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{{disambig2|Snake's appearance in Super Smash Bros. Brawl|other uses|Solid Snake}}
{{disambig2|Snake's appearance in ''Super Smash Bros. Brawl''|other uses|Solid Snake}}
{{Infobox Character
{{Infobox Character
|name         = Snake  
|name = Snake
|image       = [[File:Snake SSBB.jpg|200px|Solid Snake]]
|image = [[File:Snake SSBB.jpg|200px]]
|game         = SSBB
|symbol = preUltimate
|firstgame    = ''[[Metal Gear]]'' (1987)
|game = SSBB
|ssbgame1 = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier         = A-
|tier = A-
|ranking     = 6
|ranking = 6
|voiceactor  = David Hayter
}}
}}
Unveiled at [[E3]] 2006, '''Snake''' ({{ja|スネーク}}, ''Sunēku''), known as '''Solid Snake''' in the [[character roll call]] and by other sources, is a character from the ''[[Metal Gear (universe)|Metal Gear]]'' universe who appears in ''[[Super Smash Bros. Brawl]]''. Instead of using a gun like he usually does in his games, he was designed instead to use explosive-type weapons and CQC (close quarters combat) from his own games.  
'''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]].


[[Hideo Kojima]], the creator of ''Metal Gear'', was good friends with [[Masahiro Sakurai]] and wanted him to include Snake in ''[[Super Smash Bros. Melee]]'', but since the game was in an advanced development stage and in an early launch in Japan, it was too late to include him as a character.<ref>http://www.joystiq.com/2012/03/19/thank-kojimas-son-for-getting-snake-into-smash-bros-brawl/</ref> However, it was later announced at E3 2006 in one of the first teaser videos for ''Super Smash Bros. Brawl'' that Snake would be included in the game, making him the first official "guest" character in a Super Smash Bros. game.<ref>http://www.gamespot.com/news/e3-06-solid-snake-in-super-smash-bros-brawl-6150506</ref>
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 currently ranks 6th on the tier list (the second-highest ranked [[unlockable character]]). One of Snake's strongest attributes is his ability to quickly deal damage and [[camp]] with his explosives; his [[Grenade]]s come out on frame 1 and explode when attacked (providing him protection from some [[combo]]s), deal 13% each and produce very large explosions, making them easy to be hit by, as well as high knockback, making them one of the best projectiles in the game. 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. His disproportionately high [[weight]], strong [[momentum cancelling]] abilities, and far-reaching recovery make 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. 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, provides him very little protection from being edgeguarded. Because of his weight, he is also vulnerable to [[chain grabbing]] by characters such as {{SSBB|Falco}} and {{SSBB|King Dedede}}. Regardless of these flaws, Snake has strong matchups against most characters (being countered only by {{SSBB|Pikachu}} and losing to only three other characters) and has been the second most successful character in tournaments after {{SSBB|Meta Knight}}.
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.
 
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}}.


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


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


==Attributes==
==Attributes==
[[File:E3snake.PNG|thumb|right|Snake, as seen in the first trailer for ''Brawl'' at E3 2006.]]
[[File:E3snake.PNG|thumb|Snake, as seen in the first trailer for ''Brawl'' at E3 2006.]]
Despite not being as large as other heavyweights, Snake is a [[weight|super heavyweight]] character; therefore, he has excellent [[momentum cancelling]] abilities, making him one of the most difficult characters to KO, especially vertically. In competitive play, it is not uncommon for skilled Snake players to survive until 200%. His 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.
[[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.


Snake has one of the best ground games, with many attacks that are quick to come out and retain high KO potential. The third hit of his neutral is easy to connect, as it is the finisher of his neutral A combo. His jab is one of the best in the game, as it is fast with good reach. 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.
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.


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 landmines act as great edgeguarders in conjunction with his [[forward aerial]] meteor smash and his [[back aerial]].
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%.


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 canceling|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.  
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]].


On the downside, Snake suffers from severe mobility problems, particularly in the air. He has a high falling speed and 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.  
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.


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's used his [[Cypher]] but before he's landed on the stage will make him [[grab release glitch|lose his Cypher]], which forces him to detonate C4 to attempt to recover again.
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 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.
{{clr}}


==Moveset==
==Moveset==
===Ground attacks===
''For a gallery of Snake's hitboxes, see [[Snake (SSBB)/Hitboxes|here]].''
====Normal====
{{MovesetTable
*[[Neutral attack]] - Punch, Punch, Spinkick. A [[natural combo]]. The final kick has high knockback, and KOs at high percentages, but can be [[powershield]]ed depending on the character, even if the combo is done as fast as possible. This is the attack combo from [[wikipedia:Metal Gear Solid 2|''Metal Gear Solid 2'']] and [[wikipedia:Metal Gear Solid|''Metal Gear Solid'']] games. 1st jab can also be canceled into a f-tilt or grab, and hits on frame 3. The farther hitbox of the 1st jab can also [[jab lock]], easiest to set-up after knocking an opponent shielding an up tilt or full hop neutral aerial off a platform above Snake in stages like Battlefield. Does 14% if all three hit connect and is one of the only neutral attacks in the game capable of KOing before 150% (the other one being Ike's).
|game=SSBB
*[[Dash attack]] - Snake does a somersault forward, and ends up half-crouching at the end. Easily transitions to crouching/crawling. 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. Hits on frame 5. Does 6-11% depending on how it hits.
|neutralcount=3
*[[Down tilt]] - Snake is fully prone while crouching, and he sweeps his legs around. While it is fast and has powerful vertical knockback, it is not as good as his forward and up tilt, due to having less reach and damage output than the f-tilt, and much less knockback than the up tilt. Also unlike his other two tilts, the down tilt doesn't have a disjointed hitbox. Hits on frame 6. Does 10% damage. It can be used as a surprise KO move since it's usually fresh when used.
|neutralname=&nbsp;
[[File:Snake Up Tilt Disjointed Hitbox Brawl.png|thumb|right|250px|Snake's up tilt is known for its hitbox appearing before his leg is even extended. This attribute has made Snake come under fire by the Brawl community.]]
|neutral1dmg=4%
*[[Up tilt]] - Snake kicks one leg up vertically. Arguably Snake's best kill move, as it has low start-up, great vertical reach, and surprisingly good horizontal reach, as well as great vertical knockback. Snake's up tilt is feared for its invisible disjointed hitbox that extends very far horizontally and slightly vertically (when spaced properly, it can out-prioritize Link's down aerial from above), giving it significantly more horizontal reach than it appears. Capable of KOing lightweights around 100%, middleweights around 115% while KOing heavyweights around 130% with proper DI when sweetspotted. Higher knockback when the hit connects earlier on in the attack, though the sourspot will still reliably KO under 150%. Is often considered on par with King Dedede's up tilt for being the best up tilt. Hit on frames 6-13. Does 13-14% and does 12% when sourspotted.
|neutral2dmg=3%
*[[Forward tilt]] - Does a knee-thrust forward and, if A is pressed again, an overhead swing of both arms. A [[natural combo]]. This move is seen during a cutscene in ''Metal Gear Solid: Twin Snakes'' when Snake fights Grey Fox. The first hitbox has extremely fast start-up (4 frames) and good horizontal reach. On grounded opponents, it is a very weak meteor smash with set knockback, causing hitstun but no knockback, which allows Snake to link the opponent into the second hitbox. On airborne opponents, the knee hitbox deals strong horizontal knockback, but it can be linked into the second hitbox at low percentages. Since the knee hitbox is a meteor smash on grounded opponents, it can cause tripping, which can set up an up tilt. The second hitbox has fast start-up as well as having great horizontal reach due its very large disjoint and strong horizontal knockback, with very little non-projectiles that outranges it. The f-tilt can be used for general damage racking, as a punishing move, for KOing, and it is also a useful out of shield option, as it takes only 11 frames for the hitbox to come out. Is considered to be the best f-tilt in the game due to its heavy damage output (highest damage output among f-tilts), extremely fast start-up and relatively little ending lag, great reach and high knockback. Can be Smash DI'd out of the knee hitbox to avoid the swing hitbox however. The knee hitbox does 8% and the overhead swing hitbox does 13% for a total of 21%.
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|grabdesc=Grabs and holds his opponent in a restraining chokehold, which is a grabbing position unique to Snake. Snake's standing grab has slow startup lag although all of his grabs have good range and his pivot grab is very fast. Snake's grabbing position functions uniquely too, as the opponent is held higher compared to other characters. Snake can force every character into an aerial grab release and opponents are grab released higher than if any other character grab released them. This can be a good or a bad thing depending on the character.
|pummelname=&nbsp;
|pummeldmg=2%
|pummeldesc=Tightens his chokehold. An average pummel.
|fthrowname=&nbsp;
|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=&nbsp;
|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=&nbsp;
|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=&nbsp;
|floorfdmg=6%
|floorfdesc=Gets up while kicking his foot out on one side and punches on the other side.
|floorbname=&nbsp;
|floorbdmg=6%
|floorbdesc=Rotates his body around with both his feet sticking out and gets up.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Gets up and kicks both sides of himself.
|edgefname=&nbsp;
|edgefdmg=8%, 6%
|edgefdesc=Climbs on to the stage and performs a sweep kick.
|edgesname=&nbsp;
|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.


====[[Smash attack]]s====
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.
*[[Up smash]] - Snake slams a mortar (''MGS4'') in front of himself and fires a shell into the air. The movement of the shell is almost entirely vertical, but there is a varying small amount of random horizontal movement. The shell has high base knockback but very low knockback scaling, making it unreliable as a KO move, though its angles it hits at can sometimes make the opponent not sure where to DI for relatively early kills. 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. The action of slamming down the mortar has a hitbox that produces very weak vertical knockback that knocks opponents into the mortar's line of fire. The shell cannot damage Snake unless it hits a [[Reflector]]. Snake's up smash is notable for its highly effective [[DACUS]]. Oddly enough, the shell does not break blocks in the SSE, but yanking the mortar out does. The shell hitbox does 10% while the mortar hitbox does 4%. Start-up of 11 frames.
|stauntname=
*[[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''. This down smash has very slow start-up (slowest down smash in the game, start-up lag wise, being about 55 frames) 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. Players can't plant more than one mine 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 dies, the mine will blow up by itself. Does 14-19%.
|stauntdmg=1%~3%
*[[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 has very slow start-up and ending lag with a relatively large hitbox that has good horizontal and vertical reach. It has extremely high base knockback (the highest for any smash attack) but has only moderate knockback scaling. As a result, it can KO at very low percentages when on the edge (even below 25%), but its KO power is significantly lower when hitting an opponent that is far from a blast line. Overall, it is generally the third most powerful forward smash. Best used for punishing an opponent's laggy attack as it deals high shield stun if the opponent put up their shield in time. Can also be used to edge guard against predictable recoveries and be used after jab locking an opponent. When fully charged, it can KO at 33%. Hits on frames 41-43, ends on frame 79. Does 23-32%.
|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.
}}


====Other attacks====
===Stats===
*[[Ledge attack]]- Picks himself up and swirls his leg forward. Does 8%.
{{technical data|Needs short hop and double jump heights}}
*100% ledge attack- Slowly gets up and kicks forward. Low range and easily shielded. Does 10%
{{Attributes
*[[Floor attack]]- Rotates his body around with both his feet sticking out and gets up. Does 6%.
|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    = ?
}}


===[[Aerial attack]]s===
===[[Announcer]] call===
*[[Neutral aerial]] - Performs four kicks in quick succession. The first kick has fairly good start-up (10 frames), but the neutral aerial has a fairly long duration with high ending lag and landing lag, making it unwieldy and easily punishable. While it is difficult to land all four kicks on a grounded opponent, the fourth kick has very high horizontal knockback should it be landed. Best performed soon after a double jump, but all four kicks can come out in a full single jump. One of his moves that can prevent juggling if predicted well. Better against airborne and large characters, although it can be Smash DIed out of. Does 28% if all kicks connect, making it the most damaging neutral aerial in the game.
{{audio|Needs announcer calls from other languages.}}
*[[Down aerial]] - Like his neutral aerial, except with four stomps below instead. With a start-up of 3 frames, all four stomps can be performed in a short hop. The last stomp has very high horizontal knockback. While very laggy and punishable, this attack is devastating against shields, and is a great punishing move if Snake can predict where an opponent may end up after his opponent performs a roll dodge. Can KO at medium-high percent. Unlike the neutral aerial, it is generally better against grounded opponents. Does 28% if all stomps connect, with the last stomp doing 13%. This attack is one of the strongest aerials in the game.
<gallery>
*[[Back aerial]] - Snake kicks his legs out behind him, making him plank in the air. Has fairly fast start-up along with good reach and very high horizontal knockback when sweetspotted. Has [[Sex Kick]] properties, meaning its hitbox has a long duration and is stronger at the beginning of the attack. The sweetspot is on Snake's chest region. While it has high ending lag like his other aerials, unlike his other aerials, Snake's back aerial never auto-cancels, so it is very punishable if it misses. The back aerial is useful for edgeguarding as well as countering juggles and KOing the opponent. This is Snake's aerial with the least total frames (42 frames). It is considered to be Snake's best and most versatile aerial, often seeing more use than his other aerials. Hits on frames 6-26. Normally does 14%, does 16% when sweetspotted, does 10% if the later hitbox is landed.
Snake English Announcer SSBB.wav|English/Japanese
*[[Forward aerial]] - Snake lifts a leg to head height and axe-drops it down. Has slow start-up and high ending lag, but it is a very powerful meteor smash with great vertical and horizontal reach. Connection with the foot results in a very powerful meteor smash while connection with the leg results in very powerful vertical knockback that can star KO opponents over 100%. When the spacing for meteor smashing with the forward aerial is mastered, this is a surprisingly easy meteor smash to land. Notably, performing the attack slows Snake's descent by a little. Knockback wise, this is Snake's strongest aerial, and it is the strongest forward aerial meteor smash in ''Brawl''. Hits on frame 23. Does 15%.
</gallery>
*[[Up aerial]] - Thrusts his legs straight upwards, similar to his back aerial except upwards. Fairly fast start-up with good vertical reach and powerful vertical knockback, but it has considerable ending lag. The up aerial is useful for star KOing airborne opponents that are above 100%. This is also Snake's aerial with the least landing lag (22 frames of landing lag instead of 30 like his other aerials). Hits on frame 10 and ends on frame 47. Does 14% if the initial hitbox is landed, does 10% if sourspotted.


===[[Grab]]s and [[throw]]s===
===[[Wii Remote selection sound]]===
*Grab - Holds his opponent in a restraining chokehold, which is a grabbing position unique to Snake. The pivot grab has great range, but his standing one grabs on frame 8 instead of the average frame 6. He can also both boost grab to increase his dash grab range and reverse boost grab to do a sliding pivot grab. Along with {{SSBB|Yoshi}}, he is the only character in the game able to force jump breaks against all characters (when in a straight platform or a platform downwards angled).
{{SelectSound|char=Snake|desc=Snake says "It's showtime!" like in his Final Smash.}}
*[[Pummel]] - Tightens his chokehold. Does 2%. Tied for being the fastest 2% 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 KO at high percentages if the opponent doesn't DI. Has stronger base knockback than his forward throw, but has similar knockback scaling. Does 9%.
*[[Up throw]] - Back suplex, similar to {{SSBB|Jigglypuff}}'s back throw. Can setup for his up tilt at low percentages. Does 10%.
[[File:Brawl-Snake-DownThrow.gif|200px|right|thumb|With Snake's down throw, CPUs  will simply roll over to the nearest edge, allowing for easy exploitation.]]
*[[Down throw]] - Lays opponent on the floor, putting the opponent into the downed status. One of the best tech-chase moves in the game, and possibly the best throw in the game. Deals high damage when fresh, and enables a chain throw if Snake is able to predict where the opponent will recover. Does 12%.
*[[Forward throw]] - Flips them over and drops them (scoop slam). A strong throw, although slightly weaker than his back throw but like his back throw, it can KO at higher percentages if the opponent doesn't DI. Does 9%.


===Special moves===
===[[On-screen appearance]]===
{{Special Moves|game=SSBB|char=Snake}}
{{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===
*'''All:''' Puts a [[Cardboard Box|cardboard box]] over himself, which is removable. Depending on the button pressed, 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 deals 1-3% damage, making it the second damaging taunt in the Smash series after Luigi's down taunt. If an opponent is in the air and is hit by the box, it will gimp them.
<!--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.-->
*'''[[Smash Taunt]]:''' Kneels down and contacts his support team - [[Colonel Roy Campbell]], [[Otacon]], and [[Mei Ling]], and also [[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 down taunting 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, but if there is more than one opponent, the game will randomly choose one character to talk about.
{{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 pose]]s===
*Scratches his beard.
{{Idle
*Looks backward.
|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>


===[[Cheer]]===
===[[Victory pose]]s===
[[File:Snake Cheer NTSC Brawl.ogg|thumb|Snake's NTSC and PAL cheer]]
{{Victory/SSBB
Snake! Snake! Snaaaake! (a reference to the Metal Gear Solid game over screen)
|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}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
===Most historically significant players===
{{SSBBMatchupTable|snake=yes}}
:''See also: [[:Category:Snake players (SSBB)]]
According to [[character matchup (SSBB)|the current SWF matchup chart]], Snake's matchup spread has the seventh highest unweighted rank and the eighth highest weighted rank. Snake's matchups are overall very positive. He is only [[counter (matchup)|counter]]ed by {{SSBB|Pikachu}}, [[soft counter]]ed by {{SSBB|Meta Knight}}, {{SSBB|Olimar}} and {{SSBB|King Dedede}}, and has even matchups with seven characters. He soft counters twelve characters, counters seven characters, and [[hard counter]]s six characters. Snake's ability to camp and to have great stage control with his explosives are very effective along with his fast, powerful, and greatly ranged ground moves helps him have favorable matchups on most of the cast. Being a super heavyweight and having fast [[falling speed]] acceleration, he tends to be a target to characters who can chain grab fast fallers well such as Pikachu who can repeatedly use its down throw and forward throw on him and can finish with an [[Thunderspike]] and King Dedede who has an infinite chain throw on Snake with his down throw. With his recovery being predictable which makes him easy to edge guard and his slow and sluggish air game, characters with great air game and can gimp well such as {{SSBB|Meta Knight}} has an advantage over him.
<!--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 -->


===Notable players===
*{{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.
:''See also: [[:Category:Snake professionals (SSBB)]]
*{{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|Ally|Canada}}
*{{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|Bizkit|USA}}
*{{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|Dio|Japan}}
*{{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|Fatal|USA}}
*{{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|Havok|USA}}
*{{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|MVD|USA}}
*{{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.
*{{sm|Shu|Japan}}
*{{Sm|UltimateRazer|USA}}


===Tier placement and history===
===Tier placement and history===
Snake was ranked 2nd on the tier list shortly after ''Brawl'''s release, right below {{SSBB|Meta Knight}}, although some believed that 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 Snake's vulnerability to [[juggling]] and [[gimp]]able recovery became exploited, and other character's powerful abilities were discovered, Snake has fallen to 6th place, although he is still in top tier and has been the second-most successful character in tournaments (after Meta Knight).
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}}.


==Other features==
==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.


Wii Remote selection sound: Snake says "It's show time!"
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.


[[On-screen appearance]]: Snake's appearance at the start of a Brawl comes from the intro cutscene in Metal Gear Solid 2. In MGS2, his stealth camouflage disengages after jumping from the George Washington Bridge and landing on the US oil carrier Discovery due to a malfunction from the landing impact. In Brawl, his stealth camouflage simply disengages to reveal himself to his opponent(s). Snake will sometimes say "Kept you waiting, huh?" when appearing.
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.
==Role in the [[The Subspace Emissary]]==
[[File:SubspaceIntro-SolidSnake.png|thumb|250px|Snake in the ''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. 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.
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 {{SSBB|Zelda}} and {{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 {{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 {{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.
 
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 he was seen earlier in the storyline in his box during the epilogue of [[The Forest]].
At the same time, it's also a direct reference to both Snake and Naked Snake's lines in the beginnings of Metal Gear Solid 2 and 3. Both games were eagerly anticipated by fans. Naked Snake's line also plays on the fact that MGS fans were excited to find that the main character of MGS3 was to be a Snake, after being disappointed with Raiden's appearance in the previous game.


===Playable appearances===
===Playable appearances===
*[[Battleship Halberd Interior]]
*[[Battleship Halberd Bridge]]
*[[Entrance to Subspace]]
*[[The Great Maze]] (if rescued in [[Subspace (Part II)]])


*23. [[Battleship Halberd Interior]]
===Exclusive [[sticker]]s===
*25. [[Battleship Halberd Bridge]]
*28. [[Entrance to Subspace]]
*31. [[The Great Maze]] - if he's rescued in [[Subspace (Part II)]]
 
===Exclusive stickers===
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|Costumes]]==
==In Solo Modes==
[[Image:Snake Palette (SSBB).png|frame|center|Solid Snake's alternate costumes in SSBB]]
==={{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|Congratulations Screens]]===
<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==
{{Trophy/Fighter
Snake's trophy is obtained by clearing [[Classic Mode]] with Snake.
|name=Grenade Launcher
[[File:Solid Snake - Brawl Trophy.png|100px|thumb|Snake's trophy in ''Brawl'']]
|image=Grenade Launcher - Brawl Trophy.png
===Description===
|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.
''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.''
|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.
:*''Metal Gear Solid
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
{{Trophy games|console1=GCN|game1=Metal Gear Solid: The Twin Snakes}}
|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==
[[File:Snake's old SSBB artwork.jpg|thumb|Original ''Brawl'' artwork of Snake.]]
*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 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}}.
*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.
*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.
*Snake carries an H&K MK23 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.
*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 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 highest ranked super-heavyweight on any tier list in the ''Smash Bros.'' series.
*Snake has the most projectiles of any character in the game, with all four specials, his final smash, his up smash, and even his taunt.
**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 {{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 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 and {{SSBB|Luigi}} are the only characters in ''Brawl'' who have a [[taunt]] that can damage an opponent.
*Snake and {{SSBB|Luigi}} are the only characters in ''Brawl'' who have a [[taunt]] that can damage an opponent.
*{{SSBB|Pikachu}}, {{SSBB|Zelda}}, and Snake are the only characters in the game where all three of their taunts temporarily make a held item disappear.
*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.
*{{SSBB|Pikachu}}, {{SSBB|Zelda}}, and Snake are the only characters in the game whose taunts all temporarily make a held item disappear.


==References==
{{reflist}}
==External links==
==External links==
*[http://www.smashbros.com/wii/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.smashboards.com/showthread.php?t=268454 Snake Character Guide at SWF]
*[http://www.smashboards.com/showthread.php?t=268454 Snake Character Guide on SmashBoards]
*[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:Metal Gear universe]]
[[Category:Snake (SSBB)| ]]
[[Category:Snake (SSBB)]]
[[Category:Third-party characters]]
[[Category:Third-party Material]]
[[Category:Trophies (SSBB)]]
[[Category:Third party characters]]
[[Category:Konami]]
[[es:Snake (SSBB)]]

Latest revision as of 22:12, November 9, 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]

For a gallery of Snake's hitboxes, see here.

  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]

Congratulations Screens[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]