Editing Snake (SSBU)/Neutral attack/Hit 1

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Snake throws a quick punch. It has fast [[startup]], coming out on frame 3, making it Snake's fastest ground attack.  It is also quite safe on shield for a [[jab]] at -8, and is a reliable move for warding off pressure as Snake can easily use his jab combo to keep his opponent off of him due to its quick speed. Additionally, it can be held consecutively, allowing it to counter [[spot dodge]]s.  
Snake throws a quick punch. It has fast [[startup]], coming out on frame 3, making it Snake's fastest ground attack.  It is also quite safe on shield for a [[jab]] at -8, and is a reliable move for warding off pressure as Snake can easily use his jab combo to keep his opponent off of him due to its quick speed. Additionally, it can be held consecutively, allowing it to counter [[spot dodge]]s.  


It is also a useful move for mixups and conditioning. Due to jab 1's low [[ending lag]] and safety on shield, Snake can quickly use jab 1, then retreat if the opponent attempts to retaliate, leaving them open for a punish opportunity. A unique trait of the move is that the [[hitbox]] with ID #2 (the hitbox located on Snake's fist) has slightly more knockback and sends at an angle that moves them towards Snake. When combined with the [[hitstun modifier]] of 2 on the move applying to all hitboxes, this gives it a [[jab cancel]] setup into [[forward tilt]] at high percentages.  
It is also a useful move for mixups and conditioning. Due to jab 1's low [[ending lag]] and safety on shield, Snake can quickly use jab 1, then retreat if the opponent attempts to retaliate, leaving them open for a punish opportunity. A unique trait of the move is that the [[hitbox]] with ID #1 (the hitbox located near Snake's elbow in between the other two hitboxes) has a [[hitstun modifier]] of 2, giving the move [[jab cancel]] potential at higher percents, although connecting this hitbox can be difficult.  


Lastly, it can [[jab lock]] opponents who miss their [[tech]], making them susceptible to much more damaging attacks. Examples of these include: [[down aerial]] as a way to quickly rack up damage, forward tilt, and even [[up tilt]], the latter of which can KO at high percentages.  
Lastly, it can [[jab lock]] opponents who miss their [[tech]], making them susceptible to much more damaging attacks. Examples of these include: [[down aerial]] as a way to quickly rack up damage, [[forward tilt]], and even [[up tilt]], the latter of which can KO at high percentages.  


A drawback of jab 1 is its short [[range]]. Unlike many of Snake's other moves, his jab lacks a sizeable disjoint, making it difficult to connect against opponents as long as they are not sufficiently close to Snake. Another downside of jab 1 is its high hitbox placement. Due to the hits being placed relatively high above the ground, this hinders its jab locking potential, as characters with small or slim hurtboxes can usually avoid being hit by jab 1 and any follow ups.  
A drawback of jab 1 is its short [[range]]. Unlike many of Snake's other moves, his jab lacks a sizeable disjoint, making it difficult to connect against opponents as long as they are not sufficiently close to Snake. Another downside of jab 1 is its high hitbox placement. Due to the hits being placed relatively high above the ground, this hinders its jab locking potential, as characters with small or slim hurtboxes can usually avoid being hit by jab 1 and any follow ups.  

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