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*[[Neutral attack]] - Punch, Punch, Spinkick. A [[natural combo]]. The final kick has high knockback, and KOs at high percentages, but the last kick can be [[powershield]]ed depending on the character, even if the combo is done as fast as possible. This is the combo from [[wikipedia:Metal Gear Solid 2|''Metal Gear Solid 2'']] and [[wikipedia:Twin Snakes|''Metal Gear Solid: Twin Snakes'']] games for CQC (Close Quarters Combat). 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 u-tilt or full hop nair off a platform above Snake in stages like Battlefield. Does 14% if all three hit connect and is by far the strongest neutral attack in the game, being the only neutral attack capable of reliably KOing under 150%.
*[[Neutral attack]] - Punch, Punch, Spinkick. A [[natural combo]]. The final kick has high knockback, and KOs at high percentages, but the last kick can be [[powershield]]ed depending on the character, even if the combo is done as fast as possible. This is the combo from [[wikipedia:Metal Gear Solid 2|''Metal Gear Solid 2'']] and [[wikipedia:Twin Snakes|''Metal Gear Solid: Twin Snakes'']] games for CQC (Close Quarters Combat). 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 u-tilt or full hop nair off a platform above Snake in stages like Battlefield. Does 14% if all three hit connect and is by far the strongest neutral attack in the game, being the only neutral attack capable of reliably KOing under 150%.
*[[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.
*[[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.
*[[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 u-tilt. Also unlike his other two tilts, the down tilt doesn't have a disjointed htibox. Hits on frame 6. Does 10%.
*[[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 u-tilt. Also unlike his other two tilts, the down tilt doesn't have a disjointed htibox. Hits on frame 6. Does 10% damage. It can be used as a suprise killing move since its usually fresh when used.
*[[Up tilt]] - Snake kicks one leg up vertically. This is a quick attack with great vertical reach and surprisingly good horizontal reach, as well as great vertical knockback. Snake's u-tilt is notorious for its invisible disjointed hitbox that extends very long horizontally and slightly vertically (when spaced properly it can beat Link's Dair from above), giving it more horizontal reach than it looks like it has. 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 u-tilt for being the best u-tilt. Hit on frames 6-13. Does 13-14% and does 12% when sourspotted.
*[[Up tilt]] - Snake kicks one leg up vertically. This is a quick attack with great vertical reach and surprisingly good horizontal reach, as well as great vertical knockback. Snake's u-tilt is notorious for its invisible disjointed hitbox that extends very long horizontally and slightly vertically (when spaced properly it can beat Link's Dair from above), giving it more horizontal reach than it looks like it has. 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 u-tilt for being the best u-tilt. Hit on frames 6-13. Does 13-14% and does 12% when sourspotted.
*[[Forward tilt]] - Does a knee-thrust forward and if A is pressed again, he will follow-up with 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 u-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. The knee hitbox does 8% and the overhead swing hitbox does 13% for a total of 21%.
*[[Forward tilt]] - Does a knee-thrust forward and if A is pressed again, he will follow-up with 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 u-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. The knee hitbox does 8% and the overhead swing hitbox does 13% for a total of 21%.

Revision as of 10:12, March 13, 2011

Template:FA-article

This article is about Snake's appearance in Super Smash Bros. Brawl. For other uses, see Solid Snake.
Snake
in Super Smash Bros. Brawl
Solid Snake
MetalGearSymbol.svg
Universe Metal Gear
Availability Unlockable
Final Smash Grenade Launcher
Tier A (2)
Snake (SSBB)

Unveiled at E3 2006, Snake (スネーク, Sunēku) is a character 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.

A popular rumor states that Hideo Kojima, the creator of Metal Gear, "practically begged" to include Snake in Super Smash Bros. Melee, but the game was in an advanced development stage and in an early launch in Japan, thus making it too late to include him as a character. 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.

Snake currently ranks 2nd on the tier list (the highest ranked unlockable character) thanks to his quick and powerful neutral and tilt attacks, great range and the large, disjointed hitboxes of his attacks, and being surprisingly the third heaviest character, therefore he is extremely hard to KO if the player has good DI. He is also one of the fastest heavyweights movement wise due to his DACUS. Almost all of his moves have high KO power, and he can set up amazing tech-chases with his down throw. All of this, along with his large variety of projectiles, excellent matchups, and great stage control with his projectiles, places Snake very well in tournaments.

How to Unlock

  1. Play 15 matches in VS Mode on Shadow Moses Island
  2. Play 130 matches in VS Mode
  3. Have Snake join the player's party in the Subspace Emissary

If the player does any of these things except for #3, they will have to defeat him in a Brawl on Shadow Moses Island to unlock him.

Attributes

Snake, as seen in the first trailer for Brawl at E3 2006.

Snake is a super heavyweight character, despite not being as large as the other super heavyweights. His disproportional weight along with his great momentum cancelling abilities make him one of the most difficult characters to KO, especially vertically. He is well known for his strong, relatively quick tilt attacks and his neutral attack combo. His best killing move is his up tilt due to its power, speed, and large disjointed hitbox, rather than one of his smash attacks (while his forward smash can KO at very low percentages, it is one of the laggiest smashes in the game). Snake's forward tilt is also a good KO move because it has the knockback, reach, and damage of a smash attack with the speed of a tilt attack. A Snake with good directional influence will usually not get KOed until around 150% or even as high as the mid-200% against most characters (except powerful characters like Donkey Kong) outside of meteor smashing him out of his Cypher. Snake is also known to have the lowest crawl in the game and is able to dodge spammable projectiles. He also has the most projectiles in the game (five), and a variety of edge-guarding techniques, including C4, the Remote Missile, landmines, his fair meteor smash, and his bair. His Hand Grenade can be used for camping, the effectiveness of which can be increased by shield-dropping the grenades then picking them up to throw them with more strength, though unlike other explosives, they do not detonate on contact. They can be used defensively by holding one until it's about to detonate, then shielding just before it goes off. The explosion will damage anyone nearby but not Snake, so it's useful for stopping approaching opponents and then launching a counter-attack. His Up smash, the mortar, has the greatest vertical reach of any attack in the game. In addition, the up smash is also known to have a great Smash-Boost that makes Snake cover a lot of distance very quickly, compensating for his slow dash speed while at the same time releasing a projectile. His C4 has a variety of applications, aside from placing it on the stage itself as a defensive move, as it can be used in team battle to create a "suicide-bomber" (where the C4 is placed on a teammate like a Gooey Bomb), as well as being used on Snake himself to regain his recovery move, the Cypher.

On the down side, Snake has a fast falling speed, making him juggled by ground attacks fairly easily. He is also fairly vulnerable to the major chain grabs because of his heavyweight and quick falling speed. Other problem areas are aerial attacks and recovery. Although all of his aerials deal both high damage and knockback, they have long ending and landing lag, in particular his neutral, forward, and down air attacks, as these a large amount of time to complete and can easily lead Snake to his death if there is no ground beneath him. The Neutral and Down Aerial can also be escaped by players with good Smash Directional Influence and/or Quarter-Circle Directional Influence, which prevents him from getting the last hits on the attacks with strong knockback while also leaving him open for punishment. Snake also has the slowest ground jump in the game (10 frames slow). With the disadvantages of having a fast falling speed, very slow ground jump and long start-up, ending, and landing lag on 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. In recovery, while he can plant C4 to make his recovery nearly infinite, its slow and predictable nature leaves him vulnerable to meteor smashes when recovering from below. It is common for professional Snake players to have good Directional Influence, as this increases Snake's longevity exponentially. Also, grab releasing him (even with special grabs such as Wario's Chomp) after he's used his Cypher but before he's landed on the stage does not make him regain his Cypher recovery, as these moves do not cause flinching and his Cypher doesn't put him in a helpless state. Forced air releases against Snake after using Up b can be survived by using a C4 but if the opponent grabs the Cypher, they'll take 2-6% damage but will make Snake fall without his Cypher, with too little time to pull out a C4 recovery in almost all non-banned stages.

Moveset

Ground attacks

Normal
  • Neutral attack - Punch, Punch, Spinkick. A natural combo. The final kick has high knockback, and KOs at high percentages, but the last kick can be powershielded depending on the character, even if the combo is done as fast as possible. This is the combo from Metal Gear Solid 2 and Metal Gear Solid: Twin Snakes games for CQC (Close Quarters Combat). 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 u-tilt or full hop nair off a platform above Snake in stages like Battlefield. Does 14% if all three hit connect and is by far the strongest neutral attack in the game, being the only neutral attack capable of reliably KOing under 150%.
  • 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 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.
  • 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 u-tilt. Also unlike his other two tilts, the down tilt doesn't have a disjointed htibox. Hits on frame 6. Does 10% damage. It can be used as a suprise killing move since its usually fresh when used.
  • Up tilt - Snake kicks one leg up vertically. This is a quick attack with great vertical reach and surprisingly good horizontal reach, as well as great vertical knockback. Snake's u-tilt is notorious for its invisible disjointed hitbox that extends very long horizontally and slightly vertically (when spaced properly it can beat Link's Dair from above), giving it more horizontal reach than it looks like it has. 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 u-tilt for being the best u-tilt. Hit on frames 6-13. Does 13-14% and does 12% when sourspotted.
  • Forward tilt - Does a knee-thrust forward and if A is pressed again, he will follow-up with 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 u-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. The knee hitbox does 8% and the overhead swing hitbox does 13% for a total of 21%.
Smash attacks
  • 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 u-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.
  • 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 d-smash has very slow start-up (slowest d-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. You can't plant more than one mine at a time, but you can move it by using the attack again, which removes it from its previous position and plants it at Snake's current position. Does 14-19%.
  • 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. Hits on frames 41-43, ends on frame 79. Does 23-32%.
Other attacks
  • Ledge attack- Picks himself up and swirls his leg forward. Does 8%.
  • 100% ledge attack- Slowly gets up and kicks forward. Low range and easily shielded. Does 10%
  • Floor attack- Rotates his body around with both his feet sticking out and gets up. Does 6%.

Aerial attacks

  • Neutral aerial - Snake performs four kicks in the air. The first kick has fairly good start-up (10 frames), but the nair has a very long duration along with high ending lag and landing lag, making it unwieldy and it is difficult to land all four kicks on a grounded opponent, but 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.
  • Down aerial - Stomps multiple times beneath him. Similar to the nair, but each stomp comes out slightly faster than the kicks of the nair to, allowing all four stomps to come out in a short hop. Similar to the nair, the last stomp has very high horizontal knockback, but it is slightly stronger than the nair. This is a good short hopping out of shield option with a buffered dair to punish attacks with high ending lag at close range. Unlike the nair, it is generally better against grounded opponents. Does 28% if all stomps connect, with the last stomp doing 13%. Start-up of 3 frames.
  • Back aerial - Snake kicks his legs out behind him, making him lie flat in the air. Has fairly fast start-up along with good reach and very powerful horizontal knockback when sweetspotted. Its hitbox also has a long duration, but the bair has high ending and landing lag like his other aerials, making it punishable. Has Sex Kick properties, but it also has a sweetspot on Snake's body. The bair 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 also generally 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.
  • 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 fair is mastered, this is a surprisingly easy meteor smash to land. Knockback wise, this is Snake's strongest aerial and it is the strongest fair meteor smash in Brawl. Hits on frame 23. Does 15%.
  • Up aerial - Thrusts his legs straight upwards, similar to his bair except upwards and also akin to his u-tilt, but in mid-air. Fairly fast start-up with good vertical reach and powerful vertical knockback, but it has considerable ending lag. The uair 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.

Grabs and throws

  • 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 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).
  • 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 kill at high percents 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 Jigglypuff's back throw. Does 10%.
  • Down throw - Lays opponent on the floor, putting the opponent into the downed status. It is great for combining with other attacks and it can chain throw by predicting what the opponent will do, being arguably the best tech-chase move in the game. 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 percents if the opponent doesn't DI. Does 9%.

Special moves

Taunts

  • All: Puts a cardboard box over himself, which is removable. Depending on which button you press, Snake will get in the box in a different position. When he removes it, the enemy receives some damage (if they are in close range). The box can also be picked up and thrown by opponents. This 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 act like a meteor smash and the opponent will go straight downwards.
  • Smash Taunt: Kneels down and contacts his support team - Colonel Campbell, Otacon, and Mei Ling, and also Slippy Toad (only when in a Brawl with Falco) - via his codec. Snake then receives information on one of his opponents; this goes for every fighter in the game, including himself, and with separate conversations for Sheik and Zero Suit Samus. This is possible only on Snake's home stage Shadow Moses Island, and is performed by down taunting extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. You can do this only once each round and if you are hit while Snake is holding his pose before the conversation starts, it is cancelled. However, you can be hit while the conversation is going, though the conversation ends if Snake is KO'd, which, in a nod to the Metal Gear Solid game over screens, causes the character Snake was talking with to shout "SNAAAAAAAAKE!!". It can be done with any number of other players on the screen, but if there is more than one opponent, the game will randomly choose one character to talk about.

In competitive play

Other features

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

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 landing on the carrier due to a malfunction. In Brawl, his stealth camouflage simply disengages to reveal himself to his opponent(s).

Cheer: Crowd yells "Snake! Snake! Snaaaake!"

Role in the Subspace Emissary

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. 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 Primids coming from the corridor behind him, so they end up forming a partnership with Snake. After battling through the onslaught of Primid, Snake and the others meet up with Zelda and Peach. Shadowbugs make clones of Peach and Zelda, which the trio fights. Later, Snake, Lucario and Meta Knight find the bridge of the ship and are surprised to see a group of Mr. Game & Watches are controlling the ship. Snake and Lucario throw all of the Mr. Game & Watches out of the window, and they all land on the front deck. The Mr. Game & Watches revert into Shadowbugs and combine into a giant metallic monster called Duon. Lucario, Snake, and Falco 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 his first appearance in the Smash series was in Brawl, even though he was originally going to appear in Melee, several years earlier, but he was left out because of time constraints and also because he was seen earlier in the storyline in his box during the epilogue of The Forest. 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.

Exclusive Stickers

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

Costume Gallery

File:Alt-snake.jpg
Snake's Costume Changes

Trivia

Beta Brawl artwork of Snake.
  • 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 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 parody of 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, Captain Falcon carries a futuristic pistol, Sheik carries a dagger, and Ganondorf carries a broadsword, but none of them use these weapons in-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 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'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.

External links