Snake (SSB16)

Solid Snake is a playable character in Super Smash Bros. OC 2016, Since Snake didn't come to SSB4 he instead returns to this game and is now a starter. Instead of using a gun like he usually does in his games, he was designed instead to use explosive-type weapons and CQC (close quarters combat) from his own games.
==Attributes==
Despite not being as large as other heavyweights, Snake is a super heavyweight character; therefore, he has excellent momentum cancelling abilities, giving him high endurance, especially vertical endurance. In competitive play, it is not uncommon for skilled Snake players to survive until 200%. His high weight also allows him to trade blows with opponents at little risk of getting KO'd, particularly with his self-damaging explosives, as few characters can survive at KO percentages as high as he can. Snake has one of the best ground games, with many attacks that are quick to come out and retain high KO potential. His neutral attack is fast, has good range, and is easy to connect, making it a very easy-to-use and effective combo move. His forward tilt is arguably the best in the game, with very low start-up, great range, high knockback, and monstrously high damage. His up tilt is the best in the game, as it not only has all of the characteristics of his forward tilt, but it also has deceptively high horizontal reach that makes it Snake's most reliable finishing option. Snake’s dash attack shares the speed of his tilts, and unlike most dash attacks, can KO at realistic percentages. Snake has the lowest crawl in the game, which allows him to dodge many projectiles and some melee attacks. Snake's down throw is considered to be one of the best in the game, as it forces his opponent into a tech chase, keeping the opponent close to Snake and in range of his deadly ground game. Snake is as deadly from afar as he is when close to his opponent, as he has the most projectiles in the game (practically, five, or seven when counting his Final Smash and taunt). His Hand Grenade is arguably his most versatile projectile, able to be used as a shield-dropped throwable item, a defensive option while shielding by damaging nearby opponents caught in the explosion, or a deterrence to opponents from approaching (unlike other throwable explosives, Grenades do not detonate on contact with enemy players). His up smash, the mortar, has the greatest vertical reach of any attack in the game. C4, the Remote Missile, and his down smash claymores act as great edgeguarders in conjunction with his forward aerial meteor smash and his back aerial. Putting all of the above together leads to Snake's greatest strengths: his camping potential and defensive game, which are some of the best in the game. Since his projectiles can deter enemy approaches, they contribute to his already strong ground game. His up smash is known to have a great DACUS that lets Snake cover about half the length of Battlefield very quickly, compensating for his slow dash speed while at the same time releasing another explosive projectile onto the battlefield. His C4 has a variety of applications, aside from placing it on the stage itself as a defensive move, as it can be used in team battles to create a "suicide-bomber" (where the C4 is placed on a teammate like a Gooey Bomb), as well as being used on Snake himself to regain his recovery move, the Cypher. Nearly all of his projectiles can be used for edgeguarding. 
However, on the downside, Snake suffers from severe mobility problems, particularly in the air. He has a high falling speed and high weight makes him extremely vulnerable to juggling and chain grabs, although his Hand Grenade, which comes out on frame 1, can ameliorate this. Although all of his aerials deal both high damage and knockback, they have long ending and landing lag, making them very punishable if missed. Being multi-hit attacks, his neutral and down aerials can be escaped by players with good SDI, which prevents him from getting the last hits on the attacks with strong knockback while also leaving him open for punishment. Snake also has the slowest ground jump in the game (10 frames). With the disadvantages of having a fast falling speed, very slow ground jump and long start-up, ending and landing lag in his aerial attacks, Snake has one of the worst aerial games (although his aerials themselves are stronger than his tilts) which makes him vulnerable to counter-picking on stages where he is forced to attack in the air. Snake also has difficulty recovering, especially from below the stage, as Cypher is very slow and predictable. The inability of the Cypher to deal damage to edgeguarding opponents leaves Snake vulnerable to meteor smashes when recovering. Snake's high falling speed also shortens his recovery potential. However, Snake can strategically damage himself with a C4 dropped in the air to allow him to use Cypher again, making his recovery nearly infinite. Also, grab releasing him (even with special grabs such as Wario's Chomp) after he's used his Cypher but before he's landed on the stage will make him lose his Cypher, which forces him to detonate C4 to attempt to recover again.
==Moveset==
Attack 	Name 	Damage 	Description
Neutral Attack 	 	4%, 3%, 7% 	Snake punches twice, then performs a spinkick. The final kick has high knockback, being able to KOs 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 2 and Metal Gear Solid games.
Side Tilt 	 	8%, 12% 	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 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% 	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. On par with King Dedede for being the best up tilt in the game.
Down Tilt 	 	10% 	Snake does a low spin kick while prone. Deals strong vertical knockback, having KO potential on most characters at 120% and up.
Dash Attack 	 	11% 	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.
Side Smash 	 	22% 	Snake takes out an RPG-7 rocket launcher and aims it at the ground directly in front of himself, causing an huge explosion. It has very slow startup but deals immense knockback when it hits.
Up Smash 	 	4%-10% 	Snake 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 movement. 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% 	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 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 vanish.
Neutral Ariel 	 	6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4)	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. The most damaging neutral aerial in the game if all four hits connect, dealing 28% total.
Forward Ariel 	 	14% (body), 15% (leg) 	Snake 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 Ariel 	 	16%/15% (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 Ariel 	 	14% 	Snake 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 to rest of Snake's aerials. The move is useful for star KOing airborne opponents that are above 100%.
Down Ariel 	 	6% (hit 1), 5% (hits 2-3), 12% (hit 4) 	Snake launches four subsequent kicks below himself. Has 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, like his neutral aerial.
Forward Throw 	 	9% 	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.
Back Throw 	 	9% 	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 Throw 	 	10% 	Performs a suplex. Can setup for his up tilt at low percentages.
Down Throw 	 	12% 	Lays opponent on the floor, putting the opponent into the downed status. One of the best tech-chase moves in the game, and possibly the best throw in the game. Deals high damage when fresh, and enables a chain throw if Snake is able to predict where the opponent will recover.
Neutral Special	Hand Grenade 	2-4% (throw), 12% (explosion) 	Snake pulls out a grenade and unpins it. The grenade can be held for up to 3 second 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 	7% (missile early/ dropped), 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.
Up Special 	Cypher 	6% (camera) 	Snake grabs onto the flying reconnaissance camera 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) 	Snake bends down a plants a C4 on the ground where he's standing, drops one when used in the air, or stick one towards a wall if he's 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 	Grenade Launcher	18% 	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.
===Taunts===
*All: 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, the enemy receives some damage (if they are in close range). The box can also be picked up and thrown by opponents. The box itself deals 1-3% damage, making it the second damaging taunt in the Smash series after 's down taunt. If an opponent is in the air and is hit by the box, it will gimp them.
===On-Screen Apperance===
*Snake's stealth camouflage simply disengages to reveal himself to his opponent(s). Snake will sometimes say "Kept you waiting, huh?" when appearing. Comes from an intro cutscene of Metal Gear Solid 2.
===Idle Poses===
*Scratches his beard.
*Quickly looks behind himself.
===Victory Poses===
*Snake throws off the cardboard box off of himself and looks at the camera saying "Not even close!"
*Snake crawls in and does a somersault and says "This is Snake, I'm done here"
*Snake bends down on one knee and says "huh...a g compass"
==In Competitive Play==
===Match ups===
==Alternate Costumes==
==Trivia==