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{{Featured Article}}
:''This article is about Snake's appearance in [[Super Smash Bros. Brawl]]. For other uses, see [[Solid Snake]].''
 
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:''This article is about Snake's appearance in [[Super Smash Bros. Brawl]] ''. For other uses, see [[Solid Snake]] and ''[[Snake (Super Smash Bros. Ultimate)]].''
{{Infobox Character
 
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''{{Infobox Character
|name = Snake
 
|image = [[Image:Snakessbb.jpg|250px|Solid Snake]]
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|name = Snake
|caption = [[Image:Foxhound_Icon.gif]]
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|image = [[File:Snake Clear SSBB.png|250px]]
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|caption = [[File:MetalGearSymbol.svg|50px]]
 
|universe = ''[[Metal Gear (universe)|Metal Gear]]''
 
|universe = ''[[Metal Gear (universe)|Metal Gear]]''
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|firstgame = ''[https://metalgear.wikia.com/wiki/Metal_Gear Metal Gear]'' (1987)
|games = ''[[Super Smash Bros. Brawl|SSBB]]''
 
|firstgame = ''[[Metal Gear]]'' (1987)
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|games = ''[[Snake (SSBU)|Ultimate]]''
|availability = [[Unlockable character|Unlockable]]
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|availability = [[Unlockable]]
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|finalsmash = [[Grenade Launcher]]
|tier =
 
|ranking =
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|tier = A-
|voiceactor = David Hayter
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|ranking = 6
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|jnumber = 2
}}
 
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|walljump =
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|wallcling =
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|crawl = Yes
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|glide =
  +
|tether =
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|englishactor = David Hayter
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|japanactor = Akio Ōtsuka
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}}''
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{{nihongo|'''Snake'''|スネーク|Sunēku}} is a character who appears in ''[[Super Smash Bros. Brawl]]''. Snake was one of the first newcomers announced at E3 2006, and was also announced as the first third-party character in ''Smash Bros''.
   
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Snake currently ranks 6th on the [[tier list]]. His high ranking is a result of his quick and powerful neutral and tilt attacks, great range and the large hitboxes on many of his attacks, and being surprisingly the third heaviest character, therefore being extremely hard to KO if Directional Influence is employed effectively. His projectiles also give him a vast amount of control over the battle. However, as a heavyweight Snake suffers from being combo'd easily as well as a very poor aerial game. Regardless, Snake's strengths have enabled him to have strong matchups and very high tournament results.
Unveiled at [[E3]] 2006, '''Snake''' ({{ja|スネーク}}, ''Sunēku'') is a character appearing in ''[[Super Smash Bros. Brawl]]''. Instead of using a gun, he uses explosive-type weapons from his own games. He is the first third-party character to appear in any [[Super Smash Bros. (universe)|''Super Smash Bros.'' game]]. His sneaking suit is based on the one appearing in ''Metal Gear Solid 2: Sons of Liberty'', while his head is based on [[Naked Snake]] from ''Metal Gear Solid 3: Snake Eater''.
 
   
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==How to Unlock==
A popular rumor states that Hideo Kojima, the creator of ''Metal Gear'', wished Sakurai (or "practically begged" according to Sakurai, himself) to include Snake in ''[[Super Smash Bros. Melee]]'', but the game was in an advanced development stage and in an early launch in Japan.
 
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#Play 15 matches in VS Mode on [[Shadow Moses Island]].
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#Play 130 matches in VS Mode.
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#Have Snake join the party in the [[Subspace Emissary]].
   
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Doing any of these things except for #3 will require to defeat Snake in a Brawl on [[Shadow Moses Island]].
Snake is the only character whose official art on [[Smash Bros. DOJO!!]] portrays him in a different pose from his original art from his [http://web.archive.org/web/20060616050048/www.smashbros.com/en/characters/chara5/index.html old profile].
 
   
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==Attributes==
Another note is that his [[Victory Theme|victory theme]] is the theme to the original ''Metal Gear Solid'' game, which many fans also interpret as the "Game Over" theme.
 
   
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===Strengths===
   
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*Very fast jab, coming out on frame 3
==How to Unlock==
 
*Play 15 matches in VS Mode on Shadow Moses Island
 
*Play 130 matches in VS Mode
 
*Have Snake join your party in the Subspace Emissary
 
   
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*One of the lowest crouches in the game, as well as being able to crawl
==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 (SSBB)|Lucario]] and [[Meta Knight (SSBB)|Meta Knight]], he hides again inside his box. Lucario sees through the box by looking at his aura, and pulls off Snake's disguise. Snake is surprised to see that he has been discovered (an exclamation point appears above his head along with the Metal Gear "you have been found" sound) and quickly assumes a fighting stance. Meta Knight is glad to oblige, when Lucario senses security Primid 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 [[Princess Zelda|Zelda]] and [[Princess Peach|Peach]]. Shadowbugs make clones of Peach and Zelda, and the trio fights. Later, Snake, Lucario and Meta Knight find the bridge of the ship and are surprised to see a group of [[Mr. Game & Watch]]es is maintaining the bridge. Snake and Co. 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 metal 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 entrace of [[Subspace]] and like the rest, he turns into a trophy by [[Tabuu]]'s attack, but is later revived. Snake can be chosen to fight Tabuu in the final battle.
 
   
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*Amazing amount of stage control with moves like C4, down smash, up smash, and Grenade
Snake is one of the few characters in the entire SSE storyline to have dialog. When he reveals himself, he states to the player "Kept you waiting, huh?".
 
   
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*Fast pummel
==Pros and Cons==
 
===Pros:===
 
*Neutral A Combo is extremely fast and has incredible priority. The final kick in the cominbination has good range and knockback. It is useful for clearing the opponent and spacing away.
 
*Ftilt is a great and arguably Snake's best kill move, with the power and knockback of a smash with the speed and priority of a tilt.
 
*Practically all of Snake's moves, ignoring some of his [[Special Move | Special Attacks]], are kill moves.
 
*U-tilt has enormous range and upward velocity, and kills at surprisingly low percentages (without decay involved Jigglypuff can be killed at 82%).
 
*Nair can do up to 28%-30% if all kicks come in contact with opponent. The final kick has high knockback. It is also possible to utilize forward and backward directional influence with this aerial.
 
*Dair can be short-hopped out of a shield and directional influenced in order to land all four kicks.
 
*Down Throw can be used numerous times by tech chasing.
 
*Side-B, the Nikita Missile, is useful for edgeguarding.
 
*Third heaviest character
 
*Up smash has potentially huge vertical range, and can be spammed to great effect when playing in a small or fast paced enviroment.
 
*Forward smash is incredibly powerful.
 
*Most attacks provide great range beyond the character model.
 
*Has the most [[projectiles]] of any character.
 
*Fair is a powerful spike with interesting properties.
 
*Bair and uair have long range and duration and high knockback.
 
*Up-B recovery gives Snake great vertical recovery, and has [[super armor]] frames.
 
*Can use any aerial attack and B-Attack after using Up-B (obviously, this excludes the Up-B).
 
*Has the lowest [[Crawl]] in the game.
 
*Has the longest [[Snakedashing|Smash-Boost]] in the game, his being called Snakedashing.
 
*Down-B can be adhered to walls, sides of some stages, and enemies.
 
*Attacks can combo into each other well ([[C4]] into Up Smash into [[C4]] Detonation into Forward/Back Air)
 
*Can edgeguard in numerous ways, such as using back air, setting up C4, and land mines, as well as his U-Smash and Side-B.
 
*F-tilt can [[Knee Lock]]
 
*Exploding himself with a [[Hand Grenade|grenade]] or a C4 while in mid-air will allow him to use his up special again, giving him an infinite vertical AND horizontal recovery.
 
*Unlike most projectiles, the Nikita does more damage the further it goes.
 
*Shield-Dropping grenades allows Snake to avoid most enemy attacks and escape combos and chaingrabs.
 
*C4 can stick to opponents when used while standing on them.
 
   
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*Great camping and defensive game being arguably the second best in the game only behind [[Olimar (Super Smash Bros. Brawl)|Olimar]].
===Cons:===
 
*Smashes and special moves are laggy.
 
*Mines, grenades, and C4s can hurt Snake and his teammate(s) (if he has any) as well.
 
*Down Smash does no immediate damage.
 
*Slow dash and jump speed.
 
*Large target
 
*The C4 might switch with someone else if the character it was on passes someone else, including Snake.
 
*Vulnerable when using Up special because if Snake is grabbed and not pummeled and thrown, he cannot use his Up special again which usually results in an instant death unless he detonates a C4 on himself.
 
*Long landing lag on all aerials.
 
*Side special (Remote Controlled Missile) can leave Snake very vulnerable and is easily deflected with attacks.
 
*Up special can't sweetspot the ledge on the way up.
 
*Slow and Predictable Air Game
 
*All Projectiles are very situational.
 
*Can be chain thrown by Captain Falcon, Pikachu, & King Dedede from 0% to death and very easy to combo.
 
*Most of his combos are very short and can only be used on the fastest fallers.
 
*Poor air speed.
 
   
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*Arguably the best ground game out of the entire roster
==Standard Moves==
 
===Ground Attacks===
 
*Neutral A - Punch, Punch, Spinkick. The kick has high knockback, and works as a moderate percent kill move. 14% damage. This is the combo from [[wikipedia:Metal Gear Solid 2|MGS2]] and [[wikipedia:Twin Snakes|MGS:TS]] games for hand to hand combat.
 
*Dash Attack - Snake does a somersault forward, and ends up half-crouching at the end. Easily transitions to crouching. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the Metal Gear Solid series. 11% damage.
 
*Down Tilt - Snake is fully prone while crouching, and he sweeps his legs around. 10% damage.
 
*Up Tilt - Snake kicks one leg up vertically. 13% damage.
 
*Forward Tilt - Does a knee-thrust forward. If you press A again, he will follow-up with an overhead swing of both arms, which has high knockback. 21% damage.
 
*Up Smash - Snake takes out a mortar and places it in front of him. Then, he charges, and fires a mortar shell up in the air. The distance traveled vertically depends on the time spent charging; charging time does not affect damage. The rocket can hit any opponent in the arc upwards and subsequent fall back to the ground, and explodes on contact with an enemy or the ground. By far the longest Up-Smash in the game. Mortar can vertically knock players in front of Snake up, setting them up to be hit by the mortar shell. Can not damage Snake. 14% damage.
 
*Down Smash - Snake crouches and starts digging in the ground as he charges, and sets a landmine. Explosive damage of the mine increases the longer it was charged. This is a very slow smash, and does not actually deal any damage right away. A short while after planting the mine, it becomes active, and will detonate if anyone (including Snake) steps on it. Damage and knockback are based on how long it was charged. Also, if the platform the mine is set on disappears (like at Rainbow Ride or Delfino Plaza) the mine falls down and if it hits ground, explodes. You can't plant more than one mine at a time though, but you can change its position by using the attack anywhere on the stage. 14% damage.
 
*Forward Smash - Snake takes an RPG- 7 rocket launcher and aims it at the ground directly in front of him, causing an explosion when released. It requires a few seconds to load the warhead, giving enemies a good chance to attack (kind of like Ganondorf's Warlock Punch). High knockback, but low range and hits the ground, similar to something like Samus's Down tilt. It is a very good move for finishing off someone. It can be a One-Hit KO at best. 22-30% damage.
 
   
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*High damage output on many attacks
===Aerial Attacks===
 
*Neutral Aerial - Snake performs four quick kicks in the air. The fourth kick has high knockback. Best performed soon after double jump. Can also be used in a full single jump, but not a shorthop. This attack does 30% damage fresh if all hits connect. This can best be seen in the beginning of this video[http://www.youtube.com/watch?v=bFkWl0hmrQA], and at 2:45 in this video[http://www.youtube.com/watch?v=AgxVFNh2LLs]
 
*Down Aerial - Stomps multiple times beneath him, the last hit having high knockback. (another attack best performed after double jump) 30% damage.
 
*Back Aerial - Snake kicks his legs out behind him, falling completely horizontal. High range and knockback, long duration. 14% damage. This attack, if performed correctly on a airborne or even a grounded opponent, can result in a horizontal KO to them. The high knockback will push the opponents into the side blast line. It KOs at about 100% damage. It is also very useful for breaking Smash Balls from above.
 
*Forward Aerial - Snake lifts a leg to head height and axe-drops it down. Similar to DK's Forward aerial, it is slow, yet powerful, and can spike at the end. It appears to actually spike an enemy that is in front of Snake down and behind him, and can "drag" an enemy in front of him, even on the stage off to their doom if Snake is using it while recovering. 14% damage.
 
*Up Aerial - Thrusts his legs straight upwards, similar to his back aerial except upwards. 14% damage. This attack is very good for killing airborne opponents by a Star KO. At around 100% damage this can KO if you jump under the targeted airborne opponent and attack. The knockback should push the target into the upper blast line, resulting in a Star KO. It works especially well on light, floaty opponents (i.e. Jigglypuff, Kirby, or Meta Knight).
 
   
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*Overall excellent kill power with many good kill moves: forward tilt, up tilt, down tilt, forward smash, up smash, down smash, up aerial, down aerial, forward aerial, back aerial, back throw, and down special
===Grabs and Throws===
 
*Grab - Holds his opponent in a restraining chokehold.
 
*Pummel - Tightens his chokehold. 2% damage.
 
*Back Throw - Throws opponent over his knee; The same type of throw is also seen in the MGS games. 9% damage.
 
*Up Throw - Back suplex, similar to Jigglypuff's back throw. 10% damage.
 
*Down Throw - Lays opponent on the floor, causing an unconscious status at high damage, (great for setting up combos). 12% damage.
 
*Forward Throw - Flips them over and drops them (scoop slam). 9% damage.
 
   
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*Up tilt is a disjointed hitbox with ridiculous range
==Strategies and Tips==
 
*Take advantage of Snake's amazing attack priority, range, and speed. Utilize his Jab Combo, F-Tilt, U-Tilt, all of which are Snake's best close combat moves on land.
 
*Use [[Snakedashing]] to approach enemies at a distance. Not only will you be able to come closer to your enemy, but the mortar dropped in front of snake can be used as a temporary defense as well as an attack.
 
*Don't overuse Snake's forward smash. Although it is one of the most powerful attacks in the game, it is slow and predictable. His down smash also takes a long time to use, plant it only when your opponent is coming back from a death or when you are sure that you are in a safe position.
 
*While on the defensive, stay on the ground, where his quickest kill moves are. He has good offensive aerials, but sluggish air speed, and though Snake has a great overall recovery, Cypher does not auto-grab the ledges, and leaves you very vulnerable, while C4 damages you, can accelerate your falling and is slow and predictable.
 
*When on the defensive, take the distance. Snakedash, then follow by Shield-Dropping grenades to retreat. Also while on the defensive, keep hold of your C4, as it won't do you any goodwhen recovering.
 
*Try to control the center of the stage. You are in a much better position when you are pushing your opponent out of the stage, rather than if you constantly trying to recover from the the outside of the stage back in.
 
*Never approach through the air. Snake doesn't have the best approaching aerials, and you will be punished by your opponent after you land.
 
*When platforms are present, plant your C4 on it. The hitbox of the C4 explosion underneath a platform is quite large.
 
*Surprise your opponent by keeping hold of your grenade instead of throwing it instantly. With right timing, you can throw the grenade at your opponent as soon as it's about to explode.
 
*Never use a C4 recovery when around the 130% range. You will star KO even from the bottom of the stage and with good DI.
 
*Using your shield makes any grenade, no matter who's holding it, fall to the ground. It will also make a grenade stop in mid-air.
 
   
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*Possesses a meteor smash: forward aerial (sweet-spotted)
==[[Stickers]]==
 
Although he has a few melee attacks, Snake is all about Explosives and Weapons damage.
 
Add boosts to Explosive, Specials: Indirect and Launch Power and Snake should have little trouble KO-ing other characters. If you wish to boost some of his other attacks, consider Leg over Arm, or even use a small sized Leg, Arm combo sticker.
 
   
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*Down throw is amazing at setting up tech chases and punishing any option an opponent makes afterwards
===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
 
   
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*Dash attack covers a wide area
==Special Moves==
 
{{specialmoves|Hand Grenade|Remote Missile|Cypher|C4|Grenade Launcher|Snake}}
 
   
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*Grenade can be tossed at different trajectories with directional inputs or zair dropped to hit opponents with it
   
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*Remote Missile can be canceled using shield, dropping the missile on below opponents, making it a good edge-guarding tool and zoning tool
   
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*Up special Cypher covers a good distance and does not leave Snake helpless
==Costumes==
 
*'''Sneaking Suit (Default)''' - Snake's default costume in Brawl, which appeared in Metal Gear Solid 2.
 
*'''Fire Camo (Special)''' - Snake's fire camo costume from Metal Gear Solid 3, which he received after defeating The Fury.
 
*'''Raindrop Camo''' - Snake's raindrop camo costume from Metal Gear Solid 3 that gave him increased stealth in rain.
 
*'''Patterned Camo''' - A costume made for Brawl, this camo is just an extra costume.
 
*'''Leaf Camo''' - Snake's leaf camo from Metal Gear Solid 3, which gave him increased stealth in brush.
 
*'''Animals Camo (Special)''' - Snake's animal camo from Metal Gear Solid 3, which he received after defeating Ocelot.
 
   
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*C4 is very versatile, can be placed on edges or platforms to force opponents to play around it, can be stuck onto opponents and detonated to continue combos or even secure kills, and can be dropped and detonated to assist Snake in recovery similar to Link's bombs
== Special Movements ==
 
===[[Taunt|Taunts]]===
 
   
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*Third heaviest character in the game, being difficult to launch and therefore increasing survivability
'''All:''' Puts a box over himself, which is removable. Depending on which button you press, Snake will get in the box in a different position. When he removes it, the enemy receives some damage (if they are in close range). The box can also be picked up and thrown by opponents. This gives 2% damage, making it the second damaging taunt next to Luigi's down taunt. Surprisingly, you can destroy the [[Smash Ball]] with the taunt with one hit of the box.
 
   
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===Weaknesses===
<br>'''[[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 Lombardi) -- via codec. Snake then receives info 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]]. You can do this, only on Snake's home stage [[Shadow Moses Island]], by quickly flicking the down taunt button + the D-Pad button. Then a conversation between Snake and his support team will occur (although there is a easter egg in which Slippy from Star Fox will talk to Snake if Falco is the subject of conversation). You can only do this once each round and if you are hit while starting the conversation, it won't happen. However, you can be hit while the conversation is going, but 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 Snake and another character, but if you have more than one character and Snake, the taunt will randomly choose one character to talk about. If every character is Snake when he talks to the colonel he will tell him that he is fighting himself.
 
   
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*Below average jump height
===[[On-Screen Appearance]]===
 
Rises from a kneeling position as his stealth camoflague malfunctions, sometimes saying, "Kept you waiting, huh?"
 
   
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*Rather slow in the air
===Idle Stance===
 
*Scratchs his chin.
 
*Looks behind him.
 
   
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*Unsafe air game, with most aerials having high landing lag and being easy to punish
===[[Victory Pose]]===
 
*'''[[Victory Theme]]:''' ''[[Victory Theme#Metal Gear Solid Encounter Theme|Metal Gear Solid Theme]]''
 
*Throws off his cardboard box disguise and stands up, saying "Not even close!"
 
*Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done here."
 
*Seen in a crouching position from the side talking into his codec, saying "Colonel, mission accomplished!"
 
   
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*Susceptible to grabs and chain grabs due to his weight and lack of aerial mobility
===[[Wii Remote|Wii Remote Choice]]===
 
Says "It's show time."
 
   
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*Easy to gimp
===[[Classic Mode|Credits Music]]===
 
*''Calling to the Night''
 
   
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*Attacks that grant Snake stage control can backfire on him: down smash, C4, Grenade, though if an opponent is also hit with these it can prove useful to Snake for continuing a combo
==Trivia==
 
*Snake is one of the only characters to talk in Subspace Emissary, saying "Kept ya waiting, huh?" This also makes him the only character to break the fourth wall.
 
*In a nod to MGS3: Snake Eater, Snake is the only character that talks when he eats [[food]] items. Sometimes he may say "Tasty!" or "It's good!" The rest are all just generic "om-nom" sounds.
 
*If one of Snake’s [[Hand Grenade|grenade]]s explodes near him, Snake will react by wincing and covering his ears. Kirby will do the same thing if he copies Snake and uses one of his own grenades.
 
*If Snake hits an opponent with his Remote Missile, he will do a quick triumphant fist pump. On the other hand, if it misses, Snake will do quickly droop his head in disappointment.
 
*Another nod to MGS3: Approximately one out of every six C4 packs Snake uses will be a C3 butterfly explosive. The power of the attack is unchanged in these instances.
 
*A good number of projectiles, like Fox’s Blaster, weaken when used from far away. Snake’s Remote-Controlled Missile is an exception to this rule. It will do more damage with the missile if it hits from farther away.
 
*Missiles cannot be destroyed by most attacks; a Smart Bomb will cause a missile to stay in a stationary position while in midair.
 
*Snake is the only character who hails from an M rated game series.
 
*All of his color costumes hail from the different camouflage suits from MGS3, with the exception of his default, which hails from MGS2.
 
*If you look closely on Snake's right leg, you'll notice a .45 ACP Colt M1911 pistol in a holster. Captain Falcon also has a gun of some sort in a holster on his belt.
 
*Snake's entrance originated from the first cut scene in MGS2: Son's of Liberty, in which, right after his camouflage malfunctions from landing impact, he calls Otacon via codec, with the line, "Kept ya waiting, huh?" being one of the first lines used during the conversation.
 
*If Snake summons [[Gray Fox]] from an [[Assist Trophy]], the two will exchange dialogue with each other.
 
*The line "Kept ya' waiting, huh?" is also said by Old Snake when the player presses the Start button after Metal Gear Solid 4: Guns of the Patriots on PlayStation 3 finishes a roughly eight-minute installation process.
 
*Snake is the only character who can hit himself with his down smash.
 
*The design of the Cardboard Box used in All of Snake's taunts is created specifically for the SSB series (Incase he happens to reappear in a possible 4th game). The sides of the box says "Smash Bros" with the Smash Bros Logo on it, the Front and Rear ends of the box has the infamous "!" underneath the eyepiece on either end and a postage sticker is found on the top.
 
*There is a glitch preformed with custom stages, where if Snake uses his [[Taunt]] while [[Super Mushroom | Giant]] underneath a "box" (three normal blocks, one to the left, one to the right with a gap between the left, and one above the gap, and a platform in the gap), Snake's cardboard box will remain, and Snake can keep on using his Taunt to spawn more cardboard boxes until the game will prevent any other item appearing. The game will begin to [[lag]], and even items created by characters, like [[Diddy Kong (SSBB) | Diddy's]] bananas, or even [[R.O.B. (SSBB) | R.O.B.'s]] [[Gyro]]s won't appear.
 
   
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*When shielded, jab leaves him open to attack
==External Links==
 
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*[http://www.smashbros.com/en_us/characters/snake.html Solid Snake's page at Smash Bros. Dojo!!]
 
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*Grenade can be picked up by an opponent or will damage Snake if held onto for too long
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*Remote Missile is slow and leaves Snake open to attack if the opponent gets past the missile
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*Cypher deals no damage to opponents while Snake is using it and moves slowly, making it a vulnerable recovery
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*When C4 is stuck onto an opponent, it can be transferred to other fighters similar to the [[Gooey Bomb]] or [[Crash Bomber]]
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*Up smash has low priority
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*Down smash has the highest starting lag of all moves in the game because it does not detonate until it senses movement near it, Snake's own movement included
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*Only meteor smash, forward aerial, requires sweetspotting to meteor and also has high ending lag
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===Summary===
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Snake is a [[weight|super heavyweight]] character, despite not being as large as the other super heavyweights. His disproportional weight along with his great [[Momentum Canceling|momentum canceling]] 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 [[lag]]giest 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 (SSBB)|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 F-air meteor smash, and his B-air. His [[Hand Grenade]] can be used for camping, the effectiveness of which can be increased by shield-dropping the grenades then picking them up to throw them with more strength, though unlike other explosives, they do not detonate on contact. They can be used defensively by holding one until it's about to detonate, then shielding just before it goes off. The explosion will damage anyone nearby but not Snake, so it's useful for stopping approaching opponents and then launching a counter-attack. His [[Up smash]], the mortar, has the greatest vertical reach of any attack in the game. In addition, the up smash is also known to have a great [[DACUS]] 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]].
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On the downside, Snake has a fast falling speed, making him juggled by ground attacks fairly easily. He is also fairly vulnerable to the major [[Chain grab|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 take 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 release|grab releasing]] him (even with special grabs such as Wario's [[Chomp]]) after he's used his [[Cypher]] but before he's landed on the stage does not make him regain his Cypher recovery, as these moves do not cause flinching 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.
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===Moveset===
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====Ground Attacks====
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=====Normal=====
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*Neutral A - 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). The 1st jab can also be canceled into an 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 N-air off a platform above Snake in stages like Battlefield. Does 14% if all three hits connect and is by far the strongest neutral attack in the game, being the only neutral attack capable of reliably KOing under 150%.
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*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| canceled 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 five. Does 6-11% depending on how it hits.
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*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 hitbox. Hits on frame 6. Does 10%.
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*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 D-air 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.
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*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 to its very large disjoint and strong horizontal knockback, with very little non-projectiles that outrange 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%.
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=====Smash Attacks=====
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*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 the 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%.
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*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) 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. Only one mine can be planted 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. Does 14-19%.
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*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 a 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%.
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=====Other attacks=====
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*Ledge attack- Picks himself up and swirls his leg forward. Does 8%.
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*100% ledge attack- Slowly gets up and kicks forward. Low range and easily shielded. Does 10%
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*Floor attack- Rotates his body around with both his feet sticking out and gets up. Does 6%.
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====Aerial Attacks====
  +
*Neutral Aerial - Snake performs four kicks in the air. The first kick has a fairly good start-up, but the N-air 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 directional influenced out of. Does 28% if all kicks connect.
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*Down Aerial - Stomps multiple times beneath him. Similar to nair, but each stomp comes out slightly faster than the kicks of the N-air do, allowing all four stomps to come out in a short hop (however it cannot be autocancelled and has as much landing lag as his other aerials sans U-air). Like N-air, the last stomp has powerful horizontal knockback, but is actually slightly stronger than N-air. Despite this, it is often seen as his least reliable aerial, along with N-air, due to its low reach and hitstun (especially relative to his other attacks), making it extremely easy to Directional Influence out of (much moreso than N-air), often after just the first hit. Does 28% if all stomps connect, with the last stomp doing 13%.
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*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 B-air 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. This attack is his most useful aerial for edgeguarding as well as countering juggles and KOing the opponent. This is also Snake's aerial with the least total frames (42 frames). It is generally Snake's best and most reliable aerial, often seeing more use than the others. Hits on frames 6-26. Normally does 14%, does 16% when sweetspotted, does 10% if the later hitbox is landed.
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*Forward Aerial - Snake lifts a leg to head height and ax-drops it down. When Snake drops his foot, it accelerates his momentum slightly, making it ill advised for [[Momentum Cancelling]]. 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 the 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, though given its slow speed, Snake's poor ground jump, and short hitbox duration it is very easily predicted and avoided by competent opponents. Knockback wise, this is Snake's strongest aerial and it is the strongest fair meteor smash in ''Brawl''. Hits on frame 23. Does 15%.
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*Up Aerial - Thrusts his legs straight upwards, similar to his B-air except upwards and also akin to his u-tilt, but in mid-air. A bit slower on start-up than his bair 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 110%. 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 ends on frame 47. Does 14% if the initial hitbox is landed, does 10% if sourspotted.
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====Grabs and Throws====
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*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 eight instead of the average frame six. 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).
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*Pummel - Tightens his chokehold. Does 2%. Tied for being the fastest 2% pummel, but it's not very good at forcing ground breaks.
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*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 Directional Influence. Has stronger base knockback than his forward throw, but has similar knockback scaling. Does 9%.
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*Up Throw - Snake flips over onto his back and launches the enemy upward. Similar to Jigglypuff's back throw. Due to its higher vertical knockback compared to his other throws, this is Snake's most reliable KOing grab from the center of the stage. (From the edges, the back or forward throw is more reliable due to higher horizontal knockback) Does 10%.
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*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%.
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*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%.
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===Special Moves===
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{{Snake Special Moves}}
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===[[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 act like a meteor smash and the opponent will go straight downwards.
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*'''[[Smash Taunt]]:''' Kneels down and contacts his support team - Colonel Campbell, Otacon, and Mei Ling, and also Slippy Toad (only when in a Brawl with Falco) - via his [[codec]]. Snake then receives information on one of his opponents; this goes for every fighter in the game, including himself, and with separate conversations for [[Sheik (SSBB)|Sheik]] and [[Zero Suit Samus (SSBB)|Zero Suit Samus]]. This is possible only on Snake's home stage [[Shadow Moses Island]], and is performed by down taunting extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. This can only be done once each round and if you are hit while Snake is holding his pose before the conversation starts, it is canceled. However, Snake 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.
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==In competitive play==
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{{SSBBMatchupTable|snake=yes}}
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According to the current SmashBoards 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 countered by Pikachu, soft countered by Meta Knight, Olimar and King Dedede, and has even matchups with seven characters. He soft counters twelve characters, counters seven characters, and hard counters six characters. Snake's ability to camp and to have great stage control with his explosives are very effective, and along with his fast, powerful, and greatly ranged ground moves, helps him have favorable matchups against 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 a Thunderspike, and King Dedede, who has an infinite chain throw on Snake with his down throw (however, the infinite without a wall requires a buffered pivot grab which is extremely difficult to consistently perform). With his recovery being predictable, which makes him easy to edge guard, and his slow and sluggish air game, characters who have a great air game and who can gimp well, such as Meta Knight, have an advantage over him.
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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, 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 gimpable recovery became exploited, and other characters' powerful abilities were discovered, Snake has fallen to 6th place. Despite this, he is still in the top tier and has been the second-most successful character in tournaments after Meta Knight, often allowing many players to believe he should be ranked higher, and above Marth.
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==Other features==
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*Wii Remote selection sound: Snake says "It's showtime!"
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*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 US oil tanker Discovery due to a malfunction from the landing impact, a result of Snake making said jump onto the carrier from the George Washington Bridge. In Brawl, his stealth camouflage simply disengages to reveal himself to his opponent(s).
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*Cheer: Crowd yells "Snake! Snake! Snaaaake!"
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==Role in the Subspace Emissary==
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[[File:Solid_Snake_Subspace_Emissary.jpg|thumb|Snake in the ''[[Subspace Emissary]]''.]]
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Snake has stowed away somewhere on the Halberd, hiding inside a cardboard box. When his time comes, Snake emerges from his box and begins to investigate, but when he sees [[Lucario (SSBB)|Lucario]] and [[Meta Knight (SSBB)|Meta Knight]], he hides again inside his box. Lucario sees through the box by looking at his aura and pulls off Snake's disguise. Snake is surprised to see that he has been discovered (an exclamation point appears above his head along with the Metal Gear "Discovery" sound) and quickly assumes a fighting stance.
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Meta Knight is glad to oblige, when Lucario senses security [[Primid]]s coming from the corridor behind him, so they end up forming a partnership with Snake. After battling through the onslaught of Primid, Snake and the others meet up with [[Zelda (SSBB)|Zelda]] and [[Peach (SSBB)|Peach]]. Shadow Bugs make clones of Peach and Zelda, which the trio fights. Later, Snake, Lucario and Meta Knight find the bridge of the ship and are surprised to see a group of [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]es are controlling the ship. Snake and Lucario throw all of the Mr. Game & Watches out of the window, and they all land on the front deck. The Mr. Game & Watches revert into Shadow Bugs and combine into a giant metallic monster called [[Duon]]. Lucario, Snake, and [[Falco (SSBB)|Falco]] join Fox, Zelda, 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.
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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]].
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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.
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===Exclusive Stickers===
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The following stickers can only be used by Snake:
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*Eva: [Electric] Resistance +44
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*Meryl Silverburgh: [Weapon] Attack + 7
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*Naked Snake: [Specials: Indirect] Attack +32 (explicit image sticker)
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*Solid Snake (Metal Gear Solid: The Twin Snakes): [Arm, Leg] Attack + 7
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==[[Palette swap (SSBB)#Snake|Costume Gallery]]==
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[[File:Alt-snake.jpg|center|700px|Snake's [[palette swap]]s from ''[[Super Smash Bros. Brawl]]''.]]
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==Trivia==
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*Snake is one of two characters whose official art on [[Smash Bros. DOJO!!]] portrays him in a different pose from his original art from his old profile, the other being {{SSBB|Pit}}.
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*Snake is the only character who talks when he eats [[food]] or other edible items (excluding [[Heart Container]]s). He often makes a "Nom" sound, but will sometimes say "Tasty!", and very rarely "Good!". However, when [[Wario (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 character Naked Snake eats food from their inventory to regain stamina and comments on the taste.
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*Snake, [[Yoshi]], [[R.O.B]] and the [[Ice Climbers]] are the only characters that don't flip or spin when they double jump.
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*Snake carries an H&K MK23 SOCOM .45 caliber pistol in a leg holster, but he never uses it in combat. Similarly, [[Captain Falcon (SSBB)|Captain Falcon]] carries a futuristic pistol, [[Sheik (SSBB)|Sheik]] carries a dagger, and [[Ganondorf (SSBB)|Ganondorf]] carries a broadsword, but none of them use these weapons (aside from Ganondorf, and even then only via taunting) in-game.
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*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.
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*Snake's forward smash has the same amount of total frames as [[Ike (SSBB)|Ike's]] and [[King Dedede (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.
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*Sometimes, when Snake plants a C4 on someone, it will be in the shape of a butterfly, a direct reference to Metal Gear Solid 3 wherein Naked Snake/Big Boss molded a piece of C3 explosive into a butterfly before placing it on the Shagohod's liquid fuel tank.
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*During [[Snake's Codec Messages#Sonic|a Codec]] conversation, Snake shows a strong distaste towards Sonic for unknown reasons. This is likely a joke that was lost in translation, as Solid Snake voice actor, Akio Ōtsuka, is the son of Chikao Ōtsuka, the voice actor for Sonic's arch-nemesis, Doctor. "Eggman" Robotnik. It may also be a play on Snake's name, as hedgehogs are often predators of snakes in real life.
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*Unlike most characters, all of Snake's physical attacks makes a unique sound effect when they connect with an enemy, the sound effects originating from his home series. This makes him the first character with this distinction, which is later given to {{SSBWU/3DS|Ryu}} and {{SSBWU/3DS|Cloud}} in the [[Super Smash Bros. for Nintendo 3DS and Wii U|next ''Smash Bros.'' installment]].
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*Snake was planned to be larger in stature in the game but his size was scaled down later in development; this explains his heavier weight and large hitboxes as they were never scaled down along with his physical size.
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*While having several references to Naked Snake/Big Boss, this Snake is his son/clone, Solid Snake. His appearance is based on how he is depicted in ''Metal Gear Solid 2: Sons of Liberty''.
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*During the codec conversation with Mei Ling when fighting against Marth, Snake mentions that he knows what betrayal by one's friends feels like.
   
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==Gallery==
{{SSBBCharacters}}
 
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<gallery>
{{Metal Gear universe}}
 
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Snakessbb.jpg|Artwork (with background)
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Snake's old SSBB artwork.jpg|Alternate artwork
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</gallery>
   
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==External links==
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*[http://www.smashbros.com/wii/en_us/characters/snake.html Snake's page at ''Smash Bros. DOJO!!''.]
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*[http://www.smashboards.com/showthread.php?t=268454 Snake Character Guide at SWF]
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*[http://www.youtube.com/watch?v=Hpn8X9uhKIM Snake's hitbox size of each of his moves]
   
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{{SSBBCharacters}}{{Metal Gear universe}}
[[Category:Characters]]
 
 
[[Category:Characters (SSBB)]]
 
[[Category:Characters (SSBB)]]
 
[[Category:Metal Gear universe]]
 
[[Category:Metal Gear universe]]
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[[Category:Super Smash Bros. Brawl]]
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[[Category:Trophies (SSBB)]]
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[[Category:Playable Characters]]
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[[Category:Third Party Characters]]
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[[Category:Unlockables]]
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[[Category:Third Party Universes]]
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[[Category:Heroes]]
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[[Category:Newcomers (SSBB)]]
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[[Category:Unlockables (SSBB)]]
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[[Category:Heavy Weighted Characters]]

Latest revision as of 23:36, 13 April 2024


Marioending
Congratulations! This has been chosen to be a Featured Article, making it an article of interest.
This article is about Snake's appearance in Super Smash Bros. Brawl . For other uses, see Solid Snake and Snake (Super Smash Bros. Ultimate).

Snake (スネーク Sunēku?) is a character who appears in Super Smash Bros. Brawl. Snake was one of the first newcomers announced at E3 2006, and was also announced as the first third-party character in Smash Bros.

Snake currently ranks 6th on the tier list. His high ranking is a result of his quick and powerful neutral and tilt attacks, great range and the large hitboxes on many of his attacks, and being surprisingly the third heaviest character, therefore being extremely hard to KO if Directional Influence is employed effectively. His projectiles also give him a vast amount of control over the battle. However, as a heavyweight Snake suffers from being combo'd easily as well as a very poor aerial game. Regardless, Snake's strengths have enabled him to have strong matchups and very high tournament results.

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 party in the Subspace Emissary.

Doing any of these things except for #3 will require to defeat Snake in a Brawl on Shadow Moses Island.

Attributes

Strengths

  • Very fast jab, coming out on frame 3
  • One of the lowest crouches in the game, as well as being able to crawl
  • Amazing amount of stage control with moves like C4, down smash, up smash, and Grenade
  • Fast pummel
  • Great camping and defensive game being arguably the second best in the game only behind Olimar.
  • Arguably the best ground game out of the entire roster
  • High damage output on many attacks
  • Overall excellent kill power with many good kill moves: forward tilt, up tilt, down tilt, forward smash, up smash, down smash, up aerial, down aerial, forward aerial, back aerial, back throw, and down special
  • Up tilt is a disjointed hitbox with ridiculous range
  • Possesses a meteor smash: forward aerial (sweet-spotted)
  • Down throw is amazing at setting up tech chases and punishing any option an opponent makes afterwards
  • Dash attack covers a wide area
  • Grenade can be tossed at different trajectories with directional inputs or zair dropped to hit opponents with it
  • Remote Missile can be canceled using shield, dropping the missile on below opponents, making it a good edge-guarding tool and zoning tool
  • Up special Cypher covers a good distance and does not leave Snake helpless
  • C4 is very versatile, can be placed on edges or platforms to force opponents to play around it, can be stuck onto opponents and detonated to continue combos or even secure kills, and can be dropped and detonated to assist Snake in recovery similar to Link's bombs
  • Third heaviest character in the game, being difficult to launch and therefore increasing survivability

Weaknesses

  • Below average jump height
  • Rather slow in the air
  • Unsafe air game, with most aerials having high landing lag and being easy to punish
  • Susceptible to grabs and chain grabs due to his weight and lack of aerial mobility
  • Easy to gimp
  • Attacks that grant Snake stage control can backfire on him: down smash, C4, Grenade, though if an opponent is also hit with these it can prove useful to Snake for continuing a combo
  • When shielded, jab leaves him open to attack
  • Grenade can be picked up by an opponent or will damage Snake if held onto for too long
  • Remote Missile is slow and leaves Snake open to attack if the opponent gets past the missile
  • Cypher deals no damage to opponents while Snake is using it and moves slowly, making it a vulnerable recovery
  • When C4 is stuck onto an opponent, it can be transferred to other fighters similar to the Gooey Bomb or Crash Bomber
  • Up smash has low priority
  • Down smash has the highest starting lag of all moves in the game because it does not detonate until it senses movement near it, Snake's own movement included
  • Only meteor smash, forward aerial, requires sweetspotting to meteor and also has high ending lag

Summary

Snake is a super heavyweight character, despite not being as large as the other super heavyweights. His disproportional weight along with his great momentum canceling 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 F-air meteor smash, and his B-air. His Hand Grenade can be used for camping, the effectiveness of which can be increased by shield-dropping the grenades then picking them up to throw them with more strength, though unlike other explosives, they do not detonate on contact. They can be used defensively by holding one until it's about to detonate, then shielding just before it goes off. The explosion will damage anyone nearby but not Snake, so it's useful for stopping approaching opponents and then launching a counter-attack. His Up smash, the mortar, has the greatest vertical reach of any attack in the game. In addition, the up smash is also known to have a great DACUS 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 downside, 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 take 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 A - 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). The 1st jab can also be canceled into an 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 N-air off a platform above Snake in stages like Battlefield. Does 14% if all three hits 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 canceled 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 five. 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 hitbox. Hits on frame 6. Does 10%.
  • 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 D-air 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 to its very large disjoint and strong horizontal knockback, with very little non-projectiles that outrange 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 the 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%.
  • 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) 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. Only one mine can be planted 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. 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 a 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 a fairly good start-up, but the N-air 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 directional influenced out of. Does 28% if all kicks connect.
  • Down Aerial - Stomps multiple times beneath him. Similar to nair, but each stomp comes out slightly faster than the kicks of the N-air do, allowing all four stomps to come out in a short hop (however it cannot be autocancelled and has as much landing lag as his other aerials sans U-air). Like N-air, the last stomp has powerful horizontal knockback, but is actually slightly stronger than N-air. Despite this, it is often seen as his least reliable aerial, along with N-air, due to its low reach and hitstun (especially relative to his other attacks), making it extremely easy to Directional Influence out of (much moreso than N-air), often after just the first hit. Does 28% if all stomps connect, with the last stomp doing 13%.
  • 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 B-air 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. This attack is his most useful aerial for edgeguarding as well as countering juggles and KOing the opponent. This is also Snake's aerial with the least total frames (42 frames). It is generally Snake's best and most reliable aerial, often seeing more use than the others. 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 ax-drops it down. When Snake drops his foot, it accelerates his momentum slightly, making it ill advised for Momentum Cancelling. 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 the 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, though given its slow speed, Snake's poor ground jump, and short hitbox duration it is very easily predicted and avoided by competent opponents. 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 B-air except upwards and also akin to his u-tilt, but in mid-air. A bit slower on start-up than his bair 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 110%. 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 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 eight instead of the average frame six. 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 Directional Influence. Has stronger base knockback than his forward throw, but has similar knockback scaling. Does 9%.
  • Up Throw - Snake flips over onto his back and launches the enemy upward. Similar to Jigglypuff's back throw. Due to its higher vertical knockback compared to his other throws, this is Snake's most reliable KOing grab from the center of the stage. (From the edges, the back or forward throw is more reliable due to higher horizontal knockback) 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

Snake's Special Moves
Brawl Ultimate
Standard Special Hand Grenade
Side Special Remote Controlled Missile
Up Special Cypher
Down Special C4
Final Smash Grenade Launcher Covering Fire

Taunts

  • All: Puts a 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 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. This can only be done once each round and if you are hit while Snake is holding his pose before the conversation starts, it is canceled. However, Snake 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

According to the current SmashBoards 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 countered by Pikachu, soft countered by Meta Knight, Olimar and King Dedede, and has even matchups with seven characters. He soft counters twelve characters, counters seven characters, and hard counters six characters. Snake's ability to camp and to have great stage control with his explosives are very effective, and along with his fast, powerful, and greatly ranged ground moves, helps him have favorable matchups against 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 a Thunderspike, and King Dedede, who has an infinite chain throw on Snake with his down throw (however, the infinite without a wall requires a buffered pivot grab which is extremely difficult to consistently perform). With his recovery being predictable, which makes him easy to edge guard, and his slow and sluggish air game, characters who have a great air game and who can gimp well, such as Meta Knight, have an advantage over him.

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, 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 gimpable recovery became exploited, and other characters' powerful abilities were discovered, Snake has fallen to 6th place. Despite this, he is still in the top tier and has been the second-most successful character in tournaments after Meta Knight, often allowing many players to believe he should be ranked higher, and above Marth.

Other features

  • Wii Remote selection sound: Snake says "It's showtime!"
  • 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 US oil tanker Discovery due to a malfunction from the landing impact, a result of Snake making said jump onto the carrier from the George Washington Bridge. 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

Solid Snake Subspace Emissary

Snake 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. Shadow Bugs 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 Shadow Bugs and combine into a giant metallic monster called Duon. Lucario, Snake, and Falco join Fox, Zelda, 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 (explicit image sticker)
  • Solid Snake (Metal Gear Solid: The Twin Snakes): [Arm, Leg] Attack + 7

Costume Gallery

Snake's palette swaps from Super Smash Bros. Brawl.

Trivia

  • Snake is one of two characters whose official art on Smash Bros. DOJO!! portrays him in a different pose from his original art from his old profile, the other being Pit.
  • Snake is the only character who talks when he eats food or other edible items (excluding Heart Containers). 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 character Naked Snake eats food from their inventory to regain stamina and comments on the taste.
  • Snake, Yoshi, R.O.B and the Ice Climbers are the only characters that don't flip or spin when they double jump.
  • 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 (aside from Ganondorf, and even then only via taunting) in-game.
  • 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.
  • Sometimes, when Snake plants a C4 on someone, it will be in the shape of a butterfly, a direct reference to Metal Gear Solid 3 wherein Naked Snake/Big Boss molded a piece of C3 explosive into a butterfly before placing it on the Shagohod's liquid fuel tank.
  • During a Codec conversation, Snake shows a strong distaste towards Sonic for unknown reasons. This is likely a joke that was lost in translation, as Solid Snake voice actor, Akio Ōtsuka, is the son of Chikao Ōtsuka, the voice actor for Sonic's arch-nemesis, Doctor. "Eggman" Robotnik. It may also be a play on Snake's name, as hedgehogs are often predators of snakes in real life.
  • Unlike most characters, all of Snake's physical attacks makes a unique sound effect when they connect with an enemy, the sound effects originating from his home series. This makes him the first character with this distinction, which is later given to Ryu and Cloud in the next Smash Bros. installment.
  • Snake was planned to be larger in stature in the game but his size was scaled down later in development; this explains his heavier weight and large hitboxes as they were never scaled down along with his physical size.
  • While having several references to Naked Snake/Big Boss, this Snake is his son/clone, Solid Snake. His appearance is based on how he is depicted in Metal Gear Solid 2: Sons of Liberty.
  • During the codec conversation with Mei Ling when fighting against Marth, Snake mentions that he knows what betrayal by one's friends feels like.

Gallery

External links

MetalGearSymbol (1) Metal Gear universe
Character Solid Snake (Brawl  · Ultimate)
Side Characters Assist Trophy Gray Fox
Background characters Metal Gear RAY  · Metal Gear REX  · Gekko
Other Roy Campbell  · Mei Ling  · Otacon
Stage Shadow Moses Island
Music List of Music (Metal Gear series)
Collectibles Trophies List of SSBB trophies (Metal Gear series)
Stickers List of Stickers (Metal Gear series)
Spirits List of spirits (Metal Gear series)