Editing Snake (SSBU)
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'''Snake''' ({{ja|スネーク|Sunēku}}, ''Snake'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018, with his appearance exclaiming "[https://www.youtube.com/watch?v=3YmIl3jA758 Everyone is Here!]" with the rest of the returning roster. Snake is classified as [[Fighter number|Fighter #31]]. | '''Snake''' ({{ja|スネーク|Sunēku}}, ''Snake'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018, with his appearance exclaiming "[https://www.youtube.com/watch?v=3YmIl3jA758 Everyone is Here!]" with the rest of the returning roster. Snake is classified as [[Fighter number|Fighter #31]]. | ||
{{s|wikipedia|David Hayter}} and {{s|wikipedia|Akio Ōtsuka}}'s | {{s|wikipedia|David Hayter}} and {{s|wikipedia|Akio Ōtsuka}}'s portrayals of Snake from ''Brawl'' were repurposed for the English and Japanese version of ''Ultimate'' respecitvely, with the former initially [https://twitter.com/DavidBHayter/status/1006580149540700160 confirming on Twitter] that he would be reprising his role as Snake. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Snake is a tall heavyweight character, being tied with {{SSBU|R.O.B.}} and {{SSBU|Banjo & Kazooie}} as the 18th heaviest character. Much like several other heavyweight zoners, Snake has poor overall mobility; while he has above-average [[traction]], [[falling speed]], and [[fast fall|fast falling speed]], his [[dashing speed]], [[initial dash]], [[walk speed]], [[air speed]], and [[gravity]] are all below-average, his [[jump]]s are among the lowest in the game, and he is also tied with {{SSBU|Simon}} and {{SSBU|Richter}} for the | Snake is a tall heavyweight character, being tied with {{SSBU|R.O.B.}} and {{SSBU|Banjo & Kazooie}} as the 18th heaviest character. Much like several other heavyweight zoners, Snake has poor overall mobility; while he has above-average [[traction]], [[falling speed]], and [[fast fall|fast falling speed]], his [[dashing speed]], [[initial dash]], [[walk speed]], [[air speed]], and [[gravity]] are all below-average, his [[jump]]s are among the lowest in the game, and he is also tied with {{SSBU|Simon}} and {{SSBU|Richter}} for the slowest [[air acceleration]] in the game. As a result of his mobility, Snake is highly reliant on zoning and trapping with his projectiles in the neutral. | ||
One of Snake's biggest strengths is his moveset: similarly to a few other characters, such as {{SSBU|Young Link}}, the overall utility provided by Snake's moveset is so considerable that he lacks a single "bad" or "useless" move. An example of this would be his ground game. His | One of Snake's biggest strengths is his moveset: similarly to a few other characters, such as {{SSBU|Young Link}}, the overall utility provided by Snake's moveset is so considerable that he lacks a single "bad" or "useless" move. An example of this would be his ground game. His neutral attack comes out quickly and is a good anti-pressure tool with good mixup potential. His forward tilt is a 2-hit attack with fast start-up (frame 4) and a decently sized hitbox. It also has high knockback, allowing it to KO at high percents. His up tilt is often considered one of the best in the game due to its deceptively fast start-up (frame 6), very strong KO power, and disjointed hitbox. It is also infamous for being able to be confirmed into by his down throw, which is a true combo at high percents (around 160%). His down tilt is one of his best poking tools, having fast speed (frame 6) and a great disjoint that goes beyond Snake's feet. It also puts Snake into his crouch position on the first frame of the move, making it a great way to evade certain attacks. Lastly, his dash attack comes out very quickly (frame 5) and is a useful approaching option due to its good knockback which even allows it KO at the ledge at very high percents, while it also crosses shields, grants Snake arm [[intangibility]], and has a reasonable amount of ending lag, giving him one of the game's best burst options and making it arguably the best dash attack in the game. | ||
Snake's smash attacks offer a unique set of options. His | Snake's smash attacks offer a unique set of options. His up smash shoots a missile upwards and the height at which it travels can be increased by charging the move. This makes it great for [[edgeguard]]ing, ledgetrapping, and as an anti-air. The launcher also has a hitbox that comes out on frame 11. His [[forward smash]], while extremely slow, is incredibly strong and is decently safe on shield due to its relatively low endlag and large hitbox, making it great for hard reads or if the opponent rolls in Snake's direction. Its large hitbox also reaches beyond the ledge and allows it to [[2 frame punish]] opponents. His down smash is fast, has good KO power (especially with the second hit), possesses a disjointed hitbox on both hits that goes beyond Snake's feet and makes it a good tool for 2-framing and edgeguarding, and is relatively safe on shield if its second hit connects. | ||
While Snake's air attributes are poor, his aerials by themselves have lots of utility. | While Snake's air attributes are poor, his aerials by themselves have lots of utility. Neutral aerial is strong and deals very high damage, making it great for edgeguarding. Its first three hits can also setup into other moves if Snake lands as quickly as possible after connecting one of the hits. Forward aerial is a very powerful meteor smash with great horizontal and vertical range. Down aerial is often considered Snake's best aerial, as it comes out very quickly (frame 3), has decent range and knockback, and deals high damage, with all the hits combined dealing 20% in a short hop. The move also gives Snake a small vertical boost in the air and autocancels in a short hop. Due to its aforementioned speed, it is useful for racking up damage and is a very effective out-of-shield option. Up aerial is relatively quick, has strong vertical power, and a large disjointed hitbox that extends far beyond Snake's legs. Finally, back aerial is fast, deals high damage with powerful knockback, and has long disjointed range along with a high amount of active frames, making it a reliable landing option and a way to escape juggles as well as a potential KO move. | ||
Snake's grab game is also fairly versatile. His dash grab goes a surprisingly long distance thanks to him sliding forward during it. His throws, however, are where his grab game shines. | Snake's grab game is also fairly versatile. His dash grab goes a surprisingly long distance thanks to him sliding forward during it. His throws, however, are where his grab game shines. Down throw is unique in that it has the [[down]] effect: while this makes it unsafe at low percents, as the opponent can react before he can, it gains enough hitstun at high percents to allow Snake to follow up reliably, with up tilt being renowned as a guaranteed KO confirm at 160%. It is also useful for [[tech chase|tech chasing]], as Snake can predict his opponent's tech option and potentially rack up more damage or possibly even KO the opponent if the player makes the correct read. His up throw can combo into his up tilt at low percents as a solid damage racker, and his back throw can combo into his dash attack at low percents as well as C4 at mid to high percents. Lastly, his forward and back throws have decent knockback scaling, making them great for setting up edgeguards or, to a lesser degree, KOing at very high percents. | ||
Lastly, Snake's special moves allow for many fantastic options. His neutral special, [[Hand Grenade]], is arguably one of the best projectiles in the game for many reasons. It is infamous for starting on frame 1, which lets Snake instantly escape combos once he is out of hitstun and also makes it to where opponents must be cautious when trying to combo or juggle him in an effort to not get hit by his grenades. Grenades are also very useful for zoning and as defensive options, as Snake can shield while holding one to make pressuring his shield dangerous. They are also very useful for stage control, ledge trapping, setups, and as camping tools. His side special, [[Remote Missile]], is his best edgeguarding tool, thanks to its controllable movement, strong knockback, and low commitment, as Snake can edgeguard opponents with ease without leaving the stage. His down special, [[C4]], is a remote activated bomb with strong power. It can also be difficult to see at times due to its small size and is among the best trapping and stage-controlling tools in the game thanks to how it essentially puts certain parts of the stage "off-limits" and forces opponents to move in a different part of the stage where Snake can continually pressure them. Additionally, Snake can attach it to the opponent if he is close enough, which gives him an opportunity to deal high damage or potentially KO at high percents, especially if used as confirm out of his back throw. It can also be used to extend his recovery by placing one down in midair and detonating it immediately. Lastly, his up special [[Cypher]] is his main recovery move and goes a considerable distance and doesn't leave him helpless. It also provides Snake with some damaged based armor, and a useful lingering hitbox that can cover his air dodge to the ledge. | |||
In spite of his strengths, Snake still has noticeable weaknesses, one of which being his frame data. While he does have several moves with remarkably quick start-up (jab, down aerial, back aerial, Hand Grenade, down smash, and all of his tilts), the majority of his moveset has very high endlag, making them easy to punish if missed. While his aforementioned forward aerial and forward smash are quite strong, they have the highest startup lag of their types in the game. His reliance on explosive projectiles in the neutral can be a downside in matchups against characters with energy-absorbing moves, such as {{SSBU|Ness}}, {{SSBU|Lucas}}, or {{SSBU|Mr. Game & Watch | In spite of his strengths, Snake still has noticeable weaknesses, one of which being his frame data. While he does have several moves with remarkably quick start-up (jab, down aerial, back aerial, Hand Grenade, down smash, and all of his tilts), the majority of his moveset has very high endlag, making them easy to punish if missed. While his aforementioned forward aerial and forward smash are quite strong, they have the highest startup lag of their types in the game. His reliance on explosive projectiles in the neutral can be a downside in matchups against characters with energy-absorbing moves, such as {{SSBU|Ness}}, {{SSBU|Lucas}}, or {{SSBU|Mr. Game & Watch}}. | ||
His recovery can also be very vulnerable at times. Though the Cypher does have positive attributes, it can be rather slow and easy to catch. Many moves can hit right though the armor, and if it gets destroyed without Snake taking damage, he will become helpless. This situation can easily lead to a lost stock when recovering low. There is also a period of time after the Cypher is deployed in which it can not be acted out of. These issues lead to Snake favoring a very high recovery in most situations. Unfortunately, getting back to stage from so far up offers the opponent a large window of time to chase down his landing. To evade a good opponent, the Snake player must consistently mix-up his landing with different movement options and attacks. Mastery of Snake's explosives, falling aerials, air dodges and reverse specials is required for a safe and consistent return to the stage. | His recovery can also be very vulnerable at times. Though the Cypher does have positive attributes, it can be rather slow and easy to catch. Many moves can hit right though the armor, and if it gets destroyed without Snake taking damage, he will become helpless. This situation can easily lead to a lost stock when recovering low. There is also a period of time after the Cypher is deployed in which it can not be acted out of. | ||
These issues lead to Snake favoring a very high recovery in most situations. Unfortunately, getting back to stage from so far up offers the opponent a large window of time to chase down his landing. To evade a good opponent, the Snake player must consistently mix-up his landing with different movement options and attacks. Mastery of Snake's explosives, falling aerials, air dodges and reverse specials is required for a safe and consistent return to the stage. | |||
Snake also has | Snake also has one of the worst disadvantage states in the game. 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. Finally, none of Snake's aerial moves offer limb intangibility and 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 quit competing in ''Ultimate'' at the national level, Snake's results have dwindled over time. Nevertheless, he is still generally considered to be a top tier character or a high tier character at worst. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||
In ''Brawl'', Snake was considered among the best characters in the game | In ''Brawl'', Snake was considered among the best characters in the game 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. Due to his top-tier status in ''Brawl'' (placed 6th out of 38 characters), Snake received a mix of buffs and nerfs in the transition to ''Ultimate''. When it comes to direct changes, Snake has seen significant nerfs to many of his strengths, like his incredible power and large hitboxes, being noticeably toned down. Despite this however, none of the nerfs removed his most important traits that made him one of the best characters in ''Brawl''. Furthermore, Snake also greatly benefits from the universal changes which compensates for most of the heavy nerfs he received. As a result, he was only slightly nerfed overall. | ||
Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' has been toned down, as his [[neutral attack]], [[forward tilt]], [[down tilt]], [[dash attack]], [[forward smash]], and all of his aerials have decreased damage, knockback, or both. As a result of these changes, his damage racking ability and KO potential, while still above average, has been substantially weakened. Additionally, while he still possesses large disjoints in his attacks, his [[range]] has been significantly nerfed, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed: his [[up tilt]] in particular is the primary example as its controversially large disjointed range has been drastically reduced. Furthermore, all of his explosions can now be [[absorb]]ed, worsening his matchups against characters with absorption based moves such as [[Ness]], [[Lucas]], and [[Mr. Game & Watch]], and due to his new [[down smash]] no longer involving Snake placing a landmine, this removed one of his main tools for stage control. Lastly, Snake's [[weight]] is much lighter, now being a heavyweight character instead of a super heavyweight while [[Cypher]] can now be destroyed by opponents if their attack is powerful enough, weakening his offstage presence. | |||
Some of the indirect changes have also been detrimental for Snake. The removal of [[chain grab|chain grabbing]] and [[DACUS]] have altered Snake's playstyle: the former hinders his [[down throw]]'s damage racking and [[tech chase]] potential which is further compounded by down throw's reduced damage, while the latter eliminates one of his best approaching options. Finally, due to the removal of [[momentum canceling]], as well as Snake's reduced weight and Cypher's vulnerability to being destroyed, his overall endurance has been dramatically crippled, which is further exacerbated by the changes to teching, as this hinders his bomb recovery by making [[tech]]s impossible to perform at high enough percents. Altogether, Snake is much easier to KO, especially since the changes to [[hitstun canceling]] makes him much more susceptible to combos. | |||
However, Snake immensely benefits from the universal changes to ''Ultimate'''s game engine. Similar to the rest of the veterans, Snake has had his mobility improved in all aspects, although it is still below average, and decreased [[landing lag]] in all of his aerial attacks, giving him landing options. Most importantly however, Snake benefits the most from the universal 3 frame [[jumpsquat]] as his jumpsquat is no longer the slowest in the series, massively improving his ground to air transitioning as well as his [[out of shield]] game. Additionally, while the removal of chain grabbing hurts his down throw's tech chasing potential, it more importantly improves his endurance as he is no longer vulnerable to highly damaging chain grabs from certain characters, most notably [[Pikachu]] and [[King Dedede]]. The changes to [[air dodge]]s and hitstun canceling benefit Snake as well: the reintroduction of directional air dodges improves his recovery by allowing him to get additional distance to the ledge after using Cypher, and the lingering hitbox on Cypher can cover his air dodge, while the changes to hitstun canceling also allow him to utilize his projectiles as setup tools into his attacks much more effectively. Finally, the shield changes and increased [[shieldstun]] (especially for tilts) makes his moves safer on shield and harder to punish despite many having lowered damage. | |||
Snake has also received some direct improvements to his toolkit. Down tilt has lower [[ending lag]] and increased damage, making it safer as a poking and shield pressuring tool, up tilt has slightly increased KO potential on both the clean and late hit with the clean hit having a longer duration, and his dash attack has both increased base knockback and a lower angle on the clean hit, with the clean hit also having a longer duration, allowing it to setup [[edgeguard]] opportunities and making it far more effective as a burst option despite its reduced knockback scaling, especially at lower percents. Snake's aerials have received enhancements as well: his [[neutral aerial|neutral]] and [[down aerial]]s' multihits have reduced [[startup]] and better linking angles, significantly improving their consistency and potential as follow ups, while down and [[back aerial]] can now [[autocancel]] in a short hop and full hop respectively. Due to the direct improvements it has received along with Snake's significantly faster jumpsquat, down aerial is much more effective and reliable as a fast and highly damaging out of shield option. Additionally, his smash attacks have also received notable buffs: forward smash has decreased ending lag which makes it harder to punish and safer on shield when combined with the shield changes, [[up smash]] has increased KO and ledgetrapping potential, and his new down smash is much faster than its previous incarnation, giving Snake another edgeguarding tool as well as a more reliable way to punish rolls. Furthermore, while down throw is less useful for tech chasing and deals less damage, it immobilizes opponents on the ground for a specific amount of time depending on their percent before the throw, giving Snake guaranteed KO setups at high percents including a KO confirm into up tilt once the opponent is at 160%. Lastly, his special moves have also been given improvements: [[Hand Grenade]]s have less lag when they are generated and explode faster (the latter can be both benefical and detrimental depending on the circumstance), while [[C4]] detonates faster and has less ending lag in all aspects. The most crucial upgrade however, was to [[Remote Missile]]: it is easier to control and much more maneuverabile, reaches its top speed faster, and has less ending lag both when canceled and upon hitting the opponent, vastly improving its utility and granting Snake one of the best edgeguarding tools in the game. | |||
In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, | In the end, the changes Snake received has toned down almost all of his strongest traits that are deemed as overpowered, such as his impressive endurance, notoriously high damage output, and most infamously, his disproportionately large hitboxes. However, while the direct nerfs Snake has received are of greater quantity than his buffs, the direct changes have also improved his strengths in specific areas, most notably his edgeguarding, while the changes to universal mechanics has nevertheless improved his most severe flaws in ''Brawl'', such as his aerial game and mobility (both of which were considered to be amongst the worst in ''Brawl''). Snake also retained most of his key traits from his ''Brawl'' incarnation: while most of them are much weaker in ''Ultimate'', they remained very respectable comparing to the majority of the cast. Due to this, while Snake theoretically fared much worse than his ''Brawl'' incarnation, he remained as a very viable choice in tournaments with players such as {{Sm|MVD}}, {{Sm|Salem}}, {{Sm|ScAtt}}, and {{Sm|Shogun}}, achieving very strong results with him. His reception has mostly been extremely positive, especially during the game’s initial release, where he was considered to be a top-tier character, with some even considering him to be the single best character in the game. In more recent time however, Snake’s results has somewhat diminished as the meta progresses, due to his best player {{Sm|Ally}} no longer competing in Ultimate’s national level, and his other best players’ results has become somewhat inconsistent. Furthermore, as the meta progresses, more players has been able to exploit his weakness more effectively than before. Regardless, Snake remains as a top-tier contender, similar to his placement in ''Brawl'', and has continued to be a popular choice across all levels of play with great success. | ||
{{SSB4 to SSBU changelist|char=Snake}} | {{SSB4 to SSBU changelist|char=Snake}} | ||
==Update history== | ==Update history== | ||
Snake received a mix of buffs | Aside from glitch fixes, Snake received a mix of buffs and nerfs through game updates. Update 2.0.0 buffed his already powerful up tilt by increasing the clean hit's hitbox length and reducing the late hit's hitbox. Update 3.0.0 was a mixed bag for Snake. His back aerial was given stronger knockback, but his up smash was nerfed, as it now has slightly more ending lag. Hand Grenade and Remote Missile were also nerfed, with the former dealing less shield damage (though this change also buffs Snake, as it is much safer for him to block his own grenades) and the latter received a smaller hitbox while falling. Update 3.1.0 made his jab connect much more reliably, while update 4.0.0 made up throw's collateral hitbox blockable. | ||
And finally, update 7.0.0 gifted Snake a near-universal buff to his shield, making it bigger and making his head briefly intangible when activating it. | |||
Due to these changes, Snake has overall been slightly nerfed, though the effect of some of them could debatably be seen as negligible. Despite this, Snake is still a very dominating character in ''Ultimate'''s metagame. | |||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | ||
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|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= The Punch + Punch + Kick combo from ''{{s|wikipedia|Metal Gear Solid}}'', ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}'' and ''{{s|wikipedia|Metal Gear Solid 2: Sons of Liberty}}''. It comes out fast (frame 3) and is useful for mixups as well as a quick "get off me" option | |neutraldesc= The Punch + Punch + Kick combo from ''{{s|wikipedia|Metal Gear Solid}}'', ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}'' and ''{{s|wikipedia|Metal Gear Solid 2: Sons of Liberty}}''. It comes out fast (frame 3) and is useful for mixups as well as a quick "get off me" option. | ||
|ftiltcount=2 | |ftiltcount=2 | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=4% | |ftiltdmg=4% | ||
|ftilt2dmg=9% (body), 10% (fists, aerial), 11% (fists, grounded) | |ftilt2dmg=9% (body), 10% (fists, aerial), 11% (fists, grounded) | ||
|ftiltdesc=A forward knee-thrust. Pressing the attack button a second time will have Snake follow up with an overhead swing with both arms. The knee slightly launches opponents vertically, making it harder to connect the second hit at higher percents. The second hit uses a large hitbox that is somewhat disjointed, as it goes moderately far beyond Snake's arms. This move is seen during a cutscene in ''Metal Gear Solid: The Twin Snakes'' when Snake fights [[Gray Fox]]. | |ftiltdesc=A forward knee-thrust. Pressing the attack button a second time will have Snake follow up with an overhead swing with both arms. The knee slightly launches opponents vertically, making it harder to connect the second hit at higher percents. The second hit uses a large hitbox that is somewhat disjointed, as it goes moderately far beyond Snake's arms. This move is seen during a cutscene in ''Metal Gear Solid: The Twin Snakes'' when Snake fights [[Gray Fox]]. | ||
|utiltname= | |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 and one of the best up tilts in the game due to its fast startup, decent range, and high knockback. Starting at 160%, Snake has a true KO setup into up tilt from down throw, and can even KO earlier if the opponent's reaction is read after the down throw. It can also be setup into from the first hit of his neutral aerial against certain characters if Snake lands quickly enough. It is the fourth strongest up tilt in the game, only losing to {{SSBU|Sephiroth}} when tippered, {{SSBU|Mega Man}} | |utiltdesc=An upward scorpion kick. One of Snake's best KO options and one of the best up tilts in the game due to its fast startup, decent range, and high knockback. Starting at 160%, Snake has a true KO setup into up tilt from down throw, and can even KO earlier if the opponent's reaction is read after the down throw. It can also be setup into from the first hit of his neutral aerial against certain characters if Snake lands quickly enough. It is the fourth strongest up tilt in the game, only losing to {{SSBU|Sephiroth}} when tippered, {{SSBU|Mega Man}} and {{SSBU|Ganondorf}}, capable of KOing middleweights starting at 106%, making it comparable to an up-smash. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=12% | |dtiltdmg=12% | ||
|dtiltdesc=A low spin kick while prone. Deals very high damage for a tilt of its speed, coming out on frame 6, and also possesses good disjointed range, with the outermost hitboxes reaching over his foot. It serves as one of Snake's best poking tools in the neutral. | |dtiltdesc=A low spin kick while prone. Deals very high damage for a tilt of its speed, coming out on frame 6, and it also possesses good disjointed range, with the outermost hitboxes reaching over his foot. It serves as one of Snake's best poking tools in the neutral. | ||
|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 by a large distance, it comes out on frame 5, making it one of the fastest dash attacks in the game, it has intangibility on his arm for the entire hitbox duration (frames 5-12), and it can combo into itself at low and mid percents. This makes it one of the best dash attacks and burst options in the game. Has a reasonable level of knockback, being able to KO at ledge at high percentages, but not enough to make it a reliable KO move in the center of the stage. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series. | ||
|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 an extremely slow startup (frame 41), but it is one of the strongest smash attacks in the game, being able to KO exceptionally early. It starts KOing Mario at the ledge | |fsmashdesc= Snake takes out an {{s|wikipedia|RPG-7}} rocket launcher and aims it at the ground directly in front of himself, causing a huge explosion. It has an extremely slow startup (frame 41), but it is one of the strongest smash attacks in the game, being able to KO exceptionally early. It starts KOing Mario at the ledge at 40%, and at 67% from center-stage uncharged. Additionally, it is safe on shield because it has surprisingly low ending lag for its power, and can 2-frame punish opponents reliably due to its very large hitbox that reaches below the stage. Interestingly, it can be absorbed by moves like [[PSI Magnet]] and [[Oil Panic]] which makes it one of the few non-projectile moves to have this property. | ||
|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 [[semi-spike]] angles and deals considerable knockback, with the back hit being much stronger. It is Snake's fastest smash attack, with the front hit coming out on frame 8 and the back hit being moderately safe on shield (-14) for a smash attack. The move has impressive range, as both hits have a disjoint that reaches beyond Snake's feet, allowing the move to 2-frame opponents if timed correctly. The front and back hits KO Mario starting at 108% and 85%, respectively. | |dsmashdesc=A double-sided kick. Launches opponents at horizontal [[semi-spike]] angles and deals considerable knockback, with the back hit being much stronger. It is Snake's fastest smash attack, with the front hit coming out on frame 8 and the back hit being moderately safe on shield (-14) for a smash attack. The move has impressive range, as both hits have a disjoint that reaches beyond Snake's feet, allowing the move to 2-frame opponents if timed correctly. The front and back hits KO Mario starting at 108% and 85%, respectively. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|3}} (hit 1-3), {{ShortHopDmgSSBU|12}} (hit 4) | |nairdmg={{ShortHopDmgSSBU|3}} (hit 1-3), {{ShortHopDmgSSBU|12}} (hit 4) | ||
|nairdesc=Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neutral attack, tilts, and a short-hop down aerial. The first three hits can also setup into other attacks if Snake manages to land quickly enough. The last hit is very powerful, KOing Mario at the ledge starting at 112%. Additionally, it deals extremely high damage, being the second most damaging neutral aerial in the game, dealing 21% unstaled and only losing to Bowser's. | |nairdesc=Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neutral attack, tilts, and a short-hop down aerial. The first three hits can also setup into other attacks if Snake manages to land quickly enough. The last hit is very powerful, KOing Mario at the ledge starting at 112%. Additionally, it deals extremely high damage, being the second most damaging neutral aerial in the game, dealing 21% unstaled and only losing to Bowser's. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|14}} (leg), {{ShortHopDmgSSBU|15}} (foot) | |fairdmg={{ShortHopDmgSSBU|14}} (leg), {{ShortHopDmgSSBU|15}} (foot) | ||
|fairdesc=A midair axe kick. It has slow start-up and high ending lag and landing lag, but it is a very powerful [[meteor smash]] with great vertical and horizontal reach. Connection with the sourspot at the leg results in very powerful vertical knockback, KOing grounded opponents at around 129%. | |fairdesc=A midair axe kick. It has slow start-up and high ending lag and landing lag, but it is a very powerful [[meteor smash]] with great vertical and horizontal reach. Connection with the sourspot at the leg results in very powerful vertical knockback, KOing grounded opponents at around 129%. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|14}} (clean, legs), {{ShortHopDmgSSBU|16}} (clean, feet), {{ShortHopDmgSSBU|9}} (late, legs), {{ShortHopDmgSSBU|10}} (late, feet) | |bairdmg={{ShortHopDmgSSBU|14}} (clean, legs), {{ShortHopDmgSSBU|16}} (clean, feet), {{ShortHopDmgSSBU|9}} (late, legs), {{ShortHopDmgSSBU|10}} (late, feet) | ||
|bairdesc=Snake dropkicks behind himself, planking in the air. Has fast start-up (frame 7) along with very good range and disjointed hitboxes, just like Snake's other attacks, and deals high damage with excellent horizontal knockback when hit cleanly, especially when sweetspotted. It also has a high amount of active frames, making it useful for landings, although its high landing lag makes this tactic risky. | |bairdesc=Snake dropkicks behind himself, planking in the air. Has fast start-up (frame 7) along with very good range and disjointed hitboxes, just like Snake's other attacks, and deals high damage with excellent horizontal knockback when hit cleanly, especially when sweetspotted. It also has a high amount of active frames, making it useful for landings, although its high landing lag makes this tactic risky. It has considerable ending lag like his other aerials, so it is very punishable if it misses. Has [[sex kick]] properties. Interestingly, the sweetspot has a weaker kick sound effect than the sourspot, which has a heavy kick sound effect. The sweetspot KOs Mario at 90% at the ledge, and at 126% from center-stage. Autocancels in a full hop. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | |uairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late) | ||
|uairdesc=Snake dropkicks straight upwards, similar to his back aerial. It has fairly fast start-up with good vertical reach and powerful vertical knockback, and its hitbox acts as a large disjoint, as the final hitbox goes much higher compared to Snake's feet. It still has considerable ending lag, like the rest of Snake's aerials, although it can autocancel in a short hop, making it safer than his other aerials as a landing tool. | |uairdesc=Snake dropkicks straight upwards, similar to his back aerial. It has fairly fast start-up with good vertical reach and powerful vertical knockback, and its hitbox acts as a large disjoint, as the final hitbox goes much higher compared to Snake's feet. It still has considerable ending lag, like the rest of Snake's aerials., although it can autocancel in a short hop, making it safer than his other aerials as a landing tool. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3}} (hits 2-3), {{ShortHopDmgSSBU|10}} (hit 4) | |dairdmg={{ShortHopDmgSSBU|4}} (hit 1), {{ShortHopDmgSSBU|3}} (hits 2-3), {{ShortHopDmgSSBU|10}} (hit 4) | ||
|dairdesc=Snake launches four subsequent stomps below himself. A very fast and powerful damage-racking out-of-shield option, as it has the fastest startup of any down aerial in the series, coming out at frame 3, and like Snake's other aerials and several other attacks, the first three stomps are disjointed, with hitboxes that reach under his legs. The third and fourth kicks add vertical speed, allowing Snake to slow his fall and autocancel the move from a short hop. Oddly, shortly after the first kick, Snake is pushed downwards slightly. | |dairdesc=Snake launches four subsequent stomps below himself. A 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= | |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. 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= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Tightens his chokehold | |pummeldesc=Tightens his chokehold. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=Snake twists the opponent's arms behind their back then steps forward, and then forcefully shoves them into the ground in front of him. It deals decent knockback for a forward throw, KOing middleweights starting at 160%, and earlier with rage. | |fthrowdesc=Snake twists the opponent's arms behind their back then steps forward, and then forcefully shoves them into the ground in front of him. It deals decent knockback for a forward throw, KOing middleweights starting at 160%, and earlier with rage. | ||
|bthrowname= | |bthrowname= | ||
|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= | |uthrowname= | ||
|uthrowdmg=7% (hit 1), 4% (throw) | |uthrowdmg=7% (hit 1), 4% (throw) | ||
|uthrowdesc=Snake | |uthrowdesc=Snake suplexes his opponent, slamming them back-first. Can combo into his up tilt at low percents, and KO middleweights at around 180%. | ||
|dthrowname=Silent Takedown | |dthrowname=Silent Takedown | ||
|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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|dtauntdesc=Kneels and pulls a cardboard box over himself from in front of him, then discards it. It is the slowest of Snake's taunts to complete. | |dtauntdesc=Kneels and pulls a cardboard box over himself from in front of him, then discards it. It is the slowest of Snake's taunts to complete. | ||
}} | }} | ||
===[[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''. | ||
<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''': 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]], 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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*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> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Snake Cheer English SSBU.ogg|center]]||[[File:Snake Cheer Japanese SSBU.ogg|center]]||[[File:Snake Cheer Italian SSBU.ogg|center]]||[[File:Snake Cheer Dutch SSBU.ogg|center]]||[[File:Snake Cheer French SSBU.ogg|center]] | |{{NTSC}} [[File:Snake Cheer English NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Snake Cheer English PAL SSBU.ogg|center]]||[[File:Snake Cheer Japanese SSBU.ogg|center]]||[[File:Snake Cheer Italian SSBU.ogg|center]]||[[File:Snake Cheer Dutch SSBU.ogg|center]]||[[File:Snake Cheer French SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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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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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
Snake has been a very popular character in ''Ultimate's'' first year; the PGStats team found that within over 3000 PR ranked players worldwide, Snake was the most popular character [https://twitter.com/LoopBarnard/status/1252705963557208064]. The character’s multiple strengths, including a frame 1 option to break combos, great edgeguarding tools, and guaranteed kill setups at higher percents, enabled mains to develop a vibrant metagame. Through the early stages of the competitive scene, he was widely considered to be a top three character in the game, as characters did not develop proper defensive countermeasures. Following {{Sm|Ally}}'s ban and a slightly slower pace of the game, however, Snake mains were unable to match the same successes as prior. {{Sm|MVD}} has gotten multiple 49th place or lower placings at majors, Salem has had inconsistent placings and primarily used {{SSBU|Hero}} in bracket, and Shogun held relatively few tournament placings outside of Japan, while his domestic results are not as strong as his international placings. Additionally, players began to discover matchups that he struggles in, such as {{SSBU|Mega Man}}, {{SSBU|Zero Suit Samus}}, and {{SSBU|Inkling}}. Players have also developed more counterplay to his lacking disadvantage state and mobility by respecting his strong arsenal of projectiles and playing more patiently. | |||
In the return to offline competitive play, Snake has been seeing a lot more results than in the months prior to the pandemic. Snake mains, such as {{Sm|MVD}}, {{Sm|ApolloKage}}, {{Sm|Ronnichu}}, and {{Sm|AlanDiss}}, have been placing consistently well in recent tournaments, with the former winning {{Trn|SWT: NA West Ultimate Regional Finals}}, as well as placing high in {{Trn|Super Smash Con: Fall Fest}} and {{Trn|Low Tide City 2021}}. Due to these results and his strong matchup spread, Snake is widely considered to be a top tier character, or potentially top 10 in the game. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Snake professionals (SSBU)]]'' | |||
*{{Sm|Ally|Canada}} - The best Snake player in the world but has since been banned. 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}}. Formerly ranked 1st on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]] and unofficially 6th on the [[Spring 2019 PGRU]]. | |||
*{{Sm|Br1 AV|Ecuador}} - One of the best Snake players online. Placed 1st at both the {{Trn|SWT: South America Ultimate Online Qualifier}} and {{Trn|SWT: South America Ultimate Regional Finals}}, 7th at {{Trn|The Online Olympus II}}, and 17th at {{Trn|The Quarantine Series: Major Tournament 1}}. Currently ranked 32nd on the [[Wi-Fi Warrior Rank v7]]. | |||
*{{Sm|DIO|Japan}} - Currently the best active Snake player in Japan. Placed 5th at {{Trn|Sumabato SP 8}}, 7th at {{Trn|Umebura SP 4}}, 9th at {{Trn|Mēsuma}}, 17th at {{Trn|Sumabato SP 5}}, and 33rd at {{Trn|Umebura Japan Major 2019}} with wins over players such as {{Sm|T}}, {{Sm|Abadango}}, and {{Sm|Shuton}}. Currently ranked 25th on the [[Japan Player Rankings]]. | |||
*{{Sm|Kola|USA}} (#46) - Formerly used Snake as a secondary alongside {{SSBU|Roy}} and {{SSBU|Cloud}}. Placed 1st at {{Trn|Clash Of The Carolinas III}}, 3rd at {{Trn|Just Roll With It! 12}}, 9th at {{Trn|The Big House 9}}, and 13th at {{Trn|Glitch 8 - Missingno}} with wins over players such as {{Sm|ScAtt}}, {{Sm|JW}}, and {{Sm|RFang}}. | |||
*{{Sm|Mr.R|Netherlands}} (#44) - Tri-mains Snake, {{SSBU|Chrom}}, and {{SSBU|Sheik}} and is considered the best Snake player in Europe. Placed 3rd at {{Trn|Ultimate WANTED 2}}, 5th at {{Trn|Smash Factor 8}}, {{Trn|Ultimate Fighting Arena 2019}} and {{Trn|Valhalla III}}, and 9th at {{Trn|2GG: Prime Saga}} with wins over players such as {{Sm|MkLeo}} and {{Sm|Sparg0}}. | |||
*{{Sm|MVD|USA}} - One of the best Snake players in the world. Placed 1st at {{Trn|Come to Papa 3}}, 5th at {{Trn|Let's Make Big Moves}}, 7th at both {{Trn|Frostbite 2019}} and {{Trn|Pound 2019}}, and 13th at {{Trn|GENESIS 7}} with wins over players such as {{Sm|Tweek}}, {{Sm|Samsora}}, and {{Sm|ESAM}}. Formerly ranked 17th on the [[Spring 2019 PGRU]]. | |||
*{{Sm|Pelca|USA}} - The best Snake player in New England. Placed 4th at {{Trn|Return to Subspace 2}}, 9th at {{Trn|Pound 2019}}, 13th at {{Trn|Collision 2019}}, and 25th at {{Trn|Frostbite 2019}}. | |||
*{{Sm|Salem|USA}} (#30) - Co-mained Snake with {{SSBU|Hero}} and was considered the best Snake player in the world but has since been banned. Placed 1st at both {{Trn|Port Priority 5}} and {{Trn|Ultimate Gamer Miami}}, 3rd at {{Trn|Ultimate Nimbus}}, and 5th at {{Trn|Pound 2019}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Stroder}}, and {{Sm|MVD}}. | |||
*{{Sm|ScAtt|USA}} (#40) - Co-mains Snake with {{SSBU|Mega Man}} and is one of the best Snake players in the United States. Placed 9th at both {{Trn|Come to Papa 3}} and {{Trn|The Big House 9}}, 13th at {{Trn|Tampa Never Sleeps 8}}, 17th at {{Trn|Shine 2019}}, and 25th at {{Trn|Super Smash Con 2019}}. | |||
*{{Sm|Shogun|Japan}} - One of the best Snake players in the world, but is currently inactive. Placed 7th at {{Trn|Sumabato SP 9}}, 9th at {{Trn|Umebura SP 7}}, and 17th at {{Trn|EVO 2019}}, {{Trn|2GG: Kongo Saga}}, and {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Cosmos}} and {{Sm|Kuro}}. Currently ranked 22nd on the [[Japan Player Rankings]]. | |||
=={{SSBU|Classic Mode}}: Weapons and Equipment OSP== | =={{SSBU|Classic Mode}}: Weapons and Equipment OSP== | ||
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!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{Head|Inkling|g=SSBU|s=20px}}{{Head|Inkling|g=SSBU|s=20px|cl=Blue}} {{SSBU|Inkling}} (x2)||[[Moray Towers]]||''{{SSBUMusicLink|Metal Gear|Encounter}}''|| | |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||{{ | |6||{{Head|Snake|g=SSBU|s=20px|cl=Green}} Snake||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. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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|} | |} | ||
Note: All stages except for the final round will play a song from the ''Metal Gear'' series, no matter what universe the stage | 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. | ||
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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}} (humorously, the box itself is also a spirit that can be obtained in World of Light). | ||
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}} | ||
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|''{{SSBUMusicLink|Metal Gear|Encounter}}'' | |''{{SSBUMusicLink|Metal Gear|Encounter}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]s== | ||
Snake's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Snake's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Snake has been unlocked. Unlocking Snake in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | ||
<center> | <center> | ||
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</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%;" | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Snake | Snake Ultimate artwork.png|Image of Snake as posted on the official Japanese Metal Gear Twitter account. | ||
SSBU Snake Number.png|Snake's fighter card. | SSBU Snake Number.png|Snake's fighter card. | ||
Snake unlock notice SSBU.jpg|Snake's unlock notice. | Snake unlock notice SSBU.jpg|Snake's unlock notice. | ||
Snake | 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]]. | ||
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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> | ||
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==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. | ||
*The official Smash Bros. website lists Snake as being the 31st character to join the series, which is coincidentally the same amount of years from the first installment of the {{uv|Metal Gear}} series was released, back in 1987, to Snake's return to ''Smash'', in 2018. | *The official Smash Bros. website lists Snake as being the 31st character to join the series, which is coincidentally the same amount of years from the first installment of the {{uv|Metal Gear}} series was released, back in 1987, to Snake's return to ''Smash'', in 2018. | ||
*Snake shares his Classic Mode unlock tree with {{SSBU|Simon}} and {{SSBU|Richter}}, who are also third-party characters from a [[Konami]] franchise. | *Snake shares his Classic Mode unlock tree with {{SSBU|Simon}} and {{SSBU|Richter}}, who are also third-party characters from a [[Konami]] franchise. | ||
*Snake is the only returning third-party character not to appear in ''Super Smash Bros. 4''. | |||
*Snake is the only character in ''Smash'' history whose [[series symbol]] has been entirely changed: the FOX logo was altered to the "!" Alert symbol from ''Metal Gear Solid''. | *Snake is the only character in ''Smash'' history whose [[series symbol]] has been entirely changed: the FOX logo was altered to the "!" Alert symbol from ''Metal Gear Solid''. | ||
**This is possibly due to the FOX logo also being the logo for the former Kojima Productions, a studio within Konami responsible for developing ''Metal Gear'' games which have since dissolved and reformed as an independent developer. | **This is possibly due to the FOX logo also being the logo for the former Kojima Productions, a studio within Konami responsible for developing ''Metal Gear'' games which have since dissolved and reformed as an independent developer. | ||
*Snake is the only fighter in ''Ultimate'' that will emit a voice line when eating a [[food]] item, with phrases along the lines of ''"Mmhmmm!"'', ''"Good!"'' and ''"Tasty!"''. This is | *Snake is the only fighter in ''Ultimate'' that will emit a voice line when eating a [[food]] item, with phrases along the lines of ''"Mmhmmm!"'', ''"Good!"'' and ''"Tasty!"''. This is in clear reference to ''Metal Gear Solid 3: Snake Eater'', where Snake will elicit a reaction when eating. | ||
**The only other fighter known to perform a similar action is {{SSBU|Steve}}, in which the burping sound effect from ''Minecraft'' will play after he consumes a food item. | **The only other fighter known to perform a similar action is {{SSBU|Steve}}, in which the burping sound effect from ''Minecraft'' will play after he consumes a food item. | ||
*''Ultimate'' is the third time Snake, Simon, and [[Bomberman]] appeared in a video game together, the first two being ''{{s|wikipedia|DreamMix TV World Fighters}}'' and ''{{s|wikipedia|Super Bomberman R}}''. | *''Ultimate'' is the third time Snake, Simon, and [[Bomberman]] appeared in a video game together, the first two being ''{{s|wikipedia|DreamMix TV World Fighters}}'' and ''{{s|wikipedia|Super Bomberman R}}''. | ||
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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]]. | ||
*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 | *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''. | ||
*When fighting off the fifty puppet fighter army as Master Hand in World of Light, Snake is one of the eight fighters fought there, being affiliated with Galeem. | *When fighting off the fifty puppet fighter army as Master Hand in World of Light, Snake is one of the eight fighters fought there, being affiliated with Galeem. | ||
**He is also the only one affiliated with Galeem who is from a third-party franchise. | **He is also the only one affiliated with Galeem who is from a third-party franchise. | ||
==Notes== | ==Notes== | ||
:1.{{note|a}}translates to "Propping and Drawing Ankle Throw" | :1.{{note|a}}translates to "Propping and Drawing Ankle Throw" | ||
{{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)]] |