Snake (SSBB): Difference between revisions

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==How to unlock==
==How to unlock==
Complete one of the following:
Players can unlock Snake by doing one of the methods listed below. With the exception of the third method, Snake must then be defeated on Shadow Moses Island.
*Play 130 [[VS. match]]es.
*Play 130 [[VS. match]]es to completion. If Snake is skipped for fighters with higher VS. match quotas, he will not be accessible until those other fighters are unlocked.
*Play 15 VS. matches on [[Shadow Moses Island]].
*Play 15 VS. matches on [[Shadow Moses Island]] to completion. If the player fails to defeat Snake, they can re-fight him by playing another VS. match on any stage to completion. If this method is used and either {{SSBB|Sonic}}'s 10-hour unlock condition or {{SSBB|R.O.B.}}'s trophy unlock condition are met, then Sonic and/or R.O.B. will appear instead of Snake.
*Have Snake join the player's party in [[The Subspace Emissary]] ([[Battleship Halberd Interior]])
*Have Snake join the player's party in [[The Subspace Emissary]] by clearing [[Battleship Halberd Interior]].


With the exception of the third method, Snake must then be defeated on Shadow Moses Island.
Note: The [[Gray Fox]] assist trophy will be unlocked alongside Snake.


==Attributes==
==Attributes==
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|game=SSBB
|game=SSBB
|neutralcount=3
|neutralcount=3
|neutralname= 
|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=4%
|neutral1dmg=4%
|neutral2dmg=3%
|neutral2dmg=3%
|neutral3dmg=7%
|neutral3dmg=7%
|neutraldesc=Snake punches twice, then performs a spinkick. The first hit has low startup and ending lag, to the point where it can even lead into a forward tilt against very light characters. The first hit has set knockback and it launches opponents horizontally if hit at close range (which can be used as a jab lock and it can lead into an forward tilt as previously mentioned) and it launches opponents vertically if hit from afar. The second hit is slower and it always launches opponents horizontally. The final hit has high knockback, being a viable KO option at high percentages (being the strongest neutral attack in the game) however, it has very high startup and ending lag for a neutral attack. The final hit can even be shielded by the heaviest characters on hit and if the move is shielded, it is very punishable. It is overall a solid jab although Snake is usually better off using his forward tilt. Based off the attack combo from ''{{s|wikipedia|Metal Gear Solid}}'' and ''{{s|wikipedia|Metal Gear Solid 2}}''.
|neutraldesc=Snake punches twice, then performs a spinkick. The first hit has low startup and ending lag, to the point where it can even lead into a forward tilt against very light characters. The first hit has set knockback and it launches opponents horizontally if hit at close range (which can be used as a jab lock and it can lead into an forward tilt as previously mentioned) and it launches opponents vertically if hit from afar. The second hit is slower and it always launches opponents horizontally. The final hit has high knockback, being a viable KO option at high percentages (being the strongest neutral attack in the game) however, it has very high startup and ending lag for a neutral attack. The final hit can even be shielded by the heaviest characters on hit and if the move is shielded, it is very punishable. It is overall a solid jab although Snake is usually better off using his forward tilt. Based off the attack combo from ''{{s|wikipedia|Metal Gear Solid}}'' and ''{{s|wikipedia|Metal Gear Solid 2}}''.
|ftiltname=&nbsp;
|ftiltname=Knee Kick ({{ja|膝蹴り|Hizageri}})<br>Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|ftiltcount=2
|ftiltcount=2
|ftiltdmg=8%
|ftiltdmg=8%
|ftilt2dmg=9% (body), 10% (aerial hand), 12% (grounded hand)
|ftilt2dmg=9% (body), 10% (aerial hand), 12% (grounded hand)
|ftiltdesc=Snake does a knee-thrust forward. If the attack button is pressed again, he will follow up with an overhead swing of both arms. Both hits can deal up to 20% total. The first hit comes out very quickly on frame 4 and it has deceptively long range, making it a great move to stuff out approaches. On grounded opponents, the first hit is weak meteor smash with set knockback, which allows Snake to link the opponent into the second hit. It can even occasionally trip opponents, which can then lead into another forward tilt or an up tilt. The second hit deals solid damage and knockback, being a viable KO move at high percents, especially near the ledge. The second hit also possesses incredible horizontal range which along with its relaitvely low ending lag, makes it very difficult to punish to shield. The only notable downsides with the move is that it is less effective at close range or against aerial opponents. At close range, the first hit deals horizontal knockback which is not set while the second hit is weaker. Against aerial opponents, the first hit has horizontal knockback which can KO opponents at very high percents but it does not lead into the second hit at all, which is weaker against aerial opponents (although it has even more range than against grounded opponents). It is overall regarded as one of the best forward tilts in the game (along with Meta Knight's and Sheik's) due to its incredible speed, range and damage output. This move is seen during a cutscene in ''Metal Gear Solid: Twin Snakes'' when Snake fights [[Gray Fox]].
|ftiltdesc=Snake does a knee-thrust forward. If the attack button is pressed again, he will follow up with an overhead swing of both arms. Both hits can deal up to 20% total. The first hit comes out very quickly on frame 4 and it has deceptively long range, making it a great move to stuff out approaches. On grounded opponents, the first hit is weak meteor smash with set knockback, which allows Snake to link the opponent into the second hit. It can even occasionally trip opponents, which can then lead into another forward tilt or an up tilt. The second hit deals solid damage and knockback, being a viable KO move at high percents, especially near the ledge. The second hit also possesses incredible horizontal range which along with its relaitvely low ending lag, makes it very difficult to punish to shield. The only notable downsides with the move is that it is less effective at close range or against aerial opponents. At close range, the first hit deals horizontal knockback which is not set while the second hit is weaker. Against aerial opponents, the first hit has horizontal knockback which can KO opponents at very high percents but it does not lead into the second hit at all, which is weaker against aerial opponents (although it has even more range than against grounded opponents). It is overall regarded as one of the best forward tilts in the game (along with Meta Knight's and Sheik's) due to its incredible speed, range and damage output. This move is seen during a cutscene in ''Metal Gear Solid: Twin Snakes'' when Snake fights [[Gray Fox]].
|utiltname=&nbsp;
|utiltname=Upward Kick ({{ja|上蹴り|Uegeri}})
|utiltdmg=13% (clean), 12% (clean)
|utiltdmg=13% (clean), 12% (clean)
|utiltdesc=Snake performs an upward scorpion kick. It has low startup lag, deceptively long range (especially horizontally) and it deals high damage and knockback, being one of the strongest up tilts in the game (with the clean hit KOing Mario at 102% on Final Destination). After its first two active frames, the move becomes weaker and its hitboxes become attached to Snake's leg although it still has solid power and its hitboxes are still deceptively large. Its only real downside compared to some other up tilts is that it has moderate ending lag, preventing it from having followup potential, although its power and range more than make up for this. Arguably the best up tilt in the game due to its speed, power and range.
|utiltdesc=Snake performs an upward scorpion kick. It has low startup lag, deceptively long range (especially horizontally) and it deals high damage and knockback, being one of the strongest up tilts in the game (with the clean hit KOing Mario at 102% on Final Destination). After its first two active frames, the move becomes weaker and its hitboxes become attached to Snake's leg although it still has solid power and its hitboxes are still deceptively large. Its only real downside compared to some other up tilts is that it has moderate ending lag, preventing it from having followup potential, although its power and range more than make up for this. Arguably the best up tilt in the game due to its speed, power and range.
|dtiltname=&nbsp;
|dtiltname=Crawl Attack ({{ja|ホフク攻撃|Hōfuku Kōgeki}})
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Snake does a low spin kick while prone. It has fairly low startup lag and Snake low profiles quite low, allowing him to avoid high hitting attacks. It deals 10% and strong vertical knockback (especially in the middle of his leg), being a viable KO option at high percents. It also has deceptively long range albeit not to the same extent as his other tilts. It is overall a very solid tilt although it is outclassed by Snake's other tilts. It is mainly used as a KO move at higher percents when Snake's other tilts are [[stale move negation|stale]].
|dtiltdesc=Snake does a low spin kick while prone. It has fairly low startup lag and Snake low profiles quite low, allowing him to avoid high hitting attacks. It deals 10% and strong vertical knockback (especially in the middle of his leg), being a viable KO option at high percents. It also has deceptively long range albeit not to the same extent as his other tilts. It is overall a very solid tilt although it is outclassed by Snake's other tilts. It is mainly used as a KO move at higher percents when Snake's other tilts are [[stale move negation|stale]].
|dashname=&nbsp;
|dashname=Forward Roll ({{ja|前転|Zenten}}, ''Front Turn'')
|dashdmg=11%/9% (clean), 8%/6% (late)
|dashdmg=11%/9% (clean), 8%/6% (late)
|dashdesc=Snake does a somersault forward. Deals moderate knockback and moves Snake forward a fair amount. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
|dashdesc=Snake does a somersault forward. Deals moderate knockback and moves Snake forward a fair amount. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
|fsmashname=&nbsp;
|fsmashname=Rocket Launcher ({{ja|ロケットランチャー|Roketto Ranchā}})
|fsmashdmg={{ChargedSmashDmgSSBB|22}}
|fsmashdmg={{ChargedSmashDmgSSBB|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 very slow startup but deals immense knockback when it hits. It is generally the third most powerful forward smash behind {{SSBB|King Dedede}}'s and {{SSBB|Ike}}'s. Inaccurately to ''Metal Gear Solid 3'', Snake was ordered to not aim the rocket launcher toward the ground.
|fsmashdesc=Snake takes out an {{s|wikipedia|RPG-7}} rocket launcher and aims it at the ground directly in front of himself, causing a huge explosion. It has very slow startup but deals immense knockback when it hits. It is generally the third most powerful forward smash behind {{SSBB|King Dedede}}'s and {{SSBB|Ike}}'s. Inaccurately to ''Metal Gear Solid 3'', Snake was ordered to not aim the rocket launcher toward the ground.
|usmashname=&nbsp;
|usmashname=Mortar ({{ja|迫撃砲|Hakugekihō}})
|usmashdmg=4% (startup), 10% (mortar)
|usmashdmg=4% (startup), 10% (mortar)
|usmashdesc=Snake slams a mortar in front of himself and fires a shell into the air. The movement of the shell is almost entirely vertical, but there is a small amount of random horizontal movement. Charging the up smash does not increase its power, but it increases the speed at which the shell is fired, making it go higher. When fully charged, it travels great distances, almost the entire height of the 'large' stage builder area, making it have by far the greatest vertical reach of any attack. The shell explodes if it makes contact with a ceiling, an opponent, a wall or the ground no matter what direction it's moving in. Slamming down the mortar has a hitbox that produces very weak vertical knockback that knocks opponents into the mortar's line of fire. Oddly enough, the shell does not break blocks in the [[Subspace Emissary|SSE]], but yanking the mortar out does.
|usmashdesc=Snake slams a mortar in front of himself and fires a shell into the air. The movement of the shell is almost entirely vertical, but there is a small amount of random horizontal movement. Charging the up smash does not increase its power, but it increases the speed at which the shell is fired, making it go higher. When fully charged, it travels great distances, almost the entire height of the 'large' stage builder area, making it have by far the greatest vertical reach of any attack. The shell explodes if it makes contact with a ceiling, an opponent, a wall or the ground no matter what direction it's moving in. Slamming down the mortar has a hitbox that produces very weak vertical knockback that knocks opponents into the mortar's line of fire. Oddly enough, the shell does not break blocks in the [[Subspace Emissary|SSE]], but yanking the mortar out does.
|dsmashname=&nbsp;
|dsmashname=Claymore
|dsmashdmg={{ChargedSmashDmgSSBB|14}}
|dsmashdmg={{ChargedSmashDmgSSBB|14}}
|dsmashdesc=Snake starts digging a hole in the ground and places a claymore inside. A short while after planting the claymore, it becomes active, and will detonate if anyone (including Snake) steps on it. If the platform the claymore is set on disappears (such as on [[Rainbow Cruise]] or [[Delfino Plaza]]) the claymore falls down and if it makes contact with anything, even the ground, it explodes. Snake can't plant more than one claymore at a time, but it can be moved by using the attack again, which removes it from its previous position and plants it at Snake's current position. After a while, or if Snake gets KO'd, the claymore will vanish.
|dsmashdesc=Snake starts digging a hole in the ground and places a claymore inside. A short while after planting the claymore, it becomes active, and will detonate if anyone (including Snake) steps on it. If the platform the claymore is set on disappears (such as on [[Rainbow Cruise]] or [[Delfino Plaza]]) the claymore falls down and if it makes contact with anything, even the ground, it explodes. Snake can't plant more than one claymore at a time, but it can be moved by using the attack again, which removes it from its previous position and plants it at Snake's current position. After a while, or if Snake gets KO'd, the claymore will vanish.
|nairname=&nbsp;
|nairname=Quadruple Kick ({{ja|4連キック|Yonren Kikku}})
|nairdmg=6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4), 28% (total)
|nairdmg=6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4), 28% (total)
|nairdesc=Snake performs four forwards kicks. The first three hits deal set knockback while the final hit deals high horizontal knockback. The move deals 28% if all hits connect which is very high for an aerial. The move has fairly high startup lag for a neutral aerial, long gaps between each kick, a long total duration and high landing lag, making it unwieldy and easily punishable if used incorrectly. Snake cannot even get the final hit out when performing the move in a short hop, forcing him to full hop or double jump to effectively use the move. Opponents can easily avoid getting hit by every single kick due to the long gaps between each kick combined with the multi hits in general not leading into each other very well. The move cannot [[auto-cancel]] out of a full hop although the move does auto-cancel shortly after the final hit ends so if Snake can find a situation where he can auto-cancel the move, it can be very safe on shield, especially considering the final hit's deceptively long range. Neutral aerial is overall a flawed yet occasionally useful aerial.
|nairdesc=Snake performs four forwards kicks. The first three hits deal set knockback while the final hit deals high horizontal knockback. The move deals 28% if all hits connect which is very high for an aerial. The move has fairly high startup lag for a neutral aerial, long gaps between each kick, a long total duration and high landing lag, making it unwieldy and easily punishable if used incorrectly. Snake cannot even get the final hit out when performing the move in a short hop, forcing him to full hop or double jump to effectively use the move. Opponents can easily avoid getting hit by every single kick due to the long gaps between each kick combined with the multi hits in general not leading into each other very well. The move cannot [[auto-cancel]] out of a full hop although the move does auto-cancel shortly after the final hit ends so if Snake can find a situation where he can auto-cancel the move, it can be very safe on shield, especially considering the final hit's deceptively long range. Neutral aerial is overall a flawed yet occasionally useful aerial.
|fairname=&nbsp;
|fairname=Heel Dropper ({{ja|かかと落とし|Kakato Otoshi}})
|fairdmg=14% (body), 15% (leg)
|fairdmg=14% (body), 15% (leg)
|fairdesc=Snake lifts his left leg over his head and axe-drops it down. If the opponent is hit by Snake's body, they will be launched upwards while if they are hit with his leg, they will be [[meteor smash]]ed, both with high damage and knockback. The move hits both above and in front of Snake. The downside to the move however is that it has very high startup lag, ending lag and landing lag which makes it very difficult to land. The move gives Snake a slight vertical boost as the hitboxes come out. It is overall a high risk high reward aerial.
|fairdesc=Snake lifts his left leg over his head and axe-drops it down. If the opponent is hit by Snake's body, they will be launched upwards while if they are hit with his leg, they will be [[meteor smash]]ed, both with high damage and knockback. The move hits both above and in front of Snake. The downside to the move however is that it has very high startup lag, ending lag and landing lag which makes it very difficult to land. The move gives Snake a slight vertical boost as the hitboxes come out. It is overall a high risk high reward aerial.
|bairname=&nbsp;
|bairname=Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}}, ''Both-Feet Kick'')
|bairdmg=16%/14% (clean), 10% (late)
|bairdmg=16%/14% (clean), 10% (late)
|bairdesc=Snake extends both his legs out behind him, planking in the air. The move is stronger if Snake hits the opponent with his body rather than his legs. It has fairly low startup along with good reach and high damage and knockback, making it a solid KO option. When sweetspotted, it is the second strongest back aerial in the game, KOing Mario at around 105% from the middle of Final Destination. The move also has a late hit which is weaker but it lasts for quite some time and it still has decent power for a lingering aerial. The main downside with the move however is that it has high landing lag and it cannot auto-cancel at all due to its auto-cancel window occurring long after its animation is finished, which makes it very risky to use. The sweetspot also has an unfavourable position, forcing Snake to be inside of his opponent to land it, which only makes the move even more punishable if Snake misses.
|bairdesc=Snake extends both his legs out behind him, planking in the air. The move is stronger if Snake hits the opponent with his body rather than his legs. It has fairly low startup along with good reach and high damage and knockback, making it a solid KO option. When sweetspotted, it is the second strongest back aerial in the game, KOing Mario at around 105% from the middle of Final Destination. The move also has a late hit which is weaker but it lasts for quite some time and it still has decent power for a lingering aerial. The main downside with the move however is that it has high landing lag and it cannot auto-cancel at all due to its auto-cancel window occurring long after its animation is finished, which makes it very risky to use. The sweetspot also has an unfavourable position, forcing Snake to be inside of his opponent to land it, which only makes the move even more punishable if Snake misses.
|uairname=&nbsp;
|uairname=Inversion Handstand Kick ({{ja|反転倒立蹴り|Hanten Tōritsu Geri}})
|uairdmg=14% (clean), 10% (late)
|uairdmg=14% (clean), 10% (late)
|uairdesc=Snake thrusts both his legs straight upwards, similar to his back aerial. It is not particularly fast, having considerable startup lag, ending lag and landing lag although it has good vertical reach and powerful vertical knockback. It is overall slightly weaker than Snake's forward aerial. The move has a weaker late hit and unlike Snake's other aerials, it can auto-cancel in a short hop, making it a useable anti-air.
|uairdesc=Snake thrusts both his legs straight upwards, similar to his back aerial. It is not particularly fast, having considerable startup lag, ending lag and landing lag although it has good vertical reach and powerful vertical knockback. It is overall slightly weaker than Snake's forward aerial. The move has a weaker late hit and unlike Snake's other aerials, it can auto-cancel in a short hop, making it a useable anti-air.
|dairname=&nbsp;
|dairname=Trampling Kick ({{ja|踏みつけ蹴り|Fumitsuke Geri}})
|dairdmg=6% (hit 1), 5% (hits 2-3), 12% (hit 4)
|dairdmg=6% (hit 1), 5% (hits 2-3), 12% (hit 4)
|dairdesc=Snake launches four subsequent kicks below himself. It comes out extremely quickly on frame 3, it deals a very high 28% if all hits connect and the final hit deals very high horizontal knockback, often KOing even earlier than back aerial. The move is very unreliable however, with opponents easily being able to fall out of the move. In addition to this, it has high ending lag, high landing lag and it cannot auto-cancel out of a full hop (led alone until the animation finishes) making it a highly punishable aerial. It is overall a very exploitable aerial, with neutral aerial usually being a better multi hit option.
|dairdesc=Snake launches four subsequent kicks below himself. It comes out extremely quickly on frame 3, it deals a very high 28% if all hits connect and the final hit deals very high horizontal knockback, often KOing even earlier than back aerial. The move is very unreliable however, with opponents easily being able to fall out of the move. In addition to this, it has high ending lag, high landing lag and it cannot auto-cancel out of a full hop (led alone until the animation finishes) making it a highly punishable aerial. It is overall a very exploitable aerial, with neutral aerial usually being a better multi hit option.
|grabname=&nbsp;
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Grabs and holds his opponent in a restraining chokehold, which is a grabbing position unique to Snake. Snake's standing grab has slow startup lag although all of his grabs have good range and his pivot grab is very fast. Snake's grabbing position functions uniquely too, as the opponent is held higher compared to other characters. Snake can force every character into an aerial grab release and opponents are grab released higher than if any other character grab released them. This can be a good or a bad thing depending on the character.
|grabdesc=Grabs and holds his opponent in a restraining chokehold, which is a grabbing position unique to Snake. Snake's standing grab has slow startup lag although all of his grabs have good range and his pivot grab is very fast. Snake's grabbing position functions uniquely too, as the opponent is held higher compared to other characters. Snake can force every character into an aerial grab release and opponents are grab released higher than if any other character grab released them. This can be a good or a bad thing depending on the character.
|pummelname=&nbsp;
|pummelname=Strangle ({{ja|締め付け|Shimetsuke}})
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=Tightens his chokehold. An average pummel.
|pummeldesc=Tightens his chokehold. An average pummel.
|fthrowname=&nbsp;
|fthrowname=Throw Downing ({{ja|投げ倒し|Nage Taoshi}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Flips opponent over and drops them (scoop slam). It has serviceable power for a forward throw, being able to KO opponents at the ledge at very high percentages.
|fthrowdesc=Flips opponent over and drops them (scoop slam). It has serviceable power for a forward throw, being able to KO opponents at the ledge at very high percentages.
|bthrowname=&nbsp;
|bthrowname=Pull Downing ({{ja|引き倒し|Hiki Taoshi}})
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Turns around and slams opponent on the ground. It is similar to Snake's forward throw although it is faster and slightly stronger, making it the better throw overall.
|bthrowdesc=Turns around and slams opponent on the ground. It is similar to Snake's forward throw although it is faster and slightly stronger, making it the better throw overall.
|uthrowname=&nbsp;
|uthrowname=Body Dropper ({{ja|体落とし|Tai Otoshi}})
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Performs a suplex, similar to {{SSBB|Jigglypuff}}'s back throw. Can setup for his up tilt at low percentages although this is avoidable.
|uthrowdesc=Performs a suplex, similar to {{SSBB|Jigglypuff}}'s back throw. Can setup for his up tilt at low percentages although this is avoidable.
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'')
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restraint Release'')
|dthrowdmg=12%
|dthrowdmg=12%
|dthrowdesc=Lays opponent on the floor, putting the opponent into the downed status. The throw is very slow although it has no ending lag, the opponent cannot DI the throw and Snake and his opponent can act at the same time. It is overall one of the best tech-chase moves in the game as it can easily and consistently be set up from a grab and the opponent cannot tech. Deals high damage when fresh, and Snake has numerous options if he can predict his opponent's action. This includes landing one of his stronger moves or going for a grab to reset the situation. Its only real downside compared to some other down throws is that it does not lead to completely guaranteed chain grabs although its strong mixup and mindgame potential regardless of the opponent's percent make it an incredibly solid throw overall despite this.
|dthrowdesc=Lays opponent on the floor, putting the opponent into the downed status. The throw is very slow although it has no ending lag, the opponent cannot DI the throw and Snake and his opponent can act at the same time. It is overall one of the best tech-chase moves in the game as it can easily and consistently be set up from a grab and the opponent cannot tech. Deals high damage when fresh, and Snake has numerous options if he can predict his opponent's action. This includes landing one of his stronger moves or going for a grab to reset the situation. Its only real downside compared to some other down throws is that it does not lead to completely guaranteed chain grabs although its strong mixup and mindgame potential regardless of the opponent's percent make it an incredibly solid throw overall despite this.
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|rdjump    = ?
|rdjump    = ?
|ellag      = 4
|ellag      = 4
|rellag    = ?
|rellag    = 30-37
}}
}}


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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{{Crowd
{| class="wikitable"
|char=Snake
|-
|game=Brawl
!{{{name|}}}
|desc-us=Snake! Snake! Snaaaake!*
!Cheer (English)
|desc-jp=Snake!
!Cheer (Japanese)
|pitch-us=Group chant
!Cheer (German)
|pitch-jp=Group chant}}
!Cheer (Korean)
<small>*A reference to the ''Metal Gear Solid'' "game over" screen</small>
|-
! scope="row"|Cheer
|[[File:Snake Cheer English SSBB.ogg|center]]||[[File:Snake Cheer Japanese SSBB.ogg|center]]||[[File:Snake Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Snake Cheer Korean SSBB.ogg|center]]
|-
! scope="row"|Description
|Snake - Snake -- Snaaaaake! || Snake! || Snake! Snake! Snaaaake!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:Snake Cheer French SSBB.ogg|center]]||[[File:Snake Cheer Italian SSBB.ogg|center]]||[[File:Snake Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|Snake ! Snake ! Snaaaake ! || Snake! Snake! Snaaake! || Esnake! Esnake! Esnaaake! || Snake - Snake!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===