Where is snake from ssbb




















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. Snake 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. Snake performs four forwards kicks. The first three hits deal set knockback while the final hit deals high horizontal knockback. The move has fairly high startup lag for a neutral aerial, long gaps between each kick, a long total duration and high landing lag, making it unwieldy and easily punishable if used incorrectly.

Snake cannot even get the final hit out when performing the move in a short hop, forcing him to full hop or double jump to effectively use the move. Opponents can easily avoid getting hit by every single kick due to the long gaps between each kick combined with the multi hits in general not leading into each other very well. The move cannot auto-cancel out of a full hop although the move does auto-cancel shortly after the final hit ends so if Snake can find a situation where he can auto-cancel the move, it can be very safe on shield, especially considering the final hit's deceptively long range.

Neutral aerial is overall a flawed yet occasionally useful aerial. Snake lifts his left leg over his head and axe-drops it down.

If the opponent is hit by Snake's body, they will be launched upwards while if they are hit with his leg, they will be meteor smashed , both with high damage and knockback. The move hits both above and in front of Snake. The downside to the move however is that it has very high startup lag, ending lag and landing lag which makes it very difficult to land. The move gives Snake a slight vertical boost as the hitboxes come out. It is overall a high risk high reward aerial.

Snake extends both his legs out behind him, planking in the air. The move is stronger if Snake hits the opponent with his body rather than his legs. It has fairly low startup along with good reach and high damage and knockback, making it a solid KO option. The move also has a late hit which is weaker but it lasts for quite some time and it still has decent power for a lingering aerial. The main downside with the move however is that it has high landing lag and it cannot auto-cancel in a short hop, which makes it very risky to use.

The sweetspot also has an unfavourable position, forcing Snake to be inside of his opponent to land it, which only makes the move even more punishable if Snake misses. Snake thrusts both his legs straight upwards, similar to his back aerial. It is not particularly fast, having considerable startup lag, ending lag and landing lag although it has good vertical reach and powerful vertical knockback.

It is overall slightly weaker than Snake's forward aerial. The move has a weaker late hit and unlike Snake's other aerials, it can auto-cancel in a short hop, making it a useable anti-air. Snake launches four subsequent kicks below himself. The move is very unreliable however, with opponents easily being able to fall out of the move. In addition to this, it has high ending lag, high landing lag and it cannot auto-cancel out of a full hop led alone until the animation finishes making it a highly punishable aerial.

It is overall a very exploitable aerial, with neutral aerial usually being a better multi hit option. Grabs and holds his opponent in a restraining chokehold, which is a grabbing position unique to Snake. Snake's standing grab has slow startup lag although all of his grabs have good range and his pivot grab is very fast. Snake's grabbing position functions uniquely too, as the opponent is held higher compared to other characters.

Snake can force every character into an aerial grab release and opponents are grab released higher than if any other character grab released them. This can be a good or a bad thing depending on the character.

Flips opponent over and drops them scoop slam. It has serviceable power for a forward throw, being able to KO opponents at the ledge at very high percentages. Turns around and slams opponent on the ground.

It is similar to Snake's forward throw although it is faster and slightly stronger, making it the better throw overall. Performs a suplex, similar to Jigglypuff 's back throw. Can setup for his up tilt at low percentages although this is avoidable. Lays opponent on the floor, putting the opponent into the downed status. The throw is very slow although it has no ending lag, the opponent cannot DI the throw and Snake and his opponent can act at the same time. It is overall one of the best tech-chase moves in the game as it can easily and consistently be set up from a grab and the opponent cannot tech.

Deals high damage when fresh, and Snake has numerous options if he can predict his opponent's action. Both games were eagerly anticipated by fans. Naked Snake's line also plays on the fact that MGS fans were excited to find that the main character of MGS3 was to be a Snake, after being disappointed with Raiden's appearance in the previous game. Smashpedia Explore. Top Content. Most popular Most visited Super Smash Bros.

Ultimate List of Super Smash Bros. Ultimate Sephiroth Super Smash Bros. Ultimate Custom Moves. List of victory poses Super Smash Bros. Melee List of victory poses Super Smash Bros.

Helpful pages. Explore Wikis Community Central. Register Don't have an account? Snake Super Smash Bros. View source. History Talk This has been chosen to be a Featured Article, making it an article of interest. This article is about Snake's appearance in Super Smash Bros. If you don't want to wait that long, you can play 15 matches on the shadow moses island map in vs mode, or play brawl matches. User Info: untuxable. I agree with the utarempire guy. As soon as you get on the ship you see him.

I wont say how, but you do. User Info: fishfromband. Play 15 matches in shadow moses island dat simple! User Info: machao In some cases, grenades you drop may get returned to sender. And his recovery special move is Up Special Move: Cypher Oh! Watch out! In times like this What is he calling in? Suddenly he does a great jump! Snake grabs the rope ladder the helicopter drops and takes out his grenade launcher!



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