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|availability = [[Unlockable character|Unlockable]] | |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 | {{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| | 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 | |||
==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}} | *Clear {{SSBU|Classic Mode}} with {{SSBU|Link}}, being the 5th 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]]. | ||
Snake must then be defeated on [[Shadow Moses Island]] for the first two methods or [[Final Destination (SSBU)|Final Destination]] for the third method. | |||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
In ''Brawl'' | In spite to 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. | ||
However, Snake also received some glaring nerfs as well. Due to Snake's very high 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). As a result, his extreme power and KO ability from Brawl, while still above average, was drastically reduced, removing jab and down tilt's KO potential and making weaker almost all of his moveset. 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. | |||
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. | |||
===Aesthetics=== | |||
<!--Please do not make a comment about Snake's butt. As sad as it is, the wiki is not a place for it.--> | |||
*{{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''.}} | |||
===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 its 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.}} | |||
===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 more base knockback but much less knock back scaling(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 scaling with its base knockback not fully compensated (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 vocalizes. 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 drastically less base knockback (100 (base), 60 (scaling) → 66/75) greatly reducing its KO potential despite its higher knockback scaling, especially while near the horizontal blastzone.}} | |||
*[[Up smash]]: | |||
**{{change|Snake uses his old forward smash voice clip when performing up smash.}} | |||
**{{buff|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 slightly 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%).}} | |||
===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 much 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, but it's still not fast enough to autocancel.}} | |||
**{{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.}} | |||
**{{nerf|Down aerial has noticeably smaller hitboxes (6u/7u (first and second hits), 7u/8u (third and last hit) → 5.5u/4.5u (first, second and third hits), 7u/6u (last hit)).}} | |||
{{ | ===Throws/other attacks=== | ||
*[[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.}} | |||
== | ===Special Moves=== | ||
Snake | *[[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.}} | |||
**{{bugfix|Grabbing onto a [[Ladder (stage element)|ladder]] no longer causes Snake to become helpless whenever he lets go or falls after climbing to the top.}} | |||
*[[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== | |||
Snake has received a mix of buffs and nerfs through game updates. | |||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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}}''' | ||
{{ | *{{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.}} | |||
*{{bugfix|Climbing a ladder after using Cypher no longer causes Snake to become helpless once he lets go or climbs to the top.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
{{ | *{{buff|Neutral attack 1 connects into neutral attack 2 more reliably. (BKB 20 → 26)}} | ||
*{{buff|Neutral attack 2 moves Snake forwards more and connects into neutral attack 3 more reliably.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|4.0.0}}''' | ||
{{ | *{{buff|The lag upon waking up from the sleep effect has been adjusted, matching the rest of the cast.}} | ||
*{{nerf|The collateral hitbox of up throw can now be blocked.}} | |||
==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}}. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2.5% | |neutral1dmg=2.5% | ||
|neutral2dmg=2.5% | |neutral2dmg=2.5% | ||
|neutral3dmg=6% | |neutral3dmg=6% | ||
|neutraldesc= | |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 2}}'', and ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}''. | ||
|ftiltname= | |||
|ftiltname= | |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]]. | ||
|utiltname= | |||
|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 | |||
|utiltname= | |||
|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 | |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= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=A low spin kick while prone. Deals | |dtiltdesc=A low spin kick while prone. Deals decent damage for its speed. | ||
|dashname= | |dashname= | ||
|dashdmg=11% (clean), 8% (late) | |dashdmg=11% (clean), 8% (late) | ||
|dashdesc=Does a somersault forward. | |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= | |fsmashname= | ||
|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 | |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= | |usmashname= | ||
|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= | |dsmashname= | ||
|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 | |dsmashdesc=A double-sided kick. Launches opponents at horizontal angles with considerable knockback. One of Snake's fastest ground moves. | ||
|nairname= | |nairname= | ||
|nairdmg= | |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 | |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= | |fairname= | ||
|fairdmg= | |fairdmg=15% (foot), 14% (leg) | ||
|fairdesc=A midair axe kick. | |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= | |bairname= | ||
|bairdmg= | |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 | |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= | |uairname= | ||
|uairdmg= | |uairdmg=14% (clean), 10% (late) | ||
|uairdesc=Snake dropkicks straight upwards, similar to his back aerial. | |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= | |dairname= | ||
|dairdmg= | |dairdmg=4% (hit 1), 3% (hits 2 and 3), 10% (hit 4) | ||
|dairdesc=Snake launches four subsequent stomps below himself. A | |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= | |grabname= | ||
|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 | |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. Based on a similar maneuver from the ''Metal Gear Solid'' games. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1. | |pummeldmg=1.2% | ||
|pummeldesc=Tightens his chokehold | |pummeldesc=Tightens his chokehold. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Snake twists the opponent's arms behind their back | |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= | |bthrowname= | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=Snake performs a sasae tsurikomi ashi, | |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= | |uthrowname= | ||
|uthrowdmg=7% ( | |uthrowdmg=7% (slam), 4% (throw) | ||
|uthrowdesc=Snake | |uthrowdesc=Snake suplexes his opponent, slamming them back-first. Can combo into his up tilt at low percents. | ||
|dthrowname=Silent Takedown | |dthrowname=Silent Takedown | ||
|dthrowdmg=9% | |dthrowdmg=9% | ||
|dthrowdesc=Lays | |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= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
|floorfdesc=While getting up, | |floorfdesc=While getting up, kicks on one side and punches on the other. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=7% | |floorbdmg=7% | ||
Line 173: | Line 279: | ||
|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~ | |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 | |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 286: | ||
|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. | |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 | |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 | |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. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then | *Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then announces "Kept you waiting, huh?" upon appearing. Taken from the beginning of the Tanker chapter in ''Metal Gear Solid 2''. | ||
===[[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, | *'''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''': 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> | <gallery> | ||
SSBUSnakeTaunt1.gif|Snake's up taunt. | SSBUSnakeTaunt1.gif|Snake's up taunt. | ||
Line 248: | Line 313: | ||
*Quickly looks behind himself. | *Quickly looks behind himself. | ||
<gallery> | <gallery> | ||
SSBUSnakeIdle1.gif|Snake's first idle pose | SSBUSnakeIdle1.gif|Snake's first idle pose | ||
SSBUSnakeIdle2.gif|Snake's second idle pose | SSBUSnakeIdle2.gif|Snake's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Does a spin kick and | *'''Left:''' Does a spin kick, a side kick, and then finishes in a CQC stance, all while saying "Not even close!" ("{{ja|まだまだだな。|Mada mada da na.}}", ''Not yet.''). The pose is a reference to the end of ''Metal Gear Solid 4: Guns of the Patriots'' when Old Snake fights Liquid Ocelot. | ||
*'''Up:''' | *'''Up:''' Seen in a crouching position from the side, saying "Colonel, mission accomplished." ("{{ja|大佐、任務完了だ。|Taisa, ninmu kanryōda.}}", ''Colonel, mission accomplished.'') into his codec.. | ||
*'''Right:''' Crawls forward | *'''Right:''' Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done here." ("{{ja|こちらスネーク、これより帰還する。|Kochira Sunēku, kore yori kikan suru.}}", ''This is Snake, returning from here.''). | ||
[[File:SnakeTheme.ogg|thumb| | [[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 328: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
=== | ===Notable players=== | ||
<!-- | <!--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.--> | ||
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.'' | |||
'' | ====Active==== | ||
*{{Sm|Armando|USA}} - Placed 13th at [[Heart of Battle]], 17th at [[SoCal Chronicles]], and 65th at [[GENESIS 6]]. | |||
*{{Sm| | *{{Sm|AvoiD|USA}} - Placed 7th at {{Trn|DreamHack Dallas 2019}} and 49th at {{Trn|2GG: Prime Saga}}. | ||
*{{Sm| | *{{Sm|Bushi|USA}} - The best Snake player in the Midwest. Placed 2nd at {{Trn|Midwest Mayhem Ultimate}} and 3rd at {{Trn|Spring Training}}. | ||
*{{Sm| | *{{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|DIO|Japan}} - | *{{Sm|Ki|USA}} - The best Snake player in SoCal. Placed 5th at [[SoCal Chronicles]], and 33rd at [[2GG: Prime Saga]]. | ||
*{{Sm| | *{{Sm|Kisha|Japan}} - Placed 17th at {{Trn|Sumabato SP 2}}, 33rd at both {{Trn|Umebura SP 2}} and {{Trn|Umebura SP 3}}. | ||
*{{Sm|Mr.R|Netherlands}} - | *{{Sm|Mr.R|Netherlands}} (#36) - The best Snake player in Europe in spite of Snake being a notable secondary. 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|MVD|USA}} - | *{{Sm|MVD|USA}} (#17) - The best active Snake player 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|Salem|USA}} - | *{{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|ScAtt|USA}} - | *{{Sm|Salem|USA}} (#22) - 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|Shogun|Japan}} - | *{{Sm|ScAtt|USA}} (#41) - Uses Snake as a notable secondary to {{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}} - 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}}. Has a win on {{Sm|Cosmos}}. | |||
*{{Sm|Shu|Japan}} - Placed 17th at both {{Trn|Umebura SP}} and {{Trn|Umebura SP 2}} with both Snake and {{SSBU|Wolf}}. | |||
*{{Sm|Vinny G|USA}} - Placed 7th at {{Trn|Come to Papa 3}}, 17th at {{Trn|CEO 2019}}, and 25th at {{Trn|MomoCon 2019}}. | |||
*{{Sm|xPx|China}} - The best Snake player in China. Placed 2nd at [https://challonge.com/vp605yp3 Guangzhou UCG], and 17th at both [https://challonge.com/smashdynasty6 Smash Dynasty 6] and {{Trn|Taipei Major 2019}}. | |||
====Inactive==== | |||
*{{Sm|Ally|Canada}} (#6) - 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}}, {{Sm|Light|p=Connecticut}}, {{Sm|Marss}}, 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. | |||
=={{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]] | 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 and 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}} | |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||{{ | |2||{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Pit}} {{Head|Pit|g=SSBU|s=20px}}||[[Shadow Moses Island]] ([[Battlefield form]])||''{{SSBUMusicLink|Metal Gear|Theme of Solid Snake}}''|| | ||
|- | |- | ||
|4||{{ | |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| | |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||{{ | |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 green alternate costume. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||[[Galleom]]|| | |Final||[[Galleom]]||Base||''{{SSBUMusicLink|Super Smash Bros.|Boss Battle - Super Smash Bros. Brawl}}''|| | ||
|} | |} | ||
Note: All stages except for the final round will play a song from the | 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 385: | ||
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. | 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 obviously 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 | 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]] | ||
| {{SSBU|Snake}} | |||
|{{ | | {{color|#17ba17|Grab}} | ||
|9,000 | | 9,000 | ||
| | | [[Final Destination]] | ||
|''{{SSBUMusicLink|Metal Gear|Encounter}}'' | | ''{{SSBUMusicLink|Metal Gear|Encounter}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
Snake's | 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> | ||
Solid Snake Spirit.png|749. '''''Solid Snake''''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==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 | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
Line 410: | Line 438: | ||
! Conditions | ! Conditions | ||
! Music | ! Music | ||
|- | |- | ||
|288 | |288 | ||
|{{ | |[[File:Adam malkovich.png|center|64x64px]] | ||
|''Metroid'' | |{{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}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|1,600 | |1,600 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 422: | Line 450: | ||
|•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 | ||
| | |[[File:Ness's Father.png|center|40x40px]] | ||
|'' | |[[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}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|13,500 | |13,500 | ||
|[[Onett]] | |[[Onett]] | ||
Line 434: | Line 462: | ||
|•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 | ||
| | |[[File:Flint Spirit.png|center|64x64px]] | ||
|'' | |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}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|4,200 | |4,200 | ||
|[[Onett]] ([[Battlefield form]]) | |[[Onett]] ([[Battlefield form]]) | ||
Line 446: | Line 474: | ||
|•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 | ||
|{{ | |[[File:Zoda.png|center|64x64px]] | ||
|''F-Zero'' | |{{s|fzerowiki|Zoda}} | ||
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl= | |''F-Zero series'' | ||
| | |•{{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 486: | ||
|•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 | ||
|{{ | |{{anchor|Liquid Snake}}[[File:Liquid Snake.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|13,900 | |13,900 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 470: | Line 498: | ||
|•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 | ||
|{{ | |{{anchor|Roy Campbell}}[[File:Roy Campbell Spirit.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |[[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}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|3,700 | |3,700 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 482: | Line 510: | ||
|•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}} | ||
|- | |- | ||
|756 | |756 | ||
|{{ | |{{anchor|Solidus Snake}}[[File:Solidussnake.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,900 | |3,900 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 494: | Line 522: | ||
|•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 | ||
| | |[[File:Naked Snake2.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |Naked Snake | ||
|•{{SSBU|Snake}} Team {{Head|Snake|g=SSBU|s=20px|cl=Green}}×4 | |''Metal Gear Solid series'' | ||
| | |•{{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 534: | ||
|•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}} | ||
|- | |- | ||
|891 | |891 | ||
|{{ | |{{anchor|Snake Man}}[[File:Snake man.png|center|64x64px]] | ||
|''Mega Man'' | |Snake Man | ||
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Green}}×2 | |''Mega Man series'' | ||
| | |•{{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 546: | ||
|•[[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 | ||
|{{ | |{{anchor|Napalm Man}}[[File:Napalmman.png|center|64x64px]] | ||
|''Mega Man'' | |Napalm Man | ||
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Red}} | |''Mega Man series'' | ||
| | |•{{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 558: | ||
|•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 | ||
| | |[[File:Lao Spirit.png|center|64x64px]] | ||
|''Xenoblade Chronicles'' | |Lao | ||
|''Xenoblade Chronicles series'' | |||
|•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}} | |•{{SSBU|Snake}} {{Head|Snake|g=SSBU|s=20px|cl=Black}} | ||
| | |[[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 | |{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}} | ||
|- | |- | ||
|1,167 | |1,167 | ||
|{{ | |{{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}} | ||
| | |[[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| | |{{SSBUMusicLink|Nintendo|Filled with Hope}} | ||
|- | |- | ||
|1,223 | |1,223 | ||
|{{ | |{{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}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|4,100 | |4,100 | ||
|[[Fourside]] | |[[Fourside]] | ||
|•Item: [[Timer]]<br>•Hazard: Fog | |•Item: [[Timer]]<br>•Hazard: Fog | ||
|•The stage is covered in fog | |•The stage is covered in fog | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Swan Lesson}} | ||
|} | |} | ||
===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 617: | ||
|- | |- | ||
|274 | |274 | ||
|{{ | |[[File:Samus Aran (Military Dress).png|center|64x64px]] | ||
|''Metroid'' | |{{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}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|3,400 | |3,400 | ||
|[[Frigate Orpheon]] | |[[Frigate Orpheon]] | ||
Line 637: | Line 630: | ||
|- | |- | ||
|755 | |755 | ||
|{{ | |{{anchor|Mei Ling}}[[File:Mei Ling Spirit.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |[[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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|2,300 | |2,300 | ||
|[[Midgar]] ([[Battlefield form]]) | |[[Midgar]] ([[Battlefield form]]) | ||
Line 649: | Line 643: | ||
|- | |- | ||
|761 | |761 | ||
|{{ | |{{anchor|EVA}}[[File:Evaaa.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |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}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,600 | |3,600 | ||
|[[Garden of Hope]] | |[[Garden of Hope]] | ||
Line 661: | Line 656: | ||
|- | |- | ||
|764 | |764 | ||
|{{ | |{{anchor|Zero}}[[File:Zero MGS Spirit.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |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}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|3,500 | |3,500 | ||
|[[Shadow Moses Island]] | |[[Shadow Moses Island]] | ||
Line 673: | Line 669: | ||
|- | |- | ||
|766 | |766 | ||
|{{ | |{{anchor|Kazuhira Miller}}[[File:KazMiller.png|center|64x64px]] | ||
|''Metal Gear Solid'' | |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'' | ||
| | |•{{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]] ( | |[[Midgar]] ([[Battlefield form]]) | ||
|•Attack Power ↑ | |•Attack Power ↑ | ||
|•Defeat the main fighter to win<br>•Timed battle | |•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 | ||
|{{ | |{{anchor|Tank & Infantry}}[[File:Tank Infantry Spirit.png|center|64x64px]] | ||
|''Famicom Wars'' | |[[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'' | ||
| | |•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| | |{{SSBUMusicLink|Nintendo|Garage}} | ||
| | |[[warswiki:Infantry (unit)|Infantry]] | ||
|- | |- | ||
|1,135 | |1,135 | ||
|{{ | |{{anchor|Andy}}[[File:AndySpirit.PNG|center|64x64px]] | ||
|''Advance Wars'' | |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'' | ||
| | |•{{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| | |{{SSBUMusicLink|Nintendo|Filled with Hope}} | ||
| | |[[warswiki:Infantry (unit)|Infantry]] | ||
|} | |} | ||
Line 726: | Line 725: | ||
==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]]. | ||
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 737: | ||
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}} | 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> | ||
=== | === 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 | *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 | *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 | *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. | ||
* | *''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}}''. | ||
*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]]. | |||
*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''. | *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]]. | |||
*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 | |||
*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 | *Snake, [[Mega Man]] and [[Pac-Man]] are the least common opponents for the Classic Mode routes, as they are fought in 3 different routes. | ||
**Although Snake fights an alternate costume of himself in his own route, as well as being fought in Pac-Man's route with Mega Man and Little Mac in Round 4, {{SSBU|Wolf}} is the only other fighter to have Snake for a Classic Mode opponent. | |||
*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 becomes helpless once he leaves the ground by either jumping or falling off the stage. This glitch is a carryover from ''Brawl''. | |||
{{SSBUCharacters}} | {{SSBUCharacters}} | ||
{{Metal Gear universe}} | {{Metal Gear universe}} | ||
[[Category:Snake (SSBU)| ]] | [[Category:Snake (SSBU)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Konami]] | [[Category:Konami]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Snake (SSBU)]] | [[es:Snake (SSBU)]] |