Editing Snake (SSBU)/Neutral attack/Hit 1

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 2: Line 2:
[[File:SnakeJab1SSBU.gif|thumb|380px|Hitbox visualization showing Snake's first jab.]]
[[File:SnakeJab1SSBU.gif|thumb|380px|Hitbox visualization showing Snake's first jab.]]
==Overview==
==Overview==
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 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 #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.  

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)