abit_rusty
Smash Lord
Into the Fray:
A Snake Survival Guide
by abit_rusty
"It's showtime!"
A Snake Survival Guide
by abit_rusty

"It's showtime!"
This guide is sponsored by clan Les Enfantes Terribles - Snakes for Hire
http://smashboards.com/showthread.php?t=151527 <-- Join today!
Table of Contents:
~Introduction
~Part 1: Close Quarter Combat
...............I. Jab & Forward Tilt
...............II. Up Tilt
...............III. Prone & Down Tilt
...............IV. Dash Attack
...............V. Forward Smash
...............VI. Forward Air
...............VII. Back Air
...............VIII. Neutral Air
...............IX. Down Air
...............X. Up Air
...............XI. Throws
~Part 2: Ranged/Indirect Combat
...............I. Grenades
...............II. Mortar
...............III. Nikita
...............IV. Proximity Mine & C4
~Part 3: Conclusion/Acknowledgements
Introduction:
OK, let's get something straight here before I say anything else. I'm assuming you've already got the gist of playing Snake. You've tried him out, gotten the feel of everything, and know how to perform his moves in general. However, I'm not going to cover all the basics, but be sure to check out the following links for other aspects of Snake's gameplay:~If you want the essentials, such as move descriptions and damage percents, pros & cons of Snake, etc., kindly visit Smo's Big Snake Guide, via link:
http://allisbrawl.com/forum/topic.aspx?id=4001
~If you'd like a deeper analysis on Snake's gameplay, including stage control and pressure strategies, look no further than T*H*O*R's guide right here:
http://smashboards.com/showthread.php?t=163063
~If you need help on character matchups, check out SirPsychoMantis's snake match-ups thread:
http://smashboards.com/showthread.php?t=158037.
...and a more current, developing match-ups thread can be found here: http://smashboards.com/showthread.php?t=175515
~If you would like to read up on lesser known useful Snake techniques, T*H*O*R has a nice little compendium right here:
http://smashboards.com/showthread.php?t=164426
The purpose of this guide is to show practical and effective, and several "advanced" methods of using the entire arsenal that Snake has to offer. Nintendo's cast this time around is wild and wacky, so every Snake player should be prepared for the worst when entering the fray. Knowing how to use Snake's moves effectively will drastically increase your chances of survival in the hectic battle that is Brawl...that knowledge (or lack of) will escalate you to the highest of champions...or brutally crush you towards an early demise. Brutally. On that light note, let's get started!
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Part 1
Close Quarter Combat:
You must be able to defend yourself in any situation, in any place, against any person, and against any weapon. Quick and decisive action is necessary for effective self defense and survival. In this section, we'll focus on Snake's close range attacks and how to best use them to your advantage.Close Quarter Combat:
I. Jab & Forward Tilt
Overpowered much?


"Whoever came up with Snake's ftilt either wanted to break the game, or make it extremely unbalanced."~darkatma
Well, they did a **** good job then, and Snake users aren't complaining. Ftilt is incredible. It's got the knockback of a smash and the speed of a tilt move. This isn't bad for a clearing move either, but it's much more suitable for a KO move. Catch an opponent with this at 100%+, undepreciated, near the edges of the stage, and you're likely to get a kill. It's got a nice little property in the initial knee attack that can trip your opponent. You can either follow up with jab or do another ftilt, or attempt more knees to lock them in place (the latter is a bit unreliable because they can DI out). Sometimes you can even pull out an fsmash if they aren't expecting the trip. I've done it just once. Overall it's an amazing move and will be one of your best KO assets.
Oh and I didn't even mention the broken range on the second hit...


II. Up Tilt
The Almighty Vertical Split Kick
"I would also like to add that the hitbox on snake's up tilt is quite possibly the most broken, unfair, unrealistic thing I've ever witnessed in a video game in my life, where his foot hardly goes anywhere but the hitbox might as well be Marth or Ike's sword held out really far in front of them going upwards with massive force and priority." ~ M2K
Most definitely.

Most definitely.
The following link is streaming gameplay footage of a horrifying triple homicide as a result of Snake's menacing up-tilt. Those with weak constitutions and are predisposed to liking Jigglypuff may want to avert your eyes.
--->http://www.youtube.com/watch?v=NDWKpP1U1ok
Up tilt is a godsend, yet few Snakes starting off rarely use it. Well, use it. It's got deceptively ridiculous range, strong vertical knockback, and once more high priority. Use it to punish, use it to clash with non-disjointed aerials, use it to hit through platforms, this move is just too good. Undepreciated, It's especially useful to kill lighter characters at give or take 100% damage. I've KO'd falcos in the 90's with this, surprisingly. It can also juggle the heavier characters at low percents, since it has decent vertical range too.
Thanks to Kinlap for contributing up tilt killing percent data on all the characters. Just goes to show furthermore that it is definitely worth saving this move for a kill. Please keep in mind that these tests were done in training mode, where damage depreciation is negated and thus the knockback percentages may be a little on the low side compared to true data. I'll update this with accurate non-training mode data once Kinlap kindly presents it. Otherwise, you've got a rough percentage to work with, more or less. Try to get them a little higher than the percents listed here before trying to KO.
I was doing some tests today with my new finisher with Snake, U-tilt. I couldn't find a list of this on SWF, so here's a list of what percent every character would get star KOed on FD without stale move negation or DI. FD was chosen because it's a very common neutral stage on, and it has a relatively above average ceiling. This test was also performed on Training Mode, which has different percentages for attacks, but should still have the same knock back (without stale, of course).
Jigglypuff / 82
Squirtle / 86
G&W / 88
Kirby / 90
Fox / 90
Metaknight / 91
Sheik / 92
Zelda / 93
ZSS / 93
Olimar / 94
Peach / 94
Pikachu / 94
Falco / 96
IC / 97
Lucas / 99
Toon Link / 99
Diddy / 100
Marth / 100
Ness / 100
Luigi / 101
Mario / 102
Pit / 102
Sonic / 102
Lucario / 103
Ivysaur / 105
ROB / 106
Samus / 106
Yoshi / 107
Wario / 108
Wolf / 108
Charizard / 109
Link / 110
Ganondorf / 112
Ike / 112
Bowser / 113
CF / 114
DK / 118
Snake / 119
Dedede / 123
III. Prone & Down Tilt
Can't touch this, sorta...


I composed this list a while ago, and I'm gonna post it here for people.
The most common stage I play online is Final Destination, and I created a list that shows the kill percentage of each character when Snake uses his Up tilt and Down tilt. Keep in mind that I made this in training mode with the opponent standing, so it can at times be off a few percent. But this list has come very handy to me when playing competitively.
Down tilt KO %'s
Bowser 142
Cpt Falc 147
Charizard 142
DK 153
Diddy 131
Falco 126
Fox 119
Ganandorf 146
G&W 116
Ice climber 126
Ike 145
Ivysaur 137
Jiggly P. 108
King DDD 156
Kirby 119
Link 143
Lucas 130
Luigi 132
Lucario 134
Mario 133
Marth 132
Metaknight 120
Ness 131
Olimar 123
Peach 124
Pikachu 122
Pit 133
Rob 138
Samus 138
Squirtle 112
Shiek 121
Snake 156
Sonic 132
Toon Link 129
Wario 141
Wolf 141
Yoshi 140
Zelda 121
ZS Samus 123
IV. Dash Attack
Comin' through!

V. Forward Smash
"Holy $*#@!" ~ someone who just got hit by this.

VI. Forward Air
The Flying Axe Kick. Sounds painful.


VII. Back Air
The pseudo-sex kick.

VIII. Neutral Air
Chuck Norris would be jealous.

IX. Down Air
It's time to stomp the yard.

There actually is a practical use for it, which is a short hop dair out of shield. Thanks to Tyson651 for this additional input:
Another use! Down Throw -> Dair contributed by M2K.i just want to mention that dair actually has really good practical use when ur in ur shield.
all u do is short hop out of ur shield when the enemy is nearby and u dair and keep ur DI onto him, ull land all the kicks if hes standing on the ground when u started ur dair, and it has really good knockback, and i think the trajectory is really good too, or maybe my friends dont DI very well haha. it sends them about 30 degrees to the side.
u can do it when ur enemy is behind u, when shield grabbing wont work, but dair will get them.
ya if you expect them to either get up attack or normal get up (or if you guess the roll away instead of F tilting) you can down throw them and short hop Dair, and it the whole tech chase does 42%. Also Dair is Snake's 3rd hardest hitting move he has just behind C4 (on par with up tilt but many ppl DI the Dair badly cuz they don't know about it, and the damage is 29-30%).
X. Up Air
Reach for the sky!


By the look on his face, you can see Link approves.
XI. Throws
"Where'd my knife go?..oh..**** you Sam Fisher!"


Down Throw Chain Grab
Using down throw right at an edge facing in that same direction, whether its the side of the stage or the side of a platform, Snake can chain down throws on an opponent. Many thanks to Cecilanius for this discovery and sharing it. For full details and a video, see the original thread here:
http://smashboards.com/showthread.php?t=163447
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Part 2
Ranged/Indirect Combat:
You must be able to use your arsenal of weapons and explosives to effectively defend yourself at a distance, control the field, and ultimately shift the tide of battle to give you the upper hand. In this section, we'll focus on Snake's special moves and indirect attacks and the most effective ways to use them.Ranged/Indirect Combat:
I. Grenades
Fire in the hole!

Shield-dropping
If you shield while you're holding a grenade, you will drop the grenade on the floor as Snake shields. You can proceed to roll away and let it sit there, or immediately pick it up to give it throwing properties similar to any item. Picking up a shield-dropped nade allows for more versatility, being able to throw it up, down, backwards, or forward, and at a greater distance. You are also not restricted to the standard grenade stance, giving you more mobility. In addtion, by shield dropping grenades, you can put up a formidable defense for yourself. This technique can aid in controlling the stage by providing temporary grenade barriers between you and your opponent, or placing quick grenade edgeguards on the ledge. It's also a cruicial technique to set up for Grenade Cooking, Grenade Stripping, and Grenade Countering. More on that in a bit.
Grenade Cooking
A very important skill to learn is "cooking" grenades, basically holding back a throw long enough so that the nade explodes near or upon impact once you do throw it. Experiment on your own to figure out your own method of cooking. There's the simple method where you just pull a grenade out, shield drop and pick it up again if you want for a quicker throw, and then just stand and wait until your desired time and chuck it(that's me

For a wide variety of Grenade Cooking techniques, checking out gammonwalker's guide is a must:
http://smashboards.com/showthread.php?t=165922
For more info on aerial cooking and some other neat stuff, check out Psychomidget's Snake "tricksies" thread & vid:
http://smashboards.com/showthread.php?t=157093
Grenade Stripping
Another useful trick is grenade stripping. After throwing a nade, you can time a shield drop of the second nade so that when you do so, it stops the first nade's travel in midair. I don't know how the heck this works, but it's pretty **** cool and very useful at preventing your nades from being thrown back. Watch the suprise on your opponent when they pick up a nade and you time the grenade strip just right so that the instant they throw it, it hasn't moved an inch. By then, it blows up in their face.

Lots of kudos to Thechene and WarriorJ for this discovery and sharing it, original thread here:
http://smashboards.com/showthread.php?t=157592
Grenade Countering


More misc. grenade tricks, contributed by Ruuku:
Hey abit_rusty, here's some of my grenade strats if you happen to be interested. These mostly are about edge guarding.
- you can drop a grenade by the edge, roll back and drop a second. Watch what your opponent does and hit him with an aerial, u.smash, or u.tilt if he jumps.
- from a safe distance, "cook" a grenade then throw at your recovering opponent. Use grenade stripping to make it drop with more accuracy.
- drop a grenade, catch it, then edgehog. The invincibility frames you get from grabbing the edge protect you from the explosion. I call it explosive edge hog, hahaha.
- drop a grenade by the edge, catch it, then throw it down. Roll back and drop another. Rinse and repeat while mixing it with tilts and u.smashes in between.
Did I mention the fact that I love grenades??
II. Mortar
Incoming!

Mortar Slide
There's 2 variations to this, with contact and without contact. Contact being hitting with the dash attack. The mortar slide with contact is very easy to do, simply up smash the instant your dash attack hits the opponent. This is easiest using the c-stick on the gamecube controller. The non-contact one is a lot trickier, but once you get the timing right, it's relatively easy. Take note that it helps a tremendous amount if you turn off tap jump in your controller preferences. Not sure why, but it does. Now, there are a variety of ways that people perform the non-contact mortar slide. I don't exactly wish to look all of them up, but I've seen some range from as easy as using up on the analog and A, to down cstick then up cstick, and even dash attack with A then Z+up on analog. Whatever works best for you, just remember the key is turning tap jump off and timing it quickly. It does help to practice in training mode at a slower speed to get the frame right.
For more info check out these threads:
-Extremely detailed analysis on the mortar slide's characteristcs and method of execution by T*H*O*R
http://smashboards.com/showthread.php?t=162058
-mortar slide demonstrational vid
http://www.youtube.com/watch?v=CvbNohOQ3p8&NR=1
The mortar slide is basically a buffed dash attack. You're essentially a traveling mortar, increasing the range of the move. If your dash attack sends them at an angle in front of you, at low to mid percents often the mortar will hit them. If it sends them behind you, the mortar provides a bit of protection from a rear assault. You can also charge the mortar during the slide for more power/height, and due to the nice sliding distance, you can mortar slide to intercept a falling opponent. Overall a very useful move and very worthwhile to master.
Mortar Edgeguard

Mortar Grab/Throw


Useful info on the timing of Mortar launching, contributed by Mista Sinista:
I was testing some stuff with Snake and you might want to add this to your Mortar section of your guide.
I'm sure you guys have seen people like PsychoMidget charging the usmash then releasing a second having both explosions go off at the same time.
To time this, when you charge a smash your character flashes. Release the attack after Snake flashes 4 times and immediately release a second, they'll land at the exact same time.
III. Nikita
WARNING: Missile Approaching!


If you miss the Nikita edgeguard, don't bother chasing unless you're absolutely sure you can catch them (hardly happens). Just drop the missile to come out of your vulnerable state. Speaking of that, dropping the missile has its uses as well. You can fly a missile high over your foe and drop it early, and you've got a chance to land it on your opponent as they approach. You can also stage spike with it if you drop it on an opponent hugging below the stage as they recover. Works great against people with tether recoveries, but then again you could just edgehog

Projectile Deflection


Examples:
-ROB's gyro or one laser from ROB per nikita.
-Toon & Adult Link's arrows
-Pit's arrows
-Pika's thunderbolts
-Space Animals' blasters
-Ness's/Lucas's PKT and PK Fire
-Zamus's armor pieces (You know how Zamus's often like to throw their armor straight at you at the start of a match? Fire a Nikita and watch every single armor piece fall in its path, and still be able to fly and hit Zamus.)
I believe the general trend of deflection is that the Nikita will explode upon contact with a strong/concentrated projectile, whereas weaker/short burst projectiles will simply deflect it but not destroy it. There may be a few exceptions however, I have not tested it in-depth. Remember to maintain DI directing your Nikita against short burst projectiles so that it wont stray too far from the path of the projectiles that follow.
IV. Proximity Mine & C4
"Mine-games anyone?"


Very useful KO %'s found by Havokk, thank you:
More In-Depth Timing found also by Havokk, thank you again:All data is now finished, I would like to thank (in no specific order):
- Tub - All Charged Mine Data
- Shadow Of Link - Uncharged Mine Data
- cycon365 - C4 Data
&- Hinoarashi - Uncharged Mine Data
Note:
During testing I realized Stickied and Unstickied C4 (unless airborne opponent) does not change the grounded KO %.
Important Note:
These %'s are based off perfect conditions. Those conditions are:
- Your C4/Mine is not STALE AT ALL
- Your Opponent has horrid DI (or doesn't DI at all)
- Your playing on Final Destination
- You and your Opponent are Grounded (on the ground)
With that in mind, please note these will not always be exact for you. To get a better estimate, add roughly 20% to each of these %'s.
I tested it out of 3 drops and got the same exact times (rounded to nearest second because of human error)
Drop - Exploded - Time Taken
C4 Testing
Take 1
Drop:98:53
Exploded: 98:27
Time Taken: 26 Seconds (but I dropped it at like 98:54 if I round up; therefore 27 seconds)
Drop: 98:15
Exploded: 97:48
Time Taken: 27 seconds
Drop: 97:23
Exploded: 96:56
Time Taken: 27 Seconds
Take 2
Drop: 98:54
Exploded: 98:27
Time Taken: 27 seconds
Drop: 97:27
Exploded: 97:00
Time Taken: 27 Seconds
Drop: 96:00
Exploded: 95:33
Time Taken: 27 Seconds
"But 6 isn't enough"
It is when you're testing with a dumb SD'ing CPU.... and considering they were all 27 seconds (except the first that was a bit off...) it is safe to assume:
Our C4 lasts 27 seconds before exploding.
I'll get more drops up soon if you don't trust my data + hunches.
Mine Testing
Drop: 93:21
Dissapeared: 92:56
Time Taken: 25 Seconds
Drop: 92:44
Dissapeared: 92:19
Time Taken: 25 Seconds
Drop: 91:55
Dissapeared: 91:30
Time Taken: 25 Seconds
Our mines dissapear in 25 seconds! (Drop is considered when I can freely move)
These are UNCHARGED^^^
Charged Mine Testing:
Drop: 90:32
Dissapeared: 90:07
Time Taken: 25 Seconds
Safe to assume, charging your mine makes no difference.
Platform Planting
















Your opponent doesn't have to step on the mine to be hurt by it, it has a slight hitbox that extends to the sides, so you can try C4+mine planting horizontally.
Just experiment and be creative, there's a ton of other possibilities that the C4 and mine can work in conjunction, but remember that your goal is to influence your opponent's behavior and attempt to control the field. Also...don't run into your own c4/mines! >.>
C4 Sticking

Snake detonating a previously C4-stuck, inferior third-party fighter.
You can attach a C4 onto anyone. That includes your teammate with or without friendly fire. Simply be within touching distance and hit down B to attach, and you can proceed to detonate whenever you want. It's best to detonate in the air, where they can't shield the explosion. You can C4-stick someone using a few methods. One is immediately C4-ing after a powershield. Another is tricking someone into shielding, and C4-ing them in their shield. Also, you can predict a roll and C4 them as they come out of that roll. Finally, you can even C4-stick someone in the air, or when they're on the platform above you. Take note that the C4 can fall off on it's own and it has gooey-bomb properties in that it transfers to the next thing it touches (meaning you can have your teammate run up and transfer the C4 from himself to the opponent). Also take note that blowing someone up with C4 in midair and scoring a KO out of it is extremely satisfying, and you can star KO someone with an up-tilt -> stuck C4 detonation at less than 90-100% damage depending on their weight.
Explosive Edgeguarding
If it's not obvious to you by now, C4 and mines are a pretty nice touch to edgeguarding. The key is how you do it. Personally, I prefer the traditional "Mine near the edge with C4 behind it" method, it works quite well. It does take time to set up, so keep that in mind. (Again a personal preference of mine is to set up a C4+mine combo either after killing an opponent or knocking them considerably far away. Then I usually use a Nikita to force them to grab the ledge). There's a right way and a wrong way to do this, and it involves where you plant the proximity mine.
Wrong Way: Plant the mine at or nearly at the tip of the edge.
Why? The invincibility frames of a character as he/she gets up from the ledge will trip the mine and leave the character unharmed.

Right Way: Plant the mine a little away from the edge.
Why? By planting the mine at just the right distance, it will explode the instant your opponent's invincibility frames end, even if they do a get-up attack. This does take practice to get the spot correctly, but this the optimal way to do so.

After correct mine-placement, just plant a C4 about a dash's distance from the ledge and detonate it as you see your opponent coming up. If they roll, they'll get blown by your C4. If they don't, the mine will hit them.


Offensive C4
Thanks to UltimaXtreme for this contribution.


Method 1


Method 2
Defensive C4
-Offensive C4-
Short hop -> C4 -> Second jump -> Detonate.
A very fast detonation technique. You can plant the C4 and detonate it all in about two seconds.
-You can shorthop backwards -> C4 -> Backwards second jump -> Immediately detonate for a more defensive detonation.
-You can shorthop frontwards -> C4 -> Second jump backwards -> Immediately detonate as a mindgame for your opponent to run towards you; running into the C4 for detonation.
-And lastly, it is possible to just do all of this with just one shorthop, but it might take a little practice to do it without blowing yourself up in the process. (You would be standing just pixels away from the blast radius).


C4 Bomb Jump
Here's a demonstrational vid:
http://youtube.com/watch?v=miR0FsDAJGg
This is invaluable when you're recovering. Just remember that you have to do this before your cypher ends, so practicing the timing to get the maximum height before you need to bomb jump is essential. This is to avoid fast falling. It also helps if you just hold down on the analog and spam B. Or you can switch your controller preferences to b-stick. By damaging yourself, you regain your cypher, and thus increase your survivability.
You can also use this to recover from underneath a stage, for example the edges of Lylat Cruise or underneath melee Poke'stadium, and even that little alcove where you can get caught under in FD. The catch is you have to tech the explosion off the stage, which can be tricky without practice. I believe the timing for a tech in brawl is more precise, rather than a split second beforehand like in melee, I think it's the instant you hit it. Just practice this on a flat ceiling custom stage.
When this will kill you:
http://www.smashboards.com/showthread.php?t=172417
These are the only other ways to get more then 1 Cypher:
http://www.smashboards.com/showthread.php?t=205560
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Part 3
Conclusion/Acknowledgements
Conclusion/Acknowledgements
Well, there you have it, the guide to surviving with Snake on the Brawl battlefield. Remember, the critical component to Snake's game is strategy. You don't have to bind yourself to the methods in this guide, they are just here to point you in the right direction. How you combine these methods and incoporate them into your own strategy will be your true key to survival and getting that win. Hopefully this guide can help significantly improve your playstyle, and then it's up to you to take that improvement and build on it.
Thanks:
-I'd like to give thanks to all the Snake players on this board for their help back when I was a newb, and this is my way of giving back to the community 
-Thanks to the pros for generously bestowing their Snake styles for me to build on, and for inspiring me to take up Snake in the first place.
-Thanks to Hideo Kojima for creating such a badass character.
-Thank you Nintendo for making a great game and designing a great fighter, if a little broken

-Finally, thanks for reading, commenting, and contributing!
Copyright (c) 2008 by RJE - This guide was made solely for Smash World Forums. Please inform/message me if you would like to use it somewhere else, I'd gladly allow you as long as I have knowledge of it. Thanks.