Snake (SSBU)

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This article is about Snake's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Solid Snake.
Snake
in Super Smash Bros. Ultimate
Snake
MetalGearSymbol.svg
Universe Metal Gear
Other Smash Bros. appearance in Brawl


Availability Unlockable
Final Smash Covering Fire
SnakeHeadSSBU.png
Back by popular demand, Snake brings a ranged fighting style unlike any other fighter in the game. His Final Smash locks onto an opponent and fires five homing missiles.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Snake (スネーク, Snake) is a playable character in Super Smash Bros. Ultimate. Snake is classified as fighter #31.

Rather than Kiefer Sutherland, who voiced his predecessor in the Metal Gear Solid V series, David Hayter's portrayal of Snake from Brawl was repurposed for the English version of Ultimate, with Hayter initially confirming on Twitter that he would be reprising his role as Snake. Akio Otsuka also reprises his role in the Japanese version.

How to unlock[edit]

Complete one of the following:

With the exception of the third method, Snake must then be defeated on Shadow Moses Island.

Changes from Super Smash Bros. Brawl[edit]

Snake received a mix of buffs and nerfs in the transition from Brawl to Ultimate but was nerfed overall. The most notable buffs he received were to his previously slow mobility, no longer being among the slowest in the series. The universal 3-frame jumpsquat and Snake's improved air speed give Snake better options when transitioning from the ground to the air, while the reduced landing lag on all of his aerials gives him landing options. In addition, many of his moves have been given reduced startup (e.g. neutral and down aerial's multi hits) or end lag (e.g. down tilt), or even both (e.g. down smash). His Remote Missile is significantly faster and more controllable making it a stronger tool against opponents who are off stage. Finally, the removal of chain grabbing significantly improves his endurance against certain characters.

However, Snake also received some glaring nerfs as well. Due to Snake's reduced weight, the removal of momentum canceling and given that Cypher can now be destroyed, his overall endurance especially while offstage is much weaker. In addition, while his ground game still remains strong, it has been nerfed in several ways; his neutral attack has less range and is significantly weaker, his forward tilt has less range, deals far less damage, the first hit has been altered removing its ability to trip and the second hit is slower and weaker. His up tilt's infamously deceptive horizontal range has been reduced, and the explosions from his explosion-based attacks can now be absorbed, further limiting his effectiveness in certain character matchups. While he has seen some improvements to his aerials, they are all weaker (especially down aerial). The removal of DACUS and the Gatling combo severely limit his approach options despite the aforementioned increase to his mobility. Lastly while the removal of chain grabbing improves his endurance, it also means that he can't chain grab with his down throw severely reducing its damage racking and tech chase potential.

Despite the changes, however, Snake retains multiple key traits from his Brawl incarnation, and remains a viable choice in tournaments with players such as MVD and Ally achieving powerful results with him.

Aesthetics[edit]

  • Change Snake retains his design from Metal Gear Solid 2: Sons of Liberty. However, his body suit appears less form-fitting than before, and his overall appearance appears to be more detailed, particularly his hair and bandana.
  • Change Snake's idle animation has been altered. His upper body has been turned to face more towards the screen, and both his arms are now fully visible.
  • Change Snake has refined animations for many of his moves.
  • Change Snake's series symbol has changed from the FOX logo to the "!" Alert symbol seen in Metal Gear Solid games.
  • Change Snake always speaks during his on-screen appearance.
  • Bug fix Snake's medium and heavy knockback clips that went unused in Brawl are now properly used.
  • Change Snake has two additional alternate costumes, increasing his total to 8. One is a somewhat shiny, pure black costume resembling the Metal camouflage from Metal Gear Solid 4: Guns of the Patriots. The other is a lighter green costume resembling the leaf camouflage from Metal Gear Solid 3: Snake Eater.
  • Change Snake has a new victory animation. He does a spin kick, a side kick, and then finishes in a CQC stance. The pose is a reference to the end of Metal Gear Solid 4: Guns of the Patriots when Old Snake fights Liquid Ocelot. It replaces the cardboard box victory pose from Brawl. [1]
  • Change Snake no longer uses unique sounds on hit for his jab, dash attack, tilts and aerials.

Attributes[edit]

  • Buff Like all characters, Snake's jumpsquat animation now takes three frames to complete, the biggest difference out of everyone (down from 9).
  • Buff Snake walks faster (0.84 → 0.882).
  • Buff Snake dashes much faster (1.35 → 1.595).
  • Buff Snake's initial dash is much faster (1.1 → 1.76).
  • Buff Snake has faster air speed (0.94 → 0.987).
  • Buff Snake's fast falling speed is higher (2.422 → 2.768).
  • Change Snake is much lighter (113 → 106), going from third heaviest in Brawl to tied for 16th in Ultimate, worsening his endurance but making him less susceptible to combos, especially at higher percents (although this is negated by the removal of hitstun canceling).
  • Buff The removal of chain grabbing noticeably improves Snake's endurance against certain characters.
  • Buff The changes made to air dodging benefit Snake's recovery, improving his horizontal range and versatility.
  • Nerf All of Snake's explosions (including forward smash, up smash, Hand Grenades, Remote Missile and C4) can now be absorbed.

Ground attacks[edit]

  • Neutral attack:
    • Buff Neutral attack hits connect much better and the final hit has less startup lag (frame 10 → 8).
    • Nerf Neutral attack deals less damage (14% → 11%) and has less range. The first two hits no longer have set knockback making them connect less reliably with the third hit at higher percents and the third hit also has drastically decreased knockback, no longer KOing until around sudden death percents.
  • Forward tilt:
    • Nerf Forward tilt's range has been reduced.
    • Nerf Forward tilt does less damage (8% → 4% (hit 1), 9%/10%/12% → 9% (hit 2)) hindering its KO potential.
    • Nerf The first hit now launches opponents vertically making it harder to connect with the second hit and removing its ability to trip opponents.
    • Nerf The second hit has more startup lag (frame 6 → 8) and has more ending lag (frame 31 → 40).
  • Up tilt:
    • Buff Up tilt deals more damage (13% → 14.5% (clean), 12% → 13.5% (late), slightly improving its KO potential.
    • Nerf Up tilt's knockback on the sweetspot has been slightly reduced.
    • Nerf Up tilt's notoriously large horizontal disjointed hitbox has been reduced, to the point where opponents have to be close to Snake in order for the move to connect.
  • Down tilt:
    • Change Down tilt now sends Snake forward then back to where he started. This makes the move safer as Snake moves back, but removes the move's ability to pseudo-crawl.
    • Nerf Down tilt has a shorter duration (frames 6-9 → 6-7).
    • Buff Down tilt has less ending lag (frame 35 → 31).
    • Buff Down tilt deals more damage (10% → 12%).
    • Nerf Down tilt deals less knockback, no longer KOing until very high percentages.
  • Dash attack:
    • Buff Dash attack connects more reliably at close range as Snake can no longer run through his opponents.
    • Nerf Dash attack's sweetspot has a shorter duration (frames 5-12 → 5-8) and the sourspot deals less damage (9% → 8%).
    • Nerf Dash attack deals less knockback and sends opponents at a less vertical angle hindering its KO potential.
    • Nerf The Gatling Combo can no longer be performed.
  • Forward smash:
    • Change Snake now vocalizes his forward smash after the move has been performed. It additionally has a new "clicking" sound effect.
    • Buff Forward smash has less ending lag (frame 81 → 74).
    • Nerf Forward smash deals less knockback.
  • Up smash:
    • Change Up smash's mortar shells now only land in front of Snake making its trajectory more reliable.
    • Change The move's sound effects are now more realistic, replacing the previous move's distinctive "bloop" sound.
    • Buff Up smash's mortar shell deals more damage (10% → 14%) improving its KO potential and it travels higher when uncharged.
    • Buff Up smash has less ending lag (frame 53 → 51).
    • Nerf The removal of DACUS significantly hinders Snake's up smash's approach potential.
    • Nerf The mortar shell has much more startup lag (frame 29 → 36).
    • Nerf The first hit connects into the mortar much less reliably, even at lower percents.
  • Down smash:
    • Change Snake has a new down smash: a double-sided kick that is slightly similar to Zelda's, capable of sending opponents at horizontal angles with considerable knockback (especially the back hit). This increases its range and makes it more consistent and reliable at KO'ing, though it removes Snake's landmine combos and weakens his ability to stage control.
    • Buff New down smash is dramatically faster than the old one, having much less startup (frame 55 → 8) and ending lag (frame 78 → 45).
    • Nerf The front hit deals less damage than the old landmine (14% → 12%).

Aerial attacks[edit]

  • Buff All aerials have less landing lag (30 frames → 16 (neutral), 30 frames → 19 (forward/back), 22 frames → 15 (up), 30 frames → 20 (down)).
  • Neutral aerial:
    • Buff Neutral aerial's later kicks have less startup lag (frame 22/34/44 → 18/26/36 (hits 2/3/4) and neutral aerial can now finish in a short hop. It also has less ending lag (frame 68 → 60).
    • Buff Hits of neutral aerial connect better due to their faster speed and the weakening of SDI.
    • Nerf All of neutral aerial's hits deal less damage (6% → 3% (hit 1), 5% → 3% (hit 2), 4% → 3% (hit 3), 13% → 12% (hit 4); a total change of 28% → 21% if all hits connect). All hits except the final hit have shorter durations (4 frames → 2) and the final hit deals less knockback hindering its KO potential.
  • Forward aerial:
    • Buff The removal of meteor canceling improves sweetspotted forward aerial's reliability.
    • Nerf Forward aerial's sweetspot and sourspot deal less knockback, hindering their KO potential.
  • Back aerial:
    • Change Back aerial's sweetspot has been re-positioned. It is now placed on his feet rather than his body. This makes it stronger when spaced, but less effective up close.
    • Nerf Back aerial deals less knockback.
    • Nerf Back aerial no longer has a hitbox on Snake's head.
  • Up aerial:
    • Nerf Up aerial deals slightly less knockback.
  • Down aerial:
    • Buff Snake now gains a significantly greater vertical boost when using down aerial, now being able to autocancel in a short hop, and improve his recovery potential and jump height.
    • Buff Down aerial's later kicks have less startup lag (frame 14/25/36 → 10/17/25).
    • Buff Due to Snake's new frame 3 jumpsquat, down aerial is now a powerful damage-racking option out of shield.
    • Buff Hits of down aerial connect better due to their faster speed and the weakening of SDI.
    • Nerf All hits of down aerial deal less damage (6% → 4% (hit 1), 5% → 3% (hits 2-3), 12% → 10% (hit 4); a total change of 28% → 20% if all hits connect). The final hit also deals much less knockback, greatly hindering its KO potential.

Throws/other attacks[edit]

  • Grabs:
    • Nerf All grabs have more ending lag (frame 30 → 35 (standing), frame 40 → 43 (dash), frame 30 → 38 (pivot).
    • Nerf The changes to aerial grab releases heavily hinder Snake as he no longer has any guaranteed follow ups out of an aerial grab release (such as dash attack or a re grab) outside of his explosives. The change to his down smash also heavily limits his aerial grab release's follow up potential as it can now only set up into one of his self detonating explosives.
  • Forward throw:
    • Change Forward throw has a different animation, with the ending pose causing Snake to pose with his arms out.
    • Nerf Forward throw deals slightly less knockback.
  • Back throw
    • Nerf Back throw deals less knockback.
  • Up throw:
    • Change Up throw has an altered throwing animation.
    • Buff Up throw deals more damage (10% → 11%).
    • Buff Up throw has increased followup potential due to the removal of hitstun canceling. Snake's shorter jumpsquat also improves up throw's follow up potential.
  • Down throw:
    • Change Snake performs down throw slightly faster.
    • Change How soon an opponent can act out of down throw is now based on their percentage. This hinders its tech chasing potential at lower percents but gives Snake guaranteed followups at higher percents.
    • Nerf Down throw deals less damage (12% → 9%).
    • Nerf Due to the removal of chain grabbing, Snake can no longer use down throw repeatedly, reducing his potential damage output.

Special Moves[edit]

  • Hand Grenade:
    • Change Hand Grenades are much larger, making them more likely to hit opponents but also more likely to hit Snake himself.
    • Change Hand Grenades now operate on a timer of 2.5 seconds, down from 3 seconds in Brawl.
    • Buff Snake moves faster with a Hand Grenade in his hand.
    • Nerf Grenades deal less damage (12% → 9%) hindering their KO potential.
    • Bug fix When a second Hand Grenade is thrown, the first no longer falls straight down.
  • Remote Missile:
    • Buff Remote Missile has less startup lag (frame 43 → 41), travels faster, turns much quicker and deals more knockback, making them significantly more controllable and very effective for edgeguarding or KOing.
    • Change Remote Missile uses a different sound when preparing to fire a missile.
    • Change Remote Missile no longer fully stops and drops down when shielding, instead falling in an arc carried by its forward momentum.
  • Cypher:
    • Nerf Cypher can now be destroyed, worsening Snake's recovery.
    • Nerf Due to changes to teching, Snake can no longer infinitely stall by using Cypher, hitting himself with C4 and then tech into the stage unless his percent is low enough hindering his recovery at very high percents.
    • Bug fix Grab release glitch on Cypher was fixed.
  • C4:
    • Change C4 now emits a flashing red light for a few seconds after being placed, improving its visibility. This allows Snake to keep track of his C4 more easily, but also allows enemies to do the same.
    • Change Snake can now say "There!" in addition to "Now!" when detonating a C4.
    • Buff C4 now sticks to opponents much more reliably than in Brawl.
    • Buff C4 stuck to an opponent no longer falls off as often after they are launched by a high-knockback move.
    • Buff Placing a C4 is now silent.
    • Buff Snake can now place and detonate C4 from a crouching position.
  • Final Smash:
    • Change Snake has a new Final Smash called Covering Fire. It involves him throwing a flare grenade to call an airstrike. He will announce "It's showtime!" if the move is started on the ground, but not in the air. A crosshair will first appear to mark opponents in intervals before five homing missiles are fired at the marked victims. Targets must be marked multiple times in order to send more of the missiles at them. Any missiles not given a target when their mark is placed will simply fly at where the crosshair was at the time. This resembles the way flare grenades are used in Metal Gear Solid V, where a support helicopter could be called to provide backup, with homing missiles being one of the options. The UI for the missiles bears a resemblance to the one used for the FIM-92 Stinger homing missile launcher.

Update History[edit]

Super Smash Bros. Ultimate 1.2.0

  • Bug fix Fixed an issue that allowed Snake himself to launch incorrectly at maximum percentages using C4.

Super Smash Bros. Ultimate 2.0.0

  • Buff Up tilt's sweetspot hitbox has a slightly increased duration (7 frames → 8).
  • Bug fix Self stick C4 has been fixed.

Moveset[edit]

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2.5% Two punches, followed by a spinkick. Holding the attack button will have Snake repeat the first hit. Based off the attack combo from Metal Gear Solid and Metal Gear Solid 2.
2.5%
6%
Forward tilt   4% (hit 1), 9% (hit 2, body), 10% (hit 2, arm), 11% (hit 2, fists) A forward knee-thrust. Pressing the attack button a second time will have Snake follow upwith an overhead swing of both arms. The knee slightly launches opponents vertically, making it harder to connect the second hit at higher percents. This move is seen during a cutscene in Metal Gear Solid: Twin Snakes when Snake fights Gray Fox.
Up tilt   14.5% (clean), 13.5% (late) An upward scorpion kick. A strong move with high vertical range. Depending on the opponent's damage, this makes a great follow up from down throw.
Down tilt   12% A low spin kick while prone.
Dash attack   11% (clean), 8% (late) Snake does a somersault forward. Moves Snake forward quite a bit. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the Metal Gear Solid series.
Forward smash   22% Snake takes out an RPG-7 rocket launcher and aims it at the ground directly in front of himself, causing a huge explosion. It has very slow startup but deals huge knockback when it hits.
Up smash   4% (mortar), 14% (shell) Snake slams a mortar in front of himself and fires a shell into the air. The movement of the shell is almost entirely vertical, and it lands directly in front of Snake's position. Charging the up smash does not increase its power, but it increases the speed and height of which it travels. When fully charged, greatly exceeds the range of Palutena's up smash. The fixed trajectory of the mortar, coupled with the fact that it charging doesn't affect the damage, makes this move great for edgeguarding.
Down smash   12% (hit 1), 14% (hit 2) A double-sided kick. Launches opponents at horizontal angles with considerable knockback. One of Snake's fastest ground moves.
Neutral aerial   3% (hit 1 - 3), 12% (hit 4) Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neurtal attack, tilts, and a short-hop down aerial.
Forward aerial   15% (foot), 14% (leg) A midair axe kick. Has slow start-up and high ending lag, but it is a very powerful meteor smash with great vertical and horizontal reach. Connection with the leg results in very powerful vertical knockback.
Back aerial   16% (clean, feet), 14% (clean, legs), 10% (late, feet), 9% (late, legs) Snake dropkicks behind himself, planking in the air. Has fairly fast start-up along with good reach and very high horizontal knockback when sweetspotted. While it has high ending lag like his other aerials, Snake's back aerial never auto-cancels, unlike his other aerials, so it is very punishable if it misses. Has sex kick properties.
Up aerial   14% (clean), 10% (late) Snake dropkicks straight upwards, similar to his back aerial. Has fairly fast start-up with good vertical reach and powerful vertical knockback, but has considerable ending lag, like the rest of Snake's aerials.
Down aerial   4% (hit 1), 3% (hits 2 and 3), 10% (hit 4) Snake launches four subsequent kicks below himself. A powerful damage-racking out-of-shield option. Similar to Lucario, Snake's down aerial halts his momentum, making it autocancel in a short hop.
Grab   Reaches infront of himself with both of his arms, grabbing and holding his opponent in a restraining chokehold. The grabbing position itself is unique to Snake. Based on a similar maneuver from the Metal Gear Solid games.
Pummel   1.2% Tightens his chokehold.
Forward throw   9% Snake twists the opponent's arms behind their back, steps his leg forward, and then forcefully shoves them into the ground in front of him.
Back throw   9% Snake shifts the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him.
Up throw   7% (slam), 4% (throw) Snake suplexes his opponent, slamming them back-first. Can combo into his up tilt at low percents.
Down throw Silent Takedown 9% Lays opponent on the floor, putting the opponent into a downed status. How soon an opponent can act depends on their damage. At high percents, gives Snake guaranteed follow-up options. Resembles a similar CQC maneuver from the Metal Gear Solid series, in which Snake rendered enemies unconscious by suffocating them.
Floor attack (front)   7% While getting up, kicks on one side and punches on the other.
Floor attack (back)   7% Rotates his body around with both his feet sticking out and gets up.
Floor attack (trip)   5% Gets up and kicks both sides of himself.
Edge attack   10% Climbs on to the stage and performs a sweep kick.
Neutral special Hand Grenade 0.9~3.7% (grenade), 8.6~11.2% (explosion) Snake pulls out a grenade and unpins it. The grenade can be held for up to 2.5 seconds before it detonates, which can be "cooked" by holding the special button as soon as he takes out a grenade. The distance Snake throws the grenade can be controlled by pressing either forward, backward, or pressing no direction at all. Pressing the shield button will drop the grenade. Snake can throw up to two grenades at a time.
Side special Remote Missile 7% (early/dropped missile), 14% (missile) Snake takes out a Nikita and fires a remote-controlled missile. The missile can be controlled with the control stick and be cancelled out by pressing the shield button. One of his best moves for edgeguarding.
Up special Cypher 6% (camera) Snake grabs onto the flying reconnaissance camera and slowly hovers upwards. Snake gains slight armor while rising on the camera. One can cancel the move early by performing any aerial attack, pressing down, or by airdodging, upon which the Cypher will become an upward projectile.
Down special C4 17% (explosion) Snake bends down and plants a C4 on the ground where he is standing, drops one when used in the air, or sticks one towards a wall if he is standing near one. By using the move a second time, he takes out a remote and presses the button, detonating the explosive. If Snake is standing near an opponent, he can attach the C4 directly onto them, which acts like a Gooey Bomb.
Final Smash Covering Fire 15% (per missile) Snake will toss a flare grenade, exclaiming "It's showtime!", before crouching and putting his hand up to his ear, which will cause a crosshair to appear onscreen. At the upper left are two bars: one solid, and one made up of 5 segments. The solid bar indicates how much time until the missiles are launched, while the segmented bar underneath represents the missiles: missiles that have locked onto an opponent are shown as red segments, while those that have not are shown as grayed-out segments.

The crosshair can be guided to lock on to opponents, marking them with a reticle. Opponents can even be marked with multiple missiles. After the brief duration, the missiles will launch from the foreground, attacking the targeted opponents. The missiles that have not locked on to a target will instead fire at around where the crosshair was last positioned.

On-screen appearance[edit]

  • Snake's stealth camouflage disengages to reveal himself to his opponent(s). Snake then announces "Kept you waiting, huh?" upon appearing. Comes from an intro cutscene of Metal Gear Solid 2.

Taunts[edit]

  • All taunts: Puts a cardboard box over himself, which is removable. All three of his taunts are variations of this. His up taunt being the fastest to cancel, his down taunt being the slowest and his side taunt between both of them speed-wise. When he removes it, any nearby enemies will receive damage. The damage ranges from 1.8% to 3.1%. The box can also be picked up and thrown by opponents, although any character will automatically throw the box once it is picked up. The box falls a considerable distance when removed over a ledge, making it a possible edgeguarding option.
    • Smash Taunt: Kneels down and contacts his support team - Colonel Roy Campbell, Otacon, and Mei Ling, and even Slippy Toad (only when in a Smash with Falco) - via his codec. This is possible only on Snake's home stage, Shadow Moses Island, and is performed by inputting the down taunt command extremely quickly. Snake will hold a pose for a few seconds, then a conversation between Snake and his support team will begin. This can only be done once each round and if the player is hit while Snake is holding his pose before the conversation starts, it is cancelled. However, the player can be hit while the conversation is going, though the conversation ends if Snake is KO'd, which, in a nod to the Metal Gear Solid game over screens, causes the character Snake was talking with to shout "SNAAAAAAAAKE!!". It can be done with any number of other players on the screen—if there is more than one opponent, the game will randomly choose one to talk about. This taunt only works against the characters who were present in Brawl. Any characters introduced in Smash 4 and Ultimate, as well as ones introduced in Melee who were cut from Brawl (i.e. Pichu, Dr. Mario, Young Link, Roy and Mewtwo) do not have unique codec conversations. Additionally, Ike's codec conversation will not play when he is in his Radiant Dawn costumes.

Idle poses[edit]

  • Scratches his beard.
  • Quickly looks behind himself.

Victory poses[edit]

  • Does a spin kick, a side kick, and then finishes in a CQC stance, all while saying "Not even close!". The pose is a reference to the end of Metal Gear Solid 4: Guns of the Patriots when Old Snake fights Liquid Ocelot.
  • Seen in a crouching position from the side, saying "Colonel, mission accomplished." into his codec.
  • Crawls forward a step and rolls into a crouching position, saying into his codec "This is Snake. I'm done here."
A small excerpt of the main theme of Metal Gear Solid. In the game, this excerpt is used twice: when VR Training is completed, and when Solid Snake is caught and the player earns a Game Over.

In competitive play[edit]

Notable players[edit]

Classic Mode: Weapons and Equipment OSP[edit]

Snake's opponents all use projectile weapons. Additionally, all the items that spawn are either projectile weapons or explosives, to go with the theme of the route. OSP stands for On-Site Procurement, which is the condition for many of Snake's missions in the series.

Round Opponent Stage Music
1 Male and Female Inklings Moray Towers Encounter
2 Diddy Kong Kongo Falls Theme of Tara
3 Pit Shadow Moses Island (Battlefield form) Theme of Solid Snake
4 Link Jungle Japes Snake Eater
5 2 Samuses and 2 R.O.B.s Norfair Main Theme - METAL GEAR SOLID PEACE WALKER
6 Snake (Green Costume) Shadow Moses Island MGS4 ~Theme of Love~
Bonus Stage
Final Galleom ? Boss Battle - Super Smash Bros. Brawl

Note: All stages except for the final round will play a song from the Metal Gear series.

Role in World of Light[edit]

Snake was among the fighters that were summoned to the cliffside to fight against the army of Master Hands.

During the opening cutscene Snake was present on the cliffside when Galeem absorbed the Master Hands and unleashed his beams of light. While the other fighters were attempting to deflect or dodge the beams, Snake hid in his cardboard box; this proved useless, as a beam of light vaporized him and his box, placing him under Galeem's imprisonment along with the rest of the fighters, except for Kirby.

Snake can be found in a military base sub-area reminiscent of his series, where Galleom is fought.

Spirits[edit]

Snake's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Snake in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Alternate costumes[edit]

Snake Palette (SSBU).png
SnakeHeadSSBU.png SnakeHeadBlackSSBU.png SnakeHeadRedSSBU.png SnakeHeadBlueSSBU.png SnakeHeadGreenSSBU.png SnakeHeadWhiteSSBU.png SnakeHeadChartreuseSSBU.png SnakeHeadBrownSSBU.png

Gallery[edit]

Character Showcase Video[edit]

Trivia[edit]

  • Snake was announced to return in Ultimate on June 12th, 2018, which was also the 10 year anniversary of Metal Gear Solid 4: Guns of the Patriots.
  • Snake is the only returning third-party character to have his Final Smash completely changed.
  • The official Smash Bros. website lists Snake as being the 31st character to join the series, which is coincidentally the same amount of years from the first installment of the Metal Gear series was released, back in 1987, to Snake's return to Smash, in 2018.
  • Snake is the only returning third-party character not to appear in Super Smash Bros. 4.
  • Snake is the only character in Smash history whose series symbol has been entirely changed: the FOX logo was altered to the "!" Alert symbol from Metal Gear Solid.
    • This is possibly due to the FOX logo also being the logo for the former Kojima Productions, a studio within Konami responsible for developing Metal Gear games which have since dissolved and reformed as an independent developer.
  • Ultimate is the third time Snake, Simon, and Bomberman appeared in a video game together, the first two being DreamMix TV World Fighters and Super Bomberman R.
  • Snake can be unlocked by playing Classic Mode as Simon or Meta Knight. This likely references Simon and Snake being Konami characters and Snake's team-up with Meta Knight in Subspace Emissary.
  • This is the second time where the Metal Gear Solid franchise crosses over with the Monster Hunter franchise - the first of which was in Metal Gear Solid: Peace Walker featuring Rathalos who is coincidentally a boss character in Ultimate.
  • Snake's "Colonel, mission accomplished" victory pose has a visual error at the start: Snake can be briefly seen in his idle pose before the screen fades in.


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