Super Smash Bros. Brawl
This is a featured article. Click for more information.

Snake (SSBB): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Tag: Mobile edit
 
(596 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
''This article is about Snake's appearance in [[Super Smash Bros. Brawl]].  For other uses, see [[Solid Snake]].''
{{ArticleIcons|brawl=y|fa=y}}
{{disambig2|Snake's appearance in ''Super Smash Bros. Brawl''|other uses|Solid Snake}}
{{Infobox Character
{{Infobox Character
|name         = {{FA-article}}Snake  
|name = Snake
|image       = [[Image:Snakessbb.jpg|200px|Solid Snake]]
|image = [[File:Snake SSBB.jpg|200px]]
|caption      = [[Image:Foxhound Icon.gif]]
|symbol = preUltimate
|universe    = ''[[Metal Gear (universe)|Metal Gear]]''
|game = SSBB
|games        = ''[[Super Smash Bros. Brawl|SSBB]]''
|ssbgame1 = SSBU
|firstgame    = ''[[Metal Gear]]'' (1987)
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier         = S
|tier = A-
|ranking     = 2
|ranking = 6
|voiceactor  = David Hayter
}}
}}
'''Snake''' ({{ja|スネーク|Sunēku}}, ''Snake''), is a playable character in ''[[Super Smash Bros. Brawl]]''. He was unveiled at [[E3]] 2006 at the end of the ''Brawl'' reveal trailer. Snake is one of the two third party characters in ''Brawl'', the other being {{SSBB|Sonic}} from [[Sega]].


Unveiled at [[E3]] 2006, '''Snake''' ({{ja|スネーク}}, ''Sunēku'')  is a character appearing in ''[[Super Smash Bros. Brawl]]''. Instead of using a dick, like he usually does in his games, he was designed instead to use vagina
Snake is voiced by David Hayter in the English version, and by Akio Ōtsuka in the Japanese version, both reprising their roles from the ''Metal Gear Solid'' games.
A popular rumor states that Hideo Kojima, the creator of ''Metal Gear'', wished Sakurai (or "practically begged" according to Sakurai himself) to include Snake in ''[[Super Smash Bros. Melee]]'', but the game was in an advanced development stage and in an early launch in Peeland.


Snake currently ranks 2nd on the tier list (the highest ranked unlockable character), thanks to his quick and powerful neutral and tilt attacks, very high priority overall, being surprisingly the 3rd heaviest and extremely hard to KO with good [[DI]], almost all of his moves having high KO power, his large variety of projectiles, being one of the faster heavyweights in the game mainly due to his [[DACUS]], stage control with projectiles and all-in-all, placing very well in tournaments.
Snake ranks 6th on the tier list. One of Snake's strongest attributes is his ability to quickly deal damage and [[camp]] with his explosives; his [[Hand Grenade]]s come out on frame 1 and explode when attacked (providing him protection from some [[combo]]s), dealing 13% each while producing very large explosions with high [[knockback]]. His Grenades, [[C4]], and [[down smash]] mines provide excellent stage control and can make the stage very difficult for opponents to traverse without being damaged.


Snake has fast and powerful [[neutral attack|neutral]] and [[tilt attack]]s, and his forward tilt, up tilt, down tilt, and neutral attack all have low startup and ending lag, good [[range]], and deliver high damage and high knockback (in particular his up tilt), giving him a strong ground game. Snake's disproportionately high [[weight]] grants him strong [[momentum cancelling]] abilities, as well as excellent endurance, and his far-reaching recovery makes him one of the most difficult characters to KO, especially vertically. Snake can also use his [[DACUS]] to approach easily and give him very fast movement speed across the ground (sliding a very large distance at a speed similar to {{SSBB|Sonic}}'s dashing speed). Almost all of his moves have high KO power, and he can set up [[tech-chase]]s with his down throw that can deal lots of damage if he can [[read]] his opponent's actions.


==How to Unlock==
Snake is not without his flaws, however; his air game, due to his slow aerial attacks, fast falling speed, poor jumping height, and slow air speed, is among the worst in ''Brawl''. Due to his poor mobility and air game, Snake is very vulnerable to being [[juggle]]d (although using Grenades can remedy this to some degree), edgeguarded, and [[gimp]]ed; his [[Cypher]] recovery, while far-reaching, does not even have a hitbox, which makes him very vulnerable to edgeguarding. Because of his weight, he is also vulnerable to [[chain grabbing]] by characters such as {{SSBB|Pikachu}} and {{SSBB|King Dedede}}. Regardless of these flaws, Snake has strong matchups against most characters (being countered only by Pikachu and losing to only three other characters) and has been the second most successful character in tournaments after {{SSBB|Meta Knight}}.


#Play 15 matches in VS Mode on [[Shadow Moses Island]]  
==How to unlock==
#Play 130 matches in VS Mode
Complete one of the following:
#Have Snake join your party in the Subspace Emissary
*Play 130 [[VS. match]]es.
*Play 15 VS. matches on [[Shadow Moses Island]].
*Have Snake join the player's party in [[The Subspace Emissary]] ([[Battleship Halberd Interior]])


If you do any of these things except for #3, you will have to defeat him in a Brawl on Shadow Moses Island to unlock him.
With the exception of the third method, Snake must then be defeated on Shadow Moses Island.


==Attributes==
==Attributes==
Snake is a [[weight|super heavyweight]] character, probably because of him being a "normal" human in the Smash Bros. Universe, plus the gadgets and weapons that he carries. He is well known not only for his powerful smash attacks and very high priority, but also his strong, relatively quick tilt attacks and his neutral attack combo. His best killing move is his up tilt due to its power, speed and huge disjointed hitbox, rather than his smash attacks (while his forward smash can KO on very low percentages, it is one of the [[lag|laggiest]] smashes in the game, even when using the C-stick). Snake's forward tilt is also a good KO move because it has the knockback and damage of a smash attack with the speed and priority of a tilt attack. A Snake with good directional influence will usually not get KOed until around 150% or even as high as the mid-200% against most characters (except powerful characters like [[Donkey Kong (SSBB)|Donkey Kong]]) outside of spiking him out of his Cypher. Snake is also known to have the lowest [[crawl]] in the game, and is able to dodge most projectiles. He also has the most projectiles in the game, and a variety of edge-guarding techniques, including [[C4]], the [[Remote Missile]], landmines, and his b-air. His [[Hand Grenade]] can be used for camping, the effectiveness of which can be increased by shield-dropping the grenades then picking them up to throw them with more strength, though, unlike other explosives, they do not detonate on contact. They can be used defensively by holding one until it's about to detonate, then shielding just before it goes off. The explosion will damage anyone nearby but not Snake, so it's useful for stopping approaching opponents and then launching a counter-attack. His [[Up smash]], the mortar, is the longest ranged up smash in the game. In addition, the up smash is also known to have a great [[Dash attack canceling|Smash-Boost]] that makes Snake cover a lot of distance very quickly, compensating for his slow dash speed while at the same time releasing a projectile. His [[C4]] has a variety of applications, aside from placing it on the stage itself as a defensive move, as it can be used in team battle to create a "suicide-bomber" (where the C4 is placed on a teammate like a [[Gooey Bomb]]), as well as being used on Snake himself to regain his vertical recovery move, the [[Cypher]].  
[[File:E3snake.PNG|thumb|Snake, as seen in the first trailer for ''Brawl'' at E3 2006.]]
[[File:Snake Up Tilt Disjointed Hitbox Brawl.png|thumb|250px| Snake's up tilt is known for its hitbox appearing before his leg is even extended. This attribute is controversial, but unorthodox hitboxes are common among Snake's direct attacks.]]
[[File:Brawl-Snake-DownThrow.gif|200px|thumb|When using Snake's down throw, CPUs will simply roll over to the nearest edge, allowing for easy exploitation.]]
Despite not being as large as other heavyweights, Snake is a [[weight|super heavyweight]] character; therefore, he has excellent [[momentum cancelling]] abilities, giving him high endurance, especially vertical endurance. In competitive play, it is not uncommon for skilled Snake players to survive until 200%. His disproportionately high weight also allows him to trade blows with opponents at little risk of getting KO'd, particularly with his self-damaging explosives, as few characters can survive at KO percentages as high as he can. His other stats are also reflective of this archetype, possessing incredibly powerful attacks and slow movement.


On the down side, Snake has a fast falling speed, making him juggled fairly easily. Bigger problem areas are aerial attacks and recovery. His aerials have large ending lag in them -- in particular his neutral and down air attacks, as these take large amounts of time to complete and can easily lead Snake to his death if there is no ground beneath him. These two attacks can also be escaped by players with good Smash Directional Influence and/or Quarter-Circle Directional Influence, which prevents him from getting the last hits on the attacks with good knockback while also leaving him open for punishment. With the disadvantages of having fast falling speed and large lag startup on his aerial attacks, Snake has one of the worst aerial games (although his aerials themselves are about as strong as his tilt attacks) which makes him vulnerable to counter-picking on stages like [[Rainbow Cruise]] and [[Norfair]] where he is forced to attack in the air. In recovery, while he can plant [[C4]] to make recovery nearly infinite, its slow and predictable nature leaves him vulnerable to spikes. It is extremely common for professional Snake players to have excellent Directional Influence, as this increases Snake's longevity exponentially. Also, [[Grab release|grab releasing]] him (even with special grabs such as Wario's [[Chomp]]) after he's used his [[Cypher]] but before he's landed on the stage does not make him regain his Cypher recovery, as these moves do not cause flinching.
Snake has one of the best ground games, with many attacks that are quick to come out and retain high KO potential. His neutral attack is fast, has good range, and is easy to connect, making it a very easy-to-use and effective combo move. His forward tilt is arguably the best in the game, with very low start-up, great range, high knockback, and monstrously high damage. His up tilt is the best in the game, as it not only has all of the characteristics of his forward tilt, but it also has deceptively high horizontal reach that makes it Snake's most reliable finishing option. Snake’s dash attack shares the speed of his tilts, and unlike most dash attacks, can KO at realistic percentages. Snake has the lowest crawl in the game, which allows him to dodge many projectiles and some melee attacks. Snake's down throw is considered to be one of the best in the game, as it forces his opponent into a tech chase, keeping the opponent close to Snake and in range of his deadly ground game.


==Standard Moves==
His aerials are also not lacking in utility. Both his neutral and down aerials are tied for the second-most damaging aerial in the game, and each also does strong horizontal knockback on the last hit. His up aerial has long vertical range and knocks opponents vertically, granting it slight juggling ability. His back aerial is the same as his up aerial, but its hitboxes and angle are positioned horizontally, meaning it can be used to perform a [[wall of pain]]. Lastly, his forward aerial is completely unique, as it is a very strong [[meteor smash]] when sweetspotted, making it great at edgeguarding, while its sourspot deals marginally weaker vertical knockback that can KO aerial opponents reliably under 120%.
===Ground Attacks===
*Neutral A - Punch, Punch, Spinkick. A [[natural combo]]. The kick has high knockback, and KOs at moderate percentages, but it can usually be shielded effectively. Incredibly high priority for a jab. 14% damage. This is the combo from [[wikipedia:Metal Gear Solid 2|''Metal Gear Solid 2'']] and [[wikipedia:Twin Snakes|''Metal Gear Solid: Twin Snakes'']] games for CQC (Close Quarters Combat).
*Dash Attack - Snake does a somersault forward, and ends up half-crouching at the end. Easily transitions to crouching/crawling. Can KO light characters around 130%. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the Metal Gear Solid series. Can be [[DACUS|cancelled to his up smash]] to make him slide a long distance, and it's much easier to cancel it if the attack connects and tap jump is off. 6-11% damage.
*Down Tilt - Snake is fully prone while crouching, and he sweeps his legs around. Not as good as his forward and up tilt, so it's best to use his other moves (except for when ducking under a projectile such as [[Falco (SSBB)|Falco]]'s [[Blaster]]). 10% damage.
*Up Tilt - Snake kicks one leg up vertically. This is a quick attack with great range and power, long lasting hitbox and it has a long horizontal disjointed hitbox which makes it a great finishing move. Much stronger on lightweights than on heavyweights, though it still guarantees kills at the heaviest characters at 150% or higher if fresh. Higher knockback when the hit connects earlier on in the attack, though the sourspot is only slightly weaker. 12-13% damage.
*Forward Tilt - Does a knee-thrust forward with great speed and large range, and if A is pressed again, he will follow-up with an overhead swing of both arms, which has high knockback and an incredibly large range (it has a huge disjointed invisible hitbox like his up tilt). A [[natural combo]]. This move is seen during a cutscene in ''Metal Gear Solid: Twin Snakes'' when Snake fights Grey Fox. Hitting on with the knee attack aerial characters has considerable knockback, but it still can set up the second hit of the move at low percents. The knee-thrust can sometimes cause tripping, which provides a perfect set-up for his Up Tilt. This move is very abusable for damage racking and getting kills. 17-21% damage.


===Smash Attacks===
Snake is as deadly from afar as he is when close to his opponent, as he has the most projectiles in the game (practically, five, or seven when counting his [[Final Smash]] and taunt). His [[Hand Grenade]] is arguably his most versatile projectile, able to be used as a shield-dropped throwable item, a defensive option while shielding by damaging nearby opponents caught in the explosion, or a deterrence to opponents from approaching (unlike other throwable explosives, Grenades do not detonate on contact with enemy players). His [[up smash]], the mortar, has the greatest vertical reach of any attack in the game. [[C4]], the [[Remote Missile]], and his down smash claymores act as great edgeguarders in conjunction with his [[forward aerial]] meteor smash and his [[back aerial]].
*Up Smash - Snake takes out a mortar, which comes from ''Metal Gear Solid 4'', and slams it in front of him. He charges up the mortar, and fires a shell into the air. The movement of the shell is almost entirely vertical, but there is a very small amount of forward motion. Unlike other Up Smashes, charging time does not increase damage; 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 by far the longest ranged Up Smash in the game. If the shell makes contact with an opponent while traveling upwards, the opponent takes damage but the shell does not explode, though it does stop moving upwards and it begins to fall back down to the ground. 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. The action of slamming down the mortar has enough vertical knockback to move opponents into the mortar's line of fire. The shell cannot damage Snake. Best used as smash-boost. 14% damage.
*Down Smash - Snake crouches and starts digging a hole in the ground as he charges, and sets a landmine. This is taken from ''Metal Gear'' and ''Metal Gear 2: Solid Snake''. Explosive damage and knockback of the mine increase with charge time. This is a very slow smash, and does not actually deal any damage right away. A short while after planting the mine, it becomes active, and will detonate if anyone (including Snake) steps on it. If the platform the mine is set on disappears (such as on Rainbow Cruise or Delfino Plaza) the mine falls down and if it makes contact with anything, even the ground, it explodes. You can't plant more than one mine at a time, but you can move it by using the attack again, which removes it from its previous position and plants it at Snake's current position. 14-19% damage.
*Forward Smash - This attack is from ''Metal Gear Solid 3''. Snake takes an RPG-7 rocket launcher and aims it at the ground directly in front of him, causing an explosion when released. It requires a few seconds to load the warhead, giving enemies a good chance to attack (similar to Ganondorf's Warlock Punch). Extremely high knockback from close to blast lines, but low range for it's power and start-up, and it cannot be used as a projectile as it is aimed down at the ground, similar to Samus's down tilt. It is a very good KO move when near the edge of the stage, and it can even be a One-Hit KO in certain situations. It has the 3rd highest knockback of all the side smashes in the game when near the edge or center of Final Destination. Best used for punishing an opponent's laggy attack as it deals both high shield damage and high shield stun. Can also be used to edge guard against predictable recoveries. 23-32% damage.


===Aerial Attacks===
Putting all of the above together leads to Snake's greatest strengths: his camping potential and defensive game, which are some of the best in the game. Since his projectiles can deter enemy approaches, they contribute to his already strong ground game. His up smash is known to have a great [[Dash attack canceled up smash|DACUS]] that lets Snake cover about half the length of {{SSBB|Final Destination}} very quickly, compensating for his slow dash speed while at the same time releasing another explosive projectile onto the battlefield. His [[C4]] has a variety of applications, aside from placing it on the stage itself as a defensive move, as it can be used in team battles to create a "suicide-bomber" (where the C4 is placed on a teammate like a [[Gooey Bomb]]), as well as being used on Snake himself to regain his recovery move, the [[Cypher]]. Nearly all of his projectiles can be used for edgeguarding.
*Neutral Aerial - Snake performs four quick kicks in the air. The fourth kick has high knockback. Best performed soon after a double jump, but it can also be used in a full single jump. One of his moves that can prevent juggling if predicted well. 28% damage if all kicks connect.
*Down Aerial - Stomps multiple times beneath him, the last hit having high knockback (another attack best performed after double jump). Doing a short hop then immediately performing this move is a good way to guarantee every single hit, and can K.O. at low percentages. It's also very good when ledge dropping and immediately after jump and using this move. 28% damage if all stomps connect, the last stomp doing 13% damage.
*Back Aerial - Snake kicks his legs out behind him, making him lie flat in the air. High range and knockback, long duration, but high end lag like his other aerials. Good at countering juggles if predicting well the opponent. Has enough knockback to KO opponents on the ground or in the air at about 100% damage. On an interesting note, it should be noted that this has very high [[priority]]. 10-16% damage.
*Forward Aerial - Snake lifts a leg to head height and axe-drops it down. Similar to Donkey Kong's forward aerial, it is slow yet powerful. Connection with the foot results in a very powerful meteor smash which knocks the opponent straight downwards. Connection with the leg has high upwards knockback. One of the easier meteor smashes to pull off. 14-15% damage.
*Up Aerial - Thrusts his legs straight upwards, similar to his Back Aerial except upwards and also akin to his Up Tilt, but in mid-air. This attack is very good for [[Star KO]]ing airborne opponents with damages of 100% and over when sweetspotted. Very effective on light, floaty opponents (i.e. Jigglypuff, Kirby, or Meta Knight). 10-14% damage.


===Grabs and Throws===
On the downside, Snake suffers from severe mobility problems, particularly in the air. He has a high falling speed, which (coupled with his disproportionately high weight) makes him extremely vulnerable to juggling and chain grabs, although his [[Hand Grenade]], which comes out on frame 1, can ameliorate this. Although all of his aerials deal both high damage and knockback, they have long ending and landing lag, making them very punishable if missed. Being multi-hit attacks, his neutral and down aerials can be escaped by players with good [[SDI]], which prevents him from getting the last hits on the attacks with strong knockback while also leaving him open for [[punishment]]. Snake also has the slowest ground jump in the game (10 frames). With the disadvantages of having a fast falling speed, very slow ground jump and long start-up, ending and landing lag in his aerial attacks, Snake has one of the worst aerial games (although his aerials themselves are stronger than his tilts) which makes him vulnerable to counter-picking on stages like [[Rainbow Cruise]] and [[Norfair]] where he is forced to attack in the air.
*Grab - Holds his opponent in a restraining chokehold, which is a grabbing position unique to Snake. The pivot grab has great range. He can also both boost grab to increase his dash grab range and reverse boost grab to do a sliding pivot grab. Along with Yoshi, he is the only character in the game able to force jump breaks against all characters (when in a straight plataform or a plataform downwards angled).
*Pummel - Tightens his chokehold. 2% damage. A very quick pummel, but it's not very good at forcing ground breaks.
*Back Throw - Throws opponent over his knee; The same type of throw is also seen in the MGS games. Can kill at high percents. Has stronger base knockback than his forward throw, but it still has exacly the same knockback scale. 9% damage.
*Up Throw - Back suplex, similar to Jigglypuff's back throw. 10% damage.
*Down Throw - Lays opponent on the floor, putting the opponent into the downed status. It is great for combining with other attacks and can chain grab by predicting what the opponent will do.
*Forward Throw - Flips them over and drops them (scoop slam). 9% damage.


==Special Moves==
Snake also has difficulty recovering, especially from below the stage, as Cypher is very slow and predictable. The inability of the Cypher to deal damage to edgeguarding opponents leaves Snake vulnerable to meteor smashes when recovering. Snake's high falling speed also shortens his recovery potential. However, Snake can strategically damage himself with a [[C4]] dropped in the air to allow him to use Cypher again, making his recovery nearly infinite. Also, [[Grab release|grab releasing]] him (even with special grabs such as Wario's [[Chomp]]) after he has used his Cypher but before he has landed on the stage will make him [[grab release glitch|lose his Cypher]], which forces him to detonate C4 to attempt to recover again.
{{Snake Special Moves}}
{{clr}}
 
==Moveset==
{{MovesetTable
|game=SSBB
|neutralcount=3
|neutralname= 
|neutral1dmg=4%
|neutral2dmg=3%
|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}}''.
|ftiltname= 
|ftiltcount=2
|ftiltdmg=8%
|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]].
|utiltname= 
|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.
|dtiltname= 
|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]].
|dashname= 
|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.
|fsmashname= 
|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.
|usmashname= 
|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.
|dsmashname= 
|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.
|nairname= 
|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.
|fairname= 
|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.
|bairname= 
|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.
|uairname= 
|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.
|dairname= 
|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.
|grabname= 
|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= 
|pummeldmg=2%
|pummeldesc=Tightens his chokehold. An average pummel.
|fthrowname= 
|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.
|bthrowname= 
|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.
|uthrowname= 
|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.
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'')
|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.
|floorfname= 
|floorfdmg=6%
|floorfdesc=Gets up while kicking his foot out on one side and punches on the other side.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Rotates his body around with both his feet sticking out and gets up.
|floortname= 
|floortdmg=5%
|floortdesc=Gets up and kicks both sides of himself.
|edgefname= 
|edgefdmg=8%, 6%
|edgefdesc=Climbs on to the stage and performs a sweep kick.
|edgesname= 
|edgesdmg=8% (body), 9% (hip), 10% (legs)
|edgesdesc=Slowly gets up and thrusts his left leg forward.
|nsname=Hand Grenade
|nsdmg=2-4% (throw), 12% (explosion)
|nsdesc=Snake pulls out a grenade and unpins it. The grenade can be held for up to 3 seconds before it detonates, which can be "cooked" by holding the special button as soon as he takes out a grenade. The distance Snake throws the grenade can be controlled by pressing either forward, backward, or pressing no direction at all. Snake can throw up to two grenades at a time. Considered to be one of the best projectiles in the game.
|ssname=Remote Missile
|ssdmg=7% (missile early/ dropped), 14% (missile)
|ssdesc=Snake takes out a Nikita and fires a remote-controlled missile. The missile can be controlled with the [[control stick]] and be cancelled out by pressing the [[shield]] button.
|usname=Cypher
|usdmg=6% (camera)
|usdesc=Snake grabs onto the flying reconnaissance camera and slowly hovers upwards. One can cancel the move early by performing any attack (excluding the up special), pressing down, or by airdodging, upon which the Cypher will become an upward projectile.
|dsname=C4
|dsdmg=17% (explosion)
|dsdesc=Snake bends down a plants a C4 on the ground where he is standing, drops one when used in the air, or sticks one towards a wall if he is standing near one. By using the move a second time, he takes out a remote and presses the button, detonating the explosive. If Snake is standing near an opponent, he can attach the C4 directly onto them, which acts like a [[Gooey Bomb]].
|fsname=Grenade Launcher
|fsdmg=18% (grenade)
|fsdesc=Snake leaps off the stage and grabs onto a rope ladder of a helicopter, shooting up to twelve grenades from the foreground. After firing six shots, Snake reloads another six shots. If no rounds are fired within a few seconds, Snake will automatically shoot a grenade towards the crosshair.
|utauntname=
|utauntdmg=1%~3%
|utauntdesc=Pulls a cardboard box over himself from his left side, then discards it. All of Snake's taunts are a variation of this move, with slightly different animations and timing. The taunt can be canceled by pressing another input, making Snake discard the box earlier. The total duration of the taunts is different because of the different starting animations when Snake puts the box over himself, with his up taunt being the fastest to complete. Once Snake discards the box, it will fall down and hit for weak damage. The box can fall over the edge for a great distance, making it a situational edgeguarding tool, though predictable because of the long duration of the taunt.
 
Opponents can remove Snake's box while he is hiding under it, but with the exception of {{SSBB|Donkey Kong}}, will be forced to throw it immediately. Removing the box doesn't cause the taunt animation to end prematurely.
|stauntname=
|stauntdmg=1%~3%
|stauntdesc=Lies down and pulls a cardboard box over himself, then discards it. It is the slowest of Snake's taunts to complete.
|dtauntname=
|dtauntdmg=1%~3%
|dtauntdesc=Kneels and pulls a cardboard box over himself from in front of him, then discards it. It is in the middle of Snake's taunts speed-wise.
}}
 
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 113
|rweight    = 3
|dash      = 1.1
|rdash      = 38
|run        = 1.35
|rrun      = 31-33
|walk      = 0.84
|rwalk      = 33
|trac      = 0.0542
|rtrac      = 25
|airfric    = 0.005
|rairfric  = 34-35
|air        = 0.94
|rair      = 19-21
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.02
|raddaccel  = 38
|gravity    = 0.08
|rgravity  = 21
|fall      = 1.73
|rfall      = 5
|ff        = 2.422
|rff        = 5
|jumpsquat  = 9
|rjumpsquat = 39
|jumpheight = 21.6225
|rjumpheight= 38
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}
 
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Snake English Announcer SSBB.wav|English/Japanese
</gallery>
 
===[[Wii Remote selection sound]]===
{{SelectSound|char=Snake|desc=Snake says "It's showtime!" like in his Final Smash.}}
 
===[[On-screen appearance]]===
{{Appearance
|desc=Snake's stealth camouflage simply disengages to reveal himself to his opponent(s). Snake will sometimes say "Kept you waiting, huh?" when appearing. Comes from an intro cutscene of ''Metal Gear Solid 2''.
|char=Snake
|game=SSBB}}


===[[Taunt]]s===
===[[Taunt]]s===
<!--Note: The SSBM template is used due to the fact that all of Snake's taunts are the same. Please refrain from changing it to the Brawl template.-->
{{Taunt/SSBM|image=SnakeTauntBrawl.gif|image-smash=Snake_Smash_Taunt.jpg|desc=Puts a [[cardboard box]] over himself, which is removable. All three of his taunts are variations of this. The box itself deals 1-3% damage, making it the second damaging taunt in the ''Smash'' series after {{SSBB|Luigi}}'s down taunt.|desc-smash=Kneels down and contacts his support team - [[Colonel Roy Campbell]], [[Otacon]], and [[Mei Ling]], and even [[Slippy Toad]] (only when in a Brawl with {{SSBB|Falco}}) - via his [[codec]]. Snake then receives information on one of his opponents; this goes for every fighter in the game, including himself, and with separate conversations for {{SSBB|Sheik}} and {{SSBB|Zero Suit Samus}}. This is possible only on Snake's home stage, [[Shadow Moses Island]], and is performed by inputting the down taunt command extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. This can only be done once each round and if the player is hit while Snake is holding his pose before the conversation starts, it is cancelled. However, the player can be hit while the conversation is going, though the conversation ends if Snake is KO'd, which, in a nod to the ''Metal Gear Solid'' game over screens, causes the character Snake was talking with to shout ''"SNAAAAAAAAKE!!"''. It can be done with any number of other players on the screen - if there is more than one opponent, the game will randomly choose one to talk about.}}
===[[Idle pose]]s===
{{Idle
|desc-1=Scratches his beard.
|desc-2=Quickly looks behind himself.
|image-1=Snake Idle Pose 2 Brawl.png
|image-2=Snake Idle Pose 1 Brawl.png}}
===[[Crowd cheer]]===
{{Crowd
|char=Snake
|game=Brawl
|desc-us=Snake! Snake! Snaaaake!*
|desc-jp=Snake!
|pitch-us=Group chant
|pitch-jp=Group chant}}
<small>*A reference to the ''Metal Gear Solid'' "game over" screen</small>


*'''All:''' Puts a [[Cardboard Box|cardboard box]] over himself, which is removable. Depending on which button you press, Snake will get in the box in a different position. When he removes it, the enemy receives some damage (if they are in close range). The box can also be picked up and thrown by opponents. This gives 2% damage, making it the second damaging taunt in the Smash series after Luigi's down taunt.
===[[Victory pose]]s===
*'''[[Smash Taunt]]:''' Kneels down and contacts his support team - Colonel Campbell, Otacon, and Mei Ling, and also Slippy Toad (only when in a Brawl with Falco) - via his [[codec]]. Snake then receives information on one of his opponents; this goes for every fighter in the game, including himself, and with separate conversations for [[Sheik (SSBB)|Sheik]] and [[Zero Suit Samus (SSBB)|Zero Suit Samus]]. This is possible only on Snake's home stage [[Shadow Moses Island]], and is performed by down taunting extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. You can do this only once each round and if you are hit while Snake is holding his pose before the conversation starts, it is cancelled. However, you can be hit while the conversation is going, though the conversation ends if Snake is KO'd, which, in a nod to the ''Metal Gear Solid'' game over screens, causes the character Snake was talking with to shout ''"SNAAAAAAAAKE!!"''. It can be done with any number of other players on the screen, but if there is more than one opponent the game will randomly choose one character to talk about.
{{Victory/SSBB
|victory-theme=SnakeTheme.ogg
|victory-desc=A cover of the iconic "Game Over" music from the ''Metal Gear'' series.
|desc-1=Seen in a crouching position from the side, saying "Colonel, mission accomplished." into his codec. In Japanese: {{ja|大佐、任務完了だ。 |Taisa, ninmu kanryōda.}} (''Colonel, mission complete.'')
|desc-2=Throws off his [[cardboard box]] and stands up, saying "Not even close!" In Japanese: {{ja|まだまだだな!|Madamadada na.}} (''Not just yet.'')
|desc-3=Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done here." In Japanese: {{ja|こちらスネーク、これより帰還する。|Kochira Sunēku, kore yori kikan suru.}} (''This is Snake, returning feedback here.'')
|char=Snake}}


==Role in the Subspace Emissary==
==In [[competitive play]]==
Snake has stowed away somewhere on the Halberd, hiding inside a cardboard box. When his time comes, Snake emerges from his box and begins to investigate, but when he sees [[Lucario (SSBB)|Lucario]] and [[Meta Knight (SSBB)|Meta Knight]], he hides again inside his box. Lucario sees through the box by looking at his aura, and pulls off Snake's disguise. Snake is surprised to see that he has been discovered (an exclamation point appears above his head along with the Metal Gear "Discovery" sound) and quickly assumes a fighting stance.
===Most historically significant players===
[[Image:Solid_Snake_Subspace_Emissary.jpg|thumb|300px|Snake in the ''[[SSE]]'']]
:''See also: [[:Category:Snake players (SSBB)]]
Meta Knight is glad to oblige, when Lucario senses security [[Primid]]s coming from the corridor behind him, so they end up forming a partnership with Snake. After battling through the onslaught of Primid, Snake and the others meet up with [[Zelda (SSBB)|Zelda]] and [[Peach (SSBB)|Peach]]. Shadowbugs make clones of Peach and Zelda, which the trio fights. Later, Snake, Lucario and Meta Knight find the bridge of the ship and are surprised to see a group of [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]es are controlling the ship. Snake and Lucario throw all of the Mr. Game & Watches out of the window, and they all land on the front deck. The Mr. Game & Watches revert into Shadowbugs and combine into a giant metallic monster called [[Duon]]. Lucario, Snake, and [[Falco (SSBB)|Falco]] join Fox, Sheik, and Peach to battle and defeat the monster. Snake shows up with everyone else at the [[Entrance to Subspace]] and, like everyone else, he is turned into a trophy by [[Tabuu]]'s off waves. He can be revived by collecting his trophy in Subspace, making him eligible for the final battle against Tabuu.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


Snake is one of the few characters in the entire SSE storyline to have dialogue. When he reveals himself, he states to the player "Kept you waiting, huh?". This is a reference to the fact that his first appearance in the Smash series was in ''Brawl'', even though he was originally going to appear in ''Melee'', several years earlier, but he was left out because of time constraints and also because he was seen earlier in the storyline in his box during the epilogue of [[The Forest]].
*{{Sm|Ally|Canada}} - Was the undisputed best Snake main in the world throughout ''Brawl''<nowiki>'</nowiki>s history, having won numerous majors with the character. Was the highest ranking Snake player on the [[2014 SSBBRank]] at 8th, the last active year of ''Brawl''<nowiki>'</nowiki>s competitive life.
At the same time, it's also a direct reference to [[Naked Snake]]'s line at the beginning of ''Metal Gear Solid 3'', which reffered to the fact that said game was originally intended to be released for the Playstation 3, but due to the PS3's long development period and fans' restlessness, it was released for the Playstation 2.
*{{Sm|Bizkit|USA}} - Was one of the best Snake mains in the United States, that was a national level threat throughout most of ''Brawl'''s competitive life, before becoming inactive in its last year before Smash 4's release. He was additionally one of the best players in New England, once being ranked as high as 2nd on the [[New England Power Rankings#Super Smash Bros. Brawl rankings|Spring 2013 New England PR]].
*{{Sm|DIO|Japan}} - Was one of Japan's best Snake mains throughout ''Brawl'''s later competitive life, including getting 17th at [[Sun Rise Tournament]] and 9th at [[Sumabato X Final]].
*{{Sm|Fatal|USA}} - Was considered the best ''Brawl'' player from New England and the third best Snake player in North America during most of its competitive life, renowned for his unusually aggressive play with Snake. He finished top 16 in most of the MLG brackets, including 15th at the final [[MLG Dallas 2010]] championship bracket, and while less active in ''Brawl'''s late life, he finished 60th on the 2014 SSBBRank.
*{{Sm|MVD|USA}} - Was considered one of the best Snake mains in ''Brawl'''s later life, including being the second highest rated Snake at 24th on the 2014 SSBBRank. He was additionally one of the best players from Florida, being ranked 1st on the last [[Florida Power Rankings#Brawl|Florida Power Rankings]].
*{{Sm|Shogun|Japan}} - Considered one of the best Snake mains in the world, being ranked 30th on the 2014 SSBBRank, with placements such as 9th at Sun Rise Tournament, 17th at [[Apex 2014]], and 17th at Sumabato X Final.
*{{Sm|Souther|Japan}} - One of the best Snake players in Japan, and Japan's definitive best Snake in the first two years of ''Brawl''. He is most known for winning {{Trn|KetubatoX 2}} and {{Trn|KetubatoX 4}}, the former being the first major win from a Snake player, and he is the only player besides Ally to win a major with Snake. Although he would never win another major after 2009, he regularly placed top 8 at {{Trn|Sumabato|series}} events up through early 2013.
*{{Sm|UltimateRazer|USA}} - Was considered to be the second best Snake main in the world after Ally for most of ''Brawl'''s competitive life, having had multiple top 8 finishes at majors. He was ranked 31st on the 2014 SSBBRank.


===Exclusive Stickers===
===Tier placement and history===
At the very beginning of ''Brawl'', Snake was seen as a mid-tier character due to his slower speed and laggy attacks. However, with the quick discoveries of multiple techniques as well as his very high and disjointed power, Snake skyrocketed to being a top tier. Snake was ranked 2nd on the tier list shortly after ''Brawl'''s release, right below {{SSBB|Meta Knight}}, with some even believing he was 1st instead; Snake was one of the most commonly used characters at tournaments, and it was not uncommon for the top-placing players to all use Snake. However, as the metagame developed, Snake's vulnerability to [[juggling]] and [[gimp]]able recovery was recognized, and characters like Meta Knight and Ice Climbers found ways to circumvent his camping abilities. In light of this, he dropped to 3rd in the sixth tier list (July 2011), before falling further into the 5th place in the seventh tier list (April 2012) and eventually into the 6th place in the eighth and current tier list (April 2013). Despite this, he is still considered a top-tier character whose camping capabilities fitted him well in ''Brawl'' 's slow pacing, and has been the second-most successful character in tournaments after Meta Knight, often convincing many players to believe he should be ranked higher, and at least above {{SSBB|Marth}}.
 
==Role in [[The Subspace Emissary]]==
[[File:SubspaceIntro-SolidSnake.png|thumb|250px|Snake in ''[[SSE]]''.]]
Snake has stowed away somewhere on the [[Halberd]], hiding inside a [[cardboard box]]. When his time comes, Snake emerges from his box and begins to investigate, but when he sees {{SSBB|Lucario}} and {{SSBB|Meta Knight}}, he hides again inside his box. However, Lucario sees through his ruse by sensing his aura. Snake is surprised to see that he has been discovered (an exclamation point appears above his head along with the Metal Gear "Discovery" sound) and quickly assumes a fighting stance.
 
Meta Knight is glad to oblige, when Lucario senses some [[Primid]]s coming from the corridor behind him, so they end up forming a partnership with Snake. After battling their way through the Halberd, Snake and the others meet up with {{SSBB|Zelda}} and {{SSBB|Peach}}. Some [[Shadow Bug]]s appear and create [[False character|doppelgängers]] of the princesses, which the trio fight and defeat. The duo are then freed and Snake tells them to stay, but they [[Battleship Halberd Exterior|later]] venture out against his order (Zelda turns into {{SSBB|Sheik}} to hide from him). Later, Snake, Lucario and Meta Knight find the bridge of the ship and are surprised to see a quintet of false {{SSBB|Mr. Game & Watch}}es controlling it. Snake and Lucario attempt to dispose of all of them out the window and they all land on the front deck. The doppelgängers dissolve into Shadow Bugs and form into [[Duon]], whereupon Lucario, Snake and {{SSBB|Falco}} join Fox, Sheik and Peach to defeat it. Snake shows up with everyone else at the [[Entrance to Subspace]] and, like everyone else, he is turned into a trophy by [[Tabuu]]'s Off Waves. He can be revived by collecting his trophy by {{SSBB|Kirby}} in [[Subspace (Part II)]], making him eligible for the final battle against Tabuu.
 
Snake is one of the few characters in the entire storyline to have dialogue. When he reveals himself, he [[wikipedia:Fourth_wall|states to the player]] "Kept you waiting, huh?". This is a reference to the fact that he was seen earlier in the storyline in his box during the epilogue of [[The Forest]].
In addition, it is also a direct reference to both Snake and Naked Snake's lines in the beginnings of the second and third installments of the ''Metal Gear Solid'' games, respectively, both of which were eagerly anticipated by fans. Naked Snake's line also plays on the fact that its fans were excited to find that the main character of the third ''Metal Gear Solid'' was to be a Snake, after being disappointed with Raiden's appearance in the previous game.
 
===Playable appearances===
*[[Battleship Halberd Interior]]
*[[Battleship Halberd Bridge]]
*[[Entrance to Subspace]]
*[[The Great Maze]] (if rescued in [[Subspace (Part II)]])
 
===Exclusive [[sticker]]s===
The following stickers can only be used by Snake:
The following stickers can only be used by Snake:
*Eva: [Electric] Resistance +44
*Eva: [Electric] Resistance +44
*Meryl Silverburgh: [Weapon] Attack + 7
*Meryl Silverburgh: [Weapon] Attack + 7
*Naked Snake: [Specials: Indirect] Attack +32
*Naked Snake: [Specials: Indirect] Attack +32
*Solid Snake (Metal Gear Solid: The Twin Snakes): [Arm, Leg] Attack + 7
*Solid Snake (Metal Gear Solid: The Twin Snakes): [Arm, Leg] Attack + 7


==[[Palette swap (SSBB)#Snake|Costume Gallery]]==
==In Solo Modes==
[[Image:Alt-snake.jpg|frame|center|Snake's Costume Changes]]
==={{SSBB|Classic Mode}}===
In Classic Mode, Snake can appear as an opponent in Stage 10 if he has been unlocked on [[Shadow Moses Island]]. Snake can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 10.
 
===[[All-Star Mode]]===
In All-Star Mode, Snake is fought in Stage 9 on [[Shadow Moses Island]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 36: High-Tech Special Forces]]''': Snake must defeat {{SSBB|Samus}}, {{SSBB|Captain Falcon}}, and {{SSBB|Wolf}} on [[Shadow Moses Island]].
*'''[[Event 39: All-Star Battle x2]]''': Snake is one of the eight opponents fought in this event along with {{SSBB|King Dedede}}, {{SSBB|Ike}}, {{SSBB|Lucario}}, {{SSBB|R.O.B.}}, {{SSBB|Toon Link}}, {{SSBB|Sonic}}, and Wolf.
*'''[[Event 41: The FINAL Final Battle]]''': The player must defeat Snake along with Sonic and a giant {{SSBB|Mario}} on {{SSBB|Final Destination}}.
 
====Co-Op Events====
*'''[[Co-Op Event 18: The New Weapon of Shadow Moses]]''': Snake and {{SSBB|R.O.B.}} must defeat two other R.O.B.s on [[Shadow Moses Island]].
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Two players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Snake Congratulations Screen Classic Mode Brawl.png|Classic Mode
Snake Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Snake's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Snake.
 
{{Trophy/Fighter
|name=Solid Snake
|image=Solid Snake - Brawl Trophy.png
|mode=Classic
|desc=A former member of FOXHOUND with an IQ of 180 and mastery of six languages. He's an infiltration specialist whose ability to carry out missions under any conditions has made him a legend. He's saved the world three times from the threat of bipedal, nuclear-armed mechs called Metal Gear. Currently he's working with the anti-Metal Gear group known as Philanthropy.
|gamelist={{Trophy games|game1=Metal Gear Solid|console2=GCN|game2=Metal Gear Solid: The Twin Snakes}}
|game=Brawl
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Grenade Launcher
|image=Grenade Launcher - Brawl Trophy.png
|desc-ntsc=Snake's Final Smash. He grabs a ladder hanging from a helicopter and appears in the foreground, then fires a grenade launcher at foes. The grenades explode on impact and damage anyone in the vicinity. Each clip holds six grenades--empty one, and Snake reloads. He can fire a total of twelve shots, but with such limited time, it's better to shoot 'em all.
|desc-pal=Snake's Final Smash. He grabs a ladder hanging from a helicopter and appears in the foreground, then fires a grenade launcher at foes. The grenades explode on impact and damage anyone in the vicinity. Each clip holds six grenades--empty one, and Snake reloads. He can fire a total of twelve shots, but with such limited time, it's better to launch 'em all.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}
 
==[[Alternate costume (SSBB)#Snake|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=6|[[File:Snake Palette (SSBB).png]]
|-
|{{Head|Snake|g=SSBB|s=25px}}
|{{Head|Snake|g=SSBB|s=25px|cl=Red}}
|{{Head|Snake|g=SSBB|s=25px|cl=Blue}}
|{{Head|Snake|g=SSBB|s=25px|cl=White}}
|{{Head|Snake|g=SSBB|s=25px|cl=Green}}
|{{Head|Snake|g=SSBB|s=25px|cl=Brown}}
|}
 
==Trailers==
===[[List of Super Smash Bros. Brawl trailers#E3 Video|Reveal trailer]]===
{{#widget:YouTube|id=EnpHmvGeE9o}}
===[[List of Super Smash Bros. Brawl trailers#Snake Trailer|Gameplay trailer]]===
{{#widget:YouTube|id=dXcgsA94ajk}}
==Gallery==
<gallery>
Snake's old SSBB artwork.jpg|Original ''Brawl'' artwork of Snake
SSBBDojoSnake1.jpg|Posing on [[Skyworld]].
SSBBDojoSnake2.jpg|Using [[Remote Controlled Missile]] on [[Bridge of Eldin]].
BetaSnakeGrab.jpg|[[Grab]]bing {{SSBB|Ike}} on [[Halberd]].
SolidSnakeandMarioinBrawl.jpg|[[Taunt]]ing alongside {{SSBB|Mario}} on [[Delfino Plaza]].
NintendogBetaScreen.jpg|A scene from the 2006 trailer. Notice how Snake's box is located at a normally inaccessible part of the stage.
BetaStadiumScreen.jpg|Snake fighting {{SSBB|Zero Suit Samus}}.
Shadowmoses.jpg|An early screenshot of [[Shadow Moses Island]], depicting a location inaccessible in the final version of the game.
SnakeBomb.png|Snake's down smash mine.
Snake Smash Taunt.jpg|Snake's codec regarding {{SSBB|Diddy Kong}} begins in ''Brawl''.
HandGrenadeSoftThrow.jpg|Soft throw of his Grenade
HandGrenadeMidThrow.jpg|Mid throw of his Grenade
HandGrenadeStrongThrow.jpg|Strong throw of his Grenade
Remote Controlled Missile Brawl.jpg|Snake aims the Nikita missile against Ike in ''Brawl''
Nikita Missile.png|Snake firing a Nikita missile in ''Brawl''
Snake's Cypher Brawl.jpg|Snake using his Cypher
C4 1.jpg|Snake setting a C4 in ''Brawl''.
C4 kirby.jpg|C4 being planted on Kirby.
C4 kirby 2.jpg|C4 being detonated.
C4 wall.png|C4 being planted on a wall.
Grenade_Launcher.jpg|Snake using his Final Smash.
</gallery>


==Trivia==
==Trivia==
* He is the first third-party character to be announced for any [[Super Smash Bros. (universe)|''Super Smash Bros.'' game]].  
*Snake is the only character in ''Brawl'' to be included in M-rated games, and only one of four in the series as a whole, the others being [[Bayonetta]], [[Simon]], and [[Joker]].
* Snake is the only character whose official art on [[Smash Bros. DOJO!!]] portrays him in a different pose from his original art from his [http://web.archive.org/web/20060616050048/www.smashbros.com/en/characters/chara5/index.html old profile].
*Snake's original artwork from his reveal differs from the final artwork used in-game; the shading is heavier, he faces a slightly different angle, and the color scheme is darker. He is one of three characters whose official art on [[Smash Bros. DOJO!!]] portrays him in a different pose from his original art from his old profile, the others being {{SSBB|Pit}} and {{SSBB|Zero Suit Samus}}.
* His [[Victory Theme|victory theme]] is the theme to the original ''Metal Gear Solid'' game, which many fans also interpret as the "Game Over" theme.
*Snake is the only character who talks when he eats [[food]] or other edible items. He often makes a "Nom" sound, but will sometimes say "Tasty!", and very rarely "Good!" (However, when {{SSBB|Wario}} eats his own bike or any other large item, he can be heard saying something like "Yom!"). This is a reference to ''Metal Gear Solid 3'' when the player eats food from their inventory, and the character reacts to the taste.
* In the ''Metal Gear Solid'' games, the exclamation mark would appear over enemies' heads when they found Snake. In the Subspace Emissary (as well as on the [[Shadow Moses Island]] stage), it appears over the head of the character found.
*Snake carries a {{s|wikipedia|Heckler & Koch Mark 23}} SOCOM .45 caliber pistol in a leg holster, but he never uses it in combat. Similarly, {{SSBB|Captain Falcon}} carries a futuristic pistol, {{SSBB|Sheik}} carries a dagger, and {{SSBB|Ganondorf}} carries a broadsword, but none of them use these weapons in-game. {{SSBU|Ganondorf}} would later use his sword for smash attacks and {{SSBU|Sheik}} would use her dagger in her Final Smash in ''[[Super Smash Bros. Ultimate]]''. The SOCOM is the first weapon available to the player in ''Metal Gear Solid'', and is thus the one Snake would most consistently have throughout the game.
* Snake is one of the only characters to talk in Subspace Emissary, saying "Kept ya waiting, huh?". By doing this, he also breaks the fourth wall, a common element in the ''Metal Gear'' series.
*Snake is the highest ranked super-heavyweight on any tier list in the ''Smash Bros.'' series.
* In a nod to ''Metal Gear Solid 3: Snake Eater'', Snake is the only character who talks when he eats [[food]] or other edible items. He will often make a "Nom" sound, he will sometimes say "Tasty!", and very rarely he will say "Good!".
**Snake is also the only super-heavyweight character in ''Brawl'' who does not shake the screen when they land.
* Snake carries an H&K MK23 SOCOM .45 caliber pistol in a leg holster, but he never uses it in combat. Similarly, Captain Falcon carries a futuristic pistol, Shiek carries a large knife, and Ganondorf carries a broadsword, but none of them use these weapons in-game (Ganondorf brandishes his sword in one of his taunts, but does not use it in any attack).
*Snake's forward smash has the same amount of total frames as {{SSBB|Ike}}'s and {{SSBB|King Dedede}}'s forward smash. When compared to these two, Snake's forward smash is in the middle in both start-up and ending lag.
* Snake's crowd cheer, 'Snake! Snake! SNAAAAAAAKE!!!', seems to be a nod to his 'Game Over' screens. The crowd will also chant longer (on average) for Snake than for any other character.
*Snake and {{SSBB|Luigi}} are the only characters in ''Brawl'' who have a [[taunt]] that can damage an opponent.
* Snake's bandanna is much longer than usual here. This is a nod to the Bandanna item, which can be unlocked for Snake in ''Metal Gear Solid'' and ''Metal Gear Solid 2: Sons of Liberty''. It's a lengthened bandanna that gives Snake infinite ammo, which is a good explanation for his limitless amount of grenades, missiles, and the like.
*Snake's song for his [[Classic Mode]] [[Roll Call]] is "Calling to the Night" from ''Metal Gear Solid: Portable Ops'', despite him not appearing in said game.
* Interestingly enough, on the character roll call, the game refers to Snake as "Solid Snake", instead of his fighter name. This might hint that this Snake is indeed Solid Snake, possibly an older version of him, taking place in the time between ''Metal Gear Solid 2: Sons of Liberty'' and ''Metal Gear Solid 4: Guns of the Patriots''.
*{{SSBB|Pikachu}}, {{SSBB|Zelda}}, and Snake are the only characters in the game whose taunts all temporarily make a held item disappear.
* Snake can plant his mines (down smash) in the [[Landmaster]], but it will explode right after it becomes active, damaging anyone next to it (except the tank driver, of course).
* Snake's appearance at the start of a Brawl comes from the intro cutscene in ''Metal Gear Solid 2''.
* Along with King Dedede, he is the first "Super-Heavy" weight character in the Top Tier, and is the highest ranked heavyweight in the ''Smash Bros.'' series. Also unique to Snake's weight, he is the only "Super-Heavy" character who does not shake the screen when he lands.
* Snake is the only character in the ''Smash Bros.'' series to come from an M rated game.


==External links==
==External links==
*[http://www.smashbros.com/en_us/characters/snake.html Solid Snake's page at Smash Bros. Dojo!!]
*[http://www.smashbros.com/wii/en_us/characters/snake.html Solid Snake's page at Smash Bros. Dojo!!]
*[http://www.youtube.com/watch?v=znsocHIoE38 Player uses box as an edgeguard.]
*[http://www.smashboards.com/showthread.php?t=268454 Snake Character Guide on SmashBoards]
*[http://www.smashboards.com/showthread.php?t=162635 Snake Character Guide at SWF]
*[http://www.youtube.com/watch?v=Hpn8X9uhKIM Snake's hitbox size of each of his moves]
*[http://www.youtube.com/watch?v=Hpn8X9uhKIM Snake's hitbox size of each of his moves]
{{SSBBCharacters}}
{{SSBBCharacters}}
{{Metal Gear universe}}
{{Metal Gear universe}}
[[Category:Characters (SSBB)]]
[[Category:Snake (SSBB)| ]]
[[Category:Metal Gear universe]]
[[Category:Third-party characters]]
[[Category:Trophies (SSBB)]]
[[Category:Konami]]
[[es:Snake (SSBB)]]

Latest revision as of 12:38, September 26, 2024

This article is about Snake's appearance in Super Smash Bros. Brawl. For other uses, see Solid Snake.
Snake
in Super Smash Bros. Brawl
Snake SSBB.jpg
MetalGearSymbol(preUltimate).svg
Universe Metal Gear
Other playable appearance in Ultimate


Availability Unlockable
Final Smash Grenade Launcher
Tier A- (6)
Snake (SSBB)

Snake (スネーク, Snake), is a playable character in Super Smash Bros. Brawl. He was unveiled at E3 2006 at the end of the Brawl reveal trailer. Snake is one of the two third party characters in Brawl, the other being Sonic from Sega.

Snake is voiced by David Hayter in the English version, and by Akio Ōtsuka in the Japanese version, both reprising their roles from the Metal Gear Solid games.

Snake ranks 6th on the tier list. One of Snake's strongest attributes is his ability to quickly deal damage and camp with his explosives; his Hand Grenades come out on frame 1 and explode when attacked (providing him protection from some combos), dealing 13% each while producing very large explosions with high knockback. His Grenades, C4, and down smash mines provide excellent stage control and can make the stage very difficult for opponents to traverse without being damaged.

Snake has fast and powerful neutral and tilt attacks, and his forward tilt, up tilt, down tilt, and neutral attack all have low startup and ending lag, good range, and deliver high damage and high knockback (in particular his up tilt), giving him a strong ground game. Snake's disproportionately high weight grants him strong momentum cancelling abilities, as well as excellent endurance, and his far-reaching recovery makes him one of the most difficult characters to KO, especially vertically. Snake can also use his DACUS to approach easily and give him very fast movement speed across the ground (sliding a very large distance at a speed similar to Sonic's dashing speed). Almost all of his moves have high KO power, and he can set up tech-chases with his down throw that can deal lots of damage if he can read his opponent's actions.

Snake is not without his flaws, however; his air game, due to his slow aerial attacks, fast falling speed, poor jumping height, and slow air speed, is among the worst in Brawl. Due to his poor mobility and air game, Snake is very vulnerable to being juggled (although using Grenades can remedy this to some degree), edgeguarded, and gimped; his Cypher recovery, while far-reaching, does not even have a hitbox, which makes him very vulnerable to edgeguarding. Because of his weight, he is also vulnerable to chain grabbing by characters such as Pikachu and King Dedede. Regardless of these flaws, Snake has strong matchups against most characters (being countered only by Pikachu and losing to only three other characters) and has been the second most successful character in tournaments after Meta Knight.

How to unlock[edit]

Complete one of the following:

With the exception of the third method, Snake must then be defeated on Shadow Moses Island.

Attributes[edit]

Snake, as seen in the first trailer for Brawl at E3 2006.
Snake's up tilt is known for its hitbox appearing before his leg is even extended. This attribute is controversial, but unorthodox hitboxes are common among Snake's direct attacks.
When using Snake's down throw, CPUs will simply roll over to the nearest edge, allowing for easy exploitation.

Despite not being as large as other heavyweights, Snake is a super heavyweight character; therefore, he has excellent momentum cancelling abilities, giving him high endurance, especially vertical endurance. In competitive play, it is not uncommon for skilled Snake players to survive until 200%. His disproportionately high weight also allows him to trade blows with opponents at little risk of getting KO'd, particularly with his self-damaging explosives, as few characters can survive at KO percentages as high as he can. His other stats are also reflective of this archetype, possessing incredibly powerful attacks and slow movement.

Snake has one of the best ground games, with many attacks that are quick to come out and retain high KO potential. His neutral attack is fast, has good range, and is easy to connect, making it a very easy-to-use and effective combo move. His forward tilt is arguably the best in the game, with very low start-up, great range, high knockback, and monstrously high damage. His up tilt is the best in the game, as it not only has all of the characteristics of his forward tilt, but it also has deceptively high horizontal reach that makes it Snake's most reliable finishing option. Snake’s dash attack shares the speed of his tilts, and unlike most dash attacks, can KO at realistic percentages. Snake has the lowest crawl in the game, which allows him to dodge many projectiles and some melee attacks. Snake's down throw is considered to be one of the best in the game, as it forces his opponent into a tech chase, keeping the opponent close to Snake and in range of his deadly ground game.

His aerials are also not lacking in utility. Both his neutral and down aerials are tied for the second-most damaging aerial in the game, and each also does strong horizontal knockback on the last hit. His up aerial has long vertical range and knocks opponents vertically, granting it slight juggling ability. His back aerial is the same as his up aerial, but its hitboxes and angle are positioned horizontally, meaning it can be used to perform a wall of pain. Lastly, his forward aerial is completely unique, as it is a very strong meteor smash when sweetspotted, making it great at edgeguarding, while its sourspot deals marginally weaker vertical knockback that can KO aerial opponents reliably under 120%.

Snake is as deadly from afar as he is when close to his opponent, as he has the most projectiles in the game (practically, five, or seven when counting his Final Smash and taunt). His Hand Grenade is arguably his most versatile projectile, able to be used as a shield-dropped throwable item, a defensive option while shielding by damaging nearby opponents caught in the explosion, or a deterrence to opponents from approaching (unlike other throwable explosives, Grenades do not detonate on contact with enemy players). His up smash, the mortar, has the greatest vertical reach of any attack in the game. C4, the Remote Missile, and his down smash claymores act as great edgeguarders in conjunction with his forward aerial meteor smash and his back aerial.

Putting all of the above together leads to Snake's greatest strengths: his camping potential and defensive game, which are some of the best in the game. Since his projectiles can deter enemy approaches, they contribute to his already strong ground game. His up smash is known to have a great DACUS that lets Snake cover about half the length of Final Destination very quickly, compensating for his slow dash speed while at the same time releasing another explosive projectile onto the battlefield. His C4 has a variety of applications, aside from placing it on the stage itself as a defensive move, as it can be used in team battles to create a "suicide-bomber" (where the C4 is placed on a teammate like a Gooey Bomb), as well as being used on Snake himself to regain his recovery move, the Cypher. Nearly all of his projectiles can be used for edgeguarding.

On the downside, Snake suffers from severe mobility problems, particularly in the air. He has a high falling speed, which (coupled with his disproportionately high weight) makes him extremely vulnerable to juggling and chain grabs, although his Hand Grenade, which comes out on frame 1, can ameliorate this. Although all of his aerials deal both high damage and knockback, they have long ending and landing lag, making them very punishable if missed. Being multi-hit attacks, his neutral and down aerials can be escaped by players with good SDI, which prevents him from getting the last hits on the attacks with strong knockback while also leaving him open for punishment. Snake also has the slowest ground jump in the game (10 frames). With the disadvantages of having a fast falling speed, very slow ground jump and long start-up, ending and landing lag in his aerial attacks, Snake has one of the worst aerial games (although his aerials themselves are stronger than his tilts) which makes him vulnerable to counter-picking on stages like Rainbow Cruise and Norfair where he is forced to attack in the air.

Snake also has difficulty recovering, especially from below the stage, as Cypher is very slow and predictable. The inability of the Cypher to deal damage to edgeguarding opponents leaves Snake vulnerable to meteor smashes when recovering. Snake's high falling speed also shortens his recovery potential. However, Snake can strategically damage himself with a C4 dropped in the air to allow him to use Cypher again, making his recovery nearly infinite. Also, grab releasing him (even with special grabs such as Wario's Chomp) after he has used his Cypher but before he has landed on the stage will make him lose his Cypher, which forces him to detonate C4 to attempt to recover again.

Moveset[edit]

  Name Damage Description
Neutral attack   4% 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 Metal Gear Solid and Metal Gear Solid 2.
3%
7%
Forward tilt   8% 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.
9% (body), 10% (aerial hand), 12% (grounded hand)
Up tilt   13% (clean), 12% (clean) 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.
Down tilt   10% 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.
Dash attack   11%/9% (clean), 8%/6% (late) 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.
Forward smash   22% Snake takes out an 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 King Dedede's and Ike's. Inaccurately to Metal Gear Solid 3, Snake was ordered to not aim the rocket launcher toward the ground.
Up smash   4% (startup), 10% (mortar) 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 SSE, but yanking the mortar out does.
Down smash   14% 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.
Neutral aerial   6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4), 28% (total) 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.
Forward aerial   14% (body), 15% (leg) 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 smashed, 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.
Back aerial   16%/14% (clean), 10% (late) 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.
Up aerial   14% (clean), 10% (late) 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.
Down aerial   6% (hit 1), 5% (hits 2-3), 12% (hit 4) 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.
Grab   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.
Pummel   2% Tightens his chokehold. An average pummel.
Forward throw   9% 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.
Back throw   9% 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.
Up throw   10% Performs a suplex, similar to Jigglypuff's back throw. Can setup for his up tilt at low percentages although this is avoidable.
Down throw Silent Takedown (拘束解放, Restrainment Release) 12% 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Gets up while kicking his foot out on one side and punches on the other side.
Floor attack (back)
Floor getups (back)
  6% Rotates his body around with both his feet sticking out and gets up.
Floor attack (trip)
Floor getups (trip)
  5% Gets up and kicks both sides of himself.
Edge attack (fast)
Edge getups (fast)
  8%, 6% Climbs on to the stage and performs a sweep kick.
Edge attack (slow)
Edge getups (slow)
  8% (body), 9% (hip), 10% (legs) Slowly gets up and thrusts his left leg forward.
Neutral special Hand Grenade 2-4% (throw), 12% (explosion) Snake pulls out a grenade and unpins it. The grenade can be held for up to 3 seconds before it detonates, which can be "cooked" by holding the special button as soon as he takes out a grenade. The distance Snake throws the grenade can be controlled by pressing either forward, backward, or pressing no direction at all. Snake can throw up to two grenades at a time. Considered to be one of the best projectiles in the game.
Side special Remote Missile 7% (missile early/ dropped), 14% (missile) Snake takes out a Nikita and fires a remote-controlled missile. The missile can be controlled with the control stick and be cancelled out by pressing the shield button.
Up special Cypher 6% (camera) Snake grabs onto the flying reconnaissance camera and slowly hovers upwards. One can cancel the move early by performing any attack (excluding the up special), pressing down, or by airdodging, upon which the Cypher will become an upward projectile.
Down special C4 17% (explosion) Snake bends down a plants a C4 on the ground where he is standing, drops one when used in the air, or sticks one towards a wall if he is standing near one. By using the move a second time, he takes out a remote and presses the button, detonating the explosive. If Snake is standing near an opponent, he can attach the C4 directly onto them, which acts like a Gooey Bomb.
Final Smash Grenade Launcher 18% (grenade) Snake leaps off the stage and grabs onto a rope ladder of a helicopter, shooting up to twelve grenades from the foreground. After firing six shots, Snake reloads another six shots. If no rounds are fired within a few seconds, Snake will automatically shoot a grenade towards the crosshair.
Up taunt 1%~3% Pulls a cardboard box over himself from his left side, then discards it. All of Snake's taunts are a variation of this move, with slightly different animations and timing. The taunt can be canceled by pressing another input, making Snake discard the box earlier. The total duration of the taunts is different because of the different starting animations when Snake puts the box over himself, with his up taunt being the fastest to complete. Once Snake discards the box, it will fall down and hit for weak damage. The box can fall over the edge for a great distance, making it a situational edgeguarding tool, though predictable because of the long duration of the taunt.

Opponents can remove Snake's box while he is hiding under it, but with the exception of Donkey Kong, will be forced to throw it immediately. Removing the box doesn't cause the taunt animation to end prematurely.

Side taunt 1%~3% Lies down and pulls a cardboard box over himself, then discards it. It is the slowest of Snake's taunts to complete.
Down taunt 1%~3% Kneels and pulls a cardboard box over himself from in front of him, then discards it. It is in the middle of Snake's taunts speed-wise.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 113 1.1 – Initial dash
1.35 – Run
0.84 0.0542 0.005 0.94 0.01 – Base
0.02 – Additional
0.08 1.73 – Base
2.422Fast-fall
9 21.6225 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • Snake says "It's showtime!" like in his Final Smash.
Snake's selection sound

On-screen appearance[edit]

  • Snake's stealth camouflage simply disengages to reveal himself to his opponent(s). Snake will sometimes say "Kept you waiting, huh?" when appearing. Comes from an intro cutscene of Metal Gear Solid 2.
SnakeOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Puts a cardboard box over himself, which is removable. All three of his taunts are variations of this. The box itself deals 1-3% damage, making it the second damaging taunt in the Smash series after Luigi's down taunt.
  • Smash taunt: Kneels down and contacts his support team - Colonel Roy Campbell, Otacon, and Mei Ling, and even Slippy Toad (only when in a Brawl with Falco) - via his codec. Snake then receives information on one of his opponents; this goes for every fighter in the game, including himself, and with separate conversations for Sheik and Zero Suit Samus. This is possible only on Snake's home stage, Shadow Moses Island, and is performed by inputting the down taunt command extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. This can only be done once each round and if the player is hit while Snake is holding his pose before the conversation starts, it is cancelled. However, the player can be hit while the conversation is going, though the conversation ends if Snake is KO'd, which, in a nod to the Metal Gear Solid game over screens, causes the character Snake was talking with to shout "SNAAAAAAAAKE!!". It can be done with any number of other players on the screen - if there is more than one opponent, the game will randomly choose one to talk about.
Taunt Smash taunt
SnakeTauntBrawl.gif Snake Smash Taunt.jpg

Idle poses[edit]

  • Scratches his beard.
  • Quickly looks behind himself.
Snake Idle Pose 2 Brawl.png Snake Idle Pose 1 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Snake! Snake! Snaaaake!* Snake!
Pitch Group chant Group chant

*A reference to the Metal Gear Solid "game over" screen

Victory poses[edit]

A cover of the iconic "Game Over" music from the Metal Gear series.
  • Seen in a crouching position from the side, saying "Colonel, mission accomplished." into his codec. In Japanese: 大佐、任務完了だ。 (Colonel, mission complete.)
  • Throws off his cardboard box and stands up, saying "Not even close!" In Japanese: まだまだだな! (Not just yet.)
  • Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done here." In Japanese: こちらスネーク、これより帰還する。 (This is Snake, returning feedback here.)
Up Left Right
Snake-VictoryUp-SSBB.gif Snake-VictoryLeft-SSBB.gif Snake-VictoryRight-SSBB.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Snake players (SSBB)
  • Canada Ally - Was the undisputed best Snake main in the world throughout Brawl's history, having won numerous majors with the character. Was the highest ranking Snake player on the 2014 SSBBRank at 8th, the last active year of Brawl's competitive life.
  • USA Bizkit - Was one of the best Snake mains in the United States, that was a national level threat throughout most of Brawl's competitive life, before becoming inactive in its last year before Smash 4's release. He was additionally one of the best players in New England, once being ranked as high as 2nd on the Spring 2013 New England PR.
  • Japan DIO - Was one of Japan's best Snake mains throughout Brawl's later competitive life, including getting 17th at Sun Rise Tournament and 9th at Sumabato X Final.
  • USA Fatal - Was considered the best Brawl player from New England and the third best Snake player in North America during most of its competitive life, renowned for his unusually aggressive play with Snake. He finished top 16 in most of the MLG brackets, including 15th at the final MLG Dallas 2010 championship bracket, and while less active in Brawl's late life, he finished 60th on the 2014 SSBBRank.
  • USA MVD - Was considered one of the best Snake mains in Brawl's later life, including being the second highest rated Snake at 24th on the 2014 SSBBRank. He was additionally one of the best players from Florida, being ranked 1st on the last Florida Power Rankings.
  • Japan Shogun - Considered one of the best Snake mains in the world, being ranked 30th on the 2014 SSBBRank, with placements such as 9th at Sun Rise Tournament, 17th at Apex 2014, and 17th at Sumabato X Final.
  • Japan Souther - One of the best Snake players in Japan, and Japan's definitive best Snake in the first two years of Brawl. He is most known for winning KetubatoX 2 and KetubatoX 4, the former being the first major win from a Snake player, and he is the only player besides Ally to win a major with Snake. Although he would never win another major after 2009, he regularly placed top 8 at Sumabato events up through early 2013.
  • USA UltimateRazer - Was considered to be the second best Snake main in the world after Ally for most of Brawl's competitive life, having had multiple top 8 finishes at majors. He was ranked 31st on the 2014 SSBBRank.

Tier placement and history[edit]

At the very beginning of Brawl, Snake was seen as a mid-tier character due to his slower speed and laggy attacks. However, with the quick discoveries of multiple techniques as well as his very high and disjointed power, Snake skyrocketed to being a top tier. Snake was ranked 2nd on the tier list shortly after Brawl's release, right below Meta Knight, with some even believing he was 1st instead; Snake was one of the most commonly used characters at tournaments, and it was not uncommon for the top-placing players to all use Snake. However, as the metagame developed, Snake's vulnerability to juggling and gimpable recovery was recognized, and characters like Meta Knight and Ice Climbers found ways to circumvent his camping abilities. In light of this, he dropped to 3rd in the sixth tier list (July 2011), before falling further into the 5th place in the seventh tier list (April 2012) and eventually into the 6th place in the eighth and current tier list (April 2013). Despite this, he is still considered a top-tier character whose camping capabilities fitted him well in Brawl 's slow pacing, and has been the second-most successful character in tournaments after Meta Knight, often convincing many players to believe he should be ranked higher, and at least above Marth.

Role in The Subspace Emissary[edit]

Snake in SSE.

Snake has stowed away somewhere on the Halberd, hiding inside a cardboard box. When his time comes, Snake emerges from his box and begins to investigate, but when he sees Lucario and Meta Knight, he hides again inside his box. However, Lucario sees through his ruse by sensing his aura. Snake is surprised to see that he has been discovered (an exclamation point appears above his head along with the Metal Gear "Discovery" sound) and quickly assumes a fighting stance.

Meta Knight is glad to oblige, when Lucario senses some Primids coming from the corridor behind him, so they end up forming a partnership with Snake. After battling their way through the Halberd, Snake and the others meet up with Zelda and Peach. Some Shadow Bugs appear and create doppelgängers of the princesses, which the trio fight and defeat. The duo are then freed and Snake tells them to stay, but they later venture out against his order (Zelda turns into Sheik to hide from him). Later, Snake, Lucario and Meta Knight find the bridge of the ship and are surprised to see a quintet of false Mr. Game & Watches controlling it. Snake and Lucario attempt to dispose of all of them out the window and they all land on the front deck. The doppelgängers dissolve into Shadow Bugs and form into Duon, whereupon Lucario, Snake and Falco join Fox, Sheik and Peach to defeat it. Snake shows up with everyone else at the Entrance to Subspace and, like everyone else, he is turned into a trophy by Tabuu's Off Waves. He can be revived by collecting his trophy by Kirby in Subspace (Part II), making him eligible for the final battle against Tabuu.

Snake is one of the few characters in the entire storyline to have dialogue. When he reveals himself, he states to the player "Kept you waiting, huh?". This is a reference to the fact that he was seen earlier in the storyline in his box during the epilogue of The Forest. In addition, it is also a direct reference to both Snake and Naked Snake's lines in the beginnings of the second and third installments of the Metal Gear Solid games, respectively, both of which were eagerly anticipated by fans. Naked Snake's line also plays on the fact that its fans were excited to find that the main character of the third Metal Gear Solid was to be a Snake, after being disappointed with Raiden's appearance in the previous game.

Playable appearances[edit]

Exclusive stickers[edit]

The following stickers can only be used by Snake:

  • Eva: [Electric] Resistance +44
  • Meryl Silverburgh: [Weapon] Attack + 7
  • Naked Snake: [Specials: Indirect] Attack +32
  • Solid Snake (Metal Gear Solid: The Twin Snakes): [Arm, Leg] Attack + 7

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Snake can appear as an opponent in Stage 10 if he has been unlocked on Shadow Moses Island. Snake can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 10.

All-Star Mode[edit]

In All-Star Mode, Snake is fought in Stage 9 on Shadow Moses Island.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Ending Images[edit]

Trophies[edit]

Snake's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Snake.

Classic Mode trophy
Solid Snake
A former member of FOXHOUND with an IQ of 180 and mastery of six languages. He's an infiltration specialist whose ability to carry out missions under any conditions has made him a legend. He's saved the world three times from the threat of bipedal, nuclear-armed mechs called Metal Gear. Currently he's working with the anti-Metal Gear group known as Philanthropy.
Metal Gear Solid
GameCube: Metal Gear Solid: The Twin Snakes
Grenade Launcher trophy
Grenade Launcher
NTSC Snake's Final Smash. He grabs a ladder hanging from a helicopter and appears in the foreground, then fires a grenade launcher at foes. The grenades explode on impact and damage anyone in the vicinity. Each clip holds six grenades--empty one, and Snake reloads. He can fire a total of twelve shots, but with such limited time, it's better to shoot 'em all.
PAL Snake's Final Smash. He grabs a ladder hanging from a helicopter and appears in the foreground, then fires a grenade launcher at foes. The grenades explode on impact and damage anyone in the vicinity. Each clip holds six grenades--empty one, and Snake reloads. He can fire a total of twelve shots, but with such limited time, it's better to launch 'em all.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Snake Palette (SSBB).png
Snake (SSBB) Snake (SSBB) Snake (SSBB) Snake (SSBB) Snake (SSBB) Snake (SSBB)

Trailers[edit]

Reveal trailer[edit]

Gameplay trailer[edit]

Gallery[edit]

Trivia[edit]

  • Snake is the only character in Brawl to be included in M-rated games, and only one of four in the series as a whole, the others being Bayonetta, Simon, and Joker.
  • Snake's original artwork from his reveal differs from the final artwork used in-game; the shading is heavier, he faces a slightly different angle, and the color scheme is darker. He is one of three characters whose official art on Smash Bros. DOJO!! portrays him in a different pose from his original art from his old profile, the others being Pit and Zero Suit Samus.
  • Snake is the only character who talks when he eats food or other edible items. He often makes a "Nom" sound, but will sometimes say "Tasty!", and very rarely "Good!" (However, when Wario eats his own bike or any other large item, he can be heard saying something like "Yom!"). This is a reference to Metal Gear Solid 3 when the player eats food from their inventory, and the character reacts to the taste.
  • Snake carries a Heckler & Koch Mark 23 SOCOM .45 caliber pistol in a leg holster, but he never uses it in combat. Similarly, Captain Falcon carries a futuristic pistol, Sheik carries a dagger, and Ganondorf carries a broadsword, but none of them use these weapons in-game. Ganondorf would later use his sword for smash attacks and Sheik would use her dagger in her Final Smash in Super Smash Bros. Ultimate. The SOCOM is the first weapon available to the player in Metal Gear Solid, and is thus the one Snake would most consistently have throughout the game.
  • Snake is the highest ranked super-heavyweight on any tier list in the Smash Bros. series.
    • Snake is also the only super-heavyweight character in Brawl who does not shake the screen when they land.
  • Snake's forward smash has the same amount of total frames as Ike's and King Dedede's forward smash. When compared to these two, Snake's forward smash is in the middle in both start-up and ending lag.
  • Snake and Luigi are the only characters in Brawl who have a taunt that can damage an opponent.
  • Snake's song for his Classic Mode Roll Call is "Calling to the Night" from Metal Gear Solid: Portable Ops, despite him not appearing in said game.
  • Pikachu, Zelda, and Snake are the only characters in the game whose taunts all temporarily make a held item disappear.

External links[edit]