31-
Snake
Last Updated:
August 6th, 2021
Notes on the Young Link vs Snake MU
Attributes
Air Acceleration: 0.03 (#86)
Air Speed: 0.987 (#61)
Fall Speed: 1.73/2.768 (#26)
Dash Speed: 1.76 (#73)
Run Speed: 1.595 (#60)
Walk Speed: 0.882 (#76)
Weight: 106 (#19)
Wall Jump: No
Wall Cling: No
Crawl: Yes
Jumps: 2
Win Conditions
Snake's Win Conditions:
Aim to send Young Link offstage, where he is most vulnerable to Nikita with limited counterplay (Young Link has, at most, NAir, Boomerang or ASA to beat out Nikita). Condition Young Link to move into C4 using intentional movement and Grenade patterns. Overshoot at midrange/close quarters combat using tools such as Dash Attack/Grab/UTilt/FTilt to call out Young Link for punishable projectile use.
Young Link’s Win Conditions:
Disrupt Snake from pulling and throwing Grenades at mid/long range with Fire Arrows. Contain Snake’s movement with projectiles, and use approaches to counteract Snake’s grounded approaches or undershoot attacks (FAir1, pivot Grab, FTilt, landing NAir). Be wary of Snake conditioning specific Grenade/Movement patterns to push Young Link towards a planted C4.
Out of Shield
Jab1 (-8), Jab2 (-16), & Jab3 (-32):
NAir (Frame 7)
FTilt1 (-22) & FTilt2 (-22):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
UTilt (-18):
Grab (Frame 16)
DTilt (-13):
GSA (Frame 9)
(This move can sometimes low profile GSA, especially spaced)
Dash Attack (-26):
GSA (Frame 9)
Dash Attack (Frame 19)
(This move can cross up)
FSmash (-18):
Grab (Frame 16)
(This move deals heavy shield damage)
USmash (-39/+1):
Grab (Frame 16)
(This move is super safe as a projectile on it's way down)
DSmash (-28/-14):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
NAir (-14/-11):
NAir (Frame 7)
GSA (Frame 9)
FAir (-14):
GSA (Frame 9)
BAir (-13):
GSA (Frame 9)
USmash (Frame 10)
UAir (-10):
NAir (Frame 7)
GSA (Frame 9)
(This move won't typically connect on grounded opponents)
DAir (-16):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
(This move can cross up)
Grenade (--):
Unpunishable
(Projectile usage)
Nikita (-19/-14):
Unpunishable
(Projectile usage)
Cypher (--):
--
C4 (+20 Sticky/+11 Non-Sticky):
Unpunishable
(Super safe on shield)
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: Grenade, C4, Aerials, Tilts, Jab, Dash Attack.
Kill Moves: All Aerials, Smash Attacks, Nikita, C4, UTilt, FTilt, Dash Attack.
Kill Confirms: NAir1 > UTilt.
Rule of thumb: Keep your eyes on Snake at all times when he is away from Young Link. This makes it easier to track the timing of Grenades and placement of C4.
C4 flashes with a red light for a few seconds before going silent, making it hard to spot. Make sure to keep in mind C4’s placing. C4 explodes after 26.6 seconds if not detonated.
Snake can stick C4 to an opponent even when they’re shielding. At certain percent windows, BThrow > Sticky C4 is true.
Snake’s Grenade allows him to control neutral by denying spaces using the explosion of the Grenade. He can toss them normally upwards, or as an item, which has more velocity and range.
The regular toss upwards, where Snake can change the angling of tossing it up, allows Snake to control airspace with Grenades and land them on platforms. If Snake doesn’t regrab the Grenade, he can only throw the Grenade or Grab, which is extremely limiting. From the moment Snake first pulls Grenade, he can’t act for 20 frames.
Because of the Grenade explosion, FAir is inconsistent against Snake when he’s holding a Grenade. Opt for NAir to kill, or send Snake offstage in that situation.
Follow the Grenade’s timing by its initial audio cue, as opposed to when Snake throws it. Snake can change the timing of when the Grenade is released to mix up the opponent anticipating a different timing.
There’s a short period of time where if Snake has dropped a Grenade, you can hit it and explode it. Although this time frame is short, as it has to be done before Snake regrabs and throws the Grenade (before Snake finishes priming the Grenade).
Snake’s C4 denies a significant amount of space, as stepping into range of it means that Snake can take a stock with it. Knowing this, the Snake player will use intentional movement and Grenade patterns in an attempt to push the opponent into the range of C4. Keep this in mind when navigating Snake’s presence with C4 on the stage.
The detonation itself is a 25 frame startup. Keeping an eye on Snake and using movement allows for quick shielding (running, walking) helps with maneuvering C4. Note when Snake is in the middle of an animation and thus can’t use C4.
Fire Arrow is at the core of neutral vs Snake. It allows Young Link to control and limit Snake from producing Grenades in the corner. Timing a Fire Arrow correctly may allow for the hit to combo into a Grenade that Snake is holding, which can kill Snake off of the top blast zone.
Boomerang allows Young Link to control Snake’s presence on platforms and in the air, which can limit his Grenade pulls in the air.
Bombs are a substitute for a Fire Arrow when it would clank with a Grenade or trade, pulling a Bomb while dodging Grenades can provide more value, enabling a different angle of projectiles with a SH or FH Bomb toss.
Snake’s aerials all have killpower, and outrange Young Link. They can be used to catch Young Link in air-to-air situations, though Snake doesn’t have the mobility to make use of them at all times. Of these, be wary of NAir and BAir’s lasting hitboxes.
Snake will close the distance first most of the time. He wants to send Young Link offstage to edgeguard with Nikita, or ledgetrap with USmash/Grenade setups. He can close the distance most reliably with Dash Attack, which is a far reaching burst option that can cross up safely on shield, clank with projectiles, and catch Young Link’s landings/dashbacks reliably.
The most important part of the MU will be undershooting attacks/using shield or approaching to stuff out Snake’s approach/hitbox. Snake’s goal is to use conditioning with Grenades/C4 to limit the space Young Link can be in, allowing him to cover his otherwise linear approach on the ground.
Snake has several other tools in his close quarters combat arsenal. His FTilt is a multihit kill move that can be used as a timing mix-up on shield. Since each hit is noticeably unsafe on shield, react to a lack of followup (just FTilt1) with a fast option, and punish hard on FTilt2. Moves like NAir and GSA are best for punishing FTilt1, and USmash/DSmash/Grab for FTilt2.
Snake’s DTilt has a surprising amount of range, enough so that it can outrange all of Young Link’s grounded moves and low profile Grab.
Although Snake’s Jab is not too impressive, he can use it to mix up the opponent right after with a Grab.
Snake’s Dash Attack has intangibility on his arms during the hitbox, which allows him to beat out short-ranged attacks. Jab and DTilt won’t reach past it, but Grab and Dash Attack/landing FAir1 can outspace it. Walk back shield is often more consistent for intercepting Dash Attack.
Conditioning certain spacings for Fire Arrow is important, as Snake will time a Dash Attack to get around it or beat it out preemptively. From there, slightly outspacing it or moving closer to undershoot can punish what the Fire Arrow has conditioned.
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Snake’s close quarters combat tools allow him to out range Young Link in the corner. Keeping this in mind, Snake conditions pressure, which he can then Grab shields, giving Snake more chances to edgeguard with Nikita.
If possible, retreating to a platform if Snake hasn’t covered it yet gives Young Link more options for retreating back to center stage.
Snake’s BAir has a lasting/lingering hitbox, allowing Snake to cover airspace until he lands. It is unsafe on block, so be ready to punish out of shield with GSA.
Snake can use C4 to deny space around a platform and on the floor in the corner. Be ready to shield, roll, or jump over it.
Be careful with defensive movement in the corner. Snake can catch dashes away from him with Dash Attack/DTilt. If he has a Grenade in hand, it may be better to opt for empty movement around Snake.
Platform Pressure
(What tools do they have? How can we escape this pressure?)
C4 when placed on PS2, BF, SBF, SV, and T&C center platforms covers the space below the platform, and vice versa.
Snake’s highest reward from below the platform is UTilt. It has high killpower and reaches through platforms. Snake can best use it for catching landings onto platforms.
Snake can punish opponents for shielding on platforms by sticking C4 onto them, which goes through shields. C4 has increased shieldstun when stickied.
The lingering hitbox of BAir allows Snake to cover the platform whenever he’s in the air.
Take a slow and careful approach around Grenades. Empty movement is critical for getting around Grenades, as it allows for quick shielding and avoiding explosions with landing aerials.
Avoid getting off of the platform above Snake if possible.
Landing
(How do they cover it? What are my best options?):
Snake can use the boost from Dash Attack to catch landings from a surprising distance. The low-profiling on the attack enables it to low-profile Boomerang and Fire Arrow used to land.
Land away from Snake if possible. Landing on top of Snake is a death sentence, as he can intercept and outrange Young Link with UAir.
Landing with projectiles is often more risky than it’s worth if Snake isn’t catching Young Link in the air. Snake will usually have enough time to pull a Grenade, Dash Attack, or shield to counter it.
Land away from Snake and use moves such as NAir/FAir1/ZAir to intercept him or empty landing to land with less lag.
Snake can use the presence of C4 to dissuade landing on platforms. If necessary, use double jump to mix up your fall timing, which can catch Snake detonating C4 early.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
Snake can opt for FAir near the ledge offstage or into the ledge offstage to catch ledge hang/2-frame with a spike. Be wary of it when Snake is in that space and you’re close to recovering.
By covering the ledge/the area below it with Grenade, Snake can intercept ASA with the Grenade explosion and then combo off of it.
Snake can also use BAir/DAir to intercept ASA to the ledge, due to their lingering hitboxes and range. BAir’s lingering hitboxes allow Snake to cover a large range of area with a lingering hitbox when combined with a fastfall.
Nikita is Snake’s go to edgeguard tool. It allows him to fire a remote controlled missile with high killpower to gimp or kill the opponent recovering from onstage.
Boomerang can be thrown at Nikita, which will temporarily stun Nikita, and then bounce it slightly upwards. This can help low recoveries avoid Boomerang.
Falling NAir consistently stuns Nikita, the early hits of a well-spaced ASA can also stun it and give you a window to snap to ledge.
Be careful when reeling in tether as Nikita anywhere close to the ledge will connect, possibly resulting in a stage spike.
Spacing ASA on the Nikita repeatedly stuns it, which can allows Young Link to recover past it at certain angles. However, going too high with ASA can place Young Link above the ledge, where he’s vulnerable to Snake’s Dash Attack/FTilt.
At any point, Snake can cancel controlling the Nikita, which drops the missile and removes the ability to stun it with attacks.
Snake can damage his own Nikita with Grenades, which reduces the HP on Nikita. If Snake uses 2 Grenades on the Nikita, it will barely have any HP left, so that Young Link can kill it with NAir or Boomerang.
Ledge:
Snake’s USmash is a setup tool at the ledge. The mortar arcs up and then down, hitting ledge. Snake has time to act before the mortar lands, allowing him to cover neutral getup, roll, ledge attack, and ledge jump.
DAir will cleanly beat out the mortar shot from a ledge jump with good timing. From there, Snake can catch your landing with UTilt, but Young Link can still move left or right to avoid it.
Be wary of C4 placed on platforms. Young Link often uses platforms to reset getting off of the ledge into a more favorable disadvantage situation, but Snake's C4 on the platform will threaten the explosion. Be careful when committing on the platform if the C4 is there.
Neutral getup can be timed to avoid USmash, then roll/jump/Jab to avoid/intercept Snake.
Be careful of shielding USmash. The explosion is +1 on shield, meaning Snake can find shield breaks or Grabs after the explosion lands on shield. The best answer for Snake is to mix up ledge timings.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing
Snake’s Grenade is a Frame 1 option, meaning that Snake can buffer Grenade Pull out of hitstun to damage the opponent for attacking him.
Snake has access to a fast out of shield option in DAir, a Frame 6 out of shield aerial that can kill and does a heavy amount of damage. This aerial stalls Snake in the air, which can make GSA out of shield whiff.
Not only that, hitting Grenade inside Snake’s shield will cause it to blow up, meaning that Young Link can’t safely pressure Snake holding a Grenade on shield with aerials, which he can then combo the explosion into aerials. Often times, pressure on Snake’s shield will come most reliably from spaced FAir1, DTilt, and ZAir on shield. From under the platform, a delayed falling UAir can pressure shield while avoiding Grenades, but rising UAir will get you hit.
When Snake uses Nikita in the corner, it can be difficult to directly punish Snake, since the Nikita will block most attacks. Take stage control and punish Snake for his following actions.
Snake will often Z-Drop multiple Grenades on a platform he’s standing on to prime them. Use SH rising ZAir to outspace and explode the Grenades next to Snake.
Snake can B-Reverse Grenade or C4 to alter his landing momentum by reversing his air drift.
Snake can use Grenade to defend himself from attacks in disadvantage, but this comes at a cost. Snake will be unable to act at a certain time or is forced to throw it. The timing of explosion for Snake is also a window to act and gain better positioning, because he’ll be forced to do something.
In a situation where both Young Link and Snake are hit by a Grenade explosion, it can be unfavorable when above Snake, since he can UAir and catch an option right away. Young Link can do the same with his own UAir from below Snake.
When below a platform Snake is jumping above, Snake can threaten Grenades and C4 on the platform from FH height, making Snake hard to hit. Use of Bomb thrown up and UAir upon Snake’s landing.
Offstage:
DAir on contact with Cypher will destroy it, leaving Snake unable to use Cypher again. It’s difficult to line up on most stages, and is best at intercepting Snake’s recovery when he’s hugging the ledge.
Snake will often opt for high recoveries, which gets over Young Link's pressure. Intercept this by chipping at Snake with Bomb or Boomerang.
When recovering high, Snake can land by throwing Grenades down, C4 with detonation, or immediately cancelling Nikita to land with a projectile. Snake will likely use some combination of these to help him land and prevent Young Link anti-airing from below.
To hit Snake on the Cypher, 8.4% damage in a single hit is needed. Time the STRONG hit of NAir or UAir to knock him off. FAir will NOT knock Snake off of the Cypher.
Be wary of Cypher moving through the stage once Snake is about to grab the ledge. Cypher is still an active hitbox, which forces shielding it.
Snake can use double jump NAir, FAir, or Grenade toss off of the ledge to hit Young Link.
Snake can use Cypher off of the ledge to opt for landing instead of ledgetrapping. Young Link can call out Snake rising with Cypher from the ledge with strong NAir.
Snake doesn’t have suitable mobility to be able to burst in the air out from the corner. Keep in check Snake’s ground movement while getting around Grenades, and use stage control to your advantage to ledgetrap him.
Because you’ll want to keep a distance, start out ledgetrapping by using aerials and tilts at ledge to immediately threaten him, then use dashbacks/jump back Boomerang at later percents to find killing blows.
Snake can quickly accelerate into the air from the ledge with ledge jump > Cypher, which allows Snake to transition into a landing disadvantage. Catch Snake rising upwards with the strong hit of NAir.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Yes, specific
DSmash: Yes
FTilt: Yes
Most Reliable Move: DSmash
Animation Info: Head rise is better but not needed.
Note: FTilt doesn’t need the head rise to connect.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt ASA %s: 118, 108
FD FThrow Ledge %s: 186, 158
FD Milkshake %s: 111-161, 100-136
Kill Throws: N/A, but DThrow forces a "tech chase", since it puts the opponent on the ground.
DI UTilt down and away behind Snake.
Snake’s FTilt2 will pancake BAir out of shield.
Snake Down Throw vs Young Link, by My Smash Corner
Guaranteed punishes
Jab - N/A
FTilt - 125+
UTilt - 159+
3 options
Side step - 56 or lower
↘Attack = Jab/FTilt
↘B-roll = FTilt
↘Stand = Jab/FTilt
SH DAir - 30+
↘covers Attack/Stand/Wait
2 options
Dash back - 0+
↘Attack = Dash Attack
↘B-roll = DAir/UTilt
Dash forward tap shield (option select)
↘punish with FTilt
(get up attack hitbox comes out Frame 13 @ 0%)
Stages
Battlefield:
Bad. Triplats give Snake a lot of options of to safely prime Grenades and set up his traps. C4 will cover one side of the stage and add a lot of pressure, or will keep him safe when in disadvantage. Snake has great platform pressure, and the platforms don't interfere with his ledgetraps.
Small Battlefield:
Bad. It is easier to catch Snake’s landings without a top platform, but the platform layout still gives him an advantage.
Final Destination:
Good. Snake's projectile play is more linear without platforms, and we can pressure him effectively when he’s in the corner. He has to jump to prime Grenade.
Smashville:
Terrible. Snake can deny a sizable portion of the stage with C4 alone, which covers the platform and below it. The short stage width facilitates Snake closing the distance.
Town & City:
Good. The large flat layout and close side blast zones mean we can play around his projectiles while still killing fairly early. He can use the high side platforms effectively, however. The low side platforms interfere with his ledgetraps.
Lylat Cruise:
Terrible. The platform layout really benefits Snake’s walling and makes our disadvantage very difficult. C4 can be virtually impossible to see on Lylat platforms, especially with the black background.
Pokémon Stadium 2:
Good. While the platform layout is good for Snake, we have plenty of room to get around it and a platform C4, compared to stage size, doesn’t control that much space. Beware of C4s placed at the edge of the platforms, as they are virtually invisible. The background also makes it hard to see falling C4.
Kalos Pokémon League:
Good. Large flat stage works in our favor, and the side platforms interfere with his ledgetraps. However, Snake can be very hard to kill here, and he can use the side platforms to set up Grenade play effectively. He can cover platform recoveries (and general corner play) with C4 on those platforms.
Yoshi’s Story:
Great. Unlike BF/SV/SBF, C4 placed on platforms doesn’t hit the ground below the platform. This, combined with the center airspace, gives Young Link more breathing room against Snake, even if he has Grenades and C4 laid out. The small zones make it easier to recover around Nikita. The walls on the stage allow for Young Link to line up a DAir on Snake’s cypher if he’s forced into a low recovery.
Sets & Resources
YL vs Snake VOD Playlist: YL vs Snake Matches
(@Jonny_Westside on Twitter) Turnade Visual Example: Jonny Westside's Tweet
(@NAKAT on YouTube) Don't Get Bodied - How to Deal with Snake in Disadvantage
(@The LennyFace on YouTube) How to beat Snake in Super Smash Brothers Ultimate
Reference Images
Rough estimate of ZAir spacing to outspace Grenade and explode it.