Editing Snake (SSBU)
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Snake inherits several flaws that were endemic to him in ''Brawl''. His main issue is his recovery; despite the high distance [[Cypher]] provides, it remains predictable and easy to intercept, which is now made worse by it being able to be destroyed, and his slow-acting air speed makes him susceptible to gimping, despite the benefits of the game's air dodge mechanics. While he has several tools like [[C4]] to refresh his recovery and grenades to break out of combos, he's often forced to self-inflict damage just to recover or reset into neutral, which combined with his susceptibility to combos, trouble landing, and the inability to tech at very high percentages, gives him a very poor disadvantage state. Although several of his attacks having fast startup, many of his moves have notable [[end lag]], which can leave him vulnerable on block. The removal of [[DACUS]], of which he was previously one of its most proficient users, has also limited his mobility options to an extent. Additionally, due to his explosives being able to be absorbed, this can give him trouble against characters with [[absorption]] based moves. Finally, Snake's KO options are all fairly predictable. Since many of his kill moves like smash attacks are slow acting, he's often times limited to attacks like up tilt that are easy to anticipate, since many of his KO setups are a lot more circumstantial. | Snake inherits several flaws that were endemic to him in ''Brawl''. His main issue is his recovery; despite the high distance [[Cypher]] provides, it remains predictable and easy to intercept, which is now made worse by it being able to be destroyed, and his slow-acting air speed makes him susceptible to gimping, despite the benefits of the game's air dodge mechanics. While he has several tools like [[C4]] to refresh his recovery and grenades to break out of combos, he's often forced to self-inflict damage just to recover or reset into neutral, which combined with his susceptibility to combos, trouble landing, and the inability to tech at very high percentages, gives him a very poor disadvantage state. Although several of his attacks having fast startup, many of his moves have notable [[end lag]], which can leave him vulnerable on block. The removal of [[DACUS]], of which he was previously one of its most proficient users, has also limited his mobility options to an extent. Additionally, due to his explosives being able to be absorbed, this can give him trouble against characters with [[absorption]] based moves. Finally, Snake's KO options are all fairly predictable. Since many of his kill moves like smash attacks are slow acting, he's often times limited to attacks like up tilt that are easy to anticipate, since many of his KO setups are a lot more circumstantial. | ||
Nonetheless, his pros greatly outweigh his cons. Since the release of the game, Snake has consistently been one of the most popular characters in competitive play, with | 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 multiple top results posted by players such as {{Sm|Hurt}}, {{Sm|ApolloKage}}, {{Sm|MVD}} and {{Sm|DIO}}. | ||
==How to unlock== | ==How to unlock== | ||
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Snake also has a notoriously poor disadvantage state. As a heavy character he is still vulnerable to combo strings and juggling. Grenade somewhat mitigates this issue as it can be used as a frame one combo breaking tool. However, this tactic does have downsides. If the grenade activates, Snake will receive damage and knockback. At higher percents, he may end up at a greater disadvantage or possibly lose a stock. Some characters can also hit Snake without ever triggering the grenade. Carelessly thrown grenades can also be used by opponents, who will often have better follow-ups at their disposal than Snake. Despite the various uses of his C4, it automatically detonates after a certain period of time, which can damage Snake or even KO him if the player carelessly activates it or loses track of its detonation time frame. Finally, some of Snake's aerial moves can be punished due to their noticeable landing lag if they fail to hit an opponent. | Snake also has a notoriously poor disadvantage state. As a heavy character he is still vulnerable to combo strings and juggling. Grenade somewhat mitigates this issue as it can be used as a frame one combo breaking tool. However, this tactic does have downsides. If the grenade activates, Snake will receive damage and knockback. At higher percents, he may end up at a greater disadvantage or possibly lose a stock. Some characters can also hit Snake without ever triggering the grenade. Carelessly thrown grenades can also be used by opponents, who will often have better follow-ups at their disposal than Snake. Despite the various uses of his C4, it automatically detonates after a certain period of time, which can damage Snake or even KO him if the player carelessly activates it or loses track of its detonation time frame. Finally, some of Snake's aerial moves can be punished due to their noticeable landing lag if they fail to hit an opponent. | ||
Snake can also struggle to kill. | Snake can also struggle to kill. Snake's two most reliable killing options (up tilt and down throw) can be rather predictable at times. This is especially true for down throw. High level players know that reaching 159% means a 100% guaranteed death to Snake's next grab. Though Nikita missiles are strong for edgeguarding, many characters have a variety of options to deal with Nikita. This issue can be partially mitigated by shield canceling it after the missile gets hit to activate a secondary hitbox. However, this tactic significantly reduces the damage and knockback of the Missile. | ||
Overall, Snake is a zoning and stage-trapping oriented character with versatile specials and projectiles for forcing the opponent to move into a disadvantageous position. However, this doesn't necessarily mean he is required to stay at a distance to be most effective. He possesses several fast and strong melee attacks, which can easily rack up damage, and keep the opponent off of him. Throughout the first year of ''Ultimate'', Snake achieved impressive results | Overall, Snake is a zoning and stage-trapping oriented character with versatile specials and projectiles for forcing the opponent to move into a disadvantageous position. However, this doesn't necessarily mean he is required to stay at a distance to be most effective. He possesses several fast and strong melee attacks, which can easily rack up damage, and keep the opponent off of him. Throughout the first year of ''Ultimate'', Snake achieved impressive results thanks to players such as {{Sm|Ally}} and {{Sm|MVD}}. However, after Ally was banned from events, Snake's results have gotten slightly worse, but he nonetheless has top level representatives such as {{Sm|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 | In ''Brawl'', Snake was considered among the best characters in the game (placed 6th out of 38 characters) thanks to his extreme damage output and knockback, huge disjointed hitboxes, excellent endurance due to a combination of very high weight and great momentum canceling, an excellent projectile and zoning game with his explosives, and a chain grab with his down throw which he could tech-chase. Possibly owing to his extreme success, Snake received a large mix of buffs and nerfs in the transition to ''Ultimate''; when it comes to direct changes, Snake has seen some significant nerfs to power and his disproportionately large hitboxes, but he greatly benefits from the universal changes, along with having received buffs to his projectiles. All in all, it's difficult to determine whether Snake was buffed or nerfed overall. | ||
Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also | Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also much lighter, now being a heavyweight character instead of a super heavyweight, while his [[Cypher]] can now be destroyed by opponents if their attack is powerful enough. | ||
Some of the indirect changes have also been very detrimental for Snake. The removal of [[chain grab|chain grabbing]] and [[dash attack canceled up smash|DACUS]] have altered Snake's playstyle: the former hinders his [[down throw]]'s damage racking and [[tech chase]] potential (further compounded by its reduced damage), while the latter eliminates one of his best approaching options. The removal of [[hitstun canceling]] now makes Snake much more susceptible to combos, which is especially gruesome considering most of the cast has access to them in one way or another. Lastly, the neutering of [[momentum canceling]], as well as Snake's reduced weight and Cypher's vulnerability to being destroyed, has dramatically watered down his survivability, which is further exacerbated by the changes to [[tech]]ing, as this hinders his bomb recovery by making techs impossible to perform at high enough percents. Altogether, the two latter changes make Snake's disadvantage widely inferior to his appearance in ''Brawl''. | Some of the indirect changes have also been very detrimental for Snake. The removal of [[chain grab|chain grabbing]] and [[dash attack canceled up smash|DACUS]] have altered Snake's playstyle: the former hinders his [[down throw]]'s damage racking and [[tech chase]] potential (further compounded by its reduced damage), while the latter eliminates one of his best approaching options. The removal of [[hitstun canceling]] now makes Snake much more susceptible to combos, which is especially gruesome considering most of the cast has access to them in one way or another. Lastly, the neutering of [[momentum canceling]], as well as Snake's reduced weight and Cypher's vulnerability to being destroyed, has dramatically 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''. | ||
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|dairdesc=Snake launches four subsequent stomps below himself. A very fast and powerful damage-racking out-of-shield option, as it has the fastest startup of any down aerial in the series, coming out at frame 3, and like Snake's other aerials and several other attacks, the first three stomps are disjointed, with hitboxes that reach under his legs. The third and fourth kicks add vertical speed, allowing Snake to slow his fall and autocancel the move from a short hop. Oddly, shortly after the first kick, Snake is pushed downwards slightly. | |dairdesc=Snake launches four subsequent stomps below himself. A very fast and powerful damage-racking out-of-shield option, as it has the fastest startup of any down aerial in the series, coming out at frame 3, and like Snake's other aerials and several other attacks, the first three stomps are disjointed, with hitboxes that reach under his legs. The third and fourth kicks add vertical speed, allowing Snake to slow his fall and autocancel the move from a short hop. Oddly, shortly after the first kick, Snake is pushed downwards slightly. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches in front of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Has | |grabdesc=Reaches in front of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Has decent range for a non-tether grab, although it is rather slow for one as a trade-off, starting on frame 8. However, since he kneels down and leans forward to grab the opponent, he can be hit by an attack that wouldn't hit him normally. Based on a similar maneuver from the ''Metal Gear Solid'' games. | ||
|pummelname=Strangle ({{ja|締め付け|Shimetsuke}}) | |pummelname=Strangle ({{ja|締め付け|Shimetsuke}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Tightens his chokehold | |pummeldesc=Tightens his chokehold. | ||
|fthrowname=Throw Down ({{ja|投げ倒し|Nage Taoshi}}) | |fthrowname=Throw Down ({{ja|投げ倒し|Nage Taoshi}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
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|bthrowname=Pull Down ({{ja|引き倒し|Hiki Taoshi}}) | |bthrowname=Pull Down ({{ja|引き倒し|Hiki Taoshi}}) | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=Snake performs a sasae tsurikomi ashi | |bthrowdesc=Snake performs a sasae tsurikomi ashi{{ref|a}}, shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. It has very low ending lag, allowing it to combo into dash attack at low percentages, and into an attached C4 as a kill confirm at around 90%. It can also KO middleweights by itself at around 148%. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''. | ||
|uthrowname=Body Drop ({{ja|体落とし|Tai Otoshi}}) | |uthrowname=Body Drop ({{ja|体落とし|Tai Otoshi}}) | ||
|uthrowdmg=7% (hit 1), 4% (throw) | |uthrowdmg=7% (hit 1), 4% (throw) | ||
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|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'') | |dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'') | ||
|dthrowdmg=9% | |dthrowdmg=9% | ||
|dthrowdesc=Lays the opponent | |dthrowdesc=Lays the opponent on the floor, putting the opponent into a downed status. How soon an opponent can act depends on their damage. At high percents, it gives Snake guaranteed follow-up options, with the most reliable one being up tilt starting at 160%. It resembles a similar CQC maneuver from the ''Metal Gear Solid'' series, in which Snake rendered enemies unconscious by suffocating them. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then | *Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then announces "Kept you waiting, huh?" upon appearing. Taken from the beginning of the Tanker chapter in ''Metal Gear Solid 2: Sons of Liberty''. | ||
<gallery> | <gallery> | ||
SnakeOnScreenAppearanceSSBU.gif|Snake's on-screen appearance | SnakeOnScreenAppearanceSSBU.gif|Snake's on-screen appearance | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''All taunts''': Puts a [[Cardboard Box|cardboard box]] over himself, which is removable. All three of his taunts are variations of this, though with slight differences in {{rollover|animation|the "Up" variation has Snake pull out the box from his left side; the "Side" variation has Snake sit down and pull the box over himself; the "Down" variation has Snake kneel down and pull over the box from in front of himself|?}} and cancelability. When he removes it, any nearby enemies will receive damage. | *'''All taunts''': Puts a [[Cardboard Box|cardboard box]] over himself, which is removable. All three of his taunts are variations of this, though with slight differences in {{rollover|animation|the "Up" variation has Snake pull out the box from his left side; the "Side" variation has Snake sit down and pull the box over himself; the "Down" variation has Snake kneel down and pull over the box from in front of himself|?}} and cancelability. When he removes it, any nearby enemies will receive damage. | ||
**'''[[Smash Taunt]]''': | **'''[[Smash Taunt]]''': Kneels down and contacts his support team - [[Colonel Roy Campbell]], [[Otacon]], and [[Mei Ling]], and even [[Slippy Toad|Slippy Toad]] (only when in a match with {{SSBU|Falco}}) - via his [[codec]]. This is possible only on Snake's home stage, [[Shadow Moses Island]], can only be done on characters that were playable in ''Brawl'', cannot be done on {{SSBU|Ike}}'s Radiant Dawn costume, and is performed by inputting the down taunt command extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. This can only be done once each round and if the player is hit while Snake is holding his pose before the conversation starts, it is canceled. However, the player can be hit while the conversation is going, though the conversation ends if Snake is KO'd, which, in a nod to the ''Metal Gear Solid'' game over screens, causes the character Snake was talking with to shout ''"SNAAAAAAAAKE!!"''. It can be done with any number of other players on the screen; if there is more than one opponent, the game will randomly choose one to talk about. | ||
<gallery> | <gallery> | ||
SSBUSnakeTaunt1.gif|Snake's up taunt. | SSBUSnakeTaunt1.gif|Snake's up taunt. | ||
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===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Does a spin kick | *'''Left:''' Does a spin kick, a sidekick, and then finishes in a CQC stance, all while saying "Not even close!" ("{{ja|まだまだだな。|Mada mada da na.}}", ''Not yet.''). The pose is a reference to the end of ''Metal Gear Solid 4: Guns of the Patriots'' when Old Snake fights Liquid Ocelot. | ||
*'''Up:''' | *'''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 | ||
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*{{Sm|ApolloKage|USA}} - One of the best Snake players in the world in the post-online metagame, placing top 8 at several majors including 5th at the supermajors {{Trn|Let's Make Moves Miami}} and {{Trn|Mainstage 2022}}. His highest ranking is 20th on the [[UltRank 2022]]. | *{{Sm|ApolloKage|USA}} - One of the best Snake players in the world in the post-online metagame, placing top 8 at several majors including 5th at the supermajors {{Trn|Let's Make Moves Miami}} and {{Trn|Mainstage 2022}}. His highest ranking is 20th on the [[UltRank 2022]]. | ||
*{{Sm|DIO|Japan}} - One of the best Snake players in the post-online metagame, placing top 8 at several majors including 4th at the supermajor {{Trn|Kagaribi 7}} and 7th at the supermajor {{Trn|Umebura SP 9}}. His highest ranking is 27th on the [[LumiRank Mid-Year 2023]]. | *{{Sm|DIO|Japan}} - One of the best Snake players in the post-online metagame, placing top 8 at several majors including 4th at the supermajor {{Trn|Kagaribi 7}} and 7th at the supermajor {{Trn|Umebura SP 9}}. His highest ranking is 27th on the [[LumiRank Mid-Year 2023]]. | ||
*{{Sm|Hurt|Japan}} - Began seriously competing offline in 2023 and has since established himself as the best Snake | *{{Sm|Hurt|Japan}} - Began seriously competing offline in 2023 and has since established himself as the best Snake main in the post-online metagame, most notably winning {{Trn|Battle of BC 6}}, becoming the second Snake player to win a major. He has also won a multitude of other events, including the superregionals {{Trn|KOWLOON 6}} and {{Trn|Maesuma TOP 13.5 "U-22"}}. | ||
*{{Sm|Mr.R|Netherlands}} - Although more known for his {{SSBU|Chrom}} in the early metagame, he was also considered the best Snake player in Europe at the time. He notably used Snake to defeat {{Sm|MkLeo}} and place 9th at the supermajor {{Trn|2GG: Prime Saga}}, and has also placed 5th at both the majors {{Trn|Albion 4}} and {{Trn|Smash Factor 8}} with Snake. | *{{Sm|Mr.R|Netherlands}} - Although more known for his {{SSBU|Chrom}} in the early metagame, he was also considered the best Snake player in Europe 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 most prominent Snake players in ''Ultimate'', and was considered the best Snake player in the world in 2021, ranking 20th on the [[OrionRank Ultimate: Eclipse]]. He has placed top 8 at several majors, including 4th at the major {{Trn|Super Smash Con: Fall Fest}} and 5th at the supermajor {{Trn|Let's Make Big Moves}}. | *{{Sm|MVD|USA}} - One of the most prominent Snake players in ''Ultimate'', and was considered the best Snake player in the world in 2021, ranking 20th on the [[OrionRank Ultimate: Eclipse]]. He has placed top 8 at several majors, including 4th at the major {{Trn|Super Smash Con: Fall Fest}} and 5th at the supermajor {{Trn|Let's Make Big Moves}}. | ||
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!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{Head|Inkling|g=SSBU|s=20px}}{{Head|Inkling|g=SSBU|s=20px|cl=Blue}} {{SSBU|Inkling}} (x2)||[[Moray Towers]]||''{{SSBUMusicLink|Metal Gear|Encounter}}''|| | |1||{{Head|Inkling|g=SSBU|s=20px}}{{Head|Inkling|g=SSBU|s=20px|cl=Blue}} {{SSBU|Inkling}} (x2)||[[Moray Towers]]||''{{SSBUMusicLink|Metal Gear|Encounter}}''|| | ||
|- | |- | ||
|2||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''|| | |2||{{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Metal Gear|Theme of Tara}}''|| | ||
|- | |- | ||
|3||{{CharHead|Pit|SSBU|hsize=20px}}||[[Shadow Moses Island]] ([[Battlefield form]])||''{{SSBUMusicLink|Metal Gear|Theme of Solid Snake}}''|| | |3||{{CharHead|Pit|SSBU|hsize=20px}}||[[Shadow Moses Island]] ([[Battlefield form]])||''{{SSBUMusicLink|Metal Gear|Theme of Solid Snake}}''|| | ||
|- | |- | ||
|4||{{CharHead|Link|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Metal Gear|Snake Eater}}''|| | |4||{{CharHead|Link|SSBU|hsize=20px}}||[[Jungle Japes]]||''{{SSBUMusicLink|Metal Gear|Snake Eater}}''|| | ||
|- | |- | ||
|5||{{Head|Samus|g=SSBU|s=20px}}{{Head|Samus|g=SSBU|s=20px|cl=Blue}} {{SSBU|Samus}} (x2) and {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}} {{SSBU|R.O.B.}} (x2)||[[Norfair]]||''{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}''||Horde Battle | |5||{{Head|Samus|g=SSBU|s=20px}}{{Head|Samus|g=SSBU|s=20px|cl=Blue}} {{SSBU|Samus}} (x2) and {{Head|R.O.B.|g=SSBU|s=20px|cl=Grey}}{{Head|R.O.B.|g=SSBU|s=20px}} {{SSBU|R.O.B.}} (x2)||[[Norfair]]||''{{SSBUMusicLink|Metal Gear|Main Theme - METAL GEAR SOLID PEACE WALKER}}''||Horde Battle. | ||
|- | |- | ||
|6||{{CharHead|Snake|SSBU|hsize=20px|color=Green}}||Shadow Moses Island||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''||A possible reference to Les Enfants Terribles, a government project in the ''Metal Gear'' series that creates clones of Big Boss, including Solid Snake himself. The CPU will be the {{Head|Snake|g=SSBU|s=20px}} default Snake if the player chooses the green alternate costume. | |6||{{CharHead|Snake|SSBU|hsize=20px|color=Green}}||Shadow Moses Island||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''||A possible reference to Les Enfants Terribles, a government project in the ''Metal Gear'' series that creates clones of Big Boss, including Solid Snake himself. The CPU will be the {{Head|Snake|g=SSBU|s=20px}} default Snake if the player chooses the green alternate costume. | ||
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*Snake is the least common opponent for Classic Mode routes, as he appears in 3 different routes. | *Snake is the least common opponent for Classic Mode routes, as he appears in 3 different routes. | ||
**He appears in {{SSBU|Wolf}}'s route in Round 6, {{SSBU|Pac-Man}}'s route in Round 5, and his own route in the penultimate round. | **He appears in {{SSBU|Wolf}}'s route in Round 6, {{SSBU|Pac-Man}}'s route in Round 5, and his own route in the penultimate round. | ||
*Oddly enough, unlike other characters, holding the special move button while [[shield]]ing as Snake does not allow him to angle the shield without triggering dodges (or [[jump]]ing if [[tap jump]] is turned on); he can only do this by holding multiple shield buttons. While this also applies to {{SSBU|Inkling | *Oddly enough, unlike other characters, holding the special move button while [[shield]]ing as Snake does not allow him to angle the shield without triggering dodges (or [[jump]]ing if [[tap jump]] is turned on); he can only do this by holding multiple shield buttons. While this also applies to {{SSBU|Inkling}}, it is because of the special move input while shielding being designated for refilling their [[Ink Tank]]. | ||
*Snake's stock icon depicts him without facial hair, similar to his appearances in ''Metal Gear 2'' and ''Metal Gear Solid''. | *Snake's stock icon depicts him without facial hair, similar to his appearances in ''Metal Gear 2'' and ''Metal Gear Solid''. | ||
*There's a glitch regarding the use of [[Cypher]] where if Snake gets fired out of [[Barrel Cannon]] or is hit by the tornado in [[Hyrule Castle]], any aerial action performed will leave him helpless. Additionally, if Snake performs a [[tech]], throws an item and lands, or gets knocked down and stands back up, the helplessness will be stored, causing him to lose access to the move while grounded and will become helpless once he leaves the ground by either jumping or falling off the stage. This glitch is a carryover from ''Brawl''. | *There's a glitch regarding the use of [[Cypher]] where if Snake gets fired out of [[Barrel Cannon]] or is hit by the tornado in [[Hyrule Castle]], any aerial action performed will leave him helpless. Additionally, if Snake performs a [[tech]], throws an item and lands, or gets knocked down and stands back up, the helplessness will be stored, causing him to lose access to the move while grounded and will become helpless once he leaves the ground by either jumping or falling off the stage. This glitch is a carryover from ''Brawl''. |