How to train a Snake amiibo in Super Smash Bros. Ultimate

A complete summary of Snake’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.

Stats & Spirit Effects

When in doubt, a balanced spread (2100 / 2100) is always a safe option. Given that Snake is a heavyweight fighter, adding extra defense points may seem unnecessary; that being said, a more defensive setup (1000 / 3200) helps increase his longevity even further.

Though all Figure Players benefit from the Super Armor and Armor Knight and Move Speed ↑ setups, there are other Spirit effects that work well with Snake. These include Physical Attack ↑, Air Attack ↑, Weapon Attack ↑, Shooting Attack ↑, Special-Move Power ↑, and Fire & Explosion Attack ↑, among others.

Recommended Training

An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Training will take several hours; matches should be played on Ω-form stages with either Stock or Timed rules.

Snake benefits from a projectile-focused playstyle that involves stage control, grounded moves, and edgeguarding with Remote Missile. Here is a complete breakdown of Snake’s full moveset and the attacks you should be focusing on during training:

  • Neutral attack: Packs decent power and quick startup. Use it infrequently at point blank to rack up damage.
  • Forward tilt: Respectable damage and knockback. Use it every once in a while to keep opponents away.
  • Up tilt: Deals incredible damage and knockback and is one of Snake’s best KO moves. Use it frequently to rack up damage or kill, as up tilt is good for both purposes.
  • Down tilt: Decently fast and deals good damage. Use it at close range.
  • Dash attack: Solid knockback, but amiibo don’t get much use out of their dash attacks. Don’t use it too often.
  • Forward smash: Extremely powerful, but extremely slow. Only use it as a shield break punish.
  • Up smash: A useful anti-air move. Don’t charge any of your smash attacks at all (unless punishing a shield break), as the Figure Player will begin overcharging every one of its smashes.
  • Down smash: Fast and covers both sides. Launches opponents horizontally, making it difficult for them to recover. Use it frequently.
  • Neutral aerial: When all hits connect, it deals a lot of damage. Snake performs best when grounded, however, so don’t prioritize it too heavily.
  • Forward aerial: It can meteor smash, but is outclassed by Remote Missile’s edgeguarding capabilities.
  • Back aerial: Quick startup and good damage. Use it every so often to rack up damage. If you’re thinking of edgeguarding with it, just use Remote Missile instead.
  • Up aerial: Noticeable ending lag, but it can juggle. The AI can learn to chain up aerial into itself, but once again, it is best to keep Snake grounded.
  • Down aerial: Powerful, but encourages increased air time, which is not Snake’s optimal playstyle.
  • Forward throw: Deals respectable damage, but only serves to create distance.
  • Back throw: See above.
  • Up throw: It can combo into an up tilt at low percentages, but is generally outclassed by down throw.
  • Down throw (Silent Takedown): Snake’s most useful throw. It can confirm into an up tilt at high percentages, and this combo works rather well on opposing FPs.
  • Neutral special (Hand Grenade): Snake’s AI struggles to use Grenades effectively, as it will often get caught in its own blast radius. Grenades should not be prioritized during training.
  • Side special (Remote Missile): Just like Ness’s PK Thunder, other FPs have trouble dodging this move. Simply put, if an opponent is off-stage, Snake should be using Remote Missile and chasing them. It can net him early KOs and extra damage.
  • Up special (Cypher): Only use it to recover. The AI has a tendency to use its up special at inappropriate times, so minimize this risk by refraining from attacking with Cypher.
  • Down special (C4): Similar to Link, Snake will detonate his C4 when his opponent draws close to it… even if he is caught in its radius. C4 is fine to use, but be aware that the AI will occasionally self-destruct with it. It will also use C4 to extend its recovery; this is hard-coded and cannot be prevented.

If you would like to read more guides, follow this link to return to the master list.

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