- Not to be confused with Cover Fire, Samus's up smash.
When activated, Snake will toss a flare grenade before crouching and putting his hand up to his ear, which will cause a crosshair to appear onscreen; the player can guide this crosshair to lock on to opponents, and, after a brief moment, missiles will launch from the foreground and attack the targeted players. Regardless of if the flare grenade remains onscreen or tossed offscreen, the crosshair and missiles will still follow after Snake has thrown it. The player will have full control of Snake as the missiles are launching, allowing them to combo into or out of the missiles, or lay down traps in the chaos. If performed in the air, Snake will remain in place for the duration of the crosshair phase, resuming his fall after the missiles have launched.
If no players were targeted, the missiles will fire at where the crosshair was last positioned.
|Move List||Snake calls for reinforcements, and then uses a targeting reticle to lock on to foes up to five times. Missiles are launched at the targets. If you don't lock on anyone, the missiles fly toward the reticle's last location.|
In Metal Gear Solid V: The Phantom Pain, Venom Snake is able to have the Diamond Dogs develop a UTH-66 Blackfoot tactical helicopter equipped with AS missiles, which are missiles that lock onto targets on the ground. He is also able to develop flare grenades that summon the helicopter to provide cover fire for him wherever the flare is thrown. This is loosely based on a real-world military tactic called "Painting the Target" where some type of indicator is placed down for an awaiting aircraft to identify, usually with a laser that can detect heat signatures and spread outward to cover any unforseen changes in trajectory, which then launches an explosive in the general direction of the laser spread until it is close enough to lock-on to the target. In Ultimate, Snake throws out a flare grenade that presumably summons a helicopter that allows the player to fire homing missiles on opponents.
The UI for the missiles bears a resemblance to the one used for the FIM-92 Stinger homing missile launcher. The bars indicating the time remaining and missiles locked on are based on the health and stamina bars in Metal Gear Solid 3: Snake Eater.
Names in other languages
- If a targeted character is star KO'd while missiles are firing, they can follow the character into the background. Conversely, when a character is Screen KO'd, they will still have their target icon on them.