Editing Snake (SSBU)

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Snake's grab game is also fairly versatile. His dash grab goes a surprisingly long distance thanks to him sliding forward during it. His throws, however, are where his grab game shines. [[Down throw]] is unique in that it has the [[down]] effect: while this makes it unsafe at low percents, as the opponent can react before he can, it gains enough hitstun at high percents to allow Snake to follow up reliably, with up tilt being renowned as a guaranteed KO confirm at 160%. It is also useful for [[tech chase|tech chasing]], as Snake can predict his opponent's tech option and potentially rack up more damage or possibly even KO the opponent if the player makes the correct read. His [[up throw]] can combo into his up tilt at low percents as a solid damage racker, and his [[back throw]] can combo into his dash attack at low percents as well as C4 at mid to high percents. Lastly, his [[forward throw|forward]] and back throws have decent knockback scaling, making them great for setting up edgeguards or, to a lesser degree, KOing at very high percents.
Snake's grab game is also fairly versatile. His dash grab goes a surprisingly long distance thanks to him sliding forward during it. His throws, however, are where his grab game shines. [[Down throw]] is unique in that it has the [[down]] effect: while this makes it unsafe at low percents, as the opponent can react before he can, it gains enough hitstun at high percents to allow Snake to follow up reliably, with up tilt being renowned as a guaranteed KO confirm at 160%. It is also useful for [[tech chase|tech chasing]], as Snake can predict his opponent's tech option and potentially rack up more damage or possibly even KO the opponent if the player makes the correct read. His [[up throw]] can combo into his up tilt at low percents as a solid damage racker, and his [[back throw]] can combo into his dash attack at low percents as well as C4 at mid to high percents. Lastly, his [[forward throw|forward]] and back throws have decent knockback scaling, making them great for setting up edgeguards or, to a lesser degree, KOing at very high percents.


Finally, Snake's special moves allow for many fantastic options. His neutral special, [[Hand Grenade]], is arguably one of the best projectiles in the game for many reasons. It is infamous for starting on frame 1, which lets Snake instantly escape combos once he is out of hitstun and also makes it to where opponents must be cautious when trying to combo or juggle him in an effort to not get hit by his grenades. Grenades are also very useful for zoning and as defensive options, as Snake can shield while holding one to make pressuring his shield dangerous. They are also very useful for stage control, ledge trapping, setups, and as camping tools. His side special, [[Remote Missile]], is one of the greatest edgeguarding tools in the game, thanks to its controllable movement, strong knockback, and low commitment, as Snake can edgeguard opponents with ease without leaving the stage. His down special, [[C4]], is a remote activated bomb with strong power. It can also be difficult to see at times due to its small size and is among the best and most versatile trapping and stage-controlling tools in the game thanks to how it essentially puts certain parts of the stage "off-limits" and forces opponents to move in a different part of the stage where Snake can continually pressure them. Additionally, Snake can attach it to the opponent if he is close enough, which gives him an opportunity to deal high damage or potentially KO at high percents, especially if used as confirm out of his back throw. It can also be used to extend his recovery by placing one down in midair and detonating it immediately. Lastly, his up special, [[Cypher]], is his main recovery move and goes a considerable distance and doesn't leave him helpless. It also provides Snake with some damaged based armor, and a useful lingering hitbox that can cover his air dodge to the ledge.
Finally, Snake's special moves allow for many fantastic options. His neutral special, [[Hand Grenade]], is arguably one of the best projectiles in the game for many reasons. It is infamous for starting on frame 1, which lets Snake instantly escape combos once he is out of hitstun and also makes it to where opponents must be cautious when trying to combo or juggle him in an effort to not get hit by his grenades. Grenades are also very useful for zoning and as defensive options, as Snake can shield while holding one to make pressuring his shield dangerous. They are also very useful for stage control, ledge trapping, setups, and as camping tools. His side special, [[Remote Missile]], is one of the greatest edgeguarding tools in the game, thanks to its controllable movement, strong knockback, and low commitment, as Snake can edgeguard opponents with ease without leaving the stage. His down special, [[C4]], is a remote activated bomb with strong power. It can also be difficult to see at times due to its small size and is among the best and most versatile trapping and stage-controlling tools in the game thanks to how it essentially puts certain parts of the stage "off-limits" and forces opponents to move in a different part of the stage where Snake can continually pressure them. Additionally, Snake can attach it to the opponent if he is close enough, which gives him an opportunity to deal high damage or potentially KO at high percents, especially if used as confirm out of his back throw. It can also be used to extend his recovery by placing one down in midair and detonating it immediately. Lastly, his up special [[Cypher]] is his main recovery move and goes a considerable distance and doesn't leave him helpless. It also provides Snake with some damaged based armor, and a useful lingering hitbox that can cover his air dodge to the ledge.


In spite of his strengths, Snake still has noticeable weaknesses, one of which being his frame data. While he does have several moves with remarkably quick start-up (jab, down aerial, back aerial, Hand Grenade, down smash, and all of his tilts), the majority of his moveset has very high endlag, making them easy to punish if missed. While his aforementioned forward aerial and forward smash are quite strong, they have the highest startup lag of their types in the game. His reliance on explosive projectiles in the neutral can be a downside in matchups against characters with energy-absorbing moves, such as {{SSBU|Ness}}, {{SSBU|Lucas}}, or {{SSBU|Mr. Game & Watch}}, or against characters that can use his explosives against him such as {{SSBU|Villager}} or {{SSBU|Isabelle}}.
In spite of his strengths, Snake still has noticeable weaknesses, one of which being his frame data. While he does have several moves with remarkably quick start-up (jab, down aerial, back aerial, Hand Grenade, down smash, and all of his tilts), the majority of his moveset has very high endlag, making them easy to punish if missed. While his aforementioned forward aerial and forward smash are quite strong, they have the highest startup lag of their types in the game. His reliance on explosive projectiles in the neutral can be a downside in matchups against characters with energy-absorbing moves, such as {{SSBU|Ness}}, {{SSBU|Lucas}}, or {{SSBU|Mr. Game & Watch}}, or against characters that can use his explosives against him such as {{SSBU|Villager}} or {{SSBU|Isabelle}}.

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