Super Smash Bros. Ultimate Snake Guide – How to Play, Attack Moves

Super Smash Bros. Ultimate Snake Guide

In this Super Smash Bros. Ultimate Snake Guide, we will guide you on how to play if you choose Snake as your character of choice in a fight. We will highlight all the moves that are specific to Snake, plus his defending moves, special moves and his final smash. In addition, this guide will also give you a better understanding of his moves, for if you find yourself fighting against Snake.

This guide will focus on Snake’s attacks like neutral attacks, special attacks, and grounded attacks. We will also detailed the amount of damage each attack deals to an opponent. In the end, we will finish off with what his final smash looks like and what it does to your foe.

Super Smash Bros. Ultimate Snake Guide

Below we have listed all the attacks that are specific and special to Snake. Refer to each attack for a better understanding of how Snake combats in the stage.

Introduction

Snake comes into the world of Super Smash Bros. Ultimate with a multitude of delayed explosive threats he can layer on-screen, creating waves of explosions and uncertainty in foes about when and where the next blast will come from.

He can have either two hand Grenades bouncing around or two up smash mortar rounds bound for impact.  When these attacks get going, he can back them up either by rushing in with this slow but powerful aerial moves, or by adding another blast with his slow but devastating RPG launch.

Snake is not only a demolition man with explosives, but he is an expert close range combatant, with lots of quick and powerful moves on the ground. He can go prone with his dash and down tilt attack with which he can dodge incoming attacks.

His attacks overall are slow, but powerful. Going in against more of the nimble fighters in the game, especially when airborne is not the greatest tactic.

Grounded Attacks

This section of the guide contains all the grounded attacks that Snake can perform while on the stage.

Neural Attacks

Snake has three neutral attacks. The first two attacks are a two quick jabs that deal 2.5 damage each. Though the initial jab is quick, it is not the fastest in the game. The third neutral attack Snake has deals 6 damage to opponents with this knee strike.

Dash Attack

Snake’s Dash attack deals 11 damage where from a combat run, Snake dives forward with a fast dash attack. Hitting early in the attack launches opponents forward, while hitting them as the attack ends flips them right over Snake’s shoulder. Snake also lands in full crouch after this move, which can avoid the opponent’s counter attack.

Smashes

Snake has three smash attacks.

Side Smash

This attack deals 22 to 30.8 damage, where Snake takes out his RPG and launches a shell right at the ground in front of him. Directing heavy damage in a big radius. This is a slow attack considering the other smash attacks in the game, but the potential it gives out in knocking out enemies makes it significant.

If an enemy shields the attack, the enemy is at least pushed out of range by the explosion anyway.

Up Smash

This attack deals 4, 14 damage, where Snake acts like a secret special move, as Snake starts out by laying a mortar launcher at his feet, with this setup producing a momentary launching hitbox. Half a second later, the mortar flies up from the tube. If a foe is popped up by the launcher itself, the projectile detonates right away for a two-hit combo. If not, the dumb-fired explosive travels on a sharp arc up and then down directly in front of Snake.

An uncharged mortar round spends just over a second in the air before detonating at Snake’s feet, meaning an uncharged up smash drops an explosive just over 1.5 seconds after input. A fully charged up smash mortar round flies for 1.5 seconds (though of course has far more start-up, with needing to charge and all). The quickest way to drop two mortar rounds back-to-back is to fully charge and release up smash, then immediately follow with uncharged up smash. Snake will be free to act just before a couple mortars fall and explode about a half-second apart. This is great if you have time to set it up, which assumes no one is breathing down your neck, a situational thing. Like when on the fringe of a fight between others with time to set up, or setting up a particularly nasty edge-guarding salvo against someone about to drift back to the stage.

Down Smash

This attack deals 12 damage in front 14 back to 16.8 front and 19.6 back damage. In this attack, Snake aims a shin kick out in front, and then sweeps it around to cover behind him. This is the main move to clear out opponents nearing Snake. This attack is decently fast and will push enemies back on both sides.

If the attack is shielded from the front, this will leave Snake in a vulnerable position for a retaliatory attack. However, it is not so dangerous behind Snake if the attack is shielded.

Defensive Attacks

Snake has three Defensive Attacks. The first is the Ledge Attack that deals 10 damage. The second is the Wake-up Attack that deals 7 damage, while the last is the facedown wake-up attack that deals 7 damage as well.

Tilts

Snake has four Tilt Attacks.

Side Tilt 1 and 2

This attack deals 3 damage, where Snake thrusts a fast knee. It can be followed up with another attack with the knee, which is a heavy double hammer fist that deals 12 damage. However, going in with the attack with knee and into fists, leaves Snake wide open if his opponent shields it and retaliates immediately.

If an opponent blocks just the knee, then tries to attack too soon, before blocking the hammer-fist too, it’ll beat them to the punch. You can delay the hammer-fist for a surprising amount of time, perhaps baiting exactly this reaction. If you perform side tilt’s knee by itself, it’s technically vulnerable to immediate out-of-shield reactions. But if enemies are worried about whether you’ll do the hammer-fist follow-up early or late or not at all, looking to punish that as a sure thing, they’ll let you get away with knees. This gives Snake another reliable, rapid close-range poke besides neutral attack

Up Tilt

This attack deals 14.5 damage, where Snake uses his body mastery to arc an expert launching kick straight up. This is a fast effective hit either close on the ground or against airborne targets. This tilt however gives no coverage from behind, and if an opponent ground blocks it, Snake is left at a disadvantage.

Down Tilt

This attack deals 12 damage, where Snake rapidly strikes with a low sweep kick. This hit has a bit of long range than the Up Tilt but with more range in distance. Any opponent that is hit with this is swept of their feet, and into a juggle position.

If the attack is shielded, Snake is left at a vulnerable position with a potential punishing move incoming. However, his prone position in this attack, means that many fighters can miss over him in trying to quickly attack back.

Grabs

Snake has 5 Grab Attacks.  The first Grab attack 1.3 damage. Next are the Front and the Back throw that both deal 9 damage. Finally the Up Throw deals 7, 4 damage, while the Down Throw deals 9 damage.

While Snake’s throw attacks are unconventional, both his back and front throw bounces victims off the floor for momentum, and the up throw bouncing them into an airborne juggle position. Down throw is an attack that makes Snake lay his opponents flat on the ground, which can then be followed by more attacks once they try to get up.

Aerial Attacks

This section of the guide will cover all the Aerial attacks that Snake has.

Neutral Air Attack

This attack deals 3×3, 12 damage, where Snake unleashes a quartet of jump kicks that take up his time for three quarters of a second. The first kick starts a bit slow, but once Snake starts kicking, there are periodic hitboxes in front of him for half a second. The final kick packs the most damage, landing all four hits is a huge damage in just a single attack.

Forward Air Attack

This attack deals 15 damage, where Snake delivers a mid-air axe kick that takes a long time to hit.

This can make it difficult to wield against literally hundreds of air moves that are quicker. When going after foes offstage, probably after stepping off a ledge from above them, you might have time to fall toward them while winding up forward air, which has a powerful meteor smash effect. Midstage, though, is tougher. This is where Snake’s layered explosive game comes in handy. Putting different kinds of timed threats in your way first, like up smash mortars, Hand Grenades, and C4 blocks, paves the way for striking midstage moving forward with forward air attack.

Back Air Attack

This attack deals 16 damage, where Snake sticks out a quick and strong kick from behind him. It is a long back attack but not great as a reverse rushing tactic as it has a lot of landing lag. It is best aimed air to air at double jump altitude, or when going for juggles on launched opponents.

Up Air Attack

This attack deals 14 damage, where Snake flips out a kicks straight up with both legs, launching the opponent up in the air. This works on straight up and you shouldn’t expect any lateral movement.

Down Air Attack

This attack deals 4, 3×2, 10 damage, where Snake uses this fastest air attack he has, by sticking a foot downward just as fast as he punches with neutral attack when standing. After the first jabbing kick straight down, snake follows with three more.

With four kicks spaced out, this can work as a ground-game poke, short-hopping into an immediate down air attack that covers almost the jumping period. The speed and active periods in midair make this an appealing move. But on block, Snake bounces off a bit, vulnerable to reprisal as he lands.

Special Moves

Snake has 4 special moves. All of them are detailed below.

Neutral Special – Hand Grenade

This attack deals 2, 9 damage where Snake takes out a grenade, pulls its pin out and tosses it forward or backwards towards the opponent. These grenades have a two second timer, which starts in Snake’s hand and can explode in the hands too.

You can throw up to two active grenades towards the enemy, and Snake can even pick up the grenades again after the first time he throws them, which makes things more interesting, and brings out possibilities.

Side Special – Remote Missile

This attack deals 14 damage, where Snake takes out his trusted Nikita launcher, which he can remotely pilot an agile missile all over the stage. When launched, you can steer the remote missile anywhere.

However, Snake is a sitting duck while controlling the missile, making him open for all kind of attacks when he is busy with the missile. If Snake gets hit, the missile tumbles with inertia in the direction that it is pointed.

Up Special – Cypher

This attack deals 6 damage, where Snake hitches a ride upward on a Cypher drone. This is his main recovery move, since it gains a tremendous amount of altitude. Cypher can be steered left or right, and releases Snake when it can’t carry him any higher. It doesn’t leave him helpless when it’s over; after release, Snake can use any normal air actions except double-jumping or using up special again. You can drop off Cypher early on the way up by tapping down, or by performing an air action to cancel it. Cypher continues upward as a weak projectile hit as Snake floats down, but this hit is mostly incidental. Cypher is best thought of as a pure recovery tactic, like Villager’s and Isabelle’s Balloon Trip.

If Cypher is destroyed or Snake is struck while riding, he’s sent tumbling, but once his hitstun ends, he can resummons Cypher with another up special. You can use this on purpose, releasing Cypher, then dropping Hand Grenades or C4 and steering Snake into them fast, blowing him up and allowing another Cypher call. But this piles on lots of damage if abused, and might KO him

Down Special – C4

This attack deals 17 damage, where Snake sets up a bomb and detonates it remotely. He can set these on surfaces, platforms, or even on opponents. Once the C4 is place, another down special will detonate it off, dealing heavy damage.

In the air, a block of C4 can be dropped as a bomb that, as far as opponents know, might go off anytime. On solid ground, it’s a mine, which foes have to worry Snake might detonate whenever he’s not actively eating hits himself. If it isn’t manually detonated, a deployed C4 block explodes after 25 seconds

Final Smash – Covering Fire

This attack is a screen wide version of Remote Missile, where Snake targets anyone and everyone with his missiles. You can drag the reticle over as many challengers as possible to achieve lock on to targets. It the follows with a series of homing missiles that zero in on all locked targets.

However, Snake needs a safe place to activate this move, and to be sure no opponent attacks him in the mean time.


For other characters, check out our Super Smash Bros. Ultimate Characters Guide.

Read more Super Smash Bros. Ultimate Guides.

This concludes our Super Smash Bros. Ultimate Snake Guide. If you want to add anything to this guide, feel free to use the comments section below.

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About the Author: Salik Shah

An ardent lover for first-person shooter games, Salik has been part of GamesHedge all through its journey. His love for competitive gaming started with Counter-Strike and Call of Duty, and now can be seen lurking in Valorant and Rainbow Six: Siege.

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