Home Opinion Pieces In Defense of Snake Park

In Defense of Snake Park

by Katy Hojnacki
Snake Park Fight

Of all of the ARMS stages, Kid Cobra’s iconic stage Snake Park has probably attracted the most ire. But is this arena truly unfair? Are the Speed Demon’s slippery snakeboards such a game-breaker that they must be removed entirely?

I’m going to get this out of the way first: Do I think Snake Park should be allowed in ARMS competitive play? No.

Snake Park’s mechanics are too different from the other stages in ARMS. However, I do think it deserves a second look, as it is a fairer stage than people give it credit.

Snake Park in ARMS

Snake Park, as seen from above.

Symmetrical in shape, Snake Park begins with both fighters on opposite sides of a large arena. Its circular perimeter prevents playstyles that rely on pinning an opponent into a corner. Each fighter has immediate access to one of two snakeboards in the stage. snakeboards provide a number of advantages, including faster movement, maintained momentum, and increased jump height. Most notably, the snakeboards block incoming attacks. The stage’s size allows for greater distance to be maintained, which can be mitigated by the enhanced movement from the snakeboards.

Snake Park Kid Cobra kickflip

Snakeboards offer superior mobility, especially for Kid Cobra. While using a charged air dash, he can perform a sick kickflip!

The first hit is prioritized on Snake Park above all other stages. Whoever knocks the foe from a snakeboard gains notable advantage. This stage emphasizes the need to press the advantage when the opportunity presents itself, as a skilled player would on any other map. The increased mobility and cover from a snakeboard is key to winning a match on Snake Park.

Skilled play in ARMS revolves around balancing aggressive and defensive play. While this stage leans defensive, there’s an interesting balance of motivation between attacking to knock the opponent off the board and maintaining advantage from on a snakeboard. The stage adds priority choice for Wind and Fire element arms, which excel in repositioning the foe.

Snake Park

Using the snakeboards will be the key to victory.

If knocked to the ground, a player has several choices, including knocking the opponent off the board or trying to get back onto one. Both options, if executed successfully, can level the playing field again. A grounded player can still use the empty snakeboard as cover, both to duck away from enemy punches or to halt the still-boarded player’s movement as the two boards bump into one another. Alternatively, a grounded player can also make a stand on the stage’s outer ledge, granting them a higher position over the rest of the stage.

Meanwhile, the still-boarded player has the opportunity to pressure the opponent with punches or pinning them with the snakeboard. Alternatively, the boarded player can use the empty snakeboard as bait by guarding the area and preventing the opponent from jumping onto the board.

If both players lose their positions on snakeboards, that match can either proceed on the lumpy terrain of the stage (and the still mobile snakeboards as cover), or even revolve around competing for an empty snakeboard. If unoccupied, the snake boards will slowly drift back towards their original starting positions, allowing players to easily hunt down the boards again. The massive stage also forces players to gauge distance carefully, whether to avoid enemy punches or to be sure the opponent is in range.  

Snake Park is a fair stage. It simply emphasizes the need to use the terrain to gain advantage and maintain that advantage. The same sentiment is true for every stage in ARMS, from Scrapyard’s high ground to DNA Lab’s glass tubes.

Still think Snake Park is the worst stage in ARMS, or are you considering becoming a pro snakeboarder yourself? Share your thoughts in the comments below!

Kid Cobra Victory

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