Editing Snake (SSBU)

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|availability = [[Unlockable character|Unlockable]]
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'''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]].
{{cquote|''Back by popular demand, Snake brings a ranged fighting style unlike any other fighter in the game. His Final Smash locks onto an opponent and fires five homing missiles.''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''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=L93H7YC-83o "Everyone is Here!"] with the rest of the returning roster. Snake is classified as 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.
Rather than {{s|wikipedia|Kiefer Sutherland}}, who voiced his predecessor in  the ''Metal Gear Solid V'' series, {{s|wikipedia|David Hayter|}}'s portrayal of Snake from ''Brawl'' was repurposed for the English version of ''Ultimate,'' with Hayter initially [https://twitter.com/DavidBHayter/status/1006580149540700160 confirming on Twitter] that he would be reprising his role as Snake. Akio Otsuka also reprises his role in the Japanese version, with his clips being taken from ''Brawl'' as well.
 
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 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}}.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Snake being the 39th character to be unlocked.
*Play [[VS. match]]es, with Snake being the 39th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 5th character unlocked after {{SSBU|Meta Knight}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}}, being the fifth character in his unlock tree after {{SSBU|Meta Knight}}.
*Have Snake join the player's party in [[World of Light]].
*Have Snake join the player's party in [[World of Light]].
With the exception of the third method, Snake must then be defeated on [[Shadow Moses Island]]. In World of Light, he is fought on {{SSBU|Final Destination}}.
With the exception of the third method, Snake must then be defeated on [[Shadow Moses Island]].
 
==Attributes==
Snake is a tall heavyweight character, being tied with {{SSBU|R.O.B.}} and {{SSBU|Banjo & Kazooie}} as the 18th heaviest character. Much like several other heavyweight zoners, Snake has poor overall mobility; while he has above-average [[traction]], [[falling speed]], and [[fast fall|fast falling speed]], his [[dashing speed]], [[initial dash]], [[walk speed]], [[air speed]], and [[gravity]] are all below-average, his [[jump]]s are among the lowest in the game, and he is also tied with {{SSBU|Simon}} and {{SSBU|Richter}} for the lowest [[air acceleration]] in the game. As a result of his mobility, Snake is highly reliant on zoning and trapping with his projectiles in the neutral.
 
One of Snake's biggest strengths is his moveset: similarly to a few other characters, such as {{SSBU|Young Link}}, the overall utility provided by Snake's moveset is so considerable that he lacks a single "bad" or "useless" move. An example of this would be his ground game. His [[neutral attack]] comes out quickly and is a good anti-pressure tool with good mixup potential. His [[forward tilt]] is a 2-hit attack with fast start-up (frame 4) and a decently sized hitbox. It also has high knockback, allowing it to KO at high percents. His [[up tilt]] is often considered one of the best in the game due to its deceptively fast start-up (frame 6), very strong KO power, and disjointed hitbox. It is also infamous for being able to be confirmed into by his down throw, which is a true combo at high percents (around 160%). His [[down tilt]] is one of his best poking tools, having fast speed (frame 6) and a great disjoint that goes beyond Snake's feet. It also puts Snake into his crouch position on the first frame of the move, making it a great way to evade certain attacks. Lastly, his [[dash attack]] comes out very quickly (frame 5) and is a useful approaching option due to its good knockback which even allows it KO at the ledge at very high percents, while it also crosses shields, grants Snake arm [[intangibility]], and has a reasonable amount of ending lag, giving him one of the game's best burst options and making it arguably the best dash attack in the game.
 
Snake's smash attacks offer a unique set of options. His [[up smash]] shoots a missile upwards and the height at which it travels can be increased by charging the move. This makes it great for [[edgeguard]]ing, ledgetrapping, and as an anti-air. The launcher also has a hitbox that comes out on frame 11. His [[forward smash]], while extremely slow, is incredibly strong and is decently safe on shield due to its relatively low endlag and large hitbox, making it great for hard reads or if the opponent rolls in Snake's direction. Its large hitbox also reaches beyond the ledge and allows it to [[2 frame punish]] opponents. His [[down smash]] is fast, has good KO power (especially with the back hit), possesses a disjointed hitbox on both hits that goes beyond Snake's feet and makes it a good tool for 2-framing and edgeguarding, and is relatively safe on shield if its back hit connects.
 
While Snake's air attributes are poor, his aerials by themselves have lots of utility. [[Neutral aerial]] is strong and deals very high damage, making it great for edgeguarding and as a follow up move out of Snake's explosives. Its first three hits can also setup into other moves if Snake lands as quickly as possible after connecting one of the hits. [[Forward aerial]] is a very powerful meteor smash with great horizontal and vertical range. [[Down aerial]] is often considered Snake's best aerial, as it comes out very quickly (frame 3), has decent range and knockback, and deals high damage, with all the hits combined dealing 20% in a short hop. The move also gives Snake a small vertical boost in the air and autocancels in a short hop. Due to its aforementioned speed, it is useful for racking up damage and is a very effective [[out of shield]] option. [[Up aerial]] is relatively quick, has strong vertical power, and a large disjointed hitbox that extends far beyond Snake's legs. Finally, [[back aerial]] is fast, deals high damage with powerful knockback, and has long disjointed range along with a high amount of active frames, making it a reliable landing option and a way to escape juggles as well as a potential KO move.
 
Snake's grab game is also fairly versatile. His dash grab goes a surprisingly long distance thanks to him sliding forward during it. His throws, however, are where his grab game shines. [[Down throw]] is unique in that it has the [[down]] effect: while this makes it unsafe at low percents, as the opponent can react before he can, it gains enough hitstun at high percents to allow Snake to follow up reliably, with up tilt being renowned as a guaranteed KO confirm at 160%. It is also useful for [[tech chase|tech chasing]], as Snake can predict his opponent's tech option and potentially rack up more damage or possibly even KO the opponent if the player makes the correct read. His [[up throw]] can combo into his up tilt at low percents as a solid damage racker, and his [[back throw]] can combo into his dash attack at low percents as well as C4 at mid to high percents. Lastly, his [[forward throw|forward]] and back throws have decent knockback scaling, making them great for setting up edgeguards or, to a lesser degree, KOing at very high percents.
 
Finally, Snake's special moves allow for many fantastic options. His neutral special, [[Hand Grenade]], is arguably one of the best projectiles in the game for many reasons. It is infamous for starting on frame 1, which lets Snake instantly escape combos once he is out of hitstun and also makes it to where opponents must be cautious when trying to combo or juggle him in an effort to not get hit by his grenades. Grenades are also very useful for zoning and as defensive options, as Snake can shield while holding one to make pressuring his shield dangerous. They are also very useful for stage control, ledge trapping, setups, and as camping tools. His side special, [[Remote Missile]], is one of the greatest edgeguarding tools in the game, thanks to its controllable movement, strong knockback, and low commitment, as Snake can edgeguard opponents with ease without leaving the stage. His down special, [[C4]], is a remote activated bomb with strong power. It can also be difficult to see at times due to its small size and is among the best and most versatile trapping and stage-controlling tools in the game thanks to how it essentially puts certain parts of the stage "off-limits" and forces opponents to move in a different part of the stage where Snake can continually pressure them. Additionally, Snake can attach it to the opponent if he is close enough, which gives him an opportunity to deal high damage or potentially KO at high percents, especially if used as confirm out of his back throw. It can also be used to extend his recovery by placing one down in midair and detonating it immediately. Lastly, his up special, [[Cypher]], is his main recovery move and goes a considerable distance and doesn't leave him helpless. It also provides Snake with some damaged based armor, and a useful lingering hitbox that can cover his air dodge to the ledge.
 
In spite of his strengths, Snake still has noticeable weaknesses, one of which being his frame data. While he does have several moves with remarkably quick start-up (jab, down aerial, back aerial, Hand Grenade, down smash, and all of his tilts), the majority of his moveset has very high endlag, making them easy to punish if missed. While his aforementioned forward aerial and forward smash are quite strong, they have the highest startup lag of their types in the game. His reliance on explosive projectiles in the neutral can be a downside in matchups against characters with energy-absorbing moves, such as {{SSBU|Ness}}, {{SSBU|Lucas}}, or {{SSBU|Mr. Game & Watch}}, or against characters that can use his explosives against him such as {{SSBU|Villager}} or {{SSBU|Isabelle}}.
 
His recovery can also be very vulnerable at times. Though the Cypher does have positive attributes, it can be rather slow and easy to catch. Many moves can hit right though the armor, and if it gets destroyed without Snake taking damage, he will become helpless. This situation can easily lead to a lost stock when recovering low. There is also a period of time after the Cypher is deployed in which it can not be acted out of. These issues lead to Snake favoring a very high recovery in most situations. Unfortunately, getting back to stage from so far up offers the opponent a large window of time to chase down his landing. To evade a good opponent, the Snake player must consistently mix-up his landing with different movement options and attacks. Mastery of Snake's explosives, falling aerials, air dodges and reverse specials is required for a safe and consistent return to the stage.
 
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.
 
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}}.


==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.
Despite his top-tier status in ''Brawl'', Snake received a mix of buffs and nerfs in the transition to ''Ultimate''. The most notable buffs he received were to his previously slow mobility, no longer being among the slowest in the series. The universal 3-frame jumpsquat and Snake's improved air speed give Snake better options when transitioning from the ground to the air, while the reduced landing lag on all of his aerials gives him landing options. In addition, many of his moves have been given reduced startup (e.g. neutral and down aerial's multi hits) or end lag (e.g. down tilt), or even both (e.g. down smash). His [[Remote Missile]] is significantly faster and more controllable making it a stronger tool against opponents who are off stage. Finally, the removal of chain grabbing significantly improves his endurance against certain characters.


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.
However, Snake also received some glaring nerfs as well. Due to Snake's absurd weight being reduced to be more in-line with similarly sized characters, the removal of [[momentum canceling]] and given that Cypher can now be destroyed, his overall endurance especially while offstage is much weaker. In addition, while his ground game still remains strong, it has been nerfed in several ways; his neutral attack has less range and is significantly weaker, his forward tilt has less range, deals far less damage, the first hit has been altered removing its ability to [[trip]] and the second hit is slower and weaker. His up tilt's infamously deceptive horizontal range has been reduced, and the explosions from his explosion-based attacks can now be absorbed, further limiting his effectiveness in certain character matchups. While he has seen some improvements to his aerials, they are all weaker (especially down aerial). The removal of DACUS and the Gatling combo severely limit his approach options despite the aforementioned increase to his mobility. Lastly while the removal of chain grabbing improves his endurance, it also means that he can't chain grab with his down throw severely reducing its damage racking and [[tech chase]] potential.


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''.
Despite the changes, however, Snake retains multiple key traits from his ''Brawl'' incarnation, and remains a very viable choice in tournaments with players such as {{Sm|MVD}} and {{Sm|Ally|}} achieving very strong results with him. His reception has mostly been extremely positive, and is considered as a top-tier contender like back in his ''Brawl'' days.


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%.
===Aesthetics===
 
<!--Please do not make a comment about Snake's butt. As sad as it is, the wiki is not a place for it.-->
His smash attacks have also received notable buffs: [[forward smash]] has decreased ending lag, making it harder to punish and safer on shield when combined with the shield changes, and [[up smash]] has increased KO and ledgetrapping potential since its trejectory is much less randomized. Even his new down smash, despite its removed stage control potential, is much faster, making it more conventional for KOing, punishing rolls, and [[edge#2 frame punish|2-framing]]. His special moves have also been given improvements: [[Hand Grenade]]s have less lag when they are generated and explode faster (the latter can be both benefical and detrimental depending on the circumstance), while [[C4]] detonates faster and has less ending lag in all aspects. The most crucial upgrade however, was to [[Remote Missile]] — it is easier to control and much more maneuverable, reaches its top speed at a faster rate, and has less ending lag both when canceled and upon hitting the opponent, vastly improving its utility.  
*{{change|Snake retains his design from ''Metal Gear Solid 2: Sons of Liberty''. However, his body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana.}}
*{{change|Snake's idle animation has been altered. His upper body has been turned to face more towards the screen, and both his arms are now fully visible.}}
*{{change|Snake has refined animations for many of his moves.}}
*{{change|Snake's [[series symbol]] has changed from the FOX logo to the "!" Alert symbol seen in ''Metal Gear Solid'' games.}}
*{{change|Snake always speaks during his [[on-screen appearance]].}}
*{{bugfix|Snake's medium and heavy knockback clips that went unused in ''Brawl'' are now properly used.}}
*{{change|Snake has two additional [[alternate costumes]], increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from ''Metal Gear Solid 4: Guns of the Patriots''. The other is a lighter green costume resembling the leaf camouflage from ''Metal Gear Solid 3: Snake Eater''.}} 
*{{change|Snake has a new [[victory animation]]. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of ''Metal Gear Solid 4: Guns of the Patriots'' when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from ''Brawl''.}} [https://i.redditmedia.com/rgI5tgRJU8NnjMoxNmCmt3oaAGRwdhaFRK_6PxxJUmE.png?w=1024&s=24cc1e5811448d6c5b2845fdc3ef654b]
*{{change|Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.}}
*{{change|When using a smash attack with battering items, Snake uses one of his attacking voice clips (or stays silent) rather than the voice clip from his forward smash in ''Brawl''.}}


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.  
===Attributes===
*{{buff|Like all characters, Snake's [[jumpsquat]] animation now takes three frames to complete, the biggest difference out of everyone (down from 9).}}
*{{buff|Snake [[walk]]s faster (0.84 → 0.882).}}
*{{buff|Snake [[dash]]es much faster (1.35 → 1.595).}}
*{{buff|Snake's initial dash is much faster (1.1 → 1.76).}}
*{{buff|Snake has faster [[air speed]] (0.94 → 0.987) although it is significantly slower relative to the cast going from the 19th highest out of 39 characters to the 58th highest out of 78 characters.}}
*{{buff|Snake's [[fast fall]]ing speed is higher (2.422 → 2.768).}}
*{{buff|Snake's [[traction]] is significantly higher (0.0542 → 0.116) going from the 25th highest to the 16th highest.}}
*{{nerf|Snake is considerably [[weight|lighter]] (113 → 106), going from third heaviest in ''Brawl'' to tied for 16th in ''Ultimate'', worsening his endurance especially vertically when combined with the removal of [[momentum canceling]] and the general changes to vertical knockback. While this would make him less susceptible to combos, especially at higher percents, this is negated by the removal of [[hitstun canceling]].}}
*{{buff|The removal of chain grabbing noticeably improves Snake's endurance against certain characters.}}
*{{buff|The changes made to [[air dodging]] benefit Snake's recovery, improving his horizontal range and versatility.}}
*{{nerf|Snake's neutral air dodge has a shorter duration (frames 4-29 → 4-28) more ending lag (FAF 40 → 49) and more landing lag (4 frames → 11).}}
*{{buff|Forward [[roll]] has less ending lag (FAF 36 → 31).}}
*{{nerf|Forward roll has a shorter duration (frames 4-17 → 4-15) and back roll has more startup lag with a shorter duration (frames 4-19 → 5-16) and it has more ending lag (FAF 34 → 36).}}
*{{nerf|[[Spotdodge]] has more startup lag with a shorter duration (frames 2-20 → 3-17) and ending lag if not canceled with an attack (FAF 25 → 26).}}
*{{nerf|All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile and C4) can be [[absorb]]ed.}}


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.
===Ground attacks===
*[[Neutral attack]]:
**{{buff|Neutral attack hits connect much better and the final hit has less startup lag (frame 10 → 8).}}
**{{change|Neutral attack's first hit's angles have been altered (361°/88°/80° → 361°/180°).}}
**{{nerf|Neutral attack deals less damage (4% (hit 1), 3% (hit 2) → 2.5% (both), 7% → 6% (hit 3)) and has less range. The first two hits no longer have set knockback (30/20 (set), 100 (scaling) → 25/20 (base)/25 (hit 1), (25/28)/25 (hit 2)) making them connect less reliably with the third hit at higher percents and the third hit also has drastically decreased knockback (60 (base), 115 (scaling) → 70/58), no longer being the strongest neutral attack and no longer KOing until around [[sudden death]] percents.}}
*[[Forward tilt]]:
**{{nerf|Forward tilt's range has been reduced.}}
**{{nerf|Forward tilt deals less damage (8% → 4% (hit 1), 9%/10%/12% → 9%/10%/11% (hit 2)) and the second hit deals less knockback (55 (base), 80 (scaling) → 85/62) hindering its KO potential. The second hit's sourspot also now takes priority over the sweetspot.}}
**{{nerf|The first hit launches opponents vertically (275° → 78°) and no longer has set knockback (50 (base), 20 (set), 75 (scaling) → 42/0/10) making it harder to connect with the second hit and removing its ability to [[trip]] opponents.}}
**{{nerf|The second hit has more startup (frame 6 → 8) and ending lag (FAF 31 → 40).}}
*[[Up tilt]]:
**{{buff|Up tilt deals more damage (13% → 14.5% (clean), 12% → 13.5% (late)). The late hit also launches opponents at a higher angle (84° → 95°)  and its knockback was not fully compensated (45 (base), 95 (scaling) → 50/88) slightly improving the late hit's KO potential.}}
**{{buff|Up tilt's sweetspot has a longer duration (frames 6-7 → 6-8).}}
**{{nerf|Up tilt's knockback on the sweetspot has been reduced (55 (base), 95 (scaling) → 65/82) slightly hindering its KO potential despite its higher damage.}}
**{{nerf|Up tilt's notoriously large horizontal disjointed hitbox has been reduced, to the point where opponents have to be close to Snake in order for the move to connect.}}
*[[Down tilt]]:
**{{change|Down tilt sends Snake forward then back to where he started. This makes the move safer as Snake moves back, but reduces the move's ability to pseudo-crawl.}}
**{{nerf|Down tilt has a shorter duration (frames 6-9 → 6-7).}}
**{{buff|Down tilt has less ending lag (FAF 35 → 31).}}
**{{buff|Down tilt deals more damage (10% → 12%).}}
**{{buff|Snake can perform a reversed down tilt if he is crawling backwards.}}
**{{nerf|If Snake holds back and away after performing a down tilt, he will no longer interrupt the ending lag of the down tilt by quickly turning around and crawling in the opposite direction. Instead, he will simply crawl backwards after down tilt's animation has finished which is overall slower.}}
**{{nerf|Down tilt deals less knockback (50 (base), 100/110 (scaling) → 60/62), no longer KOing until very high percentages.}}
*[[Dash attack]]:
**{{buff|Dash attack connects more reliably at close range as Snake can no longer run through his opponents.}}
**{{nerf|Dash attack's sweetspot has a shorter duration (frames 5-10 → 5-8).}}
**{{nerf|Dash attack deals less knockback (50 (base), 85 (scaling) → 95/45 (clean), 40/85 → 40/75 (late)) and the clean hit sends opponents at a less vertical angle (65° → 45°) hindering its KO potential.}}
**{{nerf|The [[Gatling Combo]] can no longer be performed hindering dash attack's utility and safety.}}
*[[Forward smash]]:
**{{change|Snake vocalizes his forward smash after the move has been performed and he no longer consistently vocalises. It does not use the voice clip his previous forward smash did instead playing his old down smash voice clip. It additionally has a new "clicking" sound effect.}}
**{{buff|Forward smash has less ending lag (FAF 81 → 74).}}
**{{nerf|Forward smash deals less knockback (100 (base), 60 (scaling) → 66/75) hindering its KO potential especially while near the horizontal blastzone.}}
*[[Up smash]]:
**{{change|Snake uses his old forward smash voice clip when performing up smash.}}
**{{change|Up smash's mortar shells only land in front of Snake making its trajectory more reliable.}}
***{{nerf|This however means it can no longer attack an opponent coming from behind.}}
**{{change|The move's sound effects are more realistic, replacing the previous move's distinctive "bloop" sound.}}
**{{buff|Up smash's mortar shell deals more damage (10% → 14%) improving its KO potential despite its decreased knockback (90 (base), 67 (scaling) → 87/60) and it travels higher when uncharged.}}
**{{nerf|Up smash has more ending lag (FAF 53 → 55).}}
**{{nerf|The removal of [[DACUS]] significantly hinders Snake's up smash's approach potential.}}
**{{nerf|The mortar shell has much more startup lag (frame 29 → 36).}}
**{{nerf|The first hit connects into the mortar much less reliably.}}
*[[Down smash]]:
**{{change|Snake has a new down smash: a double-sided kick that is slightly similar to {{SSBU|Zelda}}'s, capable of sending opponents at horizontal angles with considerable knockback (90 (base), 58 (scaling) → 30/(87/88)) (especially the back hit). This increases its range and makes it more consistent and reliable at KO'ing, though it removes Snake's landmine combos and weakens his ability to stage control. It is also now a [[semi-spike]] (88° → 25°/20°) granting it edgeguarding potential but removing its followup potential.}}
***{{bugfix|As a result, the [[Infinite explosion glitch]] is no longer possible to perform.}}
**{{change|Snake uses his old up smash voice clip when performing down smash.}}
**{{buff|New down smash is dramatically faster than the old one, having much less startup (frame 55 → 8) and ending lag (FAF 78 → 45).}}
**{{nerf|The front hit deals less damage than the old landmine (14% → 12%).}}


{{SSB4 to SSBU changelist|char=Snake}}
===Aerial attacks===
*{{buff|All aerials have less landing lag (30 frames → 16 (neutral), 30 frames → 19 (forward/back), 22 frames → 15 (up), 30 frames → 20 (down)).}}
*[[Neutral aerial]]:
**{{buff|Neutral aerial's later kicks have less startup lag (frame 22/34/44 → 18/26/36 (hits 2/3/4) and neutral aerial can finish in a short hop. It also has less ending lag (FAF 68 → 60).}}
**{{buff|Hits of neutral aerial connect better due to their faster speed and the weakening of [[SDI]].}}
**{{nerf|All of neutral aerial's hits deal less damage (6% → 3% (hit 1), 5% → 3% (hit 2), 4% → 3% (hit 3), 13% → 12% (hit 4); 28% → 21% (total)). All hits except the final hit have shorter durations (4 frames → 2) and the final hit deals less knockback (45 (base), 95 (scaling) → 25/90) hindering its KO potential.}}
**{{nerf|As its [[auto-cancel]] window was unchanged, neutral aerial auto-cancels later relative to when the final hit comes out making it more difficult to land laglessly with it.}}
*[[Forward aerial]]:
**{{buff|The removal of [[meteor canceling]] improves sweetspotted forward aerial's reliability.}}
**{{nerf|Forward aerial's sweetspot and sourspot deal less knockback (40 (base), 100 (scaling) → 35/90), hindering their KO potential.}}
<!--KineticModule__add_speed(0, 0.8, 0.0). Yes, it DOES still give him a vertical boost.-->
*[[Back aerial]]:
**{{buff|Back aerial auto-cancel earlier (frame 43 → 40). Its auto-cancel window is shorter than its animation.}}
**{{change|Back aerial's sweetspot has been re-positioned. It is placed on his feet rather than his body. This makes it stronger when spaced, but less effective up close.}}
**{{nerf|Back aerial deals less knockback (40 (base), 90 (scaling) → (42/43)/72 (clean), 25/100 → 25/85 (late)). The late hit also now has a sourspot which deals less damage (10% → 9%).}}
**{{nerf|Back aerial no longer has a hitbox on Snake's head.}}
*[[Up aerial]]:
**{{nerf|Up aerial deals slightly less knockback (40 (base), 95 (scaling) → 65/72 (clean), 10/100 → 10/95 (late)).}}
*[[Down aerial]]:
**{{buff|Snake gains a significantly greater vertical boost when using down aerial, being able to auto-cancel in a short hop combined with its earlier auto-cancel window (frame 63 → 53), and improve his recovery potential and jump height.}}
**{{buff|Down aerial's later kicks have less startup lag (frame 14/25/36 → 10/17/25).}}
**{{buff|Hits of down aerial connect better due to their faster speed and the weakening of SDI.}}
**{{nerf|All hits of down aerial deal less damage (6% → 4% (hit 1), 5% → 3% (hits 2-3), 12% → 10% (hit 4); 28% → 20% (total)). The final hit also has much lower knockback scaling (110 → 80), greatly hindering its KO potential.}}


==Update history==
===Throws/other attacks===
Snake received a mix of buffs, nerfs, and glitch fixes via game updates, but nerfed slightly overall. Update 2.0.0 buffed his already powerful up tilt by increasing the clean hit's hitbox length and reducing the late hit's hitbox. Update 3.0.0, however, was a mixed bag for Snake. His back aerial's knockback was increased, but his up smash gained slightly more ending lag. Hand Grenade and Remote Missile were also nerfed, with the former dealing less shield damage (though this change also buffs Snake, as it is much safer for him to block his own Hand Grenade) and the latter received a smaller hitbox during its descent. Update 3.1.0 improved his neutral attack's consistency, while update 4.0.0 made up throw's collateral hitbox blockable. Lastly, update 7.0.0 enlarged Snake's shield as part of a near-universal buff, and granted brief intangibility to his head when he activates his shield.
*[[Grab]]s:
**{{nerf|All grabs have more ending lag (FAF 30 → 35 (standing), 40 → 43 (dash), 30 → 38 (pivot)).}}
**{{nerf|The changes to aerial [[grab release]]s heavily hinder Snake as he no longer has any guaranteed follow ups out of an aerial grab release (such as dash attack or a re grab) outside of his explosives. The change to his down smash also heavily limits his aerial grab release's follow up potential as it can only set up into one of his self detonating explosives.}}
*[[Forward throw]]:
**{{change|Forward throw has a different animation, with the ending pose causing Snake to pose with his arms out.}}
*[[Up throw]]:
**{{change|Up throw has an altered throwing animation. It also now consists of a hit and then a throw although the throw's knockback has been compensated (68 (base), 60 (scaling) → 55/130).}}
**{{buff|Up throw deals more damage (10% → 7% (hit), 4% (throw), 11% (total)).}}
**{{buff|Up throw has increased followup potential due to the removal of [[hitstun canceling]]. Snake's shorter jumpsquat also improves up throw's follow up potential.}}
*[[Down throw]]:
**{{change|Snake performs down throw slightly faster.}}
**{{change|How soon an opponent can act out of down throw is based on their percentage. This hinders its [[tech chasing]] potential at lower percents but gives Snake guaranteed followups at higher percents.}}
**{{nerf|Down throw deals less damage (12% → 9%).}}
**{{nerf|Due to the removal of chain grabbing, Snake can no longer use down throw repeatedly, reducing his potential damage output.}}


Overall, Snake fares mildly worse than he did at the launch of ''Ultimate'', although he remains a very dominating character in the metagame.
===Special Moves===
*[[Hand Grenade]]:
**{{change|Hand Grenades are much larger, making them more likely to hit opponents but also more likely to hit Snake himself.}}
**{{change|Hand Grenades operate on a timer of 2.5 seconds, down from 3 seconds in ''Brawl''.}}
**{{buff|Snake moves faster with a Hand Grenade in his hand.}}
**{{change|Grenades deal less damage (12% → 9%) hindering their KO potential, but can improve their combo potential at low to mid percentages.}}
**{{bugfix|When a second Hand Grenade is shield dropped, the first no longer falls straight down.}}
*[[Remote Missile]]:
**{{buff|Remote Missile has less startup lag (frame 43 → 41), travels faster, and turns much quicker making them significantly more controllable and very effective for edgeguarding or KOing. The weak hit also has higher base knockback (45 → 50)}}
**{{change|Remote Missile uses a different sound when preparing to fire a missile.}}
**{{change|Remote Missile no longer fully stops and drops down when shielding, instead falling in an arc carried by its forward momentum.}}
*[[Cypher]]:
**{{buff|Snake can now grab onto an edge during the middle of Cypher as long as he is facing toward one, improving its safety.}}
**{{nerf|Cypher can be destroyed, worsening Snake's recovery.}}
**{{nerf|Due to changes to [[tech]]ing, Snake can no longer infinitely stall by using Cypher, hitting himself with [[C4]] and then tech into the stage unless his percent is low enough hindering his recovery at very high percents.}}
**{{bugfix|[[Grab release glitch]] on Cypher was fixed.}}
*[[C4]]:
**{{change|C4 emits a flashing red light for a few seconds after being placed, improving its visibility. This allows Snake to keep track of his C4 more easily, but also allows enemies to do the same.}}
**{{change|Snake can say "There!" in addition to "Now!" when detonating a C4.}}
**{{change|Snake now kneels when detonating C4 from a standing position.}}
**{{buff|C4 sticks to opponents much more reliably than in ''Brawl''.}}
**{{buff|C4 stuck to an opponent no longer falls off as often after they are launched by a high-knockback move.}}
**{{buff|Placing a C4 makes less noise than before.}}
**{{buff|Snake can place and detonate C4 from a crouching position.}}
**{{nerf|The implementation of universal throw invincibility makes it more difficult to perform the [[Omnigay]].}}
*[[Final Smash]]:
**{{change|Snake has a new Final Smash called [[Covering Fire]]. It involves him throwing a flare grenade to call an airstrike. He will announce "It's showtime!" if the move is started on the ground, but not in the air. A crosshair will first appear to mark opponents in intervals before five homing missiles are fired at the marked victims. Targets must be marked multiple times in order to send more of the missiles at them. Any missiles not given a target when their mark is placed will simply fly at where the crosshair was at the time. This resembles the way flare grenades are used in ''Metal Gear Solid V'', where a support helicopter could be called to provide backup, with homing missiles being one of the options. The UI for the missiles bears a resemblance to the one used for the FIM-92 Stinger homing missile launcher.}}


==Update History==
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Snake}}
*{{bugfix|Fixed an issue that allowed Snake himself to launch incorrectly at maximum percentages using [[C4]].}}


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Snake}}
*{{buff|Up tilt's sweetspot hitbox has a slightly increased duration (7 frames → 8).}}
*{{bugfix|Self stick C4 has been fixed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Snake}}
*{{nerf|Up smash has more ending lag (FAF 51 → 55).}}
*{{buff|Back aerial's sweetspot deals more knockback.}}
*{{nerf|Hand Grenade deals less shield damage.}}
**{{buff|However, this also makes it safer for Snake to shield his own grenades.}}
*{{nerf|Remote Missile has a smaller hitbox.}}
*{{bugfix|Invisible Cypher fixed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Snake}}
*{{buff|Neutral attack 1 connects into neutral attack 2 more reliably.}}
 
*{{buff|Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
{{UpdateList (SSBU)/4.0.0|char=Snake}}
 
'''{{GameIcon|ssbu}} {{SSBU|6.0.0}}'''
{{UpdateList (SSBU)/6.0.0|char=Snake}}
 
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Snake}}


==Moveset==
==Moveset==
*Snake can [[crawl]]. Notably, Snake's crawl is one of the lowest in the entire game, alongside that of {{SSBU|Wii Fit Trainer}}.
*Snake can [[crawl]]. Notably, Snake's crawl is one of the lowest in the entire game, alongside that of {{SSBU|Wii Fit Trainer}}.
''For a gallery of Snake's hitboxes, see [[Snake (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Rolling Sobat ({{ja|ローリングソバット|Roringu Sobatto}})
|neutralname=&nbsp;
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.5%
|neutral2dmg=2.5%
|neutral3dmg=6%
|neutral3dmg=6%
|neutraldesc= The Punch + Punch + Kick combo from ''{{s|wikipedia|Metal Gear Solid}}'', ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}'' and ''{{s|wikipedia|Metal Gear Solid 2: Sons of Liberty}}''. It comes out fast (frame 3) and is useful for mixups as well as a quick "get off me" option. At high percents, it can even [[jab cancel]]  into his forward tilt if connected with the hitbox on his fist, being one of the few jabs in the game to be able to jab cancel.
|neutraldesc=Two punches, followed by a spinning hook kick. Holding the attack button without hitting an enemy will have Snake repeatedly perform the first hit. Based off the attack combo from ''{{s|wikipedia|Metal Gear Solid}}'' and ''{{s|wikipedia|Metal Gear Solid 2}}''.
|ftiltcount=2
|ftiltname=&nbsp;
|ftiltname=Knee Kick ({{ja|膝蹴り|Hizageri}}) / Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|ftiltdmg=4% (hit 1), 9% (hit 2, body), 10% (hit 2, arm), 11% (hit 2, fists)
|ftiltdmg=4%
|ftiltdesc=A forward knee-thrust. Pressing the attack button a second time will have Snake follow up with an overhead swing with both arms. The knee slightly launches opponents vertically, making it harder to connect the second hit at higher percents. This move is seen during a cutscene in ''Metal Gear Solid: Twin Snakes'' when Snake fights [[Gray Fox]].
|ftilt2dmg=9% (body), 10% (fists, aerial), 11% (fists, grounded)
|utiltname=&nbsp;
|ftiltdesc=A forward knee-thrust. Pressing the attack button a second time will have Snake follow up with an overhead swing with both arms. The knee slightly launches opponents vertically, making it harder to connect the second hit at higher percents. The second hit uses a large hitbox that is somewhat disjointed, as it goes moderately far beyond Snake's arms. This move is seen during a cutscene in ''Metal Gear Solid: The Twin Snakes'' when Snake fights [[Gray Fox]].
|utiltname=Upward Kick ({{ja|上蹴り|Uegeri}})
|utiltdmg=14.5% (clean), 13.5% (late)
|utiltdmg=14.5% (clean), 13.5% (late)
|utiltdesc=An upward scorpion kick. One of Snake's best KO options and one of the best up tilts in the game due to its fast startup, decent range, and high knockback. Starting at 160%, Snake has a true KO setup into up tilt from down throw, and can even KO earlier if the opponent's reaction is read after the down throw. It can also be setup into from the first hit of his neutral aerial against certain characters if Snake lands quickly enough. It is the fourth strongest up tilt in the game, only losing to {{SSBU|Sephiroth}} when tippered, {{SSBU|Mega Man}} on its sweet spot and {{SSBU|Ganondorf}}, capable of KOing middleweights starting as low as 100%, making it comparable to an up smash in terms of strength.
|utiltdesc=An upward scorpion kick. One of Snake's best KO options due to its fast startup, decent range, and high knockback. Depending on the opponent's damage, this makes a great follow up from down throw. Can also be used as an out-of-shield option.
|dtiltname=Crawl Attack ({{ja|ホフク攻撃|Hōfuku Kōgeki}})
|dtiltname=&nbsp;
|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=A low spin kick while prone. Deals very high damage for a tilt of its speed, coming out on frame 6, and also possesses good disjointed range, with the outermost hitboxes reaching over his foot. It serves as one of Snake's best poking tools in the neutral.
|dtiltdesc=A low spin kick while prone. Deals decent damage for its speed.
|dashname=Forward Roll ({{ja|前転|Zenten}})
|dashname=&nbsp;
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=Does a somersault forward. It propels Snake forward a considerable distance,  comes out on frame 5, making it one of the fastest dash attacks in the game, has intangibility on his arms for the entire hitbox duration (frames 5-12), and deals good knockback. This makes it one of the best dash attacks and burst options in the game. Has enough knockback to be able to KO at the ledge at high percentages, but not enough to make it a reliable KO move in the center of the stage. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
|dashdesc=Does a somersault forward. Moves Snake forward quite a bit. Has a reasonable level of knockback, but not enough to make it a reliable KO move. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
|fsmashname=Rocket Launcher ({{ja|ロケットランチャー|Roketto Ranchā}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBU|22}}
|fsmashdmg={{ChargedSmashDmgSSBU|22}}
|fsmashdesc= Snake takes out an {{s|wikipedia|RPG-7}} rocket launcher and aims it at the ground directly in front of himself, causing a huge explosion. It has an extremely slow startup (frame 41), but it is one of the strongest smash attacks in the game, being able to KO exceptionally early. It starts KOing Mario at the ledge as low as 40%, and under 70% from center stage uncharged. Additionally, it is generally safe on shield because it has surprisingly low ending lag for its power, and can 2-frame punish opponents reliably due to its massive hitbox that reaches below the stage. Interestingly, it can be absorbed by moves like [[PSI Magnet]] and [[Oil Panic]] which makes it one of the few non-projectile moves to have this property.
|fsmashdesc= Snake takes out an {{s|wikipedia|RPG-7}} rocket launcher and aims it at the ground directly in front of himself, causing a huge explosion. It has very slow startup (frame 41), but it is one of the strongest smash attacks in the game, being able to KO exceptionally early.
|usmashname=Mortar ({{ja|迫撃砲|Hakugekihō}})
|usmashname=&nbsp;
|usmashdmg=4% (mortar), 14% (shell)
|usmashdmg=4% (mortar), 14% (shell)
|usmashdesc=Snake slams a mortar in front of himself and fires a shell into the air. The slamming down of the mortar knocks the enemy directly into the path of the shell. The movement of the shell is almost entirely vertical, landing directly in front of Snake's position. Charging the up smash does not increase its power, but it increases the speed and height of which it travels. When fully charged, the projectile greatly exceeds the range of {{SSBU|Palutena}}'s up smash. The fixed trajectory of the shell, coupled with the fact that charging it doesn't affect the damage, makes this move great for edgeguarding.
|usmashdesc=Snake slams a mortar in front of himself and fires a shell into the air. The slamming down of the mortar knocks the enemy directly into the path of the shell. The movement of the shell is almost entirely vertical, landing directly in front of Snake's position. Charging the up smash does not increase its power, but it increases the speed and height of which it travels. When fully charged, the projectile greatly exceeds the range of {{SSBU|Palutena}}'s up smash. The fixed trajectory of the shell, coupled with the fact that charging it doesn't affect the damage, makes this move great for edgeguarding.
|dsmashname=Double Low Kick ({{ja|ダブルローキック|Daburu Rō Kikku}})
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdesc=A double-sided kick. Launches opponents at horizontal [[semi-spike]] angles and deals considerable knockback, with the back hit being much stronger. It is Snake's fastest smash attack, with the front hit coming out on frame 8 and the back hit being moderately safe on shield (-14) for a smash attack. The move has impressive range, as both hits have a disjoint that reaches beyond Snake's feet, allowing the move to 2-frame opponents if timed correctly. The front and back hits KO Mario starting at 108% and 85%, respectively.
|dsmashdesc=A double-sided kick. Launches opponents at horizontal angles with considerable knockback. One of Snake's fastest ground moves.
|nairname=Quadruple Kick ({{ja|4連キック|4 Ren Kikku}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|3}} (hit 1-3), {{ShortHopDmgSSBU|12}} (hit 4)
|nairdmg=3% (hit 1 - 3), 12% (hit 4)
|nairdesc=Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neutral attack, tilts, and a short-hop down aerial. The first three hits can also setup into other attacks if Snake manages to land quickly enough. The last hit is very powerful, KOing Mario at the ledge starting at 112%. Additionally, it deals extremely high damage, being the second most damaging neutral aerial in the game, dealing 21% unstaled and only losing to Bowser's.
|nairdesc=Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neutral attack, tilts, and a short-hop down aerial.
|fairname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|fairname=&nbsp;
|fairdmg={{ShortHopDmgSSBU|14}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|fairdmg=15% (foot), 14% (leg)
|fairdesc=A midair axe kick. It has slow start-up and high ending lag and landing lag, but it is a very powerful [[meteor smash]] with great vertical and horizontal reach. Connection with the sourspot at the leg results in very powerful vertical knockback, KOing grounded opponents at around 129%.
|fairdesc=A midair axe kick. Has slow start-up and high ending lag, but it is a very powerful [[meteor smash]] with great vertical and horizontal reach. Connection with the leg results in very powerful vertical knockback.
|bairname=Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|14}} (clean, legs), {{ShortHopDmgSSBU|16}} (clean, feet), {{ShortHopDmgSSBU|9}} (late, legs), {{ShortHopDmgSSBU|10}} (late, feet)
|bairdmg=16% (clean, feet), 14% (clean, legs), 10% (late, feet), 9% (late, legs)
|bairdesc=Snake dropkicks behind himself, planking in the air. Has fast start-up (frame 7) along with very good range and disjointed hitboxes, just like Snake's other attacks, and deals high damage with excellent horizontal knockback when hit cleanly, especially when sweetspotted. It also has a high amount of active frames, making it useful for landings, although its high landing lag makes this tactic risky. Its high landing lag also make it very easy to punish if it misses. Has [[sex kick]] properties. Interestingly, the sweetspot has a weaker kick sound effect than the sourspot, which has a heavy kick sound effect. The sweetspot KOs Mario at 90% at the ledge, and at 126% from center-stage. Autocancels in a full hop.  
|bairdesc=Snake dropkicks behind himself, planking in the air. Has fairly fast start-up along with good reach and very high horizontal knockback when sweetspotted. While it has high ending lag like his other aerials, Snake's back aerial never auto-cancels, unlike his other aerials, so it is very punishable if it misses. Has [[sex kick]] properties.
|uairname=Inverted Handstand Kick ({{ja|反転倒立蹴り|Hanten Tōritsu Geri}})
|uairname=&nbsp;
|uairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|uairdmg=14% (clean), 10% (late)
|uairdesc=Snake dropkicks straight upwards, similar to his back aerial. It has fairly fast start-up with good vertical reach and powerful vertical knockback, and its hitbox acts as a large disjoint, as the final hitbox goes much higher compared to Snake's feet. It still has considerable ending lag, like the rest of Snake's aerials, although it can autocancel in a short hop, making it safer than his other aerials as a landing tool.
|uairdesc=Snake dropkicks straight upwards, similar to his back aerial. Has fairly fast start-up with good vertical reach and powerful vertical knockback, but has considerable ending lag, like the rest of Snake's aerials.
|dairname=Trampling Kick ({{ja|踏みつけ蹴り|Fumitsuke Geri}})
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3}} (hits 2-3), {{ShortHopDmgSSBU|10}} (hit 4)
|dairdmg=4% (hit 1), 3% (hits 2 and 3), 10% (hit 4)
|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 powerful damage-racking out-of-shield option. The third and fourth kicks add vertical speed, allowing Snake to slow his fall and autocancel the move from a shorthop.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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 infront of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Based on a similar maneuver from the ''Metal Gear Solid'' games.
|pummelname=Strangle ({{ja|締め付け|Shimetsuke}})
|pummelname=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.2%
|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=&nbsp;
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Snake twists the opponent's arms behind their back then steps forward, and then forcefully shoves them into the ground in front of him. It deals decent knockback for a forward throw, KOing middleweights starting at 160%, and earlier with rage.
|fthrowdesc=Snake twists the opponent's arms behind their back, steps his leg forward, and then forcefully shoves them into the ground in front of him.
|bthrowname=Pull Down ({{ja|引き倒し|Hiki Taoshi}})
|bthrowname=&nbsp;
|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, 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. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''.
|uthrowname=Body Drop ({{ja|体落とし|Tai Otoshi}})
|uthrowname=&nbsp;
|uthrowdmg=7% (hit 1), 4% (throw)
|uthrowdmg=7% (slam), 4% (throw)
|uthrowdesc=Snake performs a [[wikipedia:tai otoshi|tai otoshi]] on his opponent, slamming them back-first. Can combo into his up tilt at low percents, and KO middleweights at around 180%.
|uthrowdesc=Snake suplexes his opponent, slamming them back-first. Can combo into his up tilt at low percents.
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'')
|dthrowname=Silent Takedown
|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 opponent on the floor, putting the opponent into a downed status. How soon an opponent can act depends on their damage. At high percents, gives Snake guaranteed follow-up options, including his up tilt. 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%
|floorfdesc=While getting up, he kicks on one side and punches on the other.
|floorfdesc=While getting up, kicks on one side and punches on the other.
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
Line 173: Line 270:
|edgedesc=Climbs on to the stage and performs a sweep kick.
|edgedesc=Climbs on to the stage and performs a sweep kick.
|nsname=Hand Grenade
|nsname=Hand Grenade
|nsdmg=0.9~4.25% (grenade), 8.6~10.75% (explosion)
|nsdmg=0.9~3.1% (grenade), 8.6~9.75% (explosion)
|nsdesc=Snake pulls out a grenade and unpins it. The grenade will detonate after 2.5 seconds. Tapping the B button will have Snake throw the grenade right away while holding down the B button will have Snake to continue to hold on to the grenade until B is released. The distance Snake throws the grenade can be controlled by holding forwards or backward on the stick when the grenade is thrown. Pressing the shield button or taking damage will cause Snake to drop the grenade. It has an instantaneous startup, coming out on frame 1, and because of this, it can negate his otherwise poor disadvantage state, and this makes it one of his best tools overall and one of the best projectiles in the game. Dropped grenades can be picked up and thrown like ordinary items. Snake can have up to two grenades active at a time. Aesthetically, if Snake is standing too close to a grenade when it detonates, he will duck and cover his ears. {{SSBU|Kirby}} mimics this behavior when he uses Grenade as a [[Copy Ability]].
|nsdesc=Snake pulls out a grenade and unpins it. The grenade will detonate after 2.5 seconds. Tapping the B button will have Snake throw the grenade right away, while holding down the B button will have Snake to continue to hold on to the grenade until B is released. The distance Snake throws the grenade can be controlled by holding forwards or backwards on the stick when the grenade is thrown. Pressing the shield button or taking damage will cause Snake to drop the grenade. Dropped grenades can be picked up and thrown like ordinary items. Snake can have up to two grenades active at a time.
|ssname=Remote Missile
|ssname=Remote Missile
|ssdmg=7% (early/dropped missile), 14% (missile)
|ssdmg=7% (early/dropped missile), 14% (missile)
Line 180: Line 277:
|usname=Cypher
|usname=Cypher
|usdmg=6% (camera)
|usdmg=6% (camera)
|usdesc=Grabs onto a flying reconnaissance camera and slowly hovers upwards. Snake gains slight armor while hanging on the camera. It does not put Snake into a helpless state, meaning he can continue to perform attacks once the move ends. However, he cannot use Cypher again until he lands on the ground, grabs onto a ledge, or takes knockback. One can cancel the move early by performing any aerial attack, pressing down on the stick, or air dodging. When the move ends, the Cypher will continue to fly upwards and damage enemies it comes into contact with. Activating Cypher will not cancel Snake's existing momentum, so if Snake is falling downwards, the Cypher will have to slowly decelerate him before starting to move him upwards.
|usdesc=Grabs onto a flying reconnaissance camera and slowly hovers upwards. Snake gains slight armor while hanging on the camera. Does not put Snake into a helpless state, meaning he can continue to perform attacks once the move ends. However, he cannot use Cypher again until he lands on the ground, grabs onto a ledge, or takes knockback. One can cancel the move early by performing any aerial attack, pressing down on the stick, or airdodging. When the move ends, the Cypher will continue to fly upwards and damage enemies it comes into contact with. Activating Cypher will not cancel Snake's existing momentum, so if Snake is falling downwards, the Cypher will have to slowly decelerate him before starting to move him upwards.
|dsname=C4
|dsname=C4
|dsdmg=17% (explosion)
|dsdmg=17% (explosion)
|dsdesc=Snake bends down and plants a C4 on the ground where he is standing. When used in the air, he instead drops the C4 straight down. Snake can also stick the C4 towards a wall if he is standing near one, or attach it directly onto a nearby enemy. By using the move when a C4 has already been placed, Snake takes out a remote detonator and detonates the explosive. The C4 is one of Snake's most versatile tools; it can be used for KOs, stage control, mindgames, edgeguarding, and more. Snake can also use the C4 for recovery by dropping it in midair and detonating it, blasting him upwards and allowing him to use Cypher again without touching the ground or a ledge. The C4 automatically explodes after {{rollover|1600 frames|26.67 seconds|?}}.
|dsdesc=Snake bends down and plants a C4 on the ground where he is standing. When used in the air, he instead drops the C4 straight down. Snake can also stick the C4 towards a wall if he is standing near one, or attach it directly onto a nearby enemy. By using the move when a C4 has already been placed, Snake takes out a remote detonator and detonates the explosive. The C4 is one of Snake's most versatile tools; it can be used for KOs, stage control, mindgames, edgeguarding, and more. Snake can also use the C4 for recovery by dropping it in midair and detonating it, blasting him upwards and allowing him to use Cypher again without touching the ground or a ledge.
|fsname=Covering Fire
|fsname=Covering Fire
|fsdmg=15% (per missile)
|fsdmg=15% (per missile)
|fsdesc=Snake will toss a flare grenade, exclaim "It's showtime!", crouch, and put his hand up to his ear, which will cause a crosshair to appear onscreen. At the upper left are two bars: one solid, and one made up of 5 segments. The solid bar indicates how much time until the missiles are launched, while the segmented bar underneath represents the missiles: missiles that have locked onto an opponent are shown as red segments, while those that have not been locked on an opponent are shown as grayed-out segments.
|fsdesc=Snake will toss a flare grenade, exclaim "It's showtime!", crouch, and put his hand up to his ear, which will cause a crosshair to appear onscreen. At the upper left are two bars: one solid, and one made up of 5 segments. The solid bar indicates how much time until the missiles are launched, while the segmented bar underneath represents the missiles: missiles that have locked onto an opponent are shown as red segments, while those that have not are shown as grayed-out segments.


The crosshair can be guided to lock on to opponents, marking them with a reticle. Opponents can even be marked with multiple missiles. After the brief duration, the missiles will launch from the foreground, attacking the targeted opponents. The missiles that have not locked on to a target will instead fire at around where the crosshair was last positioned.
The crosshair can be guided to lock on to opponents, marking them with a reticle. Opponents can even be marked with multiple missiles. After the brief duration, the missiles will launch from the foreground, attacking the targeted opponents. The missiles that have not locked on to a target will instead fire at around where the crosshair was last positioned.
|utauntname=
|utauntdmg=1.8%~3.1%
|utauntdesc=Pulls a cardboard box over himself from his left side, then discards it. All of Snake's taunts are a variation of this move, with slightly different animations and timing. The taunt can be canceled by pressing another input, making Snake discard the box earlier. The total duration of the taunts is different because of the different starting animations when Snake puts the box over himself, with his up taunt being the fastest to complete. Once Snake discards the box, it will fall down and hit for weak damage. The box can fall over the edge for a great distance, making it a situational edgeguarding tool, though predictable because of the long duration of the taunt.
Opponents can remove Snake's box while he is hiding under it, but with the exception of {{SSBU|Donkey Kong}}, will be forced to throw it immediately. The box can also be removed by {{SSBU|Villager}} and {{SSBU|Isabelle}} using [[Pocket]]. Removing the box doesn't cause the taunt animation to end prematurely.
|stauntname=
|stauntdmg=1.8%~3.1%
|stauntdesc=Lies down and pulls a cardboard box over himself, then discards it. It is in the middle of Snake's taunts speed-wise.
|dtauntname=
|dtauntdmg=1.8%~3.1%
|dtauntdesc=Kneels and pulls a cardboard box over himself from in front of him, then discards it. It is the slowest of Snake's taunts to complete.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=106 | rweight=19-21
| dash=1.76 | rdash=73-77
| run=1.595 | rrun=61-65
| walk=0.882 | rwalk=76
| trac=0.116 | rtrac=20-28
| airfric=0.005 | rairfric=79-82
| air=0.987 | rair=62-63
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.02 | raddaccel=87-89
| gravity=0.08 | rgravity=68-70
| fall=1.73 | rfall=26
| ff=2.768 | rff=26
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=21.62 | rjumpheight=86
| shorthop=13.69 | rshorthop=74
| djump=34.07 | rdjump=37
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Snake English Announcer SSBU.wav|English/Japanese/Chinese
</gallery>


===[[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. Comes from an intro cutscene of ''Metal Gear Solid 2''.
<gallery>
SnakeOnScreenAppearanceSSBU.gif|Snake's on-screen appearance
</gallery>


===[[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. His up taunt is the fastest to cancel, his down taunt is the slowest, and his side taunt is between two of them speed-wise. When he removes it, any nearby enemies will receive damage. The damage ranges from 1.8% to 3.1%. The box can also be picked up and thrown by opponents, although any character will automatically throw the box once it is picked up. The box falls a considerable distance when removed over a ledge, making it a possible edgeguarding option.
**'''[[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 Smash with {{SSBU|Falco}}) - via his [[codec]]. This is possible only on Snake's home stage, [[Shadow Moses Island]], 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. This taunt only works against the characters who were present in ''Brawl''. Any characters introduced in ''Smash 4'' and ''Ultimate'', as well as ones introduced in ''Melee'' who were cut from ''Brawl'' (i.e. Pichu, Dr. Mario, Young Link, Roy and Mewtwo) do not have unique codec conversations. Additionally, Ike's codec conversation will not play when he is in his ''Radiant Dawn'' costumes.
<gallery>
SSBUSnakeTaunt1.gif|Snake's up taunt.
SSBUSnakeTaunt2.gif|Snake's side taunt.
SSBUSnakeTaunt3.gif|Snake's down taunt.
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Scratches his beard.
*Scratches his beard.
*Quickly looks behind himself.
*Quickly looks behind himself.
<gallery>
SSBUSnakeIdle1.gif|Snake's first idle pose.
SSBUSnakeIdle2.gif|Snake's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Snake Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Snake Cheer English PAL SSBU.ogg|center]]||[[File:Snake Cheer Japanese SSBU.ogg|center]]||[[File:Snake Cheer Italian SSBU.ogg|center]]||[[File:Snake Cheer Dutch SSBU.ogg|center]]||[[File:Snake Cheer French SSBU.ogg|center]]
|-
! scope="row"|Description
|Snake Snake Snake! || Sna - ku! || Snake! Snake! Snaaaake! || Snake! Snake! *clap 3 times* || Snake! Snake! Snaaaake!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Snake Cheer German SSBU.ogg|center]]||[[File:Snake Cheer Spanish SSBU.ogg|center]]||[[File:Snake Cheer Russian SSBU.ogg|center]]||[[File:Snake Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Snake! Snake! Snaaaake! || Esnake! Esnake! Eeeeee-snake! || Snake! Snake! Snaaaake! || Sna - ke!
|}
</div>
</div>


===[[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.
*Does a spin kick, a side kick, and then finishes in a CQC stance, all while saying "Not even close!". 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.'').
*Seen in a crouching position from the side, saying "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.'').
*Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done 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
Line 300: Line 310:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->
 
====Active====
''See also: [[:Category:Snake players (SSBU)]]''
*{{Sm|Armando|USA}} - Placed 13th at [[Heart of Battle]], 17th at [[SoCal Chronicles]], and 65th at [[GENESIS 6]].
 
*{{Sm|AvoiD|USA}} - Placed 7th at {{Trn|DreamHack Dallas 2019}} and 49th at {{Trn|2GG: Prime Saga}}.
*{{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|Bushi|USA}} - The best Snake player in the Midwest. Placed 2nd at {{Trn|Midwest Mayhem Ultimate}} and 3rd at {{Trn|Spring Training}}.
*{{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|DIO|Japan}} - Co-main Snake with {{SSBU|Yoshi}} and is considered one of the best Snake players in Japan. Placed 7th at {{Trn|Sumabato SP 3}}, 17th at both {{Trn|Umebura SP}} and {{Trn|Sumabato SP}}, 25th at {{Trn|Sumabato SP 4}}, and 33rd at {{Trn|Umebura Japan Major 2019}}.
*{{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|Ki|USA}} - The best Snake player in SoCal. Placed 5th at [[SoCal Chronicles]], and 33rd at [[2GG: Prime Saga]].
*{{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|Kisha|Japan}} - Placed 17th at {{Trn|Sumabato SP 2}}, 33rd at both {{Trn|Umebura SP 2}} and {{Trn|Umebura SP 3}}.  
*{{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|Mr.R|Netherlands}} - The best Snake player in Europe. Placed 3rd at {{Trn|Expand Gong 4}} and 9th at {{Trn|2GG: Prime Saga}} and {{Trn|Collision 2019}} using Snake as one of his characters. Has a win over {{Sm|MkLeo|}}.
*{{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|MVD|USA}} - One of the two best active Snake players in the world. Placed 4th at [[Smash Conference United]], 1st at [[Don't Park on the Grass 2018]], 7th at {{Trn|Frostbite 2019}} and {{Trn|Pound 2019}} and 1st at {{Trn|Come to Papa 3}}. Has wins over {{Sm|Myran|}}, {{Sm|Samsora|}}, {{Sm|Lea|}} and {{Sm|ESAM|}}. Ranked 2nd on the [[Oklahoma Power Rankings#Super Smash Bros. Ultimate|Oklahoma Ultimate Power Rankings]].
*{{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|Pelca|USA}} - The best Snake player in New England. Placed 25th at {{Trn|Frostbite 2019}}, 13th at {{Trn|Collision 2019}}, 4th at {{Trn|Return to Subspace 2}} and 9th at {{Trn|Pound 2019}}.
*{{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}} - One of the two best active Snake players in the world. Placed 1st at {{Trn|Ultimate Gamer Miami}}, 3rd at {{Trn|Ultimate Nimbus}} and 5th at {{Trn|Pound 2019}}. Has wins over {{Sm|ZD|}}, {{Sm|Stroder|}}, {{Sm|MVD|}} and {{Sm|MkLeo|}}.
*{{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-main Snake with {{SSBU|Mega Man}} and is considered the best Snake player in Georgia. Placed 9th at {{Trn|Come to Papa 3}} and 25th at {{Trn|MomoCon 2019}}.
*{{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}} - Co-main Snake with {{SSBU|Fox}} and is considered the best Snake player in Japan. 3rd at {{Trn|Sumabato SP}}, 9th at {{Trn|Sumabato SP 3}}, 13th at {{Trn|Umebura SP}}, and 49th at {{Trn|GENESIS 6}}.
 
*{{Sm|Shu|Japan}} - Placed 17th at both {{Trn|Umebura SP}} and {{Trn|Umebura SP 2}} with both Snake and {{SSBU|Wolf}}.
===Tier placement and history===
*{{Sm|Vinny G|USA}} - Placed 7th at {{Trn|Come to Papa 3}}, 17th at {{Trn|CEO 2019}}, and 25th at {{Trn|MomoCon 2019}}.
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.
====Inactive====
 
*{{Sm|Ally|Canada}} - Considered the best Snake player in the world prior to his retirement. Placed 1st at {{Trn|Pound 2019}}, 2nd at {{Trn|Battle of BC 3}}, 3rd at {{Trn|CEO 2019}}, and 5th at {{Trn|2GG: Prime Saga}}. Has wins over {{Sm|Myran|}}, {{Sm|Samsora|}} and {{Sm|Dabuz|}}. Ranked 1st on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]]. Has since retired from competitive play.
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.


=={{SSBU|Classic Mode}}: Weapons and Equipment OSP==
=={{SSBU|Classic Mode}}: Weapons and Equipment OSP==
[[File:SSBU Congratulations Snake.png|thumb|Snake's congratulations screen.]]
[[File:SSBU Congratulations Snake.png|thumb|Snake's congratulations screen.]]
Snake's opponents all use projectile weapons. Additionally, all the items that spawn are either projectile weapons or explosives, to go with the theme of the route. OSP stands for On-Site Procurement, which is the condition for many of Snake's missions in the series. The boss of his route, [[Galleom]], fits with the theme due to it using explosive projectile weapons.
Snake's opponents all use projectile weapons. Additionally, all the items that spawn are either projectile weapons or explosives, to go with the theme of the route. OSP stands for On-Site Procurement, which is the condition for many of Snake's missions in the series. The boss of his route, [[Galleom]] also fits with the theme due to it using projectile weapons or explosives during his fight, or it may also be a reference to how Galleom resembles a Metal Gear.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!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||{{SSBU|Inkling}} (x2) {{Head|Inkling|g=SSBU|s=20px}}{{Head|Inkling|g=SSBU|s=20px|cl=Blue}}||[[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||{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=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||{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=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||{{SSBU|Link}} {{Head|Link|g=SSBU|s=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 (2 at a time)<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||{{SSBU|Samus}} (x2) {{Head|Samus|g=SSBU|s=20px}}{{Head|Samus|g=SSBU|s=20px|cl=Blue}} and {{SSBU|R.O.B.}} (x2) {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}}||[[Norfair]]||''{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}''||
|-
|-
|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||Snake {{Head|Snake|g=SSBU|s=20px|cl=Green}}||Shadow Moses Island||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''||The CPU will be default Snake {{Head|Snake|g=SSBU|s=20px|}} if the player chooses the alternate costume.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
|-
|-
|Final||[[Galleom]]||[[Base]]||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||References to how Galleom resembles Metal Gear machines.
|Final||[[Galleom]]||?||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''||
|}
|}


Note: All stages except for the final round will play a song from the ''Metal Gear'' series, no matter what universe the stage originates from.
Note: All stages except for the final round will play a song from the Metal Gear series, no matter what universe the stage originated from.


[[Credits]] roll after completing Classic Mode. Completing it as Snake has ''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Snake has ''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}'' accompany the credits.
Line 357: Line 364:
Snake was among the fighters that were summoned to the cliffside to fight against the army of [[Master Hand]]s.
Snake was among the fighters that were summoned to the cliffside to fight against the army of [[Master Hand]]s.


During the opening cutscene Snake was present on the cliffside when [[Galeem]] absorbed the Master Hands and unleashed his beams of light. Unlike the other fighters who attempted to deflect or avoid the beams, Snake hid quietly in his [[cardboard box]]; this proved comically ineffective, as a beam of light vaporized him and his box, placing him under Galeem's imprisonment along with the rest of the fighters save for {{SSBU|Kirby}}.
During the opening cutscene Snake was present on the cliffside when [[Galeem]] absorbed the Master Hands and unleashed his beams of light. While the other fighters were attempting to deflect or dodge the beams, Snake hid in his cardboard box; this proved useless, as a beam of light vaporized him and his box, placing him under Galeem's imprisonment along with the rest of the fighters, except for {{SSBU|Kirby}}.


Snake can be found in the [[Base]] sub-area reminiscent of his series, where [[Galleom]] is fought. Amusingly, a cardboard box from his home series (presumably the very same one he tried to hide from Galeem in) can also be found here in a treasure chest.
Snake can be found in the [[Base]] sub-area reminiscent of his series, where [[Galleom]] is fought.
{{clrl}}
{{clrl}}


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|31
| 31
|[[File:Snake SSBU.png|center|108x108px]]
| [[File:Snake SSBU.png|center|108x108px]]
|Snake
| {{SSBU|Snake}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{color|#17ba17|Grab}}
|9,000
| 9,000
|{{SSBU|Final Destination}}
| [[Final Destination]]
|''{{SSBUMusicLink|Metal Gear|Encounter}}''
| ''{{SSBUMusicLink|Metal Gear|Encounter}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Snake's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Snake has been unlocked. Unlocking Snake in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Snake's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Snake in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.


<center>
<center>
<gallery>
<gallery>
SSBU spirit Solid Snake.png|749. '''''Solid Snake'''''
Solid Snake Spirit.png|749. '''''Solid Snake'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
! colspan=1|Reference
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 410: Line 417:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|288
|288
|{{SpiritTableName|Adam Malkovich|size=64}}
|[[File:Adam malkovich.png|center|64x64px]]
|''Metroid'' Series
|{{anchor|Adam Malkovich}}Adam Malkovich
|''Metroid series''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,600
|1,600
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
Line 422: Line 429:
|•Defeat the main fighter to win
|•Defeat the main fighter to win
|{{SSBUMusicLink|Metroid|Theme of Samus Aran, Space Warrior}}
|{{SSBUMusicLink|Metroid|Theme of Samus Aran, Space Warrior}}
|
|-
|-
|576
|576
|{{SpiritTableName|Ness's Father|customname=[[wikibound:Ness's family|Ness's Father]]|size=40}}
|[[File:Ness's Father.png|center|40x40px]]
|''EarthBound'' Series
|[[wikibound:Ness's family|Ness's Father]]
|''Earthbound series''
|•Clear {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Black}}
|•Clear {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Ness}} {{Head|Ness|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|13,500
|13,500
|[[Onett]]
|[[Onett]]
Line 434: Line 441:
|•Defeat the main fighter to win<br>•The enemy is invisible
|•Defeat the main fighter to win<br>•The enemy is invisible
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|{{SSBUMusicLink|EarthBound|Humoresque of a Little Dog}}
|
|-
|-
|581
|581
|{{SpiritTableName|Flint|size=64}}
|[[File:Flint Spirit.png|center|64x64px]]
|''EarthBound'' Series
|Flint
|''Earthbound series''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Orange}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,200
|4,200
|[[Onett]] ([[Battlefield form]])
|[[Onett]] ([[Battlefield form]])
Line 446: Line 453:
|•The floor is lava<br>•The enemy starts the battle with a [[Franklin Badge]]
|•The floor is lava<br>•The enemy starts the battle with a [[Franklin Badge]]
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}}
|
|-
|-
|603
|603
|{{SpiritTableName|Zoda|iw=fzerowiki|size=64}}
|[[File:Zoda.png|center|64x64px]]
|''F-Zero'' Series
|{{s|fzerowiki|Zoda}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Blue}}
|''F-Zero series''
|{{SpiritType|Attack}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=White}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,600
|3,600
|[[Mute City SNES]]
|[[Mute City SNES]]
Line 458: Line 465:
|•The enemy starts the battle with a [[Lip's Stick]]
|•The enemy starts the battle with a [[Lip's Stick]]
|{{SSBUMusicLink|F-Zero|Sand Ocean (Original)}}
|{{SSBUMusicLink|F-Zero|Sand Ocean (Original)}}
|
|-
|-
|750
|750
|{{SpiritTableName|Liquid Snake|size=64}}
|{{anchor|Liquid Snake}}[[File:Liquid Snake.png|center|64x64px]]
|''Metal Gear Solid'' Series
|Liquid Snake
|''Metal Gear Solid series''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|13,900
|13,900
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
Line 470: Line 477:
|•The stage is covered in a poisonous cloud<br>•The enemy's physical attacks have increased power
|•The stage is covered in a poisonous cloud<br>•The enemy's physical attacks have increased power
|{{SSBUMusicLink|Metal Gear|Cavern}}
|{{SSBUMusicLink|Metal Gear|Cavern}}
|
|-
|-
|753
|753
|{{SpiritTableName|Roy Campbell|link=y|size=64}}
|{{anchor|Roy Campbell}}[[File:Roy Campbell Spirit.png|center|64x64px]]
|''Metal Gear Solid'' Series
|[[Roy Campbell]]
|''Metal Gear Solid series''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,700
|3,700
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
Line 482: Line 489:
|•The enemy has increased defense after a little while<br>•The enemy has increased attack power after a little while
|•The enemy has increased defense after a little while<br>•The enemy has increased attack power after a little while
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|Solid Snake
|-
|-
|756
|756
|{{SpiritTableName|Solidus Snake|size=64}}
|{{anchor|Solidus Snake}}[[File:Solidussnake.png|center|64x64px]]
|''Metal Gear Solid'' Series
|Solidus Snake
|''Metal Gear Solid series''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,900
|3,900
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
Line 494: Line 501:
|•The enemy has increased move speed when the enemy's at high damage<br>•The enemy starts the battle with a [[Killing Edge]]
|•The enemy has increased move speed when the enemy's at high damage<br>•The enemy starts the battle with a [[Killing Edge]]
|{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}
|{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}
|
|-
|-
|758
|758
|{{SpiritTableName|Naked Snake|size=64}}
|[[File:Naked Snake2.png|center|64x64px]]
|''Metal Gear Solid'' Series
|Naked Snake
|•{{SSBU|Snake}} Team {{Head|Snake|g=SSBU|s=20px|cl=Green}}×4
|''Metal Gear Solid series''
|{{SpiritType|Grab}}
|•{{SSBU|Snake}} Team {{Head|Snake|g=SSBU|s=20px|cl=Green}} (×4)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|9,000
|9,000
|[[Distant Planet]] (Rain)
|[[Distant Planet]] (Rain)
Line 506: Line 513:
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|•Defeat the main fighter to win<br>•Reinforcements will appear during the battle
|{{SSBUMusicLink|Metal Gear|Snake Eater}}
|{{SSBUMusicLink|Metal Gear|Snake Eater}}
|Solid Snake, [https://metalgear.fandom.com/wiki/Liquid_Snake Liquid Snake], and [https://metalgear.fandom.com/wiki/Solidus_Snake Solidus Snake] (reinforcements)
|-
|-
|891
|891
|{{SpiritTableName|Snake Man|size=64}}
|{{anchor|Snake Man}}[[File:Snake man.png|center|64x64px]]
|''Mega Man'' Series
|Snake Man
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}×2 (120 HP)
|''Mega Man series''
|{{SpiritType|Grab}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}} (×2)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,900
|1,900
|{{SSB|Kongo Jungle}} ([[Ω form]])
|{{SSB|Kongo Jungle}} ([[Ω form]])
Line 518: Line 525:
|•[[Stamina battle]]<br>•The enemy is easily distracted by items
|•[[Stamina battle]]<br>•The enemy is easily distracted by items
|{{SSBUMusicLink|Mega Man|Snake Man Stage}}
|{{SSBUMusicLink|Mega Man|Snake Man Stage}}
|
|-
|-
|898
|898
|{{SpiritTableName|Napalm Man|size=64}}
|{{anchor|Napalm Man}}[[File:Napalmman.png|center|64x64px]]
|''Mega Man'' Series
|Napalm Man
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}}×3 (50 HP)
|''Mega Man series''
|{{SpiritType|Attack}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}} (x3)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|1,600
|1,600
|[[Wily Castle]] (hazards off)
|[[Wily Castle]] (hazards off)
Line 530: Line 537:
|•The enemy's explosion and fire attacks have increased power<br>•[[Stamina battle]]<br>•The enemy favors neutral specials
|•The enemy's explosion and fire attacks have increased power<br>•[[Stamina battle]]<br>•The enemy favors neutral specials
|{{SSBUMusicLink|Mega Man|Napalm Man Stage}}
|{{SSBUMusicLink|Mega Man|Napalm Man Stage}}
|
|-
|-
|963
|963
|{{SpiritTableName|Lao|size=64}}
|[[File:Lao Spirit.png|center|64x64px]]
|''Xenoblade Chronicles'' Series
|Lao
|''Xenoblade Chronicles series''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,800
|1,800
|{{SSB|Kongo Jungle}} ([[Battlefield form]])
|{{SSB|Kongo Jungle}} ([[Battlefield form]])
|N/A
|N/A
|•The enemy's shooting items have increased power<br>•The enemy starts the battle with a [[Staff]]
|•The enemy's shooting items have increased power<br>•The enemy starts the battle with a [[Staff]]
|{{SSBUMusicLink|Xenoblade Chronicles|Xenoblade Chronicles Medley}}
|{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}
|
|-
|-
|1,167
|1,167
|{{SpiritTableName|Alessandro Inzaghi|size=64}}
|{{anchor|Alessandro Inzaghi}}[[File:Alessandro Inzaghi.png|center|64x64px]]
|''Alessandro Inzaghi''
|''Napoleon''
|''Napoleon''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|1,900
|1,900
|[[Pirate Ship]]
|[[Pirate Ship]]
|•Attack Power ↑
|•Attack Power ↑
|•The enemy has increased attack power when the enemy's at high damage
|•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Other|Filled with Hope}}
|{{SSBUMusicLink|Nintendo|Filled with Hope}}
|
|-
|-
|1,223
|1,223
|{{SpiritTableName|Kyle Hyde|size=64}}
|{{anchor|Kyle Hyde}}[[File:Kyle Hyde.png|center|64x64px]]
|Kyle Hyde
|''Hotel Dusk: Room 215''
|''Hotel Dusk: Room 215''
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|4,100
|4,100
|[[Fourside]] (hazards off)
|[[Fourside]]
|•Item: [[Timer]]<br>•Hazard: Fog
|•Item: [[Timer]]<br>•Hazard: Fog
|•The stage is covered in fog
|•The stage is covered in fog
|{{SSBUMusicLink|Other|Swan Lesson}}
|{{SSBUMusicLink|Nintendo|Swan Lesson}}
|
|-
|1,348
|{{SpiritTableName|Kloster (Grief)|size=64}}
|''DAEMON X MACHINA''
|•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}<br>•Giant {{SSBU|Samus}} {{Head|Samus|g=SSBU|s=20px|cl=Black}}×2<br>•Giant {{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Grey}}
|{{SpiritType|Neutral}}
|9,500
|[[Frigate Orpheon]] (hazards off)
|•Attack Power ↑<br>•Item: Shooting Types
|•The enemy has increased attack power after a little while<br>•Reinforcements will appear after an enemy is KO'd
|{{SSBUMusicLink|Xenoblade Chronicles|Mechanical Rhythm}}
| Grief
|-
|1,367
|{{SpiritTableName|Ralf & Clark|size=64}}
|''Ikari Warriors'' Series
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}} {{Head|Snake|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Shield}}
|3,800
|[[Gaur Plain]] (hazards off)
|•Item: Exploding Types
|•The enemy's shooting items have increased power<br>•The enemy starts the battle with a [[Super Scope]]
|{{SSBUMusicLink|Fatal Fury|IKARI - KOF XIV}}
| Ralf Jones (red costume)<br>Clark Still (blue costume)
|-
|1,374
|{{SpiritTableName|Chris|customname=[https://residentevil.fandom.com/wiki/Chris_Redfield Chris]|size=64}}
|''Resident Evil'' Series
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Richter}} {{Head|Richter|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Grab}}
|3,900
|[[Fourside]] ([[Battlefield form]])
|•Item: Shooting Types
|•The enemy starts the battle with a [[Franklin Badge]]<br>•The enemy's ranged weapons have increased power<br>•The enemy favors special moves
|{{SSBUMusicLink|Metal Gear|Battle in the Base}}
|
|}
|}


===As a minion===
===As a minion===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 625: Line 596:
|-
|-
|274
|274
|{{SpiritTableName|Young Samus|size=64}}
|[[File:Samus Aran (Military Dress).png|center|64x64px]]
|''Metroid'' Series
|{{anchor|Young Samus}}Young Samus
|''Metroid series''
|•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsOrange}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=White}}
|•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=ShortsOrange}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|3,400
|3,400
|[[Frigate Orpheon]]
|[[Frigate Orpheon]]
Line 637: Line 609:
|-
|-
|755
|755
|{{SpiritTableName|Mei Ling|link=y|size=64}}
|{{anchor|Mei Ling}}[[File:Mei Ling Spirit.png|center|64x64px]]
|''Metal Gear Solid'' Series
|[[Mei Ling]]
|''Metal Gear Solid series''
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}
|•{{SSBU|Wii Fit Trainer}} {{Head|Wii Fit Trainer|g=SSBU|s=20px|cl=Red}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|2,300
|2,300
|[[Midgar]] ([[Battlefield form]])
|[[Midgar]] ([[Battlefield form]])
Line 649: Line 622:
|-
|-
|761
|761
|{{SpiritTableName|EVA|size=64}}
|{{anchor|EVA}}[[File:Evaaa.png|center|64x64px]]
|''Metal Gear Solid'' Series
|EVA
|''Metal Gear Solid series''
|•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}
|•{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Chartreuse}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Garden of Hope]]
|[[Garden of Hope]]
Line 661: Line 635:
|-
|-
|764
|764
|{{SpiritTableName|Zero (Metal Gear Solid 3)|size=64}}
|{{anchor|Zero}}[[File:Zero MGS Spirit.png|center|64x64px]]
|''Metal Gear Solid'' Series
|Zero (Metal Gear Solid 3)
|''Metal Gear Solid series''
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|•{{SSBU|Captain Falcon}} {{Head|Captain Falcon|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,500
|3,500
|[[Shadow Moses Island]]
|[[Shadow Moses Island]]
Line 673: Line 648:
|-
|-
|766
|766
|{{SpiritTableName|Kazuhira Miller|size=64}}
|{{anchor|Kazuhira Miller}}[[File:KazMiller.png|center|64x64px]]
|''Metal Gear Solid'' Series
|Kazuhira Miller
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}×3
|''Metal Gear Solid series''
|{{SpiritType|Shield}}
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}} (×3)
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,600
|9,600
|[[Midgar]] (hazards off)
|[[Midgar]] ([[Battlefield form]])
|•Attack Power ↑
|•Attack Power ↑
|•Defeat the main fighter to win<br>•Timed battle (1:30)<br>•The enemy has increased attack power when the enemy's at high damage
|•Defeat the main fighter to win<br>•Timed battle<br>•The enemy has increased attack power when the enemy's at high damage
|{{SSBUMusicLink|Metal Gear|Encounter}}
|{{SSBUMusicLink|Metal Gear|Encounter}}
|[https://metalgear.fandom.com/wiki/Solid_Snake Solid Snake], [https://metalgear.fandom.com/wiki/Big_Boss Big Boss], and [https://metalgear.fandom.com/wiki/Liquid_Snake Liquid Snake]
|[https://metalgear.fandom.com/wiki/Solid_Snake Solid Snake], [https://metalgear.fandom.com/wiki/Big_Boss Big Boss], and [https://metalgear.fandom.com/wiki/Liquid_Snake Liquid Snake]
|-
|-
|1,134
|1,134
|{{SpiritTableName|Tank & Infantry|link=y|size=64}}
|{{anchor|Tank & Infantry}}[[File:Tank Infantry Spirit.png|center|64x64px]]
|''Famicom Wars'' Series
|[[Infantry and Tanks|Tank & Infantry]]
|•Metal [[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}×2
|''Famicom Wars series''
|{{SpiritType|Attack}}
|•Metal [[Bowser Jr. (SSBU)|Iggy]] {{Head|Bowser Jr.|g=SSBU|s=20px|cl=Iggy}}<br>•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}} (×2)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,900
|3,900
|[[Gerudo Valley]]
|[[Gerudo Valley]]
|N/A
|N/A
|•The enemy favors neutral specials<br>•The enemy is metal
|•The enemy favors neutral specials<br>•The enemy is metal
|{{SSBUMusicLink|Other|Garage}}
|{{SSBUMusicLink|Nintendo|Garage}}
|{{iw|warswiki|Infantry|unit}}
|[[warswiki:Infantry (unit)|Infantry]]
|-
|-
|1,135
|1,135
|{{SpiritTableName|Andy|size=64}}
|{{anchor|Andy}}[[File:AndySpirit.PNG|center|64x64px]]
|''Advance Wars'' Series
|Andy
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}}×8
|''Advance Wars series''
|{{SpiritType|Grab}}
|•{{SSBU|Dr. Mario}} {{Head|Dr. Mario|g=SSBU|s=20px|cl=Red}}<br>•Tiny {{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}} (×8)
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|3,400
|3,400
|[[Halberd]] (Ship deck)
|[[Halberd]] (Ship deck)
|•Health Recovery<br>•Item: Exploding Types
|•Health Recovery<br>•Item: Exploding Types
|•The enemy is healed when the enemy's at high damage<br>•Defeat an army of fighters
|•The enemy is healed when the enemy's at high damage<br>•Defeat an army of fighters
|{{SSBUMusicLink|Other|Filled with Hope}}
|{{SSBUMusicLink|Nintendo|Filled with Hope}}
|{{iw|warswiki|Infantry|unit}}
|[[warswiki:Infantry (unit)|Infantry]]
|}
|}


Line 726: Line 704:
==Gallery==
==Gallery==
<gallery>
<gallery>
Snake Ultimate artwork.png|Image of Snake as posted on the official Japanese Metal Gear Twitter account.
<!--Snake amiibo.png|Snake's [[amiibo]].-->
SSBU Snake Number.png|Snake's fighter card.
Snake amiibo.png|Snake's [[amiibo]].
Snake amiibo.png|Snake's [[amiibo]].
SSBU Snake Number.png|Snake's fighter card.
Snake unlock notice SSBU.jpg|Snake's unlock notice.
Snake Ultimate artwork.png|Image of Snake as posted on the official Japanese Metal Gear Twitter account.
SSBUWebsiteSnake1.jpg|Snake on [[Temple]].
SSBUWebsiteSnake1.jpg|Snake on [[Temple]].
SSBUWebsiteSnake2.jpg|Snake using his neutral attack against {{SSBU|Little Mac}} on [[Kalos Pokémon League]].
SSBUWebsiteSnake2.jpg|Snake using his neutral attack against {{SSBU|Little Mac}} on [[Kalos Pokémon League]].
Line 738: Line 716:
SSBUWebsiteIsabelle9.jpg|Snake getting [[Fishing Rod|hooked]] by {{SSBU|Isabelle}} on [[Great Bay]].
SSBUWebsiteIsabelle9.jpg|Snake getting [[Fishing Rod|hooked]] by {{SSBU|Isabelle}} on [[Great Bay]].
SSBUWebsiteKingKRool5.jpg|Snake getting hit by {{SSBU|King K. Rool}}'s [[Gut Check]] on Magicant.
SSBUWebsiteKingKRool5.jpg|Snake getting hit by {{SSBU|King K. Rool}}'s [[Gut Check]] on Magicant.
SSBUWebsiteLuigi4.jpg|Getting hit by {{SSBU|Luigi}}'s neutral attack on Coliseum.
SSBUWebsiteLucario6.jpg|An aerial Snake hit by {{SSBU|Lucario}}’s down tilt on [[Moray Towers]].
SSBUWebsiteLuigi4.jpg|Getting hit by {{SSBU|Luigi}}’s neutral attack on Coliseum.
SSBUWebsiteShulk4.jpg|With {{SSBU|Shulk}} on [[Shadow Moses Island]].
SSBUWebsiteShulk4.jpg|With {{SSBU|Shulk}} on [[Shadow Moses Island]].
SSBUWebsiteZeroSuitSamus5.jpg|Snake and {{SSBU|Zero Suit Samus}} [[crawling]] on Shadow Moses Island.
SSBUWebsiteZeroSuitSamus5.jpg|Snake and {{SSBU|Zero Suit Samus}} [[crawling]] on Shadow Moses Island.
SSBUWebsite12.jpg|Snake with {{SSBU|Lucas}}'s [[Rope Snake]] on [[Pokémon Stadium 2]].
SSBUWebsite12.jpg|Snake with {{SSBU|Lucas}}'s [[Rope Snake]] on [[Pokémon Stadium 2]].
SSBUAnnouncerGo!.png|Snake and King K. Rool begin their battle at [[Kongo Falls]].
SSBUAnnouncerGo!.png|Snake and King K. Rool begin their battle at [[Kongo Jungle (SSBM)|Kongo Falls]].
</gallery>
</gallery>


===Fighter Showcase Video===
=== Character Showcase Video ===
{{#widget:YouTube|id=7NLKrPYYQt0}}
{{#widget:YouTube|id=7NLKrPYYQt0}}


==Trivia==
==Trivia==
<!--Please do not make a comment about Snake's butt. As sad as it is, the wiki is not a place for it.-->
<!--Please do not make a comment about Snake's butt. As sad as it is, the wiki is not a place for it.-->
*Snake was announced to return in ''Ultimate'' on June 12th, 2018, which was also the 10-year anniversary of ''Metal Gear Solid 4: Guns of the Patriots''.
*Snake was announced to return in ''Ultimate'' on June 12th, 2018, which was also the 10 year anniversary of ''Metal Gear Solid 4: Guns of the Patriots''.
*Snake is the only veteran third-party character to have his [[Final Smash]] completely changed, and also the only one who was not playable in ''Super Smash Bros. 4''
*Snake is the only returning third-party character to have his [[Final Smash]] completely changed.
**While [[Super Sonic]] and [[Super Pac-Man]] have different mechanics, they retain the same concept.
*The official Smash Bros. website lists Snake as being the 31st character to join the series, which is coincidentally the same amount of years from the first installment of the {{uv|Metal Gear}} series was released, back in 1987, to Snake's return to ''Smash'', in 2018.
*The official Smash Bros. website lists Snake as being the 31st character to join the series, which is coincidentally the same amount of years from the first installment of the {{uv|Metal Gear}} series was released, back in 1987, to Snake's return to ''Smash'', in 2018.
*Snake shares his Classic Mode unlock tree with {{SSBU|Simon}} and {{SSBU|Richter}}, who are also third-party characters from a [[Konami]] franchise.
*Snake is the only returning third-party character not to appear in ''Super Smash Bros. 4''.
*Snake is the only character in ''Smash'' history whose [[series symbol]] has been entirely changed: the FOX logo was altered to the "!" Alert symbol from ''Metal Gear Solid''.
*Snake is the only character in ''Smash'' history whose [[series symbol]] has been entirely changed: the FOX logo was altered to the "!" Alert symbol from ''Metal Gear Solid''.
**This is possibly due to the FOX logo also being the logo for the former Kojima Productions, a studio within Konami responsible for developing ''Metal Gear'' games which have since dissolved and reformed as an independent developer.
**This is possibly due to the FOX logo also being the logo for the former Kojima Productions, a studio within Konami responsible for developing ''Metal Gear'' games which have since dissolved and reformed as an independent developer.
*Snake is the only fighter in ''Ultimate'' that will emit a voice line when eating a [[food]] item, with phrases along the lines of ''"Mmhmmm!"'', ''"Good!"'' and ''"Tasty!"''. This is a clear reference to ''Metal Gear Solid 3: Snake Eater'', where Naked Snake will elicit a reaction when eating.
*''Ultimate'' is the third time Snake, {{SSBU|Simon}}, and [[Bomberman]] appeared in a video game together, the first two being ''{{s|wikipedia|DreamMix TV World Fighters}}'' and ''{{s|wikipedia|Super Bomberman R}}''.
**The only other fighter known to perform a similar action is {{SSBU|Steve}}, in which the burping sound effect from ''Minecraft'' will play after he consumes a food item.
*Snake can be unlocked by playing Classic Mode as Simon or {{SSBU|Meta Knight}}. This likely references Simon and Snake being Konami characters and Snake's team-up with Meta Knight in [[Subspace Emissary]].
*''Ultimate'' is the third time Snake, Simon, and [[Bomberman]] appeared in a video game together, the first two being ''{{s|wikipedia|DreamMix TV World Fighters}}'' and ''{{s|wikipedia|Super Bomberman R}}''.
*This is the second time where the ''Metal Gear'' franchise crosses over with the ''Monster Hunter'' franchise - the first of which was in ''Metal Gear Solid: Peace Walker'' featuring [[Rathalos]], who is coincidentally a boss character in ''Ultimate''.
*This is the second time where the ''Metal Gear'' franchise crosses over with the ''Monster Hunter'' franchise - the first of which was in ''Metal Gear Solid: Peace Walker'' featuring [[Rathalos]], who is coincidentally a boss character and [[Assist Trophy]] in ''Ultimate''.
*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 the special move input while shielding is designated for refilling their [[ink]].
*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.
*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.
*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''.
*Despite also specializing in explosives and projectile weapons, {{SSBU|Mega Man}}, {{SSBU|Bowser Jr.}} and {{SSBU|Mii Gunner}} do not appear in Snake's Classic Mode route.
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Snake is one of the eight fighters fought there, being affiliated with Galeem.
**He is also the only one affiliated with Galeem who is from a third-party franchise.
*When scanning in a Snake amiibo, he plays his [[on-screen appearance]] animation instead of one of his taunts.
==Notes==
:1.{{note|a}}translates to "Propping and Drawing Ankle Throw"
==References==
{{Reflist}}


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Metal Gear universe}}
{{Metal Gear universe}}
[[Category:Snake (SSBU)| ]]
[[Category:Snake (SSBU)| ]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Konami]]
[[Category:Konami]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Snake (SSBU)]]
[[es:Snake (SSBU)]]

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