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Snake is the Protagonist/Mascot of the Metal Gear series of games, and a Unlockable Character in Super Smash Bros. Obliteration. Snake is a Former Spy, Special Operations Soldier, and Mercenary who possesses an IQ of 180. A product of the Les Enfants Terribles project, Snake was a clone of world renowned soldier Big Boss, along with his brothers Liquid Snake and Solidus Snake. Initially a Green Beret, Snake was later inducted into High-Tech Special Forces Unit FOXHOUND in the mid 1990s while it was commanded by a man known as Big Boss. Repeatedly tasked with disarming and destroying the latest incarnation of Metal Gear, a bipedal nuclear weapon-armed tank, Snake would thrice avert potential nuclear catastrophe, becoming a famed war hero. In his most recent adventure before retirement Snake defeated Liquid Ocelot and destroyed the patriots orginazation in Metal Gear Solid: 4 and then retired from Mercenary work. Known all over the gaming world for his ability to sneak into wherever he must go, Snake plots to Take out opponents while they let their guard down and then sneak by to the top of the Mountain of Smashers. Using a moveset based of Punches, Kicks, Firearms, Heavy Artillery, and a Signature Grenade launcher Final Smash, Snake is ready to stealthily take out any opponent who challenges him, in a true fight for the ages.


Attacks

Type Name Damage Description
Neutral (3% = punch 1, 4% = punch 2, 7% = spin kick, 11% = total). Snake punches twice, then performs a spinkick. The final kick has high knockback, being able

to KO at high percentages, but can be powershielded depending on the character, even if the combo is done as fast as possible. Based off the attack combo from Metal Gear Solid and Metal Gear Solid 2.

Forward Tilt (8% = hit 1, 9% = hit 2 body, 10% = body sourspot, 12% = body sweetspot). Snake does a knee-thrust forward, if the attack button is pressed again, he will follow up

with an overhead swing of both arms on grounded opponents, the first hit is a weak meteor smash with set knockback, which allows Snake to link the opponent into the second hit, this move is seen during a cutscene in Metal Gear Solid: Twin Snakes when Snake fights Gray Fox.

Up Tilt (13% = early, 11% = clean, 8% = late). Snake quickly kicks his leg upwards. Deceivingly large range. Has good KO potential

at damages over 80%. Notable for having an invisible, disjointed hitbox that knocks opponents vertically, one of the strongest up tilts in the game.

Down Tilt (10%) does a low spin kick while prone. Deals strong vertical knockback, having KO potential on most characters at 120% and up,
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 immense knockback when it hits.

Up Smash (5% = startup, 10% = mortar, 15% = total). Slams a mortar in front of himself and fires a shell into the air, the movement of the shell

is almost entirely vertical, but there is a small amount of random horizontal momenentum charging the up 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, slamming down the mortar has a hitbox that produces very weak vertical knockback that knocks opponents into the mortar's line of fire, oddly enough, the shell does not break blocks in the SSE, but yanking the mortar out does.

Down Smash (14%) Starts digging a hole in the ground and places a claymore inside, a short while after planting the claymore, it becomes active, and will detonate if anyone (including Snake) steps on it, if the platform the claymore is set on disappears (such as on Rainbow Cruise or Delfino Plaza) the claymore falls down and if it makes contact with anything, even the ground, it explodes, Snake can't plant more than one claymore 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, after a while, or if Snake gets KO'd, the claymore will vanish.


Aerial Attacks

Type Name Damage Description
Neutral (6% = hit 1, 5% = hit 2, 4% = hit 3, 13% = hit 4, 28% = total/all hits connect). Snake performs four kicks in quick succession, overall, the move has a fairly long duration with high ending and landing lag, making it unwieldy and easily punishable, while it is difficult to land all four kicks on a grounded opponent, the fourth kick has very high horizontal knockback if it hits,one of the most damaging neutral aerials in the game if all four hits connect, dealing 28% total.
Forward (13% = body, 15% = leg). Lifts his left leg over his head and axe-drops it down. 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 that can star KO opponents over 100%.

Back (14% = clean, 10% = late). Snake extends both his legs out behind him, 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 (12% = clean, 10% = late) Thrusts both his legs 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, the move is useful for star KOing airborne opponents that are above 100%.
Down (6% = hit 1, 5% = hits 2-3, 12% = hit 4, 28% = total/all hits connect). Snake launches four subsequent kicks below himself, gas high lag and the last hit deals high horizontal knockback,also considered one of the strongest aerials in the game if all four hits connect, dealing 28% total, just like his neutral aerial.


Other Attacks

Type Name Damage Description
Floor Attack (Front) Kicks In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back) (5%) Same As Front Attack, Just With less Power.
Floor Attack (Trip) (6%) Kicks In Both Forward/Back Directions, Near The Ground.
Ledge Attack (7%) Performs A Sweep Kick, While Climbing Up,
Dash Attack (8% = clean, 6% = late). Snake does a somersault forward. Deals moderate knockback

and moves Snake forward a fair amount, the somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the Metal Gear Solid series,


Grabs/Throws

Type Name Damage Description
Grab (N/A) Grabs An Opponent, With A Restraining Chokehold.
Pummel (1.9%) Tightens The Chokehold, A Slow Pummel.
Forward (6% = hit 1, 3% = throw, 9% = total). Flips opponent 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 percentages at 100%.

Back (7% = hit 1, 3% = throw, 10% = total). Turns around and slams opponent on the ground. Can KO at high percentages if

the opponent doesn't DI, has stronger base knockback than his forward throw, but has similar knockback scaling.

Up (5% = hit 1, 3% = throw, 8% = total). Performs a suplex, similar to Jigglypuff's back throw, Can setup for his up tilt

at low percentages.

Down (8% = hit 1, 4% = throw, 12% = total). Lays opponent on the floor, putting the opponent into the downed status, Deals high damage

when fresh, and enables a chain throw if Snake is able to predict where the opponent will recover.



Taunts

Up = Shoots remote missiles above him out of boredom.

Side = Faces the camera and then removes the box saying, "Come and get me losers".

Down = Puts a cardboard box over himself.


Special Moves

Type Name Damage Description
Neutral Special Hand Grenade (4% = throw, 12% = explosion, 16% = total). Snake pulls out a grenade and unpins it, the grenade can be held for up to 3 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,Snake can throw up to two grenades at a time.

Side Special Remote Missile (14% = Per Hit) 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.
Up Special Cypher (5% = Camera) Snake grabs onto the flying reconnaissance camera and slowly hovers upwards,

one can cancel the move early by performing any attack (excluding the up special), pressing down, or by airdodging, upon which the Cypher will become an upward projectile.

Down Special C4 (17% = Explosion) Bends down a 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

Type Name Damage Description
Final Smash Grenade Launcher (18% = Per Grenade Hit) Snake leaps off the stage and grabs onto a rope ladder of a helicopter, shooting up

to twelve grenades from the foreground. After firing six shots, Snake reloads another six shots, If no rounds are fired within a few seconds, Snake will automatically shoot a grenade towards the crosshair.