also be used by opponents, who will often have better follow-ups at their disposal than Snake. Despite the various uses of his C4, it automatically detonates after a certain period of time, which can damage Snake or even KO him if the player carelessly activates it or loses track of its detonation time frame. Finally, some of Snake's aerial moves  can be punished due to their noticeable landing lag if they fail to hit an opponent.


Snake can also struggle to kill. His two most reliable killing options (up tilt and down throw) can be rather predictable at times. This is especially true for down throw. High level players know that reaching 159% means a 100% guaranteed death to Snake's next grab. Though Nikita missiles are strong for edgeguarding, many characters have a variety of options to deal with Nikita. This issue can be partially mitigated by shield canceling it after the missile gets hit to activate a secondary hitbox. However, this tactic significantly reduces the damage and knockback of the Missile.
Snake can also struggle to kill. Snake's two most reliable killing options (up tilt and down throw) can be rather predictable at times. This is especially true for down throw. High level players know that reaching 159% means a 100% guaranteed death to Snake's next grab. Though Nikita missiles are strong for edgeguarding, many characters have a variety of options to deal with Nikita. This issue can be partially mitigated by shield canceling it after the missile gets hit to activate a secondary hitbox. However, this tactic significantly reduces the damage and knockback of the Missile.


Overall, Snake is a zoning and stage-trapping oriented character with versatile specials and projectiles for forcing the opponent to move into a disadvantageous position. However, this doesn't necessarily mean he is required to stay at a distance to be most effective. He possesses several fast and  strong melee attacks, which can easily rack up damage, and keep the opponent off of him. Throughout the first year of ''Ultimate'', Snake achieved impressive results from players such as {{Sm|Ally}} and {{Sm|MVD}}. However, after Ally was banned from events, Snake's results have gotten slightly worse, but he nonetheless has top level representatives such as {{Sm|Hurt}}, {{Sm|ApolloKage}}, {{Sm|MVD}} and {{Sm|DIO}}.
Overall, Snake is a zoning and stage-trapping oriented character with versatile specials and projectiles for forcing the opponent to move into a disadvantageous position. However, this doesn't necessarily mean he is required to stay at a distance to be most effective. He possesses several fast and  strong melee attacks, which can easily rack up damage, and keep the opponent off of him. Throughout the first year of ''Ultimate'', Snake achieved impressive results thanks to players such as {{Sm|Ally}} and {{Sm|MVD}}. However, after Ally was banned from events, Snake's results have gotten slightly worse, but he nonetheless has top level representatives such as {{Sm|ApolloKage}}, {{Sm|MVD}}, {{Sm|DIO}} and {{Sm|Shogun}}.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
In ''Brawl'', Snake was considered among the best characters in the game (placed 6th out of 38 characters) thanks to his extreme damage output and knockback, huge disjointed hitboxes, excellent endurance due to a combination of very high weight and great momentum canceling, an excellent projectile and zoning game with his explosives, and a chain grab with his down throw which he could tech-chase. Possibly owing to his extreme success, Snake received a large mix of buffs and nerfs in the transition to ''Ultimate''; when it comes to direct changes, Snake has seen some significant nerfs to his power and disproportionately large hitboxes, but he greatly benefits from the universal changes, along with having received buffs to his projectiles. All in all, it's difficult to determine whether Snake was buffed or nerfed overall.
In ''Brawl'', Snake was considered among the best characters in the game (placed 6th out of 38 characters) thanks to his extreme damage output and knockback, huge disjointed hitboxes, excellent endurance due to a combination of very high weight and great momentum canceling, an excellent projectile and zoning game with his explosives, and a chain grab with his down throw which he could tech-chase. Possibly owing to his extreme success, Snake received a large mix of buffs and nerfs in the transition to ''Ultimate''; when it comes to direct changes, Snake has seen some significant nerfs to power and his disproportionately large hitboxes, but he greatly benefits from the universal changes, along with having received buffs to his projectiles. All in all, Snake has been slightly nerfed overall.


Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with  absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also noticeably lighter, now being a heavyweight character instead of a super heavyweight, which is exasperated by the fact that most super heavyweight fighters have had their weight significantly increased from ''Brawl'', while his [[Cypher]] can now be destroyed by opponents if their attack is powerful enough.
Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with  absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also much lighter, now being a heavyweight character instead of a super heavyweight, while his [[Cypher]] can now be destroyed by opponents if their attack is powerful enough.


Some of the indirect changes have also been very detrimental for Snake. The removal of [[chain grab|chain grabbing]] and [[dash attack canceled up smash|DACUS]] have altered Snake's playstyle: the former hinders his [[down throw]]'s damage racking and [[tech chase]] potential (further compounded by its reduced damage), while the latter eliminates one of his best approaching options. The removal of [[hitstun canceling]] now makes Snake much more susceptible to combos, which is especially gruesome considering most of the cast has access to them in one way or another. Lastly, the neutering of [[momentum canceling]], as well as Snake's reduced weight and Cypher's vulnerability to being destroyed, has dramatically watered down his survivability, which is further exacerbated by the changes to [[tech]]ing, as this hinders his bomb recovery by making techs impossible to perform at high enough percents. Altogether, the two latter changes make Snake's disadvantage widely inferior to his appearance in ''Brawl''.
Some of the indirect changes have also been very detrimental for Snake. The removal of [[chain grab|chain grabbing]] and [[dash attack canceled up smash|DACUS]] have altered Snake's playstyle: the former hinders his [[down throw]]'s damage racking and [[tech chase]] potential (further compounded by its reduced damage), while the latter eliminates one of his best approaching options. The removal of [[hitstun canceling]] now makes Snake much more susceptible to combos, which is especially gruesome considering most of the cast has access to them in one way or another. Lastly, the neutering of [[momentum canceling]], as well as Snake's reduced weight and Cypher's vulnerability to being destroyed, has dramatically crippled his survivability, which is further exacerbated by the changes to [[tech]]ing, as this hinders his bomb recovery by making techs impossible to perform at high enough percents. Altogether, the two latter changes make Snake's disadvantage widely inferior to his appearance in ''Brawl''.


However, Snake has also received some direct improvements to his toolkit. Most notably, his previously poor air game was drastically improved: his [[neutral aerial|neutral]] and [[down aerial]]s' multihits have reduced [[startup]] and better linking angles, significantly improving their consistency and potential as follow ups, while [[down aerial|down]] and [[back aerial]] can now [[autocancel]] in a short hop and full hop respectively. Due to the direct improvements it has received along with Snake's significantly faster jumpsquat, down aerial is much more effective and reliable as a fast and highly damaging [[out of shield]] option. For his grounded moves, down tilt has lower [[ending lag]] and increased damage, making it safer as a poking and shield pressuring tool; up tilt has slightly increased KO potential on both the clean and late hit and the clean hit has a longer duration, making it an even more fearsome KO option; [[dash attack]] has both increased knockback at low percentages and a lower angle and extended duration on the clean hit, allowing it to setup [[edgeguard]] opportunities and making it far more effective as a burst option, especially at lower percents. Furthermore, while down throw is less useful for tech chasing and deals less damage, it immobilizes opponents on the ground for a specific amount of time depending on their percent before the throw, giving Snake guaranteed KO setups at high percents including a KO confirm into up tilt once the opponent is at ~160%.
However, Snake has also received some direct improvements to his toolkit. Most notably, his previously poor air game was drastically improved: his [[neutral aerial|neutral]] and [[down aerial]]s' multihits have reduced [[startup]] and better linking angles, significantly improving their consistency and potential as follow ups, while [[down aerial|down]] and [[back aerial]] can now [[autocancel]] in a short hop and full hop respectively. Due to the direct improvements it has received along with Snake's significantly faster jumpsquat, down aerial is much more effective and reliable as a fast and highly damaging [[out of shield]] option. For his grounded moves, down tilt has lower [[ending lag]] and increased damage, making it safer as a poking and shield pressuring tool; up tilt has slightly increased KO potential on both the clean and late hit and the clean hit has a longer duration, making it an even more fearsome KO option; [[dash attack]] has both increased knockback at low percentages and a lower angle and extended duration on the clean hit, allowing it to setup [[edgeguard]] opportunities and making it far more effective as a burst option, especially at lower percents. Furthermore, while down throw is less useful for tech chasing and deals less damage, it immobilizes opponents on the ground for a specific amount of time depending on their percent before the throw, giving Snake guaranteed KO setups at high percents including a KO confirm into up tilt once the opponent is at ~160%.
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In spite of the nerfs to his damage racking, neutral game and survivability, Snake immensely benefits from some of the universal changes to ''Ultimate''{{'}}s game engine. Similar to the returning veterans, Snake has faster mobility (although it is still below average) and decreased [[landing lag]] in all of his aerial attacks, giving him landing options. Most importantly however, Snake benefits the most from the universal 3-frame [[jumpsquat]] as his jumpsquat is no longer the slowest in the series, massively improving his ground to air transitioning as well as his [[out of shield]] game. Additionally, while the removal of chain grabbing hurts his down throw's tech chasing potential, it more importantly improves his endurance as he is no longer vulnerable to highly damaging chain grabs from certain characters, most notably {{SSBU|Pikachu}} and {{SSBU|King Dedede}}. The changes to [[air dodge]]s benefit Snake as well, as the reintroduction of directional air dodges improves his recovery by allowing him to get additional distance to the ledge after using Cypher, and Cypher's lingering hitbox can cover his air dodge, while the limit to one air dodge per air time (until the character lands or is hit) combine well with Remote Missile's buffs and grant Snake one of (''if'' not) the best edgeguarding tools in the game. While the changes to hitstun canceling impair Snake's disadvantage, they also allow him to utilize his projectiles as setup tools into his attacks much more effectively. Finally, the shield changes and increased [[shieldstun]] (especially for tilts) makes his moves safer on shield and harder to punish despite his lower damage.  
In spite of the nerfs to his damage racking, neutral game and survivability, Snake immensely benefits from some of the universal changes to ''Ultimate''{{'}}s game engine. Similar to the returning veterans, Snake has faster mobility (although it is still below average) and decreased [[landing lag]] in all of his aerial attacks, giving him landing options. Most importantly however, Snake benefits the most from the universal 3-frame [[jumpsquat]] as his jumpsquat is no longer the slowest in the series, massively improving his ground to air transitioning as well as his [[out of shield]] game. Additionally, while the removal of chain grabbing hurts his down throw's tech chasing potential, it more importantly improves his endurance as he is no longer vulnerable to highly damaging chain grabs from certain characters, most notably {{SSBU|Pikachu}} and {{SSBU|King Dedede}}. The changes to [[air dodge]]s benefit Snake as well, as the reintroduction of directional air dodges improves his recovery by allowing him to get additional distance to the ledge after using Cypher, and Cypher's lingering hitbox can cover his air dodge, while the limit to one air dodge per air time (until the character lands or is hit) combine well with Remote Missile's buffs and grant Snake one of (''if'' not) the best edgeguarding tools in the game. While the changes to hitstun canceling impair Snake's disadvantage, they also allow him to utilize his projectiles as setup tools into his attacks much more effectively. Finally, the shield changes and increased [[shieldstun]] (especially for tilts) makes his moves safer on shield and harder to punish despite his lower damage.  


In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, huge damage output, and disproportionately large hitboxes. However, while the direct nerfs Snake has received are of greater quantity than his buffs, the direct changes have also improved his strengths in specific areas, most notably his edgeguarding, while the changes to universal mechanics has nevertheless improved his most severe flaws in ''Brawl'', such as his aerial game and mobility (both of which were considered to be amongst the worst in ''Brawl''). Snake also retained most of his key traits from his ''Brawl'' incarnation; while most of them are much weaker in ''Ultimate'', none of the nerfs have outright removed said traits, remaining very respectable comparing to the majority of the cast, and optimizations to his playstyle in the metagame further cement his position. As a result, Snake performs similarly effective in ''Ultimate'' as in ''Brawl'', and he remains an incredibly successful character (if very difficult to play) in competitive play.
In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, huge damage output, and disproportionately large hitboxes. However, while the direct nerfs Snake has received are of greater quantity than his buffs, the direct changes have also improved his strengths in specific areas, most notably his edgeguarding, while the changes to universal mechanics has nevertheless improved his most severe flaws in ''Brawl'', such as his aerial game and mobility (both of which were considered to be amongst the worst in ''Brawl''). Snake also retained most of his key traits from his ''Brawl'' incarnation; while most of them are much weaker in ''Ultimate'', none of the nerfs have outright removed said traits, remaining very respectable comparing to the majority of the cast, and optimizations to his playstyle in the metagame further cement his position. As a result, Snake only performs slightly worse in ''Ultimate'' than his ''Brawl'' incarnation, and he remains an incredibly successful, if very difficult to play, character in competitive play.


{{SSB4 to SSBU changelist|char=Snake}}
{{SSB4 to SSBU changelist|char=Snake}}
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|dairdesc=Snake launches four subsequent stomps below himself. A very fast and powerful damage-racking out-of-shield option, as it has the fastest startup of any down aerial in the series, coming out at frame 3, and like Snake's other aerials and several other attacks, the first three stomps are disjointed, with hitboxes that reach under his legs. The third and fourth kicks add vertical speed, allowing Snake to slow his fall and autocancel the move from a short hop. Oddly, shortly after the first kick, Snake is pushed downwards slightly.
|dairdesc=Snake launches four subsequent stomps below himself. A very fast and powerful damage-racking out-of-shield option, as it has the fastest startup of any down aerial in the series, coming out at frame 3, and like Snake's other aerials and several other attacks, the first three stomps are disjointed, with hitboxes that reach under his legs. The third and fourth kicks add vertical speed, allowing Snake to slow his fall and autocancel the move from a short hop. Oddly, shortly after the first kick, Snake is pushed downwards slightly.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches in front of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Has great range for a non-tether grab, although it is rather slow for one as a trade-off, starting on frame 8. However, since he kneels down and leans forward to grab the opponent, he can be hit by an attack that wouldn't hit him normally. Based on the maneuver available in every ''Metal Gear Solid'' title.
|grabdesc=Reaches in front of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Has decent range for a non-tether grab, although it is rather slow for one as a trade-off, starting on frame 8. However, since he kneels down and leans forward to grab the opponent, he can be hit by an attack that wouldn't hit him normally. Based on a similar maneuver from the ''Metal Gear Solid'' games.
|pummelname=Strangle ({{ja|締め付け|Shimetsuke}})
|pummelname=Strangle ({{ja|締め付け|Shimetsuke}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Tightens his chokehold. Average power and speed. Repeated pummeling is texturally similar to mashing the grab button to choke out or snap the neck of restrained opponents in multiple ''MGS'' games.
|pummeldesc=Tightens his chokehold.
|fthrowname=Throw Down ({{ja|投げ倒し|Nage Taoshi}})
|fthrowname=Throw Down ({{ja|投げ倒し|Nage Taoshi}})
|fthrowdmg=9%
|fthrowdmg=9%
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|bthrowname=Pull Down ({{ja|引き倒し|Hiki Taoshi}})
|bthrowname=Pull Down ({{ja|引き倒し|Hiki Taoshi}})
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Snake performs a sasae tsurikomi ashi,{{ref|a}} shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. It has very low ending lag, allowing it to combo into dash attack at low percentages, and into an attached C4 as a kill confirm at around 90%. It can also KO middleweights by itself at around 148%. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''.
|bthrowdesc=Snake performs a sasae tsurikomi ashi{{ref|a}}, shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. It has very low ending lag, allowing it to combo into dash attack at low percentages, and into an attached C4 as a kill confirm at around 90%. It can also KO middleweights by itself at around 148%. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''.
|uthrowname=Body Drop ({{ja|体落とし|Tai Otoshi}})
|uthrowname=Body Drop ({{ja|体落とし|Tai Otoshi}})
|uthrowdmg=7% (hit 1), 4% (throw)
|uthrowdmg=7% (hit 1), 4% (throw)
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|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'')
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'')
|dthrowdmg=9%
|dthrowdmg=9%
|dthrowdesc=Lays the opponent flat on the floor, putting them in a downed status. How soon an opponent can act depends on their damage. At high percents, it gives Snake guaranteed follow-up options, with the most reliable one being up tilt starting at 160%. Resembles a similar maneuver from the series, where Snake can release neutralized enemies after dragging them around.
|dthrowdesc=Lays the opponent on the floor, putting the opponent into a downed status. How soon an opponent can act depends on their damage. At high percents, it gives Snake guaranteed follow-up options, with the most reliable one being up tilt starting at 160%. It resembles a similar CQC maneuver from the ''Metal Gear Solid'' series, in which Snake rendered enemies unconscious by suffocating them.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then says "Kept you waiting, huh?" upon appearing. Taken from the beginning of the Tanker chapter in ''Metal Gear Solid 2: Sons of Liberty''.
*Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then announces "Kept you waiting, huh?" upon appearing. Taken from the beginning of the Tanker chapter in ''Metal Gear Solid 2: Sons of Liberty''.
<gallery>
<gallery>
SnakeOnScreenAppearanceSSBU.gif|Snake's on-screen appearance
SnakeOnScreenAppearanceSSBU.gif|Snake's on-screen appearance
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===[[Taunt]]s===
===[[Taunt]]s===
*'''All taunts''': Puts a [[Cardboard Box|cardboard box]] over himself, which is removable. All three of his taunts are variations of this, though with slight differences in {{rollover|animation|the "Up" variation has Snake pull out the box from his left side; the "Side" variation has Snake sit down and pull the box over himself; the "Down" variation has Snake kneel down and pull over the box from in front of himself|?}} and cancelability. When he removes it, any nearby enemies will receive damage.  
*'''All taunts''': Puts a [[Cardboard Box|cardboard box]] over himself, which is removable. All three of his taunts are variations of this, though with slight differences in {{rollover|animation|the "Up" variation has Snake pull out the box from his left side; the "Side" variation has Snake sit down and pull the box over himself; the "Down" variation has Snake kneel down and pull over the box from in front of himself|?}} and cancelability. When he removes it, any nearby enemies will receive damage.  
**'''[[Smash Taunt]]''': Snake uses the [[Codec Conversations|codec]] to contact his support team - [[Colonel Roy Campbell|Colonel Campbell]], [[Otacon]] and [[Mei Ling]] (or [[Slippy Toad|Slippy]] when in a match against {{SSBU|Falco}}) - for information on his opponent; if there are multiple fighters, the game will randomly choose one. This is only possible on Snake's home stage, [[Shadow Moses Island]], and only applicable to characters playable in ''Brawl'', as it reuses the same voice lines, and thus also excludes {{SSBU|Ike}} when in his older ''Radiant Dawn'' costume. Snake will take a knee for a few seconds, then the codec will briefly dial and the call will begin. Snake can be hit during the call without interruption, but it will end if he is KO'd, which, in a nod to the ''Metal Gear Solid'' game over sequence, causes the character he was talking with to shout his name in dismay.
**'''[[Smash Taunt]]''': Kneels down and contacts his support team - [[Colonel Roy Campbell]], [[Otacon]], and [[Mei Ling]], and even [[Slippy Toad|Slippy Toad]] (only when in a match with {{SSBU|Falco}}) - via his [[codec]]. This is possible only on Snake's home stage, [[Shadow Moses Island]], can only be done on characters that were playable in ''Brawl'', cannot be done on {{SSBU|Ike}}'s Radiant Dawn costume, and is performed by inputting the down taunt command extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. This can only be done once each round and if the player is hit while Snake is holding his pose before the conversation starts, it is canceled. However, the player can be hit while the conversation is going, though the conversation ends if Snake is KO'd, which, in a nod to the ''Metal Gear Solid'' game over screens, causes the character Snake was talking with to shout ''"SNAAAAAAAAKE!!"''. It can be done with any number of other players on the screen; if there is more than one opponent, the game will randomly choose one to talk about.
<gallery>
<gallery>
SSBUSnakeTaunt1.gif|Snake's up taunt.
SSBUSnakeTaunt1.gif|Snake's up taunt.
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Does a spin kick and sidekick, finishing in an open-hand battle stance, while saying "Not even close!" ("{{ja|まだまだだな。|Mada mada da na.}}", ''Not yet.''). The pose is a reference to when "Old" Snake fights Liquid Ocelot at the end of ''Metal Gear Solid 4'' using CQC, a fighting style only explicitly used by [[Big Boss]] in prior games.
*'''Left:''' Does a spin kick, a sidekick, and then finishes in a CQC stance, all while saying "Not even close!" ("{{ja|まだまだだな。|Mada mada da na.}}", ''Not yet.''). The pose is a reference to the end of ''Metal Gear Solid 4: Guns of the Patriots'' when Old Snake fights Liquid Ocelot.
*'''Up:''' Uses the codec in a crouching position, reporting "Colonel, mission accomplished." ("{{ja|大佐、任務完了だ。|Taisa, ninmu kanryōda.}}", ''Colonel, mission accomplished.'').
*'''Up:''' Seen in a crouching position from the side, saying "Colonel, mission accomplished." ("{{ja|大佐、任務完了だ。|Taisa, ninmu kanryōda.}}", ''Colonel, mission accomplished.'') into his codec.
*'''Right:''' Crawls forward, then dive rolls into a crouch, saying into his codec "This is Snake. I'm done here." ("{{ja|こちらスネーク、これより帰還する。|Kochira Sunēku, kore yori kikan suru.}}", ''This is Snake, returning from here.'').
*'''Right:''' Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done here." ("{{ja|こちらスネーク、これより帰還する。|Kochira Sunēku, kore yori kikan suru.}}", ''This is Snake, returning from here.'').
[[File:SnakeTheme.ogg|thumb|An excerpt from the main theme of ''Metal Gear Solid''. It is used twice in the original game: a climactic version during a Game Over, and a triumphant version when a VR Mission is completed.]]
[[File:SnakeTheme.ogg|thumb|A small excerpt of the main theme of ''Metal Gear Solid''. In the game, this excerpt is used twice: when VR Training is completed, and when [[Solid Snake]] is caught and the player earns a Game Over.]]
<gallery>
<gallery>
SnakeVictoryPose1SSBU.gif
SnakeVictoryPose1SSBU.gif
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''See also: [[:Category:Snake players (SSBU)]]''
''See also: [[:Category:Snake players (SSBU)]]''


*{{Sm|Ally|Canada}} - The best Snake player in the world during the early metagame and was the first Snake player to win a major, doing so at {{Trn|Pound 2019}}. However, following some controversy, he has been mostly inactive.
*{{Sm|Ally|Canada}} - The best Snake player in the world during the early metagame and the only Snake player to win a major, doing so at {{Trn|Pound 2019}}. However following some controversy he has been mostly inactive.
*{{Sm|AlanDiss|Mexico}} - One of the best Snake players in North America in the post-online metagame, and is also a top 10 player in Mexico during that period. He has placed top 24 at every post-online major he has attended, including 9th at both the supermajor {{Trn|Smash Factor X}} and the major {{Trn|Delfino Maza 2023}}.
*{{Sm|AlanDiss|Mexico}} - One of the best Snake players in North America in the post-online metagame, and is also a top 10 player in Mexico during that period. He has placed top 24 at every post-online major he has attended, including 9th at both the supermajor {{Trn|Smash Factor X}} and the major {{Trn|Delfino Maza 2023}}.
*{{Sm|ApolloKage|USA}} - One of the best Snake players in the world in the post-online metagame, placing top 8 at several majors including 5th at the supermajors {{Trn|Let's Make Moves Miami}} and {{Trn|Mainstage 2022}}. His highest ranking is 20th on the [[UltRank 2022]].
*{{Sm|ApolloKage|USA}} - One of the best Snake players in the world in the post-online metagame, placing top 8 at several majors including 5th at the supermajors {{Trn|Let's Make Moves Miami}} and {{Trn|Mainstage 2022}}. His highest ranking is 20th on the [[UltRank 2022]].
*{{Sm|DIO|Japan}} - One of the best Snake players in the post-online metagame, placing top 8 at several majors including 4th at the supermajor {{Trn|Kagaribi 7}} and 7th at the supermajor {{Trn|Umebura SP 9}}. His highest ranking is 27th on the [[LumiRank Mid-Year 2023]].
*{{Sm|DIO|Japan}} - One of the best Snake players in the post-online metagame, placing top 8 at several majors including 4th at the supermajor {{Trn|Kagaribi 7}} and 7th at the supermajor {{Trn|Umebura SP 9}}. His highest ranking is 27th on the [[LumiRank Mid-Year 2023]].
*{{Sm|Hurt|Japan}} - Began seriously competing offline in 2023 and has since established himself as the best Snake player of all-time, being the only Snake player to win multiple majors and having placed in top 8 at multiple Premier tournaments, such as 2nd at {{Trn|Kagaribi 12}}, 4th at {{Trn|KOWLOON 9 with Sumabato}} and 5th at {{Trn|Supernova 2024}}. He is the highest ranked Snake ever, being 4th on the [[LumiRank 2024.1]].
*{{Sm|Hurt|Japan}} - Began seriously competing offline in 2023 and has since established himself as the best Snake main in the world. His best run to date was at the supermajor {{Trn|DELTA 5}}, where he defeated several of Japan's best players including {{Sm|acola}}, {{Sm|Miya|p=Honshu}}, and {{Sm|Shuton}} to place 2nd. He has also won a multitude of events, including the superregionals {{Trn|KOWLOON 6}} and {{Trn|Maesuma TOP 13.5 "U-22"}}.
*{{Sm|Mr.R|Netherlands}} - Although more known for his {{SSBU|Chrom}} in the early metagame, he was also considered the best Snake player in Europe at the time. He notably used Snake to defeat {{Sm|MkLeo}} and place 9th at the supermajor {{Trn|2GG: Prime Saga}}, and has also placed 5th at both the majors {{Trn|Albion 4}} and {{Trn|Smash Factor 8}} with Snake.
*{{Sm|Mr.R|Netherlands}} - Although more known for his {{SSBU|Chrom}} in the early metagame, he was also considered the best Snake player in Europe in the early metagame. He notably used Snake to defeat {{Sm|MkLeo}} and place 9th at the supermajor {{Trn|2GG: Prime Saga}}, and has also placed 5th at both the majors {{Trn|Albion 4}} and {{Trn|Smash Factor 8}} with Snake.
*{{Sm|MVD|USA}} - One of the most prominent Snake players in ''Ultimate'', and was considered the best Snake player in the world in 2021, ranking 20th on the [[OrionRank Ultimate: Eclipse]]. He has placed top 8 at several majors, including 4th at the major {{Trn|Super Smash Con: Fall Fest}} and 5th at the supermajor {{Trn|Let's Make Big Moves}}.
*{{Sm|MVD|USA}} - One of the most prominent Snake players in ''Ultimate'', and was considered the best Snake player in the world in 2021, ranking 20th on the [[OrionRank Ultimate: Eclipse]]. He has placed top 8 at several majors, including 4th at the major {{Trn|Super Smash Con: Fall Fest}} and 5th at the supermajor {{Trn|Let's Make Big Moves}}.
*{{Sm|Salem|USA}} - He was known for playing a variety of characters, with his most prominent character being Snake. He was considered one of the best Snake players in the world in the early metagame, with his highest global ranking being 17th on the [[OrionRank 2019]], and notably defeated {{Sm|MkLeo}} at the supermajor {{Trn|Pound 2019}} to finish 5th. However, following controversies, he has since been banned from several tournaments, and has effectively retired.
*{{Sm|Salem|USA}} - He was known for playing a variety of characters, with his most prominent characters being Snake. He was considered one of the best Snake players in the world in the early metagame, with his highest global ranking being 17th on the [[OrionRank 2019]], and notably defeated {{Sm|MkLeo}} at the supermajor {{Trn|Pound 2019}} to finish 5th. However following controversies he has since been banned from several tournaments and has effectively retired.
*{{Sm|ScAtt|USA}} - Co-mains Snake with {{SSBU|Mega Man}}, ranking 40th on the [[Fall 2019 PGRU]] with both characters. He used Snake to place 9th at the supermajors {{Trn|Smash 'N' Splash 5}} and {{Trn|The Big House 9}}. His activity has since declined, and he has mostly been participating in events in his region.
*{{Sm|ScAtt|USA}} - Co-mains Snake with {{SSBU|Mega Man}}, ranking 40th on the [[Fall 2019 PGRU]] with both characters. He used Snake to place 9th at the supermajors {{Trn|Smash 'N' Splash 5}} and {{Trn|The Big House 9}}. His activity has since declined, and he has mostly been participating in events in his region.
*{{Sm|Shogun|Japan}} - Although inconsistent throughout his career, he was the best Snake player in the world from mid-2019 until the start of the online metagame, placing 9th at the major {{Trn|Umebura SP 7}} and 17th at the supermajors {{Trn|EVO 2019}} and {{Trn|2GG: Kongo Saga}} during this time. He retired from competitive play in 2023.
*{{Sm|Shogun|Japan}} - Although inconsistent throughout his career, he was the best Snake player in the world from mid-2019 until the start of the online metagame, placing 9th at the major {{Trn|Umebura SP 7}} and 17th at the supermajors {{Trn|EVO 2019}} and {{Trn|2GG: Kongo Saga}} during this time. He retired from competitive play in 2023.


===Tier placement and history===
===Tier placement and history===
In the early metagame, Snake was an incredibly popular character. The character's multiple strengths, including a frame 1 option to break combos, great edgeguarding tools, and guaranteed kill setups at higher percents, enabled mains to develop a vibrant metagame. These strengths gave the character one of the highest representations in the metagame: Snake placed 2nd in representation for the first half of 2019,<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=0|title=OrionRank 2019 mid-year character score}}</ref> while Snake was one of the most common characters used by power ranked players in 2019.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title={{Sm|Barnard's Loop}}'s PR data}}</ref> The high reception to the character was backed up by strong major results coming from players such as {{Sm|Ally}}, {{Sm|MVD}}, and {{Sm|Salem}}. This overwhelmingly positive reception led many players to consider Snake as one of the best characters in the game.
In the early metagame, Snake was an incredibly popular character. The character's multiple strengths, including a frame 1 option to break combos, great edgeguarding tools, and guaranteed kill setups at higher percents, enabled mains to develop a vibrant metagame. These strengths gave the character one of the highest representations in the metagame: Snake placed 2nd in representation for the first half of 2019,<ref>{{cite web|url=https://docs.google.com/spreadsheets/d/1AJs-mj5TTdkmkl7nhj4twJymVPTLTUdT0MBToL1cxDs/edit#gid=0|OrionRank 2019 mid-year character score}}</ref> while Snake was one of the most common characters used by power ranked players in 2019.<ref>{{cite web|url=https://twitter.com/LoopBarnard/status/1252705963557208064|title={{Sm|Barnard's Loop}}'s PR data}}</ref> The high reception to the character was backed up by strong major results coming from players such as {{Sm|Ally}}, {{Sm|MVD}}, and {{Sm|Salem}}. This overwhelmingly positive reception led many players to consider Snake as one of the best characters in the game.


This high perception, however, wouldn't last as players began learning how to play around Snake's strengths while using Snake's lacking disadvantage state in their favor. Furthermore, Snake's top-level representation also began to suffer mid-2019 due to Ally's ban, MVD's decline in results, and Salem picking up other characters to use alongside Snake. Although Snake continued to have high representation going into, during, and out of the online metagame, players began wondering whether Snake was starting to fall out of the metagame.
This high perception, however, wouldn't last as players began learning how to play around Snake's strengths while using Snake's lacking disadvantage state in their favor. Furthermore, Snake's top-level representation also began to suffer mid-2019 due to Ally's ban, MVD's decline in results, and Salem picking up other characters to use alongside Snake. Although Snake continued to have high representation going into, during, and out of the online metagame, players began wondering whether Snake was starting to fall out of the metagame.


Doubts on Snake, however, eventually faded as Snake's popularity remained. Old mains such as MVD, {{Sm|Shogun}}, and {{Sm|DIO}} continued to see strong, yet somewhat inconsistent, results on a major level, while new names, most notably {{Sm|ApolloKage}}, appeared on the national scene. This has allowed Snake to maintain his high representation in the metagame, and players in the current metagame still consider Snake to be a top tier, making him ranked 15th on the first tier list. Opinions on Snake only continued to improve as he remained one of the most popular characters in competitive play. In addition, the rise of {{Sm|Hurt}} in 2023 gave Snake yet another representative at the top level, while the metagame favoring a campier, more patient playstyle was beneficial to Snake. As such, Snake rose significantly on the second tier list to 4th, ranking as one of the best characters in the game.
Doubts on Snake, however, eventually faded as Snake's popularity remained. Old mains such as MVD, {{Sm|Shogun}}, and {{Sm|DIO}} continued to see strong, yet somewhat inconsistent, results on a major level, while new names, most notably {{Sm|ApolloKage}} and {{Sm|Hurt}}, appeared on the national scene. This has allowed Snake to maintain his high representation in the metagame, and players in the current metagame still consider Snake to be a top tier, making him ranked 15th on the first and current tier list.


=={{SSBU|Classic Mode}}: Weapons and Equipment OSP==
=={{SSBU|Classic Mode}}: Weapons and Equipment OSP==
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!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{Head|Inkling|g=SSBU|s=20px}}{{Head|Inkling|g=SSBU|s=20px|cl=Blue}} {{SSBU|Inkling}} (x2)||[[Moray Towers]]||''{{SSBUMusicLink|Metal Gear|Encounter}}''||A possible reference to [https://metalgear.fandom.com/wiki/Laughing_Octopus Laughing Octopus] from ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_4:_Guns_of_the_Patriots Metal Gear Solid 4: Guns of the Patriots]''.
|1||{{Head|Inkling|g=SSBU|s=20px}}{{Head|Inkling|g=SSBU|s=20px|cl=Blue}} {{SSBU|Inkling}} (x2)||[[Moray Towers]]||''{{SSBUMusicLink|Metal Gear|Encounter}}''||
|-
|-
|2||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''||Based on the [https://metalgear.fandom.com/wiki/Snake_vs._Monkey Snake vs. Monkey] minigame from ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_3:_Snake_Eater Metal Gear Solid 3: Snake Eater]''.
|2||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''||
|-
|-
|3||{{CharHead|Pit|SSBU|hsize=20px}}||[[Shadow Moses Island]] ([[Battlefield form]])||''{{SSBUMusicLink|Metal Gear|Theme of Solid Snake}}''||
|3||{{CharHead|Pit|SSBU|hsize=20px}}||[[Shadow Moses Island]] ([[Battlefield form]])||''{{SSBUMusicLink|Metal Gear|Theme of Solid Snake}}''||
|-
|-
|4||{{CharHead|Link|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Metal Gear|Snake Eater}}''||The opponent and stage choice reference the battle against [https://metalgear.fandom.com/wiki/The_Fear The Fear] in ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_3:_Snake_Eater Metal Gear Solid 3: Snake Eater]''.
|4||{{CharHead|Link|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Metal Gear|Snake Eater}}''||
|-
|-
|5||{{Head|Samus|g=SSBU|s=20px}}{{Head|Samus|g=SSBU|s=20px|cl=Blue}} {{SSBU|Samus}} (x2) and {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}} {{SSBU|R.O.B.}} (x2)||[[Norfair]]||''{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}''||Horde Battle.<br>The two Samuses are likely a reference to the [https://metalgear.fandom.com/wiki/Powered_suit powered suit] soldiers from ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_4:_Guns_of_the_Patriots Metal Gear Solid 4: Guns of the Patriots]''.
|5||{{Head|Samus|g=SSBU|s=20px}}{{Head|Samus|g=SSBU|s=20px|cl=Blue}} {{SSBU|Samus}} (x2) and {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}} {{SSBU|R.O.B.}} (x2)||[[Norfair]]||''{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}''||Horde Battle.
|-
|-
|6||{{CharHead|Snake|SSBU|hsize=20px|color=Green}}||Shadow Moses Island||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''||A possible reference to Les Enfants Terribles, a government project in the ''Metal Gear'' series that creates clones of Big Boss, including Solid Snake himself. The CPU will be the {{Head|Snake|g=SSBU|s=20px}} default Snake if the player chooses the green alternate costume.
|6||{{CharHead|Snake|SSBU|hsize=20px|color=Green}}||Shadow Moses Island||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''||A possible reference to Les Enfants Terribles, a government project in the ''Metal Gear'' series that creates clones of Big Boss, including Solid Snake himself. The CPU will be the {{Head|Snake|g=SSBU|s=20px}} default Snake if the player chooses the green alternate costume.
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*Snake is the least common opponent for Classic Mode routes, as he appears in 3 different routes.
*Snake is the least common opponent for Classic Mode routes, as he appears in 3 different routes.
**He appears in {{SSBU|Wolf}}'s route in Round 6, {{SSBU|Pac-Man}}'s route in Round 5, and his own route in the penultimate round.
**He appears in {{SSBU|Wolf}}'s route in Round 6, {{SSBU|Pac-Man}}'s route in Round 5, and his own route in the penultimate round.
*Oddly enough, unlike other characters, holding the special move button while [[shield]]ing as Snake does not allow him to angle the shield without triggering dodges (or [[jump]]ing if [[tap jump]] is turned on); he can only do this by holding multiple shield buttons. While this also applies to {{SSBU|Inkling}} and {{SSBU|Steve}}, it is because of the special move input while shielding being designated for refilling their [[Ink Tank]] for the former and spawning a crafting table for the latter.
*Oddly enough, unlike other characters, holding the special move button while [[shield]]ing as Snake does not allow him to angle the shield without triggering dodges (or [[jump]]ing if [[tap jump]] is turned on); he can only do this by holding multiple shield buttons. While this also applies to {{SSBU|Inkling}}, it is because of the special move input while shielding being designated for refilling their [[Ink Tank]].
*Snake's stock icon depicts him without facial hair, similar to his appearances in ''Metal Gear 2'' and ''Metal Gear Solid''.
*Snake's stock icon depicts him without facial hair, similar to his appearances in ''Metal Gear 2'' and ''Metal Gear Solid''.
*There's a glitch regarding the use of [[Cypher]] where if Snake gets fired out of [[Barrel Cannon]] or is hit by the tornado in [[Hyrule Castle]], any aerial action performed will leave him helpless. Additionally, if Snake performs a [[tech]], throws an item and lands, or gets knocked down and stands back up, the helplessness will be stored, causing him to lose access to the move while grounded and will become helpless once he leaves the ground by either jumping or falling off the stage. This glitch is a carryover from ''Brawl''.
*There's a glitch regarding the use of [[Cypher]] where if Snake gets fired out of [[Barrel Cannon]] or is hit by the tornado in [[Hyrule Castle]], any aerial action performed will leave him helpless. Additionally, if Snake performs a [[tech]], throws an item and lands, or gets knocked down and stands back up, the helplessness will be stored, causing him to lose access to the move while grounded and will become helpless once he leaves the ground by either jumping or falling off the stage. This glitch is a carryover from ''Brawl''.

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