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    Snake by over8999

    Version: 1.50 | Updated: 01/15/10 | Printable Version | Search Guide | Bookmark Guide

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                                     A Guide to Snake
                                                          By over8999
    1. About this guide
    2. Introduction
      2.1 Who is Snake?
      2.2 How do I unlock Snake?
      2.3 Why should I use Snake?
      2.4 Pros and Cons
    3. Movelists
      3.1 Tilts
      3.2 Specials
      3.3 Aerials
      3.4 Smashes
      3.5 Grabs
      3.6 Others
    4. Advanced Techniques
      4.1 Grenades
      4.2 Mines
      4.3 Others
    5. Strategies
      5.1 Brawl General Strategies
      5.2 Snake's Strategies
    6. Matchups
      6.1 King Dedede
      6.2 Meta Knight
      6.3 Falco
      6.4 Bowser
      6.5 Captain Falcon
      6.6 Diddy Kong
      6.7 Donkey Kong
      6.8 Fox
      6.9 Game and Watch
      6.10 Ganondorf
      6.11 Ice Climbers
      6.12 Ike
      6.13 Jigglypuff
      6.14 Kirby
      6.15 Link
      6.16 Lucario
      6.17 Lucas
      6.18 Luigi
      6.19 Mario
      6.20 Marth
      6.21 Ness
      6.22 Olimar
      6.23 Peach
      6.24 Pikachu
      6.25 Pit
      6.26 Pokemon Trainer
      6.27 R.O.B.
      6.28 Samus
      6.29 Sheik
      6.30 Snake
      6.31 Sonic
      6.32 Toon Link
      6.33 Wario
      6.34 Wolf
      6.35 Yoshi
      6.36 Zelda
      6.37 Zero Suit Samus
    7. Stages
      7.1 Battlefield
      7.2 Final Destination
      7.3 Smashville
      7.4 Yoshi's Island (Brawl)
    8. Glossary
    9. Frequently asked questions
    10. Acknowledgements
    11. Contact Information
    0. A note on this version
    So, there's about a 50% chance you're wondering "Why would anyone update a
    Brawl guide this late? No one will ever read it!" My answer: you're reading it.
    I win.
    Anyway, so I was thinking of completely rewriting this guide, using the new 
    format,  but since the Summer Holidays are almost over (pun not intended and
    Australian), it'll probably take me longer than I thought, so I'll just update
    it now with this.
    Also, since this is basically a "beta" there may be some formatting
    inconsistencies and quite a few spelling errors. You might even see a half
    finished sentence or tw
    1. About this guide
    I am over8999, and welcome to my first guide! This guide will focus on battles
    based on competitive rules, so no items, damage 1.0, neutral/counterpick stages
    only. If there's language you don't understand, simply scroll to the glossary
    or search for (word) with a colon (:) after.
    All controls listed are referring to the default GCN controller. If
    you're wondering what those are, Control Stick to move, D-pad to taunt, L and R
    to shield, B to special, A to attack, C-stick to smash, Y and X to Jump and Z
    to grab. "Tilts" are called "strongs" in the instruction booklet. When I say
    #tilt/air/smash, the letter refers to the direction. F=Forward, B=Back, D=Down, 
    U=Up and N=Neutral. This guide will not be accepted anywhere other than
       Version History:
      Version 0.00: Creation began on 8/9/09.
      Version 0.75: Initial Guide.
                    Meta Knight and Falco in Matchups.
                    Submitted 11/9/09.
                    Rejected for incompleteness.
      Version 1.00: Fixed some errors
                    Added all matchups.
                    Submitted 13/9/09
      Version 1.50: Almost complete rewrite of sections 3-5,
                    Rewrote Matchups: Meta Knight, King Dedede, Falco, Snake.
                    Added stage section with 4 stages.
                    Submitted 16/1/10
    2. Introduction
       2.1 Who is Snake?
    Snake in Super Smash Bros Brawl is from the Metal Gear Series, made by Konami,
    and was the first third party character featured in the Super Smash Bros
    Series. There are many "Snakes" in the Metal Gear series, and the one featured
    in this game is Solid Snake. As this is not a Metal Gear guide, and I have
    never played a Metal Gear game, I will stop here.
       2.2 How do I unlock Snake?
    1. Play 15 matches on Shadow Moses Island (recommended)
    2. Play 130 Brawls
    3. Have him join in the Subspace Emissary
       2.3 Why should I use Snake? 
    Snake has a very unique playstyle- not going for full force assaults, while not
    based entirely on punishment either. Snake focuses on controlling the stage
    through his use of explosives, limiting the opponent's possibilities and making
    educated guesses over where to best intercept the opponent. Snake also makes a 
    good projectile camper. If that playstyle sounds fun (which it is) I highly
    recommend you try to use him.
       2.4 Pros and Cons
    Fast Tilts
    Insane Range
    Massive power
    Spammable Grenades
    Good Recovery
    Tech Chases
    Disjointed Hitboxes
    Great knockback
    High learning curve
    Slow Runner
    May seem unusual to use at first
    Bad out-of-ledge options
    Very few options while above the opponent
    Hard to sweetspot the ledge
    3. Movelists
    Damage: Total Percent (percent first hit, percent second hit).
    Frame speed: Frame that the first hit comes out on. 60 frames in each second.
    Knockback: My rating with 10 the highest and 1 the lowest.
    Range: My rating with 10 the highest and 1 the lowest.
    Usefulness: My rating with 10 the highest and 1 the lowest.
    Description: What the move looks like.
    Notes: My notes on the move.
       3.1 Tilts
    Ahh, Snakes tilts, almost certainly the best in the game. Have range, power,
    speed and knockback- what more could you want? Tilts are executed by holding a
    direction and then pressing the attack button.
     Forward Tilt
    Damage: 21 (8, 12(?))
    Frame speed: 4
    Knockback: 9/10
    Range: 9/10
    Usefulness: 10/10
    Despcription: Snake attacks in front with his knee, then brings his hands
       together and hits again.
    Notes: Almost certainly Snake's best move, quite possibly the best move in the 
       entire game. It's power is amazing, 21% damage in those two moves, knockback
       more powerful then most character's Fsmash, the range of Marth's sword, and
       most importantly, a speed faster then most other's Ftilts. Use this to
       punish mistakes, and either use it all the time to do damage, or save it
       from becoming stale, and use it for a kill.
     Up Tilt
    Damage: 13
    Frame speed: 6
    Knockback: 10/10
    Range: 9/10
    Usefulness: 9/10
    Description: Snake kicks upwards.
    Notes: A very useful move. This move should be your main killing move- it comes
       out very fast, has surprising range and very high knockback. The range is
       pretty much the length of Snake's whole body face down. If your opponent
       can't DI well, this should kill at around 110, go a bit higher on larger
       stages like Final Destination. The highest I've seen it KO a Meta Knight
       with very good DI and Momentum cancelling is 124 of Final Destination, so
       that should be a good guideline for other characters. Although it is best
       used as a finisher, it can and should be used to rack up damage. When
       they're on a low percent (like, <10) you can string together two or three
       Utilts together before doing an Uair or Nair for quite a bit of damage.
       However, I STRONGLY recommend you never use Utilt for damage after 50% if
       you plan on using it for a KO. Which, if yo paid attention in the last
       minute, you should.
     Down Tilt
    Damage: 10
    Frame speed: 6
    Knockback: 7/10
    Range: 8/10
    Usefulness: 7/10
    Description: Snake lies on the ground and spins.
    Notes: It has a couple of uses, but overall is a subpar move. It has Snake's
       longest horizontal range, so ou should use it if they are too far away to be
       hit by Ftilt or Jab, or if you approached by crawling and it would be too
       slow to Ftilt.
       3.2 Specials
    Snakes Specials are very unique. All 4 of them are explosives, and 2 of them
    can hurt him, which can be used to his advantage. Specials are executed by
    pressing the special button, with or without a direction.
     Hand Grenade
    Command: Special
    Damage: 2-5 when thrown, 12 explosion
    Knockback: 8/10
    Usefulness: 10/10
    Description: Snake pulls out a grenade.
    Notes: Snake's second best move, with a whole lot of AT's to go with it. The
       Grenade explodes 3 and a half seconds after being pulled, and can be held in
       your hand by holding the special button. Moving the control stick while
       releasing the grenade will change the trajectory- pressing forward will make
       the grenade travel lower and farther, while pressing backwards will make the
       grenade fly higher and closer. While holding the grenade, you enter a sort
       of "grenade stance" where you cannot double jump, move much slower and can
       only throw the grenade. The damage from the throw depends on how fast it is
       moving. Interestingly, the grenades are not affectedby Stale-Move Negation.
       More in the AT section. A lot more.
    Command: Side Special
    Damage: 14 normally, 7 when dropped
    Knockback: 3/10
    Usefulness: 6/10
    Description: A rocket is fired forward. It can be controlled by pressing the
       buttons you would normally use to move Snake.
    Notes: A couple of uses. The main one is edgeguarding. Linking it with the mine
       and C4 does an amazing job of blocking the ledge (check ATs) and can be used
       to hit an enemy over the ledge or hiding behind a wall. Other than these,
       you shouldn't really use it, as it is easily punished. Can be cancelled by
    Command: Up Special
    Damage: 6%
    Description: Snake rides on a mini-helicopter-thing upwards.
    Notes: Yes. It CAN explode and do damage. Anyway, try not to go too high above
       the opponent. The best way to cancel the Cypher is with an air dodge or
       Bair. The Cypher also gives you Super Armour Frames. Not much else to say. 
    Command: Down Special
    Damage: 17
    Frame speed: 29 after detonating
    Knockback: 8/10
    Usefulness: 9/10
    Description: Snake lays a remote mine, and can detonate it.
    Notes: Press down special to lay a remote mine. Press it again to detonate it.
       They explode by themselves 27 seconds after laying it. There's on thing that
       should be mentioned here, though. It's faster to place a mine in the air, so
       do a short hop if you can. If you time it just right, it will make the C4
       sound, without laying the mine. It can be used for mindgames, but not so
       well. More in advanced techniques and strategies. 
      3.3 Aerials
    Snake's aerials are... weird. Two of them do 14 to 10 damage very quickly, and
    the other two are 4 hits, doing 29 damage in total. The fifth is pretty much
    useless. Aerials are executed by pressing the attack button with or without a 
    direction in the air.
     Neutral Air
    Damage: 29 (6, 5, 5, 12(?))
    Frame speed: 10
    Knockback: 8/10
    Range: 7/10
    Usefulness: 9/10
    Description: Snake does 4 kicks forward in the air.
    Notes: Probably Snake's best aerial. 29 damage with decent knockback, range and
       speed. The best way to use this move is right after a full-hop or right
       before the peak of a midair jump. A reliable move that should be used a lot
       against aerial characters like Luigi or large characters like Bowser. Just
       don't do it if they outrange you, unless you want to die.
     Forward Air
    Damage: 14-15
    Frame speed: 23
    Knockback: 4/10
    Range: 9/10
    Usefulness: 5/10
    Description: Snake brings his foot forward, before stamping it down.
    Notes: It spikes if sweetspotted. Other than that, quite useless. As the move
       is so slow, and the fact that the sweetspot is tiny, chances are that you
       won't even get a spike with it. The best place to do this attack is when the
       opponent is in the water, so that it is harder to punish you, and so that 
       they can't airdodge away.
     Back Air
    Damage: 14-10
    Frame speed: 7
    Knockback: 7/10
    Range: 5/10
    Usefulness: 6/10
    Description: Snake kicks back once, turning his body into pretty much a
       straight line.
    Notes: This move really isn't that useful. You can use it while falling through
       a platform if the enemy is below you, or you can mix up your approaches by
       doing a reverse aerial rush. This is your best option for momentum
     Up Air
    Damage: 14-10
    Frame speed: 10
    Knockback: 7/10
    Range: 5/10
    Usefulness: 7/10
    Description: Just like Bair, but vertical.
    Notes: This move kills quite quickly, but its range and priority is pretty much
       nonexistant. Use it only when you know that it will hit. Can also be used
       momentum cancelling.
     Down Air
    Damage: 29 (6, 5, 5, 12(?))
    Frame speed: 6
    Knockback: 8/10
    Range: 4/10
    Usefulness: 7/10
    Description: Snake does 4 kicks downward.
    Notes: There are two main ways to use this move- to punish out of a short hop,
       to use to help you recover from the ledge. When used out of a short hop,
       all four hits will easily connect with a small opponent. However, it is
       quite slow and so best used after you spotdodge or roll a rather slow
       attack, like Meta Knight's Fsmash. This move can also be used out of the
       ledge, where the first hit will connect if the enemy is nearby, but unless
       the other hits connect, will leave you in a bad position.
       3.4 Smashes
    Snake's smashes are also very awkward. His Fsmash is pretty much useless, his
    Dsmash is a landmine, and his Usmash is a projectile. To execute a smash, press
    attack and a direction at the same time. All smashes can be charged by holding 
    the attack button.
     Forward Smash
    Damage: 23
    Frame speed: 41
    Knockback: Over 9000/10
    Range: 5/10
    Usefulness: 6/10
    Description: Snake brings out a rocket launcher and fires it at the ground in 
       front of him.
    Notes: Never use this, except as a mindgame. End of story. See general
     Up Smash
    Damage: 14 (4, 10)
    Frame speed: 11
    Knockback: 6/10
    Range: 10/10
    Usefulness: 6/10
    Description: Snake gets a rocket launcher and fires it into the air, before
       falling back down. The longer it is charged, the further up it goes.
    Notes: By itself, it's nothing to be afraid of. Check DACUS for how to use this
       move. Oh, and this is the only explosive that Snake doesn't get hit by,
       and it works like any other projectile, meaning that if, say, a Fox
       intercepts it with his reflector, you will take damage instead.
     Down Smash
    Damage: 14 (20 charged)
    Frame speed: 130
    Knockback: 7/10
    Range: 10/10
    Usefulness: 8/10
    Notes: Good for stage control. They disappear by themselves after 25 seconds, 
       or when you lose a stock. More in the advanced techniques section.
       3.5 Grabs
    Grabs... not much to say. Execute with the grab button, or with shield then
    attack, then press attack for a pummel or a direction to throw.
    Frame speed: 8
    Range: 4/10
    Usefulness: 7/10
    Damage: 2
    Description: Snake appears to choke them.
    Notes: Pummel twice or three times for a bit of damage before a throw. The
       general guideline is once every 25% the opponent is on.
     Forward Throw
    Damage: 9
    Knockback: 7/10
    Usefulness: 6/10
    Description: Snake swings the opponent forwards.
    Notes: A good throw to get the opponent of the ledge.
     Back Throw
    Damage: 9
    Knockback: 7/10
    Usefulness: 6/10
    Description: Snake swings the opponent backwards.
    Notes: A carbon copy of Fthrow.
     Up throw
    Damage: 10
    Knockback: 6/10
    Usefulness: 4/10
    Description: Snake throws the opponent upwards.
    Notes: Quite useless.
     Down Throw
    Damage: 12
    Knockback: 1/10
    Usefulness: 9/10
    Description: Snake lays the opponent on the ground.
    Notes: Snakes best grab and leads into a tech chase. More in advanced
       3.6 Other
    Some other moves.
    How to execute: Attack button only.
    Damage: 14 (4, 3, 7)
    Frame speed: 3
    Knockback: 7/10
    Range: 7/10
    Usefulness: 7/10
    Description: Snake does a punch, then another punch before doing a kick Chuck
       Norris style.
    Notes: Probably the best jab in the game, but that's not really saying much.
       Holding the attack button makes Snake do the first attack of the three hit
       combo over and over again until you let go, or you hit an enemy. It punishes
       rolls and spotdodges.
     Dash Attack
    How to execute: Run and then press the attack button.
    Damage: 11-8
    Frame speed: 5
    Knockback: 5/10
    Range: 10/10
    Usefulness: 7/10
    Description: Snake rolls forward.
    Notes: Decent damage, and is necessary to do the DACUS.
    How to execute: Press any of the taunt buttons.
    Damage: 2
    Knockback: 1/10
    Range: 3/10
    Usefulness: 1/10
    Description: Snake goes in a box, then jumps out.
    Notes: Don't use it for a KO or damage unless you want to die. I somehow
       accidentally killed someone with it though :P
     Ledge Attack
    How to execute: Press attack while hanging off the ledge.
    Damage: 8
    Description: Snake goes back on the stage and does a kick.
    Notes: Takes longer when above 100.
    4. Advanced Techniques
    Techniques... that are advanced. Here, I will go through every advanced
    technique, or AT that Snake specifically can do. These won't all necessarily
    be ATs, but general secrets regarding Snake. They are listed in my opinion of
    the ascending order of difficulty. Commands impossible or very difficult
    without a GCN  controller are marked with an asterisk.
    How to Execute: How to perform in words.
    GCN Controller Command: What buttons to press if you use the GCN controller.
    Effect: What the AT does.
    Usefulness: My rating with 10 the highest and 1 the lowest.
    Notes: My notes on the move.
       4.1 Grenades
    Snake's best projectile, with a hundred ATs to go with it.
     Zero Lag Landing
    How to execute: Jump, hold a grenade
    GCN controller command: While in air, hold B
    Effect: Snake lands on the ground with zero landing lag.
    Usefulness: 5/10
    Notes: You can't get simpler than this. But what does this do? When you land,
       you have two frames of lag normally, and six out of a fastfall. How can this
       help? Well it makes it possible to dodge some grounded moves, like a Dtilt
       or Smash. Your landmine also explodes two frames after getting near it.
       Basically, if you hold shield during this, you can perfect shield your own
       landmine. Well, you've got to start somewhere, right?
     Shield Drop
    How to Execute: Hold a grenade with special, than press shield while on the
    GCN controller command: Hold B, Press L/R until shield appears.
    Effect: Snake pulls out a grenade, pulls up a shield, and the grenade
       drops on the ground
    Usefulness: 10/10
    Notes: Not only is this used in many other grenade tricks, but it is useful in
       its own right. If you pick it up again, it is treated like a normal item, so
       you can run at normal speed and throw it in any of the four cardinal
       directions. If you time it perfectly, you can do the "grenade counter",
       where the grenade will be hit by an opponents attack, exploding it, while
       you are safe in your shield. And you can roll backwards while leaving a
       grenade right in front of you, acting kind of like a wall or shield.
     Grenade Strip
    How to Execute: While one of your grenades are out, shield drop another
    GCN Controller Command: While a grenade is on the field- Hold B, press L/R
    Effect: The first grenade will fall to the ground for no reason.
    Usefulness: 8/10
    Notes: So, what's the point? Well, the grenade will drop no matter where it is,
       so this actually has a lot of practical uses. If a Meta Knight's about to
       recover, you can throw a grenade of the stage and strip it to make it fall
       straight down, doing 4 damage and possibly creating an explosion. If they
       pick up the first grenade, you can shield drop the other making it fall
       right in front of their face. Not the best snake technique, but useful
     Grenade Cooking
    Notes: Smashboards can help you more with this than I ever could.
     DAC throw (Dash Attack cancelled Throw)*
    How to Execute: While holding a grenade after a shield drop, Perform a DACUS
    GCN Controller Command: While holding a grenade- Dash, C-down then straight
       after press Z and up together
    Effect: Snake will move very far while throwing the grenade upwards.
    Usefulness: 7/10
    Notes: Use to hit an enemy high above. Even though you slide, you have no
       hitbox in front of you, leaving you open to attack. Not that useful, usually
       you'd be better off with an Insta-Throw grenade.
    Invinci-Grenade Counter
    How to Execute: While in holding a grenade after a shield drop, jump, airdodge
       and straight after press the grab button
    GCN Conroller Command: While holding a grenade and in the air grenade- L/R, 
       then straight after Z.
    Effect: Snake will drop the grenade and airdodge.
    Usefulness: 5/10
    Notes: If the enemy is attacking, they will hit the mine. A small variation of
       the normal grenade counter, similar to Toon Link's invinci-bomb.
    How to Execute: While holding a grenade after a shield drop, roll then right
       after move the C-stick in the direction you want to throw
    GCN Controller Command: While holding a grenade- L/R, tap the direction you
       want to "glide" then right after C-stick the direction you want to throw.
    Effect: Snake will move slightly in the direction of the cancelled roll, then
       throw the grenade in the direction of the C-stick
    Usefulness: 7/10
    Notes: Snake doesn't really benefit much from this, but can still be used to 
       make a good defensive strike. Keeps the opponent pressured if used properly.
     Fall through Grenade
    How to Execute: Remember how to block your landmine? Well this is a more useful
       variation of it. You must be on a fall through platform, such as the
       platforms on Smashville or Battlefield. Just before you touch the ground,
       press down.
    GCN Controller Command: While in the air, hold B and L/R. Just before you touch
       the ground, press down.
    Effect: Snake falls through the platform, leaving the grenade on top.
    Usefulness: ??/10 (I haven't really mastered it myself)
    Notes: If you shield drop, you did it to early. I you spotdodge, you did it to
       late. Now right after this, you can use another Grenade to set a wall in
       front of you or you can land an aerial, mainly Bair. In fact, if you do it
       fast enough, you can actually regrab the Grenade with the Bair, then throw
       it when you reach the ground.
    How to execute: While in the air with an item near you, air dodge then straight
       after throw with either the A button or C-Stick.
    GCN Controller Command: L/R then immediately C-Stick.
    Effect: The item will instantly be thrown in the direction of the C-stick, or
       forward if A is pressed.
    Usefulness: 10/10
    Notes: Necessary for all the other AT's in this section. This can be done with
       ALL characters and with ALL items. I haven't really tested this, but
       theoretically, you can use this to send back a thrown item- say you're
       playing with pokeballs and someone throws one at you- you may be able to
       dodge it and throw it back at them with this tech.
     Basic Insta-throw Grenade*
    How to Execute: Shield Drop a grenade, short hop, then Insta-Throw.
    GCN Controller Command: B, L/R, tap Y/X, Insta-Throw.
    Effect: Snake will throw a grenade very far at a relatively quick pace.
    Usefulness: 10/10
    Notes: My personal favourite AT. It comes out quite fast, and is very useful.
       It seems that whenever you follow up an Ftilt with this move, they get hit
       by the mine. If they don't jump right into it, they end up on the ledge,
       giving you a very advantageous position. In addition, it is faster than
       the normal shield drop and flies farther than the normal throw, while
       letting you move away or towards the attack. You can also throw upwards or
       backwards, should the opponent be there, or even downwards as a type of 
       4.2 Mines
    The mines are not as useful as the grenades, but are still a valuable asset.
    This section will talk about Snake's C4 (down special) and landmine (Dsmash).
    This section will not be as extensive as the last, so the difficulty will rise
    quite fast.
     Gooey C4
    How to Execute: When right next to an opponent, use the C4 
    GCN Controller Command: When next to the opponent, Down B
    Effect: The mine will stick onto the opponent with gooey bomb effects.
    Usefulness: 4/10
    Notes: For the lulz, nothing more. It can make a difference in doubles, but it
       is very hard to do in 1 vs 1. It is also very satisfying to kill someone
       with this. And, don't run into them after sticking it, as it could get stuck
       on you. If you really want to, pay attention to the gooey bomb sounds. The
       first sound shows that it's stuck on the enemy, second sound means it's
       moved somewhere else, and so on. So in one vs one, if you here an odd number
       of sounds, it should be on them.
     Mine Linking
    How to Execute: Lay a C4 just inside a Landmine's hitbox, or vice versa
    GCN Controller Command: Down+A, move a little, Down+B
    Effect: When exploding the C4, the Landmine will explode as well, effectively
       doubling the hitbox.
    Usefulness: 9/10
    Notes: Not much to say. In my opinion, the best way to use this is to short
       hop, lay the C4, then when you land, lay the landmine. This is best done
       after taking a stock, so you have time to charge the Dsmash.
     Explosive Edgeguarding
    How to Execute: Perform the above right near the edge, with the C4 on the
    GCN Controller Command: When near the ledge, Down+A, move a little, Down+B
    Effect: If the enemy hangs of the ledge and does a normal getup/ ledge attack,
       they get hit by the landmine. If they roll, they get hit by the remote mine,
       meaning the only safe option is to jump.
    Usefulness: 9/10
    Notes: The mines should be placed in the order C4-Landmine-Ledge. Quite useful,
       placing the opponent between a rock and a hard place. If you think they are
       going to jump, you can always do an Nair or Nikita. The only reason this
       does not receive a 10 is because of the difficulty to set up.
     C4 Recovery
    How to Execute: While in the air, C4, then move towards it and C4 again.
    GCN Controller Command: Down B, Forward, Down B.
    Effect: You will place a mine in the air, then detonating it, sending you 
       upwards to safety.
    Usefulness: 10/10
    Notes: Use when your Cypher isn't enough to get you up, or out of a cypher 
       grab break. To do this, you must not have a mine on the field, another good
       reason to lay the mine at the beginning of the stock. The bad thing with
       this is that it can kill you easily at about 140. To survive this, you need
       to DI towards the stage, and then tech the ledge.
       4.3. Others
    Some other techniques.
     Port Priority
    How to Execute: GCN Controller: Take out your controller and put it in port 4.
                    Anything else: Turn off your controller. Turn it on again.
    Effect: Read notes.
    Usefulness: 9/10
    Notes: Not really an AT, but still quite important. It ends up that if you're
       in a higher controller port, you are immune to explosions while in grab-like
       attacks, including moves like Ganon's side special. This can easily be
       abused by shield dropping a grenade, then grabbing the opponent. When the
       grenade explodes, they take damage, but you don't. A couple of other things 
       are effected by port priority, but this is the one that most effects Snake.
     DACUS (Dash Attack Cancelled Up-Smash)*
    How to Execute: Perform a Dash Attack, then right after Usmash.
    GCN Controller Command: Dash, C-down, Z+up. 
    Effect: Snake will slide quite far and fast while using his Usmash.
    Usefulness: 10/10
    Notes: Snake's most well known AT. This is a very versatile move. It can be
       used both as an approach and as a retreat, and is faster than his real dash.
       When used as a retreat, the projectile usually acts like a wall, giving you
       a decent advantage. The actual slide does less damage than the normal Dash
       attack. Can be used to target an airborne enemy. If you shield drop a
       grenade and roll backwards, you can grab the grenade again with the DAC,
       then throw it again after the Usmash.
     Jab Cancel
    How to Execute: Perform the first move or two of the jab, press down, then do 
       whatever move you want
    GCN Controller Command: A, (another A if you feel like it), down, anything.
    Effect: Snake will do the first move or two of the jab, then be able to do
       any move.
    Usefulness: 9/10
    Notes: Snake benefits quite a lot from this AT. After cancelling the jab with
       down, you can do any move. The most common moves I do are the Ftilt, for
       more damage, or the grab, if they expect an Ftilt.
     Knee Lock
    How to Execute: Do this first Ftilt, and right after your chance for the second
       Ftilt ends, do another one. 
    GCN Controller Command: (while holding side) A (wait) A (wait) A (wait) repeat.
    Effect: The opponent will continuously be hit by the first hit of Ftilt.
    Usefulness: 7/10
    Notes: This can be escaped, and you probably want be able to use it more than
      3 or 4 times in a row.
     RAR (Reverse Aerial Rush)
    How to Execute: Dash, turn around, jump, Bair.
    GCN Controller Command: Forward, Back, tap Y/X, Forward (back from your current
       position), A.
    Effect: Snake will run, then use his Bair
    Usefulness: 6/10
    Notes: Snake doesn't benefit from this as much as, say, Toon Link or Kirby, but
       can be used as a surprise attack. DACUS is usually the better choice.
     Tech Chase
    How to Execute: Do a down throw. Predict where the opponent is going to go and
       counter, preferably with another grab.
    GCN Controller Command: Z, Down, predict, Z, down, predict, Z, down...
    Effect: The opponent is stuck in what can be an infinite if done right.
    Usefulness: 8/10
    Notes: Let's say you do a down throw. They have 4 possibilities- roll away,
       roll towards and behind, stay in the same spot or do a getup attack. If they
       roll away, you can run up to them, then grab. If they roll behind, you can
       turn around and grab them. If the getup attack, you can spotdodge then grab
       them. If they stay, then you can Dtilt or wait for them to do something
       else. There are two ways to help decrease their option out of this- with
       mines and while on a platform. Say you shield drop, roll backwards, then do
       a Dthrow. Go forward- explosion. Stay- explosion. Getup attack- explosion.
       Leaving a roll behind you. They roll backwards and see... a rocket pointed 
       at their face. If you can set this up, aiming an Fsmash behind you can
       easily bring you up a stock. If you are on a platform, there's less space to
       move around, allowing a greater margin for error. For numbers and more
       information, check Smashboards:
    5. Strategies
    So, how do you play Brawl? This section will cover on actually playing the 
    game, and general habits that you should develop. I consider this the main part
    of the guide.
       5.1 General Brawl Strategies
    So, how do you get good? Here's how. 
    First of all, how do you win in Brawl?
    Now, most beginners will probably say "to knock the opponent over the edge". 
    This is wrong. That is just like saying the goal of soccer is to score goals
    (sad of me to compare Brawl to sport, eh?). Anyway, the goal of soccer is,
    quite obviously, to score more goals than your opponent. Similarly, the goal of
    Brawl isn't to KO, but to KO your opponent more times than your opponent KOs 
    you. Again, with soccer, about half the team has a defensive role. Your 
    playstyle in Brawl should be the same- learning the defensive manoeuveres are
    as important, if not more so, than the offensive combos. Hence, most of this
    section is devoted to defence. This is pretty much the number one rule of
    Secondly, how do you practice?
    Now, chances are, most of you play against level nines. This is not a very good
    way to practice. The reason your reading this guide is probably to beat a 
    specific person, and that's exactly what you should do. You should practice 
    against real people. Get your little brother or sister to play. In fact, if you
    do this, then you'll become their "person", so that they will try to get
    better, and so on. Now, if you don't have any siblings, get your cousins into
    the game. If you have no cousins, play with your friends. If you have no
    friends, I feel very sorry for you. Playing online isn't normally a good way to
    practice either. The lag will almost always stuff up your game. If you really
    have nobody to play with, the best CPU to play with is probably level sevens,
    as they don't give you unreasonable arrogance, or level 1s, as you can easily
    work on your ATs.
    I can't really think of anymore at the moment, so I'll get straight into the
    Remember what I said above? So we're going to start off here. Let's analyse the
    shield shall we? It's a coloured ball, that gets smaller, until it disappears
    and you go into a stunned state, with two exceptions- Yoshi and Jiggly, but I
    won't go through those in here. Once you master blocking with the shield, you
    should notice a great improvement. Now, as I've already said, your shield keeps
    getting smaller while it's held up, which can be used against you. Let's say
    your fighting a Meta Knight, and he uses Mach Tornado. If he began the attack
    right next to you, your shield will keep getting smaller, until it stops
    covering your head or your feet. Once that is exposed, you will be hit by the
    rest of the attacks. In this situation, your best options would be to move away
    before the attack begins, and punish with a quick move. Unrelated to the Mach
    Tornado example, if you shield at the right time, you can perfect shield, which
    does no damage to the shield, and allows you to release the shield faster.
    So... Rolling is another defensive tactic in Brawl. The most useful uses of
    this is as a defensive retreat or to get behind the opponent. Use it often. You
    have a frame or two before and after the roll where you can receive damage, so
    don't use while in the middle if a multihit move. Rolls are executed with
    shield and side.
    The art of spotdodging is prediction. Predict when the opponent is going to
    attack, spotdodge, then counter. Spotdodges are hard to punish, so use it a
    lot. Spotdodging also leaves you vulnerable to multihit attacks. Spotdodges are
    executed with shield and down.
    Airdodges are basically aerial spotdodges. The general rule of thumb is to
    spotdodge as you near an opponent attempting to juggle you.
    DI is probably the most important technique in Brawl. DI, or directional
    influence, is controlling your trajectory during hitstun. You probably already
    DI, without knowing what it is. Anyway, there are three types of DI- "normal"
    DI, or DI, Smash DI, or SDI and Automatic Smash DI, or ASDI. 
    The most simple one of these is DI. Basically, if you are getting hit straight
    up, and you press left, you are DI-ing. Your character should move further left
    then the would normally. Now, moving to the side has many great advantages.
    Let's say that you would normally get killed by Snake's Utilt at 110. If you
    press right, you might move a full 45 degrees to the top, going right to the
    top-right corner, instead of the roof. Now, the distance from the floor to the
    corner is almost 30% larger than the distance from the floor straight up to the
    roof,  letting you survive up to 145 or so. DI is also important when getting
    hit by combos, as it allows you to move away from it. You get the most impact
    from DI if you move the control stick/pad perpendicular to the normal
    trajectory, while you get no difference if you move parallel. I'm just going to
    say that it's easier done than said.
    SDI is the second trick and can only be done with the GCN controller. To Smash
    DI, you must move the C-stick during hitlag. You move a small distance into the
    direction that you SDI-ed in. If you release the stick and press it again, you
    can move in that direction again. SDI can be used to escape from combos and 
    from some environmental hazards, such as the laser on Halberd and multiple 
    final smashes.
    ASDI is really the most simple to do, but also needs the GCN controller. To
    ASDI, hold the C-Stick and then... that's it. You will move in the direction of
    the C-stick, but in half the distance of normal SDI. This can be used to escape
    from multihit attacks, such as R.O.B.'s Dsmash or Kirby's Dair.
    Another important skill for both attack and defence. Spacing is your position
    on the field. If you are Pit, you want to be as far from the enemy as possible.
    If you are Luigi, you want to be in the air. If you are the Ice Climbers, you
    want your opponent to be in the air. With Snake, you want to be on the ground
    at the edge, with your opponent trying to approach.
    The two moments of offensive play
    This is more what I think than what might be helpful to you, so I won't mind if
    you skip to the next question. If you see this guide anywhere other than
    GameFAQs, please notify me via email. I had to do that. Anyway, there seem to
    be two moments of offensive play- one where the opponent is below say, 120, 
    when you try to rack up damage, and above that, where you aim to take a stock.
    When the damage is low, as Snake, you should try to get their damage up with
    tilts and specials, while after the damage racks up, send them off the stage
    with smashes.
    Momentum cancelling
    An important skill that helps you last longer. When you are knocked back, you
    regain the ability to use aerials before you can fastfall or jump. If you use a
    fast aerial, you can use the fastfall or jump at the end of the aerial, which
    is usually shorter then the time without any cancel at all. When you are hit
    upwards, use Bair to end the hitstun, then fastfall. If you use the GCN
    controller, you can hold Down then flick the C-stick backwards to do the Bair
    and an immediate fastfall. When being knocked to the sides, Uair and then Jump.
    Youtube can help you with this.
       5.2 Snake's Strategies
    Snake's strategies- what a surprise.
    Beginning a battle.
    Now, let's consider a real battle and how you can play as Snake. The enemy is
    some approacher who likes to stay on the attack. The battle starts- what do you
    do? Well, there are two main ways to begin a battle- with grenades or with a
    crouch. You can also DACUS if you want to mix things up a bit. Now, in this
    battle, you should begin with grenades- they wantthe disatnce between them to
    closer, so make it hard for them. If they are an aerial fighter, do an
    Insta-Throw. If they are small, do a normal throw. If anything else, do a
    shield drop throw. You can also Shield Drop and roll away to create a wall.
    If they are a projectile spammer, like Fox or Pit, you can't out camp them. Try
    to duck under the attacks and Dtilt. Mix it up with an aerial strike.
    Racking up damage
    Snake racks up damage very easily, and has a lot of efficient moves to work
    with. Your main damage rackers are Grenades, Mines, Dair, Nair and Ftilt each
    with its own specific situation to use. Use grenades when the enemy is far 
    away. Use Dair as a counter after spotdodges and perfect shields. Nair for 
    retreating, approaching or aerial enemies and Ftilt or jab cancelled Ftilt for 
    normal attacks, especially after a roll. If you have mastered tech chases, you 
    should use those too. Many of his ATs set up for these.
    Defeating the Enemy
    Once the opponents damage is above 120, you should aim for a kill. Snake's most
    efficient kill move is Utilt, without a doubt. All of the damage racking moves,
    except for the Grenades are also viable kill moves, so it would be wise to save
    one from stale-move negation and use it as a KO. Near the edge of a stage, you
    can aim for a KO with those moves at about 80 with bad DI. A tech chase into an
    Fsmash makes the perfect KO, and well placed C4s are effective as well.
    New stock, New strategy
    If you are on a very high percent and are up a stock, you can either return to
    your damage racking style, or fight in an effective and suicidal way- the
    grenade counter. Grenades are unaffected by decay, making it very useful for
    this situation. Basically, try to make the grenade explode, while hopefully
    shielding while it's up.
    Fight Me!!! On the Ledge!
    Anyway, don't be like that idiot against my brother (it wasn't me, but I know
    the guy). So be smart when it comes to fighting on the ledge. If someone's
    trying to do that, you have two choices- a Nikita or a grenade strip. Both of
    them should be able to hit him. DON'T chase him. If you're the one on the edge,
    you have a big disadvantage- Imagine you're on the edge and Meta Knight is
    near. Normal getup- Dsmash. Roll- Dsmash. Getup attack- Spotdodge Dsmash. Your
    only half decent way is to jump, but he can easily intercept with an aerial.
    You have to choices- jump and Dair, or jump and grenade. The first hit of Dair
    will make contact, but the rest will miss unless he wants to get hit. Taking
    a grenade is probably the smarter option, as they will most likely be sent
    further, taking a few percent for an advantageous position.
    A short section by comparison, but still quite useful. The most beneficial
    places to lay your mines, other than the edgeguard, is on platforms. Placing
    the mine on a platform gives a hitbox underneath the platform, stopping both
    ground and aerial approaches. The mines can also be linked vertically, such as
    between the bottom and middle plaforms of Battlefield.
    Using the Glass Cannon
    Oh, he's on 70%! I can use one Fsmash to KO him!
    Fsmash... *Snake get's hit*
    Fsmash... *Snake get's hit*
    Fsmash... *Snake get's hit*
    Fsmash... *Snake get's hit*
    Fsmash... *Snake get's hit*
    Fsmash... *Snake get's KO'ed*
    Yes, so Fsmash may be Snake's most powerful move, but it's always so slow and
    you almost always get punished for it. The only time you should really use this
    is when you know the opponent is going to get hit, but, with such a slow move,
    that's easier said then done. Fsmash is one of those moves where you have to
    PREDICT rather then REACT. You have to remember your opponent's mannerisms and
    then react accordingly. Look at the ASCII art I drew down there.
     E 1Y2 
    ^ No, those 4 letters up there ^
    The E is the enemy, the Y is you. Now, let's say that I am the enemy. In this
    situation, I will most likely roll forward, to point 1. Now that I am in point
    1, I am right in front of the you, ready to attack with an Ftilt. However, as
    you have seen me in the roll, and I need the roll to end before I do anything
    else, you can easily attack faster than I can, so I choose to roll again to 
    point 2. Since you have seen me go to point 1, you attack point 1, where I can 
    easily punish you from behind at point 2.
    Now, you are probably wondering why I give you no other options. The thing is,
    in a game, you, or I for that matter, probably won't even consider any other
    options- this whole scenario will last no more than two seconds, literally, and
    so, unless you are actively thinking every step of the way, this is what you
    will do. And so I stress the point of, rather then REACTING, but PREDICTING.
    Now, if you think quickly in this situation, you can see that I am more than
    likely to roll to point 2 from point 1, and so, what do you do? You attack
    point 2 the moment I get there. With your most powerful move. And what is that?
    Fsmash. and more than likely I just lose my stock. There are also many other 
    situations like this, but this is the only one I can think of at the top of my
    head, so use your imagination. Oh, and did I mention how satisfying it is to
    kill someone this way?
    HAH! You mi- IS THAT A ROCK-*shot*
    Grenade Placement
    Again, Youtube and Smashboards is your friend.
    6. Matchups
    How does Snake face against that guy your having trouble with? Here they are.
    I'll start off with the three most annoying in my opinion, then do the rest in
    alphabetical order.
    Difficulty is rated out of 5 with 3 an even fight. a "." means half. 
       6.1 King Dedede 
    Difficulty: *****/*****
    What to watch out for:
         Random Gordos
         Bair Edgeguards
         More Chaingrabs
    This match is incredibly dumb. Get caught in one grab (did I mention his insane
    grab range?) and you lost about 20 damage, depending on how long the stage is,
    and if the Stage has walk off ledges, like the "statue" area of Castle Siege,
    or the Bridge of Eldin, or if there's a wall, like the tree in the "fire" part
    of Pokemon Stadium 1, or Shadow Moses Island, you just lost a life. If there is
    neither, then you're off the stage, and they can easily create a Wall of Pain,
    or just keep edgeguarding with Bair. If the Dedede has not fully mastered the
    chaingrabs, then mashing the special button may allow you to drop a mine on the
    ground, releasing you from the ground and causing both you and your opponent to
    take 12% damage. Dedede easily outranges you, with his massive hammer, so
    that's quite a bit of a problem as well. Because of his chaingrab, you really
    have to adapt your playstyle: all the stages that Snake does well in, Dedede
    does better, and for once, it's actually smart to stay in the air so you don't
    get grabbed. Wait for your opponent to approach, but if you must approach, use
    your DACUS. Finding an opening is very hard, but if you see him try and suck
    you up, throwing a grenade at his mouth, while simultaneously shouting out "eat
    this", will cause him to go into a really wierd pose, cause him to take about
    10 damage, and give you room to attack. Nair actually works quite well, but
    Utilt doesn't kill nearly as fast. I highly suggest you use a different
    character for this matchup.
    Basi*grabbed*cally, *grabbed* don't get *grabbed* grabbed *grabbed* or Bair
    *grabbed*'ed *grabbed* then the *grabbed* game is *grabbed* in your favour.
    But that's almost impossible.
       6.2 Meta Knight
    Difficulty: ****./*****
    What to watch out for:
         Aerial Gimps
         Dsmash KOs
         Amazing Priority
    Snake has a bad matchup against Meta Knight? Why? Because it's Meta Knight.
    Snake is a ground character. Meta Knight is an aerial character. Guess what'll
    happen? What the Meta Knight will proabably try and do is keep you in the air,
    so make it as hard as possible for them. Stay on the ground for as long as you
    can. If they do catch you on the air off the stage, it's pretty much "good 
    game". Nair is pretty much useless here, as they can outprioritise you, and
    then knock you into the air, but sometimes that priority can work in your
    benefit. ALL of Meta Knight's moves will destroy you grenades, meaning that, no
    matter what move you use, as long as they hit a grenade, it will explode, even
    against moves like his Tornado and Glide Attack. Use this to your advantage,
    mixing up laying them on the ground to completely block off several options
    at once, and throwing them straight at him to intercept an attack. Watch out
    for his Dsmash, your best bet is to either roll away, or, if you time it
    perfectly, spotdodge then Ftilt. And his Fsmash also hits behind him, so keep
    that in mind. Chances to Utilt are hard to come by, because of his massive
    range, but, if it does connect, then it's an easy KO.
    Oh, and if you lose, remember that it isn't their skill- it's Meta Knight's.
       6.3 Falco
    Diffiuculty: ****./*****
    Things to watch out for:
    He'll almost certainly start off with Short Hop Double Laser, so crouch and
    approach. Now it gets VERY dangerous. He has two main options- chaingrab or
    Falco Illusion. Get hit by a chaingrab and you've just lost 30. And if you
    can't C4 recover, you're gone. The Falco Illusion is his side special. You have
    two choices- spotdodge or intercept with Dtilt. Your choice. If the Falco
    hasn't perfected his Chaingrab, you might be able to pull out a grenade in the
    middle of the attack to stop it. You can only be chaingrabbed when you're below
    40. Try to duck under the lasers for an easy approach, but you will be hit if
    you use Dtilt. Watch out for his Down Special reflector if you like to chuck
    grenades, but it is easily countered. That move doesn't actually have a hitbox
    when it returns, meaning that you can fit in a DACUS or normal Dash attack if 
    you time it right. Once you're out of range of being chaingrabbed, you can 
    fight normally, just remember to watch out for his Spike (Dair) and his Lasers.
       6.4 Bowser
    Difficulty: **/*****
    Things to watch out for:
         Powerful Smashes
         Quick KOs
    Bowsers aren't really that hard. Since he has pretty much no useful
    projectiles, just spam grenades. You have two main ways to rack up damage:
    through juggling with Uair and a few full hopped Nairs. Because he's so heavy,
    Utilt will take a while to kill, so save Ftilt for KOs as well. If the enemy
    tries to "Bowsercide" you (using SideB then jumping off the edge) try and hold
    the other direction and you may survive. Bowser's recovery has very low
    priority, so running off the edge with an Nair is viable for a KO as well.
    DACUS is easily spammable.
       6.5 Captain Falcon
    Difficulty: **./*****
    Things to watch out for:
         Quick Smashes
    Not much to say. Try to stay below him, and don't make stupid mistakes, like
    getting hit by a Falcon punch. His smashes are quite fast, so watch out. Since
    he has no projectiles, grenade spam is very useful. Utilt for KOs. And watch
    out for his sweetspotted knee.
       6.6 Diddy Kong
    Difficulty: ***./*****
    Things to watch out for:
         Fast and powerful Fair
         Dsmash KOs
    One of the harder fights. Grenade Spam isn't an option, because of his annoying
    bannana glidetosses. His jab cancel to grab is very good at damaging you. Be
    careful when recovering from below, because he can easily spike you, and be
    careful when recovering from the side, as he can finish you off with an Fair.
    Your Nair isn't really an option, unless he has short-hopped, so stick with
    Ftilt and Dair for damage. If you see a lone bannana on the stage, pick it up
    and throw it at him. His recovery is slow, so edgehogging is quite effective.
       6.7 Donkey Kong
    Difficulty: **./*****
    Things to watch out for:
    Since he has no good projectiles, keep spamming him with your grenades and
    DACUS. Don't get grabbed, and this battle shouldn't be that hard. Fight him in
    a similar way to Bowser.
       6.8 Fox
    Difficulty: **./*****
    Things to watch out for:
         Laser Spam
         Usmash KOs
    Grenade spam isn't an option- they'll explode in your face before they get
    halfway there. You have three ways to approach: from a DACUS, from a Bair or
    from a crouch. Mix it up to stay unpredictable. Their Usmash kills at about 90,
    so watch out. The lasers might not seem like they do any damage, but it adds up
    very quickly. He's rather light, so Utilt kills right early. Try and stay on a
    platform to dodge the lasers. 
       6.9 Game and Watch
    Difficulty: **./*****
    Things to watch out for:
         Poweful Bair
         Random 9 judgement
    Keep far away with your grenades. Since he's two small, Nair's pretty 
    much useless. His Fsmash, while not being very powerful, lasts a very long
    time, so don't run into it by accident. His Bair is a pain. Snake's projectiles
    do not get absorbes by his Bucket. Since he's rather light, use Utilt for KOs.
    DACUS is risky. I hate Game and Watch.
       6.10 Ganondorf
    Difficulty: *./*****
    Things to watch out for:
         Flame Choke Tech Chases
         Stupid mistakes that will kill you
    A very easy fight. You can win quite easily with DACUS or granade spam, because
    he's so slow. Be careful not to do stupid mistakes and get hit by his Warlock
    Punch or Utilt. The one thing that's going for him is his tech chases, similar
    and more powerful than yours. Because he's so heavy, don't try and KO with
       6.11 Ice Climbers
    Difficulty: *./*****
    Things to watch out for:
         Uair juggles.
    If you're playing most normal players, the Ice Climbers are no problem- DACUS,
    Ftilt, Dair, Grenade, they can't do anything. There are two things to watch out
    for, though- Uair juggles and Stupid Chaingrabs. If their trying to juggle you,
    just try and make sure they miss until you've landed firmly on the ground. If
    they're good, however, chaingrabs will do a lot of damage to you. Fortunately, 
    the damage isn't that high compared to some of the other characters. Because
    they're so light, Utilt is a great kill move. If they're average, it shouldn't
    be so hard to kill both of them in one hit. If you're only able to kill the
    pink one, Ftilt works fine for the KO of the purple one. Holding a grenade can
    stop a chaingrab.
       6.12 Ike
    Difficulty: */*****
    Things to watch out for:
         Disjointed Hitboxes
    Ike is easy. Especially for Snake. Since he's so big, Nair works fine. Since
    he's so slow, DACUS works fine. Since he has no projectiles, grenades work
    fine. Since his recovery is so bad, Ftilt works fine. The only things that you
    really need to be careful of is the slow Smashes (I've lost count how many
    times I've been hit by an Fsmash because I spotdodged too early) and his range.
    Other than that, this battle is very easy. Don't be predictable and get hit by
    a counter. Oh, and save Ftilt for KOs.
       6.13 Jigglypuff
    Difficulty: */*****
    Things to watch out for:
         Aerial chases
    A rather easy battle. Since she's small, grenades loses its effectiveness,
    unless you can properly cook them. However, she's the lightest charcter in the
    game, meaning VERY early Utilt KOs. Since Jigglypuff fights from the air,
    full-hopped Nair works fine. However, be careful not to be chased off the edge
    with her aerials. 
       6.14 Kirby
    Difficulty: ***/*****
    Things to watch out for:
         Stupid Combos
         Quick and powerful Fsmash
    An annoying battle mainly because of his grab combos. Try and play defensively,
    keeping a grenade near you at all times during the beginning of a match. Once
    you get to 15% or so, then you can play offensively. Kirby can easily approach
    with a RAR, can suck you up and can kill you quite quickly wth Fsmash. Other
    than these, the battle is similar to a Jigglypuff battle.
       6.15 Link
    Difficulty: *./*****
    Things to watch out for:
    In case you're wondering, Zair is a grab attack (Z) in the air. Anyway, stay in
    close range with your Ftilt and Nair. The projectiles are rather annoying. When
    recovering from below, be careful of his Dtilt, which spikes. His recovery is
    very bad, however, so Ftilt is great for an early KO.
       6.16 Lucario
    Difficulty: **./*****
    Things to watch out for:
         Double Team
    A strange property of Lucario is that he gets more powerful the higher damage
    he's on. Stay on the offense when he's low, then go for a bit of defence when
    his damage is higher up. Like always, stay on the ground. Interestingly, the
    Nikita will break through an Aura Sphere, no matter how high they are. Use
    your tilts for damage and finish them off with Utilt.
       6.17 Lucas
    Difficulty: **/*****
    Things to watch out for:
         Annoying Voice Acting
         PK Fire
    Stay far away with your grenades. Lucas has very few options when you're far
    away. If you're holding a grenade, PK fire will hurt you, then blow up the
    grenade. Fsmash is fast and quite powerful, while Usmash is slow with
    invincibility frames. Watch out for both.
       6.18 Luigi
    Difficulty: **/*****
    Things to watch out for:
         Jab Cancels
    Another rather easy battle. Luigi is an aerial fighter, so stay firmly on the
    ground, unless you're doing an Nair. Grenades and the DACUS work fine for
    racking up damage, with an Utilt KO. Be careful of the odd Jab Cancel to Fire
    Punch. As always, use Ftilt.
       6.19 Mario
    Difficulty: *./*****
    Things to watch out for:
    Mario is a rather simple character to fight. There isn't much going for him, so
    just fight how you normally do. FLUDD can get annoying as well, but no problem
    with the cypher recovery. He normally KOs with Fsmash or Usmash.
       6.19 Marth
    Difficulty: **./*****
    Things to watch out for:
    Marth has no projectiles, so, like always, grenade spam. Watch out with your
    tilts, as they can be countered for a lot of damage. If their attack is
    tippered, the knockback is pretty much doubled, making quite a noticeable
    difference between good and bad players. Don't use Nair or Dair, because he
    can eaily outprioritise you. Try to stay random and not be countered.
       6.21 Ness
    Difficulty: **./*****
    Things to watch out for:
    This match is very different to against Lucas. Ness' aerials are very fast, so
    watch out, and it makes Nair's useless because of its priority. His Bthrow is
    very powerful. However, since he's light, Utilt kills rather quickly. Try to
    block his aerials and counter with an Ftilt. grenade spamming is not that
    useful in this matchup. They will probably try to KO with Usmash or Dsmash.
       6.22 Olimar
    Difficulty: ***./*****
    Things to watch out for:
         Amazing Grab Range
         White Pikmin throws
         Yellow or Red Pikmin spikes
         Purple Pikmin Smashes.
    One of the harder matchups. Stay away and use your grenades. Since Pikmin spawn
    so fast, don't bother aiming at them. The white Pikmin can do 30 damage when it
    latches on to you, and the yellow and red Pikmin have one of the strongest 
    spikes in the game. The purple Pikmin is very powerful when it comes to smashes
    and the red one also resists your explosives. Try and kill him with Utilt, and
    rack up damage with grenades and Dair.
       6.23 Peach
    Difficulty: **./*****
    Things to watch out for:
         Toad Counter
    Another aerial fighter. Snake doesn't really do well against these guys.
    Anyway, try and stay on the ground, don't try and use your grenades because of
    her turnips, and watch out for the odd counter or two. I'm quite inexperienced
    in this matchup, so other ideas are very welcome.
       6.24 Pikachu
    Difficulty: **./*****
    Things to watch out for:
         Thunder Spam
    Pikachu is annoying. If they try to spam their down B, use your grenades.
    However, you will be outcamped by his other moves. Tilts work well like always,
    and Dair is good for damage as well. Pikachu's Fsmash lasts quite a long time
    with decent range, so don't try to spotdodge it.
       6.25 Pit
    Difficulty: ***/*****
    Things to watch out for:
         2 Reflectors
         Quick Fsmash
         Arrow spam
    I hope you like arrows with your spam. Anyway, try and get close to the
    opponent, unless you want to be hit by the arrows. Oddly enough, Pit isn't a
    very good aerial fighter, meaning that you can use Nair without much risk. Cook
    grenades when the opponent is off the edge, as hitting him during his recovery
    does not restore his Up special. Use this to your advantage. Don't use grenades
    much anywhere else, as he can easily reflect it or use his arrows.
       6.26 Pokemon Trainer
    Pokemon trainer has three pokemon, which can be switched in and out at anytime
    that he is on the ground, or after he loses a stock. The pokemon gradually get
    weaker the longer they stay out, but obviouly it's more preferable to take a
    stock. Funny enough, Sakurai did add the normal pokemon effects: Squirtle is
    weak against grass and resistant to fire, Ivysaur is Weak against fire and
    resistant to water, and Charizard is weak against water and resistant to grass.
    Difficulty: **/*****
    Things to watch out for:
         Water Gun
    Meh. He's small, meaning Dair and Utilt is the way to go. Squirtle's recovery
    creates a hibox in front of him, which means that throwing a grenade at it will
    automaticall make it explose (that's a good thing). Water Gun acts just like
    FLUDD, and Dsmash has a very large hitbox.
    Difficulty: **/*****
    Things to watch out for:
         Not much really
    Not much to say. Bullet seed can easily be DI'd out of, don't be hit by his
    sweetspotted vine whip, and that's pretty much all. Probably the hardest of the
    Pokemon, but your grenades are perfect because of the elemental weaknesses.
    Difficulty: *./*****
    Things to watch out for:
         Sweetspotted Rock Smash
    Probably the easiest pokemon. Nair's your best bet for racking up damage, with
    an Ftilt KO. Since he has no projectiles, grenade spam and DACUS works
    perfectly. If you get hit by his skull during rocksmash, you'll take a lot of
    damage, so be careful.
       6.27 R.O.B.
    Difficulty: ***./*****
    Things to watch out for:
    R.O.B. is a very balanced character. Try to stay on the offense. Nair isn't
    very useful because his Fair and Nair outprioritise you, and grenades aren't
    either because of his laser, gyro and reflector. His recovery's quite good, 
    unlike other heavyweights, meaning Utilt is the better KO option. The DACUS is
    quite useful in this battle. Fsmash and Dsmash is his best KO moves. Dsmash
    hits in both directions very fast, and Fsmash is quite quick and powerful.
    Dsmash, however, can be ASDI'd out of with good reflexes.
       6.28 Samus
    Difficulty: **/*****
    Things to watch out for:
         Charge Shot
    You can fight any way you want in this battle, just stay on the ground. Samus
    seems vulnerable to all your techniques, but is weak against none. Just 
    remember that you can break through the charge shot with your Nikita, and that
    she has a very easy and powerful Spike.
       6.29 Sheik
    Difficulty: **./*****
    Things to watch out for:
    The Needles are a pain. No grenade spamming, and no DACUS. You need to fight
    close combat in this matchup. Sheik is light, so save Utilt for KOs. Watch out
    for her Ftilt combos and Usmash KOs. Stick to the ground with Ftilt for damage.
    Approach by crouching.
       6.30 Snake
    Difficulty: ***/*****
    Things to watch out for:
         What do you think?
    Try to get the higher controller port. That is all. Most people in their guides
    would have a massive paragraph about how it's up to skill, but I won't. Because
    that's just how I roll.
       6.31 Sonic
    Difficulty: *./*****
    Things to watch out for:
         Being too slow
         Not stepping it up
    Seriously, it's his speed that's the problem. Because he's so fast, spamming
    grenades are not a viable option. Sonic finds it very hard to kill, making it 
    quite an easy battle. Not much else to say, just play your normal tactics.
       6.32 Toon Link
    Difficulty: **./*****
    Things to watch out for:
    Fight in close combat- his projectiles are a pain. Kill with Utilt. Toon Link's
    Dsmash, Fsmash and Spin Attack can all be DI'd out of, leaving Usmash as his
    only viable kill move, so watch out for it. Your DACUS makes a good approach.
    His RAR is very annoying as well. Stay on the ground as much as possible.
       6.33 Wario
    Difficulty: ***/*****
    Things to watch out for:
    If you want to win in this match, you HAVE to stay on the ground. Wario's
    ground game is lacking, but his air game is insane. Grenade spamming is one of
    your best options, and if he eats it he still takes damage. For some reason,
    his Fsmash has Super Armour, so watch out for that. His fart takes 2 minutes
    to charge, but peaks in knockback before that. For KOs, grab him, let him
    escape, then Utilt.
       6.34 Wolf
    Difficulty: **./*****
    Things to watch out for:
    You cannot duck under his lasers, so approach from the air. His tilts are quite
    powerful as well. Other than this, the matchup is quite easy. Your main killing
    move should be Ftilt, because of his terrible recovery. Watch out for his
    spike and reflector.
       6.35 Yoshi
    Difficulty: */*****
    Things to watch out for:
         Fair spike
    Not much to this matchup other than grenade spam. Utilt for early KOs. Funny
    enough, his second jump has super armour. Not much else to say- its quite an
    easy matchup.
       6.36 Zelda
    Difficulty: *./*****
    Things to watch out for:
         Sweetspotted aerials
         Din's Fire spam
         Nayru's Love reflector.
    Stick to close combat, unless you want to be burnt by Din's Fire. Since she is
    really light, Utilt for KOs yet again. Her aerials are hard to sweetspot,
    making it rather safe to Nair.
       6.37 Zero Suit Samus
    Difficulty: **./*****
    Things to watch out for:
    I'm quite inexperienced in this matchup, so any help is welcome. Since she is
    light, Utilt is a great kill option, and grenade spam is viable.
    7. Stages
    How Snake can utilise Stages to fit his own will, and how it compliments or
    alters his strategy. Normally you'd want the former, though. But first, before
    we look at the good and bad parts of Stages, lets see what are in good Stages
    for Snake.
    As for Neutral/Counterpick/Banned, it refers to how fair the stage is. If it is
    Neutral, it is often put on as a randompick. If it is counterpick, it can be
    chosen to benefit the player that has picked it. If it is Banned, then it is,
    well, banned, either because it gives a character such an outrageous advantage
    (Would you like to play a Dedede on Shadow Moses?), or the hazards are so
    bad that they become more dangerous then the opponent.
    The higher the rating the stage gets, the better Snake performs. As it is only
    a general estimate, don't rely on it too heavily. Would you like to play a
    chaingrabbing, laser spamming Falco on Final Destination?
    Game: Name of the game it is from. If none, then it is original.
    Description: A description of the layout and hazards of the stage.
    Rating: ^See above.
    Analysis: How to best utilise the stage's layout and hazards.
    7.1 Battlefield
    Game: Orginal
    Description: One small to mid sized platform, with three platforms floating
       above it, the middle one slightly higher.
    Rating: **/*****
    Analysis: The stage is rather small, which gives you a general disadvantage.
       The platforms are a bittersweet present. Because they are quite a bit higher
       that the main platforms, Utilt kills amazingly early. However, if you are
       standing on the platform, you can easily be attacked by aerials from below,
       if that makes sense. However, as the distance is rather small from the 
       lower platforms to the main stage, they make decent places to place mines
       and grenades. However, the fact that the platforms act as a "shield" to an
       opponent below means that it is almost necessary to have these there as a
       decent defence. However, if you can manage to get your opponent on the
       platform with you and a mine, it makes for an easy tech chase.
    7.2 Final Destination
    Game: Original
    Description: One large platform.
    Rating: ****./*****
    Analysis: "What's this? No items, Fox only, Final Destination." There really
       isn't much to say. Just one large platform, so you can VERY easily control
       the stage and fire the grenades. Just remember to stay on the ground, unless
       necessary or are almost completely sure you won't get hit. The only
       disadvantages I can think of are chaingrabs and the rather high roof, but
       the pros definitely make up for the cons.
    7.3 Smashville
    Game: Animal Crossing
    Description: One mid-large platform, with a small sliding platform above it.
    Rating: *****/*****
    Analysis: Although slightly smaller than Final Destination, it comes with
       an quite a few of its own advantages. One of them is that the width of the
       main platform is so small that a well placed C4 can hit an opponent below
       the main stage. However, the greatest advantage in the form of one random
       sliding platform. What does that do? Well one is that it lets you tech chase
       and maybe let you kill a bit earlier with Utilt and Ftilt, another is that
       it can help prevent chaingrabs, and yet another is that it can help you
       recover more easily, but the greatest advantage is that when you lay a mine
       on it, the platform will carry it. So you can lay a C4 on it, wait a while,
       and when the platform moves nearer the opponent, detonate it, as both an
       offensive and defensive strategy.
    7.4 Yoshi's Island (Brawl)
    Game: Yoshi's Island
    Description: One small to mid sized platform, in a kind of flat, curvy "M"
       shape, with one only slightly smaller platform above the main one, rotating
       around its centre. Every now and then a platform appears on one of the
       sides, for no reason whatsoever, except to annoy you.
    Rating: *./*****
    Analysis: It's probably just me, but I ALWAYS lose on this Stage. No matter
       who I or my opponent is. I just plain hate it. Hate it hate it hate it HATE
       IT. Anyway... you are at quite a disadvantage here. The stage is hard to
       control, because of its size, and that middle platform stays in you way 90%
       of the time. Just try to stay on the bottom platform if you can. The high
       roof doesn't help much either.
    8. Glossary
    Chaingrab: Linking throws together. Basically, grab, throw, grab, throw, grab,
       throw, grab, throw...
    Cypher Grab Break: An annoying weakness of Snake. If you are grabbed out of a 
       Cypher without being pummelled or thrown, you will not regain your jump or
       Cypher, leaving you defenceless. The only ways to survive this is if a
       platform comes out of nowhere (Yoshi's Island) or if you perform the C4
    Decay: See Stale-Move Negation.
    DI: See Directional Influence.
    Directional Influence: Altering a characters movement.
    Dijointed Hitbox: A hitbox that isn't a hurtbox.
    Fastfall: Falling faster than normal. Fastfall by pressing down.
    Frame: The smallest amount of time that can be represented by the Wii. The
       framerate of Super Smash Bros is 60 frames per second.
    Full Hop: A normal jump.
    Gimp: Chase an opponent of the edge so they can't recover.
    Hitbox: The actual part of an attack that attacks, such as Marth's sword or
       Snake's Hand.
    Hitlag: Lag that happens whenever a move hits. It is normally hard to notice,
       but sweetspot Captain Falcon's Fair and you'll easily see it.
    Hitstun: The time after a hit where you can't do anything. Chains of moves are
       considered combos if they all hit during the last move's hitstun.
    Hurtbox: The part that can actually receive damage i.e. the character's body.
    Invincibility Frames: Frames where the character is invincible to all forms of
       attack. This can be seen after respawning or for a second after grabbing the
       ledge of a stage.
    Meteor Smash: A move that hits the opponent downwards.
    Mindgame: A mind trick. Making an opponent think your going to do something
       then doing something to counter your suspected action of his suspected
       action is a type of a mindgame.
    Momentum cancelling: Cancelling your momentum as soon as you can after hitstun.
       CPUs always momentum cancel with airdodge. As Snake, use Uair to cancel
       momentum to the sides and Bair to cancel momentum from moves to the top.
    Perfect Shield: Shielding with almost perfect timing. Perfect Shielding does
       not reduce the strength of the shield, and cancels the hitlag of the
    Punish: Making an opponent's mistake as hard to recover from as possible.
    Short Hop: A small jump. Perform by only tapping the jump button. You move half
       the distance of a regular jump.
    Spike: A type of Meteor Smash
    Stale-Move Negation: The weakening of moves with frequent use. The game keeps a
       counter of the last 10 moves your character has made, and every time that
       move is listed, the move gets weakened by a substantial amount.
    Super Armour Frames: Frames where you take damage, but no knockback. Super
       Armour is obvious during Ike's Aether, where he can take damage, but still
       carries on with the attack.
    Sweetspot: A few moves have multiple hit boxes at once. The more powerful one
       is called the sweetspot, like in a tennis racquet. Snake can sweetspot his
       Bair, Uair and Dash attack. An obvious sweetspot is Ness' Bair.
    9. Frequently Asked Questions
    Since this is the first version, I made up all these questions by myself. And
    most of them aren't really questions.
    Q. You're missing something!
    A. Send it to my email, and if it is important, I will update right away.
    Q. You spelt something wrong!
    A. First of all I'm Australian, and here we use British English, so armor is
          armour, specialize is specialise, etc. If there is some typo, send it to
          my email found at the bottom of the guide, and it will be fixed in the
          next update.
    Q. Your character strategy sux!
    A. If you have a better strategy, please send it to me and I will credit you.
    Q. Who is a good secondary character?
    A. Well, obviously Meta Knight. If you don't want to use him, Ice climbers,
       Falco, King Dedede and Diddy are quite good as well. Personally I use Ice
       Climbers, but they're probably even harder to master than Snake. ROB plays
       quite similarly, but then again they pretty much have the same weaknesses.
    10. Acknowledgements
    GameFAQs and SBAllen, for hosting this guide.
    Nintendo and Masahiro Sakurai, for making the game.
    Konami and Hideo Kojima, for making Snake.
    SmashWiki, who told me the background information about Snake.
    Smashboards, who discovered pretty much everything in this guide by themselves
    SuSa/Havokk and EternalYoshi of Smashboards for collecting damage and frame
       data. Original post at:
    The authors of all other guides that I have read, to give me a good idea on how
       to write one.
    The idiot, whose name will not be said, who was featured in the Ledge video.
    The other idiot, who got killed by my cardboard box. His name may or may not be
       Lewis Qin.
    My brother, who introduced me to competitive Brawling.
    And thanks to you, the reader, for reading this guide. There'd be no point in
       wasting my time on this guide if it wasn't for you.
    11. Contact Information
    If you think that I missed something please send to my email, so I can add it
    in the next update. Please do not send any spam, and please title your email
    Super Smash Bros Brawl Guide, Snake Guide, or the like. My email adress is:
    Brackets for the bots.
    However, I do not usually check it all that often :p, so the way to get a quick
    response is to go to the website "The Temple of Kraden" and send me a PM. I go
    under the name "Insularity".
    The latter's proabably quite inconvenient though :p
    Copyright 2009 Ralph Bulanadi
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.