Snake (SSBU)
Snake in Super Smash Bros. Ultimate | |
---|---|
Universe | Metal Gear |
Other playable appearance | in Brawl |
Availability | Unlockable |
Final Smash | Covering Fire |
“ | Back by popular demand, Snake brings a ranged fighting style unlike any other fighter in the game. His Final Smash locks onto an opponent and fires five homing missiles. | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
Snake (スネーク, Snake) is a playable character in Super Smash Bros. Ultimate. Snake is classified as fighter #31.
Rather than Kiefer Sutherland, who voiced his predecessor in the Metal Gear Solid V series, David Hayter's portrayal of Snake from Brawl was repurposed for the English version of Ultimate, with Hayter initially confirming on Twitter that he would be reprising his role as Snake. Akio Otsuka also reprises his role in the Japanese version.
How to unlock
Complete one of the following:
- Play VS. matches, with Snake being the 39th character to be unlocked.
- Clear Classic Mode with Link, being the fifth character in his unlock tree after Meta Knight.
- Have Snake join the player's party in World of Light.
With the exception of the third method, Snake must then be defeated on Shadow Moses Island.
Changes from Super Smash Bros. Brawl
Snake received a mix of buffs and nerfs in the transition from Brawl to Ultimate but was nerfed overall. The most notable buffs he received were to his previously slow mobility, no longer being among the slowest in the series. The universal 3-frame jumpsquat and Snake's improved air speed give Snake better options when transitioning from the ground to the air, while the reduced landing lag on all of his aerials gives him landing options. In addition, many of his moves have been given reduced startup (e.g. neutral and down aerial's multi hits) or end lag (e.g. down tilt), or even both (e.g. down smash). His Remote Missile is significantly faster and more controllable making it a stronger tool against opponents who are off stage. Finally, the removal of chain grabbing significantly improves his endurance against certain characters.
However, Snake also received some glaring nerfs as well. Due to Snake's reduced weight, the removal of momentum canceling and given that Cypher can now be destroyed, his overall endurance especially while offstage is much weaker. In addition, while his ground game still remains strong, it has been nerfed in several ways; his neutral attack has less range and is significantly weaker, his forward tilt has less range, deals far less damage, the first hit has been altered removing its ability to trip and the second hit is slower and weaker. His up tilt's infamously deceptive horizontal range has been reduced, and the explosions from his explosion-based attacks can now be absorbed, further limiting his effectiveness in certain character matchups. While he has seen some improvements to his aerials, they are all weaker (especially down aerial). The removal of DACUS and the Gatling combo severely limit his approach options despite the aforementioned increase to his mobility. Lastly while the removal of chain grabbing improves his endurance, it also means that he can't chain grab with his down throw severely reducing its damage racking and tech chase potential.
Despite the changes, however, Snake retains multiple key traits from his Brawl incarnation, and remains a viable choice in tournaments within the early meta.
Aesthetics
- Snake retains his design from Metal Gear Solid 2: Sons of Liberty. However, his body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana.
- Snake has refined animations for many of his moves.
- Snake's series symbol has changed from the FOX logo to the "!" Alert symbol seen in Metal Gear Solid games.
- Snake always speaks during his on-screen appearance.
- Snake's medium and heavy knockback clips that went unused in Brawl are now properly used.
- Snake has two additional alternate costumes, increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from Metal Gear Solid 4: Guns of the Patriots. The other is a lighter green costume resembling the leaf camouflage from Metal Gear Solid 3: Snake Eater.
- Snake has a new victory animation. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of Metal Gear Solid 4: Guns of the Patriots when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from Brawl. [1]
- Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.
Attributes
- Like all characters, Snake's jumpsquat animation now takes three frames to complete, the biggest difference out of everyone (down from 9).
- Snake walks faster (0.84 → 0.882).
- Snake dashes much faster (1.35 → 1.595).
- Snake's initial dash is much faster (1.1 → 1.76).
- Snake has faster air speed (0.94 → 0.987).
- Snake's fast falling speed is higher (2.422 → 2.768).
- Snake is much lighter (113 → 106), going from third heaviest in Brawl to tied for 16th in Ultimate, worsening his endurance but making him less susceptible to combos, especially at higher percents (although this is negated by the removal of hitstun canceling).
- The removal of chain grabbing noticeably improves Snake's endurance against certain characters.
- The changes made to air dodging benefit Snake's recovery, improving his horizontal range and versatility.
- All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile and C4) can now be absorbed.
Ground attacks
- Neutral attack:
- Neutral attack hits connect much better and the final hit has less startup lag (frame 10 → 8).
- Neutral attack deals less damage (14% → 11%) and has less range. The first two hits no longer have set knockback making them connect less reliably with the third hit at higher percents and the third hit also has drastically decreased knockback, no longer KOing until around sudden death percents.
- Forward tilt:
- Forward tilt's range has been reduced.
- Forward tilt does less damage (8% → 4% (hit 1), 9%/10%/12% → 9% (hit 2)) hindering its KO potential.
- The first hit now launches opponents vertically making it harder to connect with the second hit and removing its ability to trip opponents.
- The second hit has more startup lag (frame 6 → 8) and has more ending lag (frame 31 → 40).
- Up tilt:
- Up tilt deals more damage (13% → 14.5% (clean), 12% → 13.5% (late), slightly improving its KO potential.
- Up tilt's knockback on the sweetspot has been slightly reduced.
- Up tilt's notoriously large horizontal disjointed hitbox has been reduced, to the point where opponents have to be close to Snake in order for the move to connect.
- Down tilt:
- Down tilt now sends Snake forward then back to where he started. This makes the move safer as Snake moves back, but removes the move's ability to pseudo-crawl.
- Down tilt has a shorter duration (frames 6-9 → 6-7).
- Down tilt has less ending lag (frame 35 → 31).
- Down tilt deals more damage (10% → 12%).
- Down tilt deals less knockback, no longer KOing until very high percentages.
- Dash attack:
- Dash attack connects more reliably at close range as Snake can no longer run through his opponents.
- Dash attack's sweetspot has a shorter duration (frames 5-12 → 5-8) and the sourspot deals less damage (9% → 8%).
- Dash attack deals less knockback and sends opponents at a less vertical angle hindering its KO potential.
- The Gatling Combo can no longer be performed.
- Forward smash:
- Snake now vocalizes his forward smash after the move has been performed. It additionally has a new "clicking" sound effect.
- Forward smash has less ending lag (frame 81 → 74).
- Forward smash deals less knockback.
- Up smash:
- Up smash's mortar shells now only land in front of Snake making its trajectory more reliable.
- The move's sound effects are now more realistic, replacing the previous move's distinctive "bloop" sound.
- Up smash's mortar shell deals more damage (10% → 14%) improving its KO potential and it travels higher when uncharged.
- Up smash has less ending lag (frame 53 → 51).
- The removal of DACUS significantly hinders Snake's up smash's approach potential.
- The mortar shell has much more startup lag (frame 29 → 36).
- The first hit connects into the mortar much less reliably, even at lower percents.
- Down smash:
- Snake has a new down smash: a double-sided kick that is slightly similar to Zelda's, capable of sending opponents at horizontal angles with considerable knockback (especially the back hit). This increases its range and makes it more consistent and reliable at KO'ing, though it removes Snake's landmine combos and weakens his ability to stage control.
- New down smash is dramatically faster than the old one, having much less startup (frame 55 → 8) and ending lag (frame 78 → 45).
- The front hit deals less damage than the old landmine (14% → 12%).
Aerial attacks
- All aerials have less landing lag (30 frames → 16 (neutral), 30 frames → 19 (forward/back), 22 frames → 15 (up), 30 frames → 20 (down)).
- Neutral aerial:
- Neutral aerial's later kicks have less startup lag (frame 22/34/44 → 18/26/36 (hits 2/3/4) and neutral aerial can now finish in a short hop. It also has less ending lag (frame 68 → 60).
- Hits of neutral aerial connect better due to their faster speed and the weakening of SDI.
- All of neutral aerial's hits deal less damage (6% → 3% (hit 1), 5% → 3% (hit 2), 4% → 3% (hit 3), 13% → 12% (hit 4); a total change of 28% → 21% if all hits connect). All hits except the final hit have shorter durations (4 frames → 2) and the final hit deals less knockback hindering its KO potential.
- Forward aerial:
- The removal of meteor canceling improves sweetspotted forward aerial's reliability.
- Forward aerial no longer gives Snake a small vertical boost. Additionally, both the sweetspot and the sourspot deal less knockback hindering their KO potential.
- Back aerial:
- Back aerial's sweetspot has been re-positioned. It is now placed on his feet rather than his body. This makes it stronger when spaced, but less effective up close.
- Back aerial deals less knockback.
- Back aerial no longer has a hitbox on Snake's head.
- Up aerial:
- Up aerial deals slightly less knockback.
- Down aerial:
- Snake halts his momentum in the air while performing down aerial, similar to Lucario's. This makes down aerial autocancel in a short hop.
- Down aerial's later kicks have less startup lag (frame 14/25/36 → 10/17/25).
- Due to Snake's new frame 3 jumpsquat, down aerial is now a powerful damage-racking option out of shield.
- Hits of down aerial connect better due to their faster speed and the weakening of SDI.
- All hits of down aerial deal less damage (6% → 4% (hit 1), 5% → 3% (hits 2-3), 12% → 10% (hit 4); a total change of 28% → 20% if all hits connect). This reduces its damage racking potential. The final hit also deals much less knockback, greatly hindering its KO potential.
Throws/other attacks
- Grabs:
- All grabs have more ending lag (frame 30 → 35 (standing), frame 40 → 43 (dash), frame 30 → 38 (pivot).
- The changes to aerial grab releases heavily hinder Snake as he no longer has any guaranteed follow ups out of an aerial grab release (such as dash attack or a re grab) outside of his explosives. The change to his down smash also heavily limits his aerial grab release's follow up potential as it can now only set up into one of his self detonating explosives.
- Forward throw:
- Forward throw has a different animation, with the ending pose causing Snake to pose with his arms out.
- Forward throw deals slightly less knockback.
- Back throw
- Back throw deals less knockback.
- Up throw:
- Up throw has an altered throwing animation.
- Up throw deals more damage (10% → 11%).
- Up throw has increased followup potential due to the removal of hitstun canceling. Snake's shorter jumpsquat also improves up throw's follow up potential.
- Down throw:
- Snake performs down throw slightly faster.
- How soon an opponent can act out of down throw is now based on their percentage. This hinders its tech chasing potential at lower percents but gives Snake guaranteed followups at higher percents.
- Down throw deals less damage (12% → 9%).
- Due to the removal of chain grabbing, Snake can no longer use down throw repeatedly, reducing his potential damage output.
Special Moves
- Hand Grenade:
- Hand Grenades are much larger, making them more likely to hit opponents but also more likely to hit Snake himself.
- Hand Grenades now operate on a timer of 2.5 seconds, down from 3 seconds in Brawl.
- Snake moves faster with a Hand Grenade in his hand.
- Grenades deal less damage (12% → 9%) hindering their KO potential.
- When a second Hand Grenade is thrown, the first no longer falls straight down.
- Remote Missile:
- Remote Missile has less startup lag (frame 43 → 41), travels faster, turns much quicker and deals more knockback, making them significantly more controllable and very effective for edgeguarding or KOing.
- Remote Missile uses a different sound when preparing to fire a missile.
- Remote Missile no longer fully stops and drops down when shielding, instead falling in an arc carried by its forward momentum.
- Cypher:
- Cypher can now be destroyed, worsening Snake's recovery.
- Due to changes to teching, Snake can no longer infinitely stall by using Cypher, hitting himself with C4 and then tech into the stage unless his percent is low enough hindering his recovery at very high percents.
- Grab release glitch on Cypher was fixed.
- C4:
- C4 now emits a flashing red light for a few seconds after being placed, improving its visibility. This allows Snake to keep track of his C4 more easily, but also allows enemies to do the same.
- Snake can now say "There!" in addition to "Now!" when detonating a C4.
- C4 now sticks to opponents much more reliably than in Brawl.
- C4 stuck to an opponent no longer falls off as often after they are launched by a high-knockback move.
- Placing a C4 is now silent.
- Snake can now place and detonate C4 from a crouching position.
- Final Smash:
- Snake has a new Final Smash called Covering Fire. It involves him throwing a flare grenade to call an airstrike. A crosshair will first appear to mark opponents in intervals before five homing missiles are fired at the marked victims. Targets must be marked multiple times in order to send more of the missiles at them. Any missiles not given a target when their mark is placed will simply fly at where the crosshair was at the time. This resembles the way flare grenades are used in Metal Gear Solid V, where a support helicopter could be called to provide backup, with homing missiles being one of the options. The UI for the missiles bears a resemblance to the one used for the FIM-92 Stinger homing missile launcher.
Update History
- Fixed an issue that allowed Snake himself to launch incorrectly at maximum percentages using C4.
Moveset
- Snake can crawl.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2.5% | Two punches, followed by a spinkick. Holding the attack button will have Snake repeat the first hit. Based off the attack combo from Metal Gear Solid and Metal Gear Solid 2. | ||
2.5% | ||||
6% | ||||
Forward tilt | 4% (hit 1), 9% (hit 2, body), 10% (hit 2, arm), 11% (hit 2, fists) | A forward knee-thrust. Pressing the attack button a second time will have Snake follow upwith an overhead swing of both arms. The knee slightly launches opponents vertically, making it harder to connect the second hit at higher percents. This move is seen during a cutscene in Metal Gear Solid: Twin Snakes when Snake fights Gray Fox. | ||
Up tilt | 14.5% (clean), 13.5% (late) | An upward scorpion kick. A strong move with high vertical range. Depending on the opponent's damage, this makes a great follow up from down throw. | ||
Down tilt | 12% | A low spin kick while prone. | ||
Dash attack | 11% (clean), 8% (late) | Snake does a somersault forward. Moves Snake forward quite a bit. 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 huge knockback when it hits. | ||
Up smash | 4% (mortar), 14% (shell) | Snake slams a mortar in front of himself and fires a shell into the air. The movement of the shell is almost entirely vertical, and it lands directly in front of Snake's position. Charging the up smash does not increase its power, but it increases the speed and height of which it travels. When fully charged, greatly exceeds the range of Palutena's up smash. The fixed trajectory of the mortar, coupled with the fact that it charging doesn't affect the damage, makes this move great for edgeguarding. | ||
Down smash | 12% (hit 1), 14% (hit 2) | A double-sided kick. Launches opponents at horizontal angles with considerable knockback. One of Snake's fastest ground moves. | ||
Neutral aerial | 3% (hit 1 - 3), 12% (hit 4) | Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neurtal attack, tilts, and a short-hop down aerial. | ||
Forward aerial | 15% (foot), 14% (leg) | A midair axe kick. 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 leg results in very powerful vertical knockback. | ||
Back aerial | 16% (clean, feet), 14% (clean, legs), 10% (late, feet), 9% (late, legs) | Snake dropkicks behind himself, planking in the air. Has fairly fast start-up along with good reach and very high horizontal knockback when sweetspotted. While it has high ending lag like his other aerials, Snake's back aerial never auto-cancels, unlike his other aerials, so it is very punishable if it misses. Has sex kick properties. | ||
Up aerial | 14% (clean), 10% (late) | Snake dropkicks straight upwards, similar to his back aerial. Has fairly fast start-up with good vertical reach and powerful vertical knockback, but has considerable ending lag, like the rest of Snake's aerials. | ||
Down aerial | 4% (hit 1), 3% (hits 2 and 3), 10% (hit 4) | Snake launches four subsequent kicks below himself. A powerful damage-racking out-of-shield option. Similar to Lucario, Snake's down aerial halts his momentum, making it autocancel in a short hop. | ||
Grab | — | Reaches infront of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Based on a similar maneuver from the Metal Gear Solid games. | ||
Pummel | 1.2% | Tightens his chokehold. | ||
Forward throw | 9% | Snake twists the opponent's arms behind their back, steps his leg forward, and then forcefully shoves them into the ground in front of him. | ||
Back throw | 9% | Snake shifts the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. | ||
Up throw | 7% (slam), 4% (throw) | Snake suplexes his opponent, slamming them back-first. Can combo into his up tilt at low percents. | ||
Down throw | Silent Takedown | 9% | Lays opponent on the floor, putting the opponent into a downed status. How soon an opponent can act depends on their damage. At high percents, gives Snake guaranteed follow-up options. Resembles a similar CQC maneuver from the Metal Gear Solid series, in which Snake rendered enemies unconscious by suffocating them. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | While getting up, kicks on one side and punches on the other. | ||
Floor attack (back) Floor getups (back) |
7% | 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 Edge getups |
10% | Climbs on to the stage and performs a sweep kick. | ||
Neutral special | Hand Grenade | 0.9~3.7% (grenade), 8.6~11.2% (explosion) | Snake pulls out a grenade and unpins it. The grenade can be held for up to 2.5 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. Pressing the shield button will drop the grenade. Snake can throw up to two grenades at a time. | |
Side special | Remote Missile | 7% (early/dropped missile), 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. One of his best moves for edgeguarding. | |
Up special | Cypher | 6% (camera) | Snake grabs onto the flying reconnaissance camera and slowly hovers upwards. Snake gains slight armor while rising on the camera. One can cancel the move early by performing any aerial attack, pressing down, or by airdodging, upon which the Cypher will become an upward projectile. | |
Down special | C4 | 17% (explosion) | Snake bends down and 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 | Covering Fire | 15% (per missile) | Snake will toss a flare grenade, exclaiming "It's showtime!", before crouching and putting his hand up to his ear, which will cause a crosshair to appear onscreen. At the upper left are two bars: one solid, and one made up of 5 segments. The solid bar indicates how much time until the missiles are launched, while the segmented bar underneath represents the missiles: missiles that have locked onto an opponent are shown as red segments, while those that have not are shown as grayed-out segments.
The crosshair can be guided to lock on to opponents, marking them with a reticle. Opponents can even be marked with multiple missiles. After the brief duration, the missiles will launch from the foreground, attacking the targeted opponents. The missiles that have not locked on to a target will instead fire at around where the crosshair was last positioned. |
On-screen appearance
- Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then announces "Kept you waiting, huh?" upon appearing. Comes from an intro cutscene of Metal Gear Solid 2.
Taunts
- All taunts: Puts a cardboard box over himself, which is removable. All three of his taunts are variations of this. His up taunt being the fastest to cancel, his down taunt being the slowest and his side taunt between both of them speed-wise. When he removes it, any nearby enemies will receive damage. The damage ranges from 1.8% to 3.1%. The box can also be picked up and thrown by opponents, although any character will automatically throw the box once it is picked up. The box falls a considerable distance when removed over a ledge, making it a possible edgeguarding option.
- Smash Taunt: Kneels down and contacts his support team - Colonel Roy Campbell, Otacon, and Mei Ling, and even Slippy Toad (only when in a Smash with Falco) - via his codec. 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.
This taunt only works against the characters who were in Brawl. Any characters who where introduced in Smash 4 and Ultimate, as well as those who where first introduced in Melee (i.e. Pichu, Dr. Mario, Young Link, and Mewtwo) do not have unique codec conversations. Additionally, Ike’s codec conversation won’t play when he is in his Radiant Dawn costumes.
Idle poses
- Scratches his beard.
- Quickly looks behind himself.
Victory poses
- Does a spin kick, a side kick, and then finishes in a CQC stance, all while saying "Not even close!". The pose is a reference to the end of Metal Gear Solid 4: Guns of the Patriots when Old Snake fights Liquid Ocelot.
- Seen in a crouching position from the side, saying "Colonel, mission accomplished." into his codec.
- Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done here."
Classic Mode: Weapons and Equipment OSP
Snake's opponents all use projectile weapons. Additionally, all the items that spawn are either projectile weapons or explosives, to go with the theme of the route. OSP stands for On-Site Procurement, which is the condition for many of Snake's missions in the series.
Round | Opponent | Stage | Music |
---|---|---|---|
1 | Male and Female Inklings | Moray Towers | Encounter |
2 | Diddy Kong | Kongo Falls | Theme of Tara |
3 | Pit | Shadow Moses Island (Battlefield form) | Theme of Solid Snake |
4 | Link | Jungle Japes | Snake Eater |
5 | 2 Samuses and 2 R.O.B.s | Norfair | Main Theme - METAL GEAR SOLID PEACE WALKER |
6 | Snake (Green Costume) | Shadow Moses Island | MGS4 ~Theme of Love~ |
Bonus Stage | |||
Final | Galleom | ? | Boss Battle - Super Smash Bros. Brawl |
Role in World of Light
Snake was among the fighters that were summoned to the cliffside to fight against the army of Master Hands.
During the opening cutscene Snake was present on the cliffside when Galeem absorbed the Master Hands and unleashed his beams of light. While the other fighters were attempting to deflect or dodge the beams, Snake hid in his cardboard box; this proved useless, as a beam of light vaporized him and his box, placing him under Galeem's imprisonment along with the rest of the fighters, except for Kirby.
Snake can be found in a military base sub-area reminiscent of his series, where Galleom is fought.
Spirits
Snake's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Snake in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
Alternate costumes
Gallery
Snake on Temple.
Snake using his neutral attack against Little Mac on Kalos Pokémon League.
Snake readying his Remote Missile on Coliseum.
About to detonate his C4 on Bowser Jr. on Tomodachi Life.
Snake crouching next to a Ramblin' Evil Mushroom on Gaur Plain.
Snake getting hit by King K. Rool's Gut Check on Magicant.
An aerial Snake hit by Lucario’s down tilt on Moray Towers.
Getting hit by Luigi’s neutral attack on Coliseum.
With Shulk on Shadow Moses Island.
Snake and Zero Suit Samus crawling on Shadow Moses Island.
Snake with Lucas's Rope Snake on Pokémon Stadium 2.
Snake and King K. Rool begin their battle at Kongo Falls.
Character Showcase Video
Trivia
- Snake was announced to return in Ultimate on June 12th, 2018, which was also the 10 year anniversary of Metal Gear Solid 4: Guns of the Patriots.
- Snake is the only returning third-party character to have his Final Smash completely changed.
- While Super Sonic and Super Pac-Man have different mechanics, they are otherwise the same Final Smash.
- The official Smash Bros. website lists Snake as being the 31st character to join the series, which is coincidentally the same amount of years from the first installment of the Metal Gear series was released, back in 1987, to Snake's return to Smash, in 2018.
- Snake is the only returning third-party character not to appear in Super Smash Bros. 4.
- Snake is the only character in Smash history whose series symbol has been entirely changed: the FOX logo was altered to the "!" Alert symbol from Metal Gear Solid.
- This is possibly due to the FOX logo also being the logo for the former Kojima Productions, a studio within Konami responsible for developing Metal Gear games which have since dissolved and reformed as an independent developer.
- Ultimate is the third time Snake, Simon, and Bomberman appeared in a video game together, the first two being DreamMix TV World Fighters and Super Bomberman R.
- Snake can be unlocked by playing Classic Mode as Simon or Meta Knight. This likely references Simon and Snake being Konami characters and Snake's team-up with Meta Knight in Subspace Emissary.
Metal Gear universe | |
---|---|
Fighter | Snake (SSBB · SSBU) |
Assist Trophy | Gray Fox |
Stage | Shadow Moses Island |
Item | Cardboard box |
Other | Colonel Roy Campbell · Mei Ling · Otacon |
Trophies, Stickers and Spirits | Trophies · Stickers · Spirits |
Music | Brawl · Ultimate |