Editing Snake (SSBU)

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|ssbgame1 = SSBB
|ssbgame1 = SSBB
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S+
|tier = S
|ranking = 3
|ranking = 4
}}
}}
'''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]].
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{{s|wikipedia|David Hayter}} and {{s|wikipedia|Akio Ōtsuka}}'s respective English-language and Japanese-language portrayals of Snake from ''[[Super Smash Bros. Brawl]]'' were repurposed for ''Ultimate''. The former actor confirmed he was willing to record new lines for the character, but it was decided to only use the voices from ''Brawl'' instead.<ref>https://twitter.com/DavidBHayter/status/1006580149540700160</ref><ref>{{cite web|url=https://twitter.com/DavidBHayter/status/1404490082753646596|title=David Hayter on Twitter|quote=I offered to record new lines. But they just used the old ones.|date=June 14, 2021|accessdate=May 12, 2022}}</ref> In the Chinese and Korean versions, Snake uses his English voice clips.
{{s|wikipedia|David Hayter}} and {{s|wikipedia|Akio Ōtsuka}}'s respective English-language and Japanese-language portrayals of Snake from ''[[Super Smash Bros. Brawl]]'' were repurposed for ''Ultimate''. The former actor confirmed he was willing to record new lines for the character, but it was decided to only use the voices from ''Brawl'' instead.<ref>https://twitter.com/DavidBHayter/status/1006580149540700160</ref><ref>{{cite web|url=https://twitter.com/DavidBHayter/status/1404490082753646596|title=David Hayter on Twitter|quote=I offered to record new lines. But they just used the old ones.|date=June 14, 2021|accessdate=May 12, 2022}}</ref> In the Chinese and Korean versions, Snake uses his English voice clips.


Snake currently ranks 3rd out of 82 on the ''Ultimate'' [[tier list]], placing him at the end of the S+ tier. This is a marginal improvement from his placement in ''Brawl'', where he was ranked 6th out of 38. He is gifted with an exceptionally versatile moveset, having a wide variety of powerful tools at his disposal, including fast [[startup]] on the majority of his attacks, large, [[disjointed hitbox]]es on many of his moves, high damage and knockback output, one of the game's best burst options with his [[dash attack]], an excellent projectile and [[camping]] game with his many explosives, a great [[tech-chasing]] and setup move with his [[down throw]], a fast and highly damaging [[out of shield]] option with his [[down aerial]], and fantastic stage control, ledge trapping and [[edgeguard]]ing capabilities. His [[Hand Grenade|grenade]]s are one of the best projectiles in the game due to their frame 1 startup, making them excellent combo breakers and setup tools, and their ability to be shield dropped and subsequently picked up gives them vast utility for both offense and defense in battle. They can also be [[B-reverse]]d to help Snake mix up his landing, and his [[heavyweight]] status gives him strong endurance, while also allowing him to make use of [[rage]]. His [[up tilt]] remains an extremely lethal KO move due to its decently sized hitbox, as well as its sheer speed and power.
Snake currently ranks 4th out of 82 on the ''Ultimate'' [[tier list]], placing him in the middle of S tier. This is a marginal improvement from his placement in ''Brawl'', where he was ranked 6th out of 38. He is gifted with an exceptionally versatile moveset, having a wide variety of powerful tools at his disposal, including fast [[startup]] on the majority of his attacks, large, [[disjointed hitbox]]es on many of his moves, high damage and knockback output, one of the game's best burst options with his [[dash attack]], an excellent projectile and [[camping]] game with his many explosives, a great [[tech-chasing]] and setup move with his [[down throw]], a fast and highly damaging [[out of shield]] option with his [[down aerial]], and fantastic stage control, ledge trapping and [[edgeguard]]ing capabilities. His [[Hand Grenade|grenade]]s are one of the best projectiles in the game due to their frame 1 startup, making them excellent combo breakers and setup tools, and their ability to be shield dropped and subsequently picked up gives them vast utility for both offense and defense in battle. They can also be [[B-reverse]]d to help Snake mix up his landing, and his [[heavyweight]] status gives him strong endurance, while also allowing him to make use of [[rage]]. His [[up tilt]] remains an extremely lethal KO move due to its decently sized hitbox, as well as its sheer speed and power.


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


Nonetheless, his pros greatly outweigh his cons. Since the release of the game, Snake has consistently been one of the most popular characters in competitive play, with many players representing him throughout the years, most notably {{Sm|Hurt}}, {{Sm|ApolloKage}}, and {{Sm|MVD}}.
Nonetheless, his pros greatly outweigh his cons. Since the release of the game, Snake has consistently been one of the most popular characters in competitive play, with many players representing him throughout the years, most notably {{Sm|Hurt}}, {{Sm|ApolloKage}}, and {{Sm|MVD}}.
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Snake can also struggle to kill. His two most reliable killing options (up tilt and down throw) can be rather predictable at times. This is especially true for down throw. High level players know that reaching 159% means a 100% guaranteed death to Snake's next grab. Though Nikita missiles are strong for edgeguarding, many characters have a variety of options to deal with Nikita. This issue can be partially mitigated by shield canceling it after the missile gets hit to activate a secondary hitbox. However, this tactic significantly reduces the damage and knockback of the Missile.
Snake can also struggle to kill. His two most reliable killing options (up tilt and down throw) can be rather predictable at times. This is especially true for down throw. High level players know that reaching 159% means a 100% guaranteed death to Snake's next grab. Though Nikita missiles are strong for edgeguarding, many characters have a variety of options to deal with Nikita. This issue can be partially mitigated by shield canceling it after the missile gets hit to activate a secondary hitbox. However, this tactic significantly reduces the damage and knockback of the Missile.


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


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


Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with  absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also noticeably lighter, now being a standard heavyweight character instead of a super heavyweight, which is exasperated by the fact that most super heavyweight fighters have had their weight significantly increased from ''Brawl'', while his [[Cypher]] can now be destroyed by opponents if their attack is powerful enough.
Directly, Snake has suffered from several critical nerfs to his moveset. His damage output and KO power from ''Brawl'' have been largely toned down, as his [[neutral attack]], [[forward tilt|forward]] and [[down tilt]]s, [[dash attack]], [[forward smash]], and all of his [[aerial attack]]s deal less damage, knockback, or both; this substantially weakens his damage racking ability and KO potential, putting them more in-line with the rest of the cast despite remaining above average. While he still possesses large disjoints in his attacks, Snake's [[range]] has been significantly neutered, as the infamously large hitboxes on his attacks are now much smaller or have been completely removed; his infamous [[up tilt]], in particular, has had its range drastically reduced. All of his moves' explosions can now be [[absorb]]ed, worsening his matchups against characters with  absorption based moves such as {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|Mr. Game & Watch}}. Most notably, Snake's [[down smash]] no longer involves him placing a landmine, removing one of his main tools for stage control (although it remains deceptively strong) in lieu of a more traditional punish tool. Snake's [[weight]] is also noticeably lighter, now being a standard heavyweight character instead of a super heavyweight, which is exasperated by the fact that most super heavyweight fighters have had their weight significantly increased from ''Brawl'', while his [[Cypher]] can now be destroyed by opponents if their attack is powerful enough.
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His smash attacks have also received notable buffs: [[forward smash]] has decreased ending lag, making it harder to punish and safer on shield when combined with the shield changes, and [[up smash]] has increased KO and ledgetrapping potential since its trejectory is much less randomized. Even his new down smash, despite its removed stage control potential, is much faster, making it more conventional for KOing, punishing rolls, and [[edge#2 frame punish|2-framing]]. His special moves have also been given improvements: [[Hand Grenade]]s have less lag when they are generated and explode faster (the latter can be both benefical and detrimental depending on the circumstance), while [[C4]] detonates faster and has less ending lag in all aspects. The most crucial upgrade however, was to [[Remote Missile]] — it is easier to control and much more maneuverable, reaches its top speed at a faster rate, and has less ending lag both when canceled and upon hitting the opponent, vastly improving its utility.  
His smash attacks have also received notable buffs: [[forward smash]] has decreased ending lag, making it harder to punish and safer on shield when combined with the shield changes, and [[up smash]] has increased KO and ledgetrapping potential since its trejectory is much less randomized. Even his new down smash, despite its removed stage control potential, is much faster, making it more conventional for KOing, punishing rolls, and [[edge#2 frame punish|2-framing]]. His special moves have also been given improvements: [[Hand Grenade]]s have less lag when they are generated and explode faster (the latter can be both benefical and detrimental depending on the circumstance), while [[C4]] detonates faster and has less ending lag in all aspects. The most crucial upgrade however, was to [[Remote Missile]] — it is easier to control and much more maneuverable, reaches its top speed at a faster rate, and has less ending lag both when canceled and upon hitting the opponent, vastly improving its utility.  


In spite of the nerfs to his damage racking, neutral game and survivability, Snake immensely benefits from some of the universal changes to ''Ultimate''{{'}}s game engine. Similar to the returning veterans, Snake has faster mobility (although it is still below average) and decreased [[landing lag]] in all of his aerial attacks, giving him landing options. Most importantly however, Snake benefits the most from the universal 3-frame [[jumpsquat]] as his jumpsquat is no longer the slowest in the series, massively improving his ground to air transitioning as well as his [[out of shield]] game. Additionally, while the removal of chain grabbing hurts his down throw's tech chasing potential, it more importantly improves his endurance as he is no longer vulnerable to highly damaging chain grabs from certain characters, most notably {{SSBU|Pikachu}} and {{SSBU|King Dedede}}. The changes to [[air dodge]]s benefit Snake as well, as the reintroduction of directional air dodges improves his recovery by allowing him to get additional distance to the ledge after using Cypher, and Cypher's lingering hitbox can cover his air dodge, while the limit to one air dodge per air time (until the character lands or is hit) combine well with Remote Missile's buffs and grant Snake one of (if not) the best edgeguarding tools in the game. While the changes to hitstun canceling impair Snake's disadvantage, they also allow him to utilize his projectiles as setup tools into his attacks much more effectively. Finally, the shield changes and increased [[shieldstun]] (especially for tilts) makes his moves safer on shield and harder to punish despite his lower damage.  
In spite of the nerfs to his damage racking, neutral game and survivability, Snake immensely benefits from some of the universal changes to ''Ultimate''{{'}}s game engine. Similar to the returning veterans, Snake has faster mobility (although it is still below average) and decreased [[landing lag]] in all of his aerial attacks, giving him landing options. Most importantly however, Snake benefits the most from the universal 3-frame [[jumpsquat]] as his jumpsquat is no longer the slowest in the series, massively improving his ground to air transitioning as well as his [[out of shield]] game. Additionally, while the removal of chain grabbing hurts his down throw's tech chasing potential, it more importantly improves his endurance as he is no longer vulnerable to highly damaging chain grabs from certain characters, most notably {{SSBU|Pikachu}} and {{SSBU|King Dedede}}. The changes to [[air dodge]]s benefit Snake as well, as the reintroduction of directional air dodges improves his recovery by allowing him to get additional distance to the ledge after using Cypher, and Cypher's lingering hitbox can cover his air dodge, while the limit to one air dodge per air time (until the character lands or is hit) combine well with Remote Missile's buffs and grant Snake one of (''if'' not) the best edgeguarding tools in the game. While the changes to hitstun canceling impair Snake's disadvantage, they also allow him to utilize his projectiles as setup tools into his attacks much more effectively. Finally, the shield changes and increased [[shieldstun]] (especially for tilts) makes his moves safer on shield and harder to punish despite his lower damage.  


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


{{SSB4 to SSBU changelist|char=Snake}}
{{SSB4 to SSBU changelist|char=Snake}}
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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}})<br>Straight ({{ja|ストレート|Sutorēto}})<br>Rolling Sobat ({{ja|ローリングソバット|Roringu Sobatto}})
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Rolling Sobat ({{ja|ローリングソバット|Roringu Sobatto}})
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.5%
|neutral2dmg=2.5%
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|neutraldesc= The Punch + Punch + Kick combo from ''{{s|wikipedia|Metal Gear Solid}}'', ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}'' and ''{{s|wikipedia|Metal Gear Solid 2: Sons of Liberty}}''. It comes out fast (frame 3) and is useful for mixups as well as a quick "get off me" option. At high percents, it can even [[jab cancel]]  into his forward tilt if connected with the hitbox on his fist, being one of the few jabs in the game to be able to jab cancel.  
|neutraldesc= The Punch + Punch + Kick combo from ''{{s|wikipedia|Metal Gear Solid}}'', ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}'' and ''{{s|wikipedia|Metal Gear Solid 2: Sons of Liberty}}''. It comes out fast (frame 3) and is useful for mixups as well as a quick "get off me" option. At high percents, it can even [[jab cancel]]  into his forward tilt if connected with the hitbox on his fist, being one of the few jabs in the game to be able to jab cancel.  
|ftiltcount=2
|ftiltcount=2
|ftiltname=Knee Kick ({{ja|膝蹴り|Hizageri}})<br>Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|ftiltname=Knee Kick ({{ja|膝蹴り|Hizageri}}) / Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|ftiltdmg=4%
|ftiltdmg=4%
|ftilt2dmg=9% (body), 10% (fists, aerial), 11% (fists, grounded)
|ftilt2dmg=9% (body), 10% (fists, aerial), 11% (fists, grounded)
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|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 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=Forward Roll ({{ja|前転|Zenten}}, ''Front Turn'')
|dashname=Forward Roll ({{ja|前転|Zenten}})
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=Does a somersault forward. It propels Snake forward a considerable distance,  comes out on frame 5, making it one of the fastest dash attacks in the game, has intangibility on his arms for the entire hitbox duration (frames 5-12), and deals good knockback. This makes it one of the best dash attacks and burst options in the game. Has enough knockback to be able to KO at the ledge at high percentages, but not enough to make it a reliable KO move in the center of the stage. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
|dashdesc=Does a somersault forward. It propels Snake forward a considerable distance,  comes out on frame 5, making it one of the fastest dash attacks in the game, has intangibility on his arms for the entire hitbox duration (frames 5-12), and deals good knockback. This makes it one of the best dash attacks and burst options in the game. Has enough knockback to be able to KO at the ledge at high percentages, but not enough to make it a reliable KO move in the center of the stage. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
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|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=Quadruple Kick ({{ja|4連キック|Yonren Kikku}})
|nairname=Quadruple Kick ({{ja|4連キック|4 Ren Kikku}})
|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=Heel Dropper ({{ja|かかと落とし|Kakato Otoshi}})
|fairname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|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=Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}}, ''Both-Feet Kick'')
|bairname=Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}})
|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. Its high landing lag also make it very easy to punish if it misses. Has [[sex kick]] properties. Interestingly, the sweetspot has a weaker kick sound effect than the sourspot, which has a heavy kick sound effect. The sweetspot KOs Mario at 90% at the ledge, and at 126% from center-stage. Autocancels in a full hop.  
|bairdesc=Snake dropkicks behind himself, planking in the air. Has fast start-up (frame 7) along with very good range and disjointed hitboxes, just like Snake's other attacks, and deals high damage with excellent horizontal knockback when hit cleanly, especially when sweetspotted. It also has a high amount of active frames, making it useful for landings, although its high landing lag makes this tactic risky. Its high landing lag also make it very easy to punish if it misses. Has [[sex kick]] properties. Interestingly, the sweetspot has a weaker kick sound effect than the sourspot, which has a heavy kick sound effect. The sweetspot KOs Mario at 90% at the ledge, and at 126% from center-stage. Autocancels in a full hop.  
|uairname=Inversion Handstand Kick ({{ja|反転倒立蹴り|Hanten Tōritsu Geri}})
|uairname=Inverted Handstand Kick ({{ja|反転倒立蹴り|Hanten Tōritsu Geri}})
|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.
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|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Tightens his chokehold. Average power and speed. Repeated pummeling is texturally similar to mashing the grab button to choke out or snap the neck of restrained opponents in multiple ''MGS'' games.
|pummeldesc=Tightens his chokehold. Average power and speed. Repeated pummeling is texturally similar to mashing the grab button to choke out or snap the neck of restrained opponents in multiple ''MGS'' games.
|fthrowname=Throw Downing ({{ja|投げ倒し|Nage Taoshi}})
|fthrowname=Throw Down ({{ja|投げ倒し|Nage Taoshi}})
|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=Pull Downing ({{ja|引き倒し|Hiki Taoshi}})
|bthrowname=Pull Down ({{ja|引き倒し|Hiki Taoshi}})
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Snake performs a sasae tsurikomi ashi,{{ref|a}} shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. It has very low ending lag, allowing it to combo into dash attack at low percentages, and into an attached C4 as a kill confirm at around 90%. It can also KO middleweights by itself at around 148%. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''.
|bthrowdesc=Snake performs a sasae tsurikomi ashi,{{ref|a}} shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. It has very low ending lag, allowing it to combo into dash attack at low percentages, and into an attached C4 as a kill confirm at around 90%. It can also KO middleweights by itself at around 148%. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''.
|uthrowname=Body Dropper ({{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)
|uthrowdesc=Snake performs a [[wikipedia:tai otoshi|tai otoshi]] on his opponent, slamming them back-first. Can combo into his up tilt at low percents, and KO middleweights at around 180%.
|uthrowdesc=Snake performs a [[wikipedia:tai otoshi|tai otoshi]] on his opponent, slamming them back-first. Can combo into his up tilt at low percents, and KO middleweights at around 180%.
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restraint Release'')
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'')
|dthrowdmg=9%
|dthrowdmg=9%
|dthrowdesc=Lays the opponent flat on the floor, putting them in a downed status. How soon an opponent can act depends on their damage. At high percents, it gives Snake guaranteed follow-up options, with the most reliable one being up tilt starting at 160%. Resembles a similar maneuver from the series, where Snake can release neutralized enemies after dragging them around.
|dthrowdesc=Lays the opponent flat on the floor, putting them in a downed status. How soon an opponent can act depends on their damage. At high percents, it gives Snake guaranteed follow-up options, with the most reliable one being up tilt starting at 160%. Resembles a similar maneuver from the series, where Snake can release neutralized enemies after dragging them around.
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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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''See also: [[:Category:Snake players (SSBU)]]''
''See also: [[:Category:Snake players (SSBU)]]''


*{{Sm|Ally|Canada}} - The best Snake player in the early metagame, spearheading Snake's metagame by winning {{Trn|Pound 2019}}, the first supermajor ever won by a Snake player, and placing 3rd at {{Trn|Smash 'N' Splash 5}} and {{Trn|CEO 2019}}. He was banned from most events after the spring season due to his conduct, though he continued to compete in select tournament series in his region. His achievements remained unmatched until Hurt's rise in late 2023, and as such, he is considered one of the greatest Snake players of all-time in spite of his short tenure in the game and controversial legacy.
*{{Sm|Ally|Canada}} - The best Snake player in the early metagame, spearheading Snake's metagame by winning {{Trn|Pound 2019}}, the only supermajor ever won by a Snake player, and placing 3rd at {{Trn|Smash 'N' Splash 5}} and {{Trn|CEO 2019}}. He was banned from most events after the spring season due to his conduct, though he continued to compete in select tournament series in his region. His achievements remain unmatched until Hurt's rise in late-2023, and as such he is considered one of the greatest Snake players of all-time in spite of his short tenure in the game and controversial legacy.
*{{Sm|AlanDiss|Mexico}} - One of the best Snake players in North America, although he has never competed outside of Mexico. Initially known for his performances in the online metagame, AlanDiss established himself as one of Mexico's strongest hidden bosses after achieving a string of strong performances, frequently placing in the top 3 at Mexican superregionals and defeating foreign invaders, including {{Sm|Glutonny}} at {{Trn|Delfino Maza RETA 2022}} and both {{Sm|Zomba}} and {{Sm|MuteAce}} at {{Trn|Smash Factor X}}, ultimately placing 9th at the latter event. He also regularly trades sets with {{Sm|Sparg0}} at ranked events, though their overall record remains in Sparg0's favor.
*{{Sm|AlanDiss|Mexico}} - One of the best Snake players in North America, although he has never competed outside of Mexico. Initially known for his performances in the online metagame, AlanDiss established himself as one of Mexico's strongest hidden bosses after achieving a string of strong performances, frequently placing in the top 3 at Mexican superregionals and defeating foreign invaders, including {{Sm|Glutonny}} at {{Trn|Delfino Maza RETA 2022}} and both {{Sm|Zomba}} and {{Sm|MuteAce}} at {{Trn|Smash Factor X}}, ultimately placing 9th at the latter event. He also regularly trades sets with {{Sm|Sparg0}} at ranked events, though their overall record remains in Sparg0's favor.
*{{Sm|ApolloKage|USA}} - One of the best Snake players in North America in the post-[[COVID-19 pandemic]] metagame, and the overall best Snake player in the world in 2022, known throughout the community for his positive attitude in competition. He was first known for placing 13th at {{Trn|Super Smash Con: Fall Fest}} after defeating {{Sm|ESAM}}, a player proficient in the Snake matchup due to his experience with MVD. ApolloKage has since placed top 8 at several majors, including 5th at {{Trn|Let's Make Moves Miami}} and {{Trn|Mainstage 2022}}, and has won several other large events, including {{Trn|DreamHack Atlanta 2022}} and the {{Trn|Watch The Throne}} qualifier {{Trn|GENESIS: BLACK at Guildhouse}}.
*{{Sm|ApolloKage|USA}} - One of the best Snake players in North America in the post-pandemic metagame who was the best Snake player in the world in 2022, known throughout the community for his positive attitude in competition. He was first known for placing 13th at {{Trn|Super Smash Con: Fall Fest}} after defeating {{Sm|ESAM}}, a player proficient in the Snake matchup due to his experience with MVD. ApolloKage has since placed top 8 at several majors, including 5th at {{Trn|Let's Make Moves Miami}} and {{Trn|Mainstage 2022}}, and has won several other large events, including {{Trn|DreamHack Atlanta 2022}} and the {{Trn|Watch The Throne}} qualifier {{Trn|GENESIS: BLACK at Guildhouse}}.
*{{Sm|DIO|Japan}} - The second-best Snake player in Japan, with several top 8 performances at majors from the early metagame to 2023, which includes finishing 4th at {{Trn|Kagaribi 7}} and 7th at {{Trn|Umebura SP 5}}. His performances in the first half of 2023 were especially noteworthy, as he placed 7th at {{Trn|Umebura SP 9}} and {{Trn|UltCore}}, in addition to a win over {{Sm|Riddles}} at {{Trn|Kagaribi 10}}. These performances placed him in contention for the best Snake player in the world during this time, although he eventually fell out of contention following Hurt's rise in the second half of the year.
*{{Sm|DIO|Japan}} - The second-best Snake player in Japan, with several top 8 performances at majors from the early metagame to 2023, which includes finishing 4th at {{Trn|Kagaribi 7}} and 7th at {{Trn|Umebura SP 5}}. His performances in the first half of 2023 were especially noteworthy, as he placed 7th at {{Trn|Umebura SP 9}} and {{Trn|UltCore}}, in addition to a win over {{Sm|Riddles}} at {{Trn|Kagaribi 10}}. These performances placed him in contention for the best Snake player in the world during this time, although he eventually fell out of contention following Hurt's rise in the second half of the year.
*{{Sm|Hurt|Japan}} - Widely considered the greatest Snake player of all-time. Though active prior, he rose substantially throughout 2023, winning a slew of superregionals and placing 2nd at {{Trn|DELTA 5}}, before eventually becoming one of the best players in the world in first half of 2024 after winning {{Trn|Battle of BC 6}}, {{Trn|Sumabato SP 48}}, and {{Trn|UltCore Third}}, becoming the only Snake player with more than one major win. In addition to his meteoric rise, he is known for being one of {{Sm|acola}}'s toughest opponents alongside {{Sm|Sparg0}} and won {{Trn|GENESIS X2}} over acola.
*{{Sm|Hurt|Japan}} - Widely considered the greatest Snake player of all-time. Though active prior, he rose substantially throughout 2023, winning a slew of superregionals and placing 2nd at {{Trn|DELTA 5}}, before eventually becoming one of the best players in the world in first half of 2024 after winning {{Trn|Battle of BC 6}}, {{Trn|Sumabato SP 48}}, and {{Trn|UltCore Third}}, becoming the only Snake player with more than one major win. In addition to his meteoric rise, he is known for being one of {{Sm|acola}}'s toughest opponents.
*{{Sm|Mr.R|Netherlands}} - Although better known for being one of the greatest {{SSBU|Chrom}} players of all-time, he prominently used Snake  throughout the early metagame, and was considered the best Snake player from Europe. Whilst using Snake, he is best known for defeating {{Sm|MkLeo}} at {{Trn|Pound 2019}}, where he used Snake to win the final two games. In addition, he used Snake in several noteworthy sets to place 5th at both {{Trn|Albion 4}}, {{Trn|Smash Factor 8}}, and {{Trn|Ultimate Fighting Arena 2019}}. He eventually dropped Snake in the post-pandemic metagame.
*{{Sm|Mr.R|Netherlands}} - Although better known for being one of the greatest {{SSBU|Chrom}} players of all-time, he had a prominent Snake that he used throughout the early metagame, and was considered the best Snake player from Europe. His Snake is best known for defeating {{Sm|MkLeo}} at {{Trn|Pound 2019}}, where he used Snake to win the final two games. In addition, he use Snake in several noteworthy sets to place 5th at both {{Trn|Albion 4}}, {{Trn|Smash Factor 8}}, and {{Trn|Ultimate Fighting Arena 2019}}. He eventually dropped Snake in the post-pandemic metagame.
*{{Sm|MVD|USA}} - One of the best Snake players from North America, being an active threat at the highest level since the beginning after winning {{Trn|Don't Park on the Grass 2018}}, the first large ''Ultimate'' event. He went on to place highly at several majors throughout the [[Spring 2019 PGRU]] season, including 5th at {{Trn|Albion 4}} and 7th at both {{Trn|Frostbite 2019}} and {{Trn|Pound 2019}}. Though he saw a decline in the rest of the early metagame, he saw a resurgence in 2021 by placing 4th at {{Trn|Super Smash Con: Fall Fest}} and 5th at {{Trn|CEO 2021}}, becoming the best Snake player in the world for that year. He was eventually dethroned by other Snake players, but has nevertheless seen many noteworthy performances since then, including placing 7th at {{Trn|Don't Park on the Grass 2024}}.
*{{Sm|MVD|USA}} - One of the best Snake players from North America, being an active threat at the highest level since the beginning after winning {{Trn|Don't Park on the Grass 2018}}, the first large ''Ultimate'' event. He went on to place highly at several majors throughout the [[Spring 2019 PGRU]] season, including 5th at {{Trn|Albion 4}} and 7th at both {{Trn|Frostbite 2019}} and {{Trn|Pound 2019}}. Though he saw a decline in the rest of the early metagame, he saw a resurgence in 2021 by placing 4th at {{Trn|Super Smash Con: Fall Fest}} and 5th at {{Trn|CEO 2021}}, becoming the best Snake player in the world for that year. He was eventually dethroned by other Snake players but has nevertheless seen many noteworthy performances since then, including placing 7th at {{Trn|Don't Park on the Grass 2024}}.
*{{Sm|Salem|USA}} - Known for playing a variety of characters in the early metagame, but by far used Snake the most, and was considered one of the best Snake players in the early metagame. He is best known for defeating {{Sm|MkLeo}} to finish 5th at {{Trn|Pound 2019}}, and has also notably placed 7th at {{Trn|MomoCon 2019}} and {{Trn|Mainstage}} with predominantly Snake. He eventually dropped Snake in the online metagame before being banned from competing online following controversy, and he has remained inactive since.
*{{Sm|Salem|USA}} - Known for playing a variety of characters in the early metagame, but by far used Snake the most and was considered one of the best Snake players in the early metagame. He is best known for defeating {{Sm|MkLeo}} to finish 5th at {{Trn|Pound 2019}}, and has also notably placed 7th at {{Trn|MomoCon 2019}} and {{Trn|Mainstage}} with predominantly Snake. He eventually dropped Snake in the online metagame before being banned from competing online following controversy, and he has remained inactive since.
*{{Sm|ScAtt|USA}} - One of the best Snake players in North America in the early metagame, co-maining the character alongside {{SSBU|Mega Man}}. Though less active on a global scale compared to other Snake players during this time, he has seen several noteworthy performances, including placing 9th at {{Trn|Smash 'N' Splash 5}} and {{Trn|The Big House 9}}, using Snake more often in the latter event. His activity declined in the post-pandemic metagame, and he only appears in events in [[Georgia]], though he predominantly plays Snake at these events.
*{{Sm|ScAtt|USA}} - One of the best Snake players in North America in the early metagame, co-maining the character alongside {{SSBU|Mega Man}}. Though less active on a global scale compared to other Snake players during this time, he has seen several noteworthy performances, including placing 9th at {{Trn|Smash 'N' Splash 5}} and {{Trn|The Big House 9}}, using more Snake in the latter event. His activity declined in the post-pandemic metagame and he only appears in events in [[Georgia]], though he predominantly plays Snake at these events.
*{{Sm|Shogun|Japan}} - One of the best Snake players in the second half of the early metagame, countering inconsistent results with incredible peaks such as placing 9th at both {{Trn|Umebura SP 7}} and {{Trn|EGS Cup 3}}, as well as 17th at both {{Trn|EVO 2019}} and {{Trn|2GG: Kongo Saga}}, the latter two being some of the largest events of the entire early metagame, in addition to strong superregional performances such as 7th at both {{Trn|Sumabato SP 9}} and {{Trn|Maesuma TOP 1}}. He remained a notable Snake player in Japan for the rest of his tournament career, placing 9th at {{Trn|Wave 2}} and {{Trn|Seibugeki 13}}, and retired in 2023.
*{{Sm|Shogun|Japan}} - One of the best Snake players in the second half of the early metagame, countering inconsistent results with incredible peaks such as placing 9th at both {{Trn|Umebura SP 7}} and {{Trn|EGS Cup 3}} as well as 17th at both {{Trn|EVO 2019}} and {{Trn|2GG: Kongo Saga}}, the latter two being some of the largest events of the entire early metagame, in addition to strong superregional performances such as 7th at both {{Trn|Sumabato SP 9}} and {{Trn|Maesuma TOP 1}}. He remained a notable Snake player in Japan for the rest of his tournament career, placing 9th at {{Trn|Wave 2}} and {{Trn|Seibugeki 13}}, and retired in 2023.


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


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


Doubts on Snake, however, eventually faded as his popularity remained. Old mains such as MVD, {{Sm|Shogun}}, and {{Sm|DIO}} continued to see strong, yet somewhat inconsistent, results on a major level, while new names, most notably {{Sm|ApolloKage}}, appeared on the national scene. This has allowed Snake to maintain his high representation in the metagame, and players in the current metagame still consider him to be a top tier, making him ranked 15th on the first tier list. Opinions on Snake only continued to improve as he remained one of the most popular characters in competitive play. In addition, the rise of {{Sm|Hurt}} in 2023 gave Snake yet another representative at the top level, while the metagame favoring a campier, more patient playstyle was beneficial to Snake. As such, he rose significantly on the second tier list to 4th. Though this ranking was initially met with some skepticism, Hurt's major victories throughout 2024 and rise into the top 10 cemented Snake's status as one of the best characters in the game, and he subsequently rose an additional spot on the third tier list, now ranking in the S+ tier alongside Steve and Sonic.
Doubts on Snake, however, eventually faded as Snake's popularity remained. Old mains such as MVD, {{Sm|Shogun}}, and {{Sm|DIO}} continued to see strong, yet somewhat inconsistent, results on a major level, while new names, most notably {{Sm|ApolloKage}}, appeared on the national scene. This has allowed Snake to maintain his high representation in the metagame, and players in the current metagame still consider Snake to be a top tier, making him ranked 15th on the first tier list. Opinions on Snake only continued to improve as he remained one of the most popular characters in competitive play. In addition, the rise of {{Sm|Hurt}} in 2023 gave Snake yet another representative at the top level, while the metagame favoring a campier, more patient playstyle was beneficial to Snake. As such, Snake rose significantly on the second tier list to 4th, ranking as one of the best characters in the game.


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


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{{clr}}
{{clr}}


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


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