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|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralname=Jab ({{ja|ジャブ|Jabu}}) | |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}}) | ||
|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}}) | |ftiltname=Knee Kick ({{ja|膝蹴り|Hizageri}})<br>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}}) | |dashname=Forward Roll ({{ja|前転|Zenten}}, ''Front Turn'') | ||
|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| | |nairname=Quadruple Kick ({{ja|4連キック|Yonren 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 | |fairname=Heel Dropper ({{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}}) | |bairname=Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}}, ''Both-Feet Kick'') | ||
|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= | |uairname=Inversion 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 | |fthrowname=Throw Downing ({{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 | |bthrowname=Pull Downing ({{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 | |uthrowname=Body Dropper ({{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}}, '' | |dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restraint 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]] | ||
|- | |- | ||
! 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 | *{{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|AlanDiss|Mexico}} - One of the best Snake players in North America in the | *{{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 | *{{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|DIO|Japan}} - | *{{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}} - | *{{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 | *{{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|MVD|USA}} - One of the | *{{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}} - | *{{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}} - | *{{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|Shogun|Japan}} - | *{{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. | 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. | ||
This high perception, however, | 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. | ||
Doubts on Snake, however, eventually faded as | 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, ranking as one of the best characters in the game. | ||
=={{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}}''||A possible reference to [https://metalgear.fandom.com/wiki/Laughing_Octopus Laughing Octopus] from ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_4:_Guns_of_the_Patriots Metal Gear Solid 4: Guns of the Patriots]''. | ||
|- | |- | ||
|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}}''||Based on the [https://metalgear.fandom.com/wiki/Snake_vs._Monkey Snake vs. Monkey] minigame from ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_3:_Snake_Eater Metal Gear Solid 3: Snake Eater]''. | ||
|- | |- | ||
|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}}''||The opponent and stage choice reference the battle against [https://metalgear.fandom.com/wiki/The_Fear The Fear] in ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_3:_Snake_Eater Metal Gear Solid 3: Snake Eater]''. | ||
|- | |- | ||
|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 (2 at a time)<br>The two Samuses are likely a reference to the [https://metalgear.fandom.com/wiki/Powered_suit powered suit] soldiers from ''[https://metalgear.fandom.com/wiki/Metal_Gear_Solid_4:_Guns_of_the_Patriots Metal Gear Solid 4: Guns of the Patriots]''. | ||
|- | |- | ||
|6||{{CharHead|Snake|SSBU|hsize=20px|color=Green}}||Shadow Moses Island||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''||A possible reference to Les Enfants Terribles, a government project in the ''Metal Gear'' series that creates clones of Big Boss, including Solid Snake himself. The CPU will be the {{Head|Snake|g=SSBU|s=20px}} default Snake if the player chooses the green alternate costume. | |6||{{CharHead|Snake|SSBU|hsize=20px|color=Green}}||Shadow Moses Island||''{{SSBUMusicLink|Metal Gear|MGS4 ~Theme of Love~}}''||A possible reference to Les Enfants Terribles, a government project in the ''Metal Gear'' series that creates clones of Big Boss, including Solid Snake himself. The CPU will be the {{Head|Snake|g=SSBU|s=20px}} default Snake if the player chooses the green alternate costume. | ||
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{{clr}} | {{clr}} | ||
==[[Spirit]] | ==[[Spirit]]== | ||
Snake's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Snake has been unlocked. Unlocking Snake in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | Snake's fighter spirit can be obtained by completing {{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''. | ||
<center> | <center> | ||
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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}}, it is because of the special move input while shielding being designated for refilling their [[Ink Tank]]. | *Oddly enough, unlike other characters, holding the special move button while [[shield]]ing as Snake does not allow him to angle the shield without triggering dodges (or [[jump]]ing if [[tap jump]] is turned on); he can only do this by holding multiple shield buttons. While this also applies to {{SSBU|Inkling}} and {{SSBU|Steve}}, it is because of the special move input while shielding being designated for refilling their [[Ink Tank]] for the former and spawning a crafting table for the latter. | ||
*Snake's stock icon depicts him without facial hair, similar to his appearances in ''Metal Gear 2'' and ''Metal Gear Solid''. | *Snake's stock icon depicts him without facial hair, similar to his appearances in ''Metal Gear 2'' and ''Metal Gear Solid''. | ||
*There's a glitch regarding the use of [[Cypher]] where if Snake gets fired out of [[Barrel Cannon]] or is hit by the tornado in [[Hyrule Castle]], any aerial action performed will leave him helpless. Additionally, if Snake performs a [[tech]], throws an item and lands, or gets knocked down and stands back up, the helplessness will be stored, causing him to lose access to the move while grounded and will become helpless once he leaves the ground by either jumping or falling off the stage. This glitch is a carryover from ''Brawl''. | *There's a glitch regarding the use of [[Cypher]] where if Snake gets fired out of [[Barrel Cannon]] or is hit by the tornado in [[Hyrule Castle]], any aerial action performed will leave him helpless. Additionally, if Snake performs a [[tech]], throws an item and lands, or gets knocked down and stands back up, the helplessness will be stored, causing him to lose access to the move while grounded and will become helpless once he leaves the ground by either jumping or falling off the stage. This glitch is a carryover from ''Brawl''. |
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