Snake (SSBU)/Dash attack: Difference between revisions
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[[File:SnakeDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Snake's dash attack.]] | [[File:SnakeDashAttackSSBU.gif|thumb|600px|Hitbox visualization showing Snake's dash attack.]] | ||
==Overview== | ==Overview== | ||
Snake does a somersault forwards and strikes the opponent. It has very fast [[startup]] at frame 5, grants Snake arm [[intangibility]] throughout the entire hitbox duration, and has high damage and base knockback, making it an extremely effective burst option. It is one of Snake's most useful [[approach]]ing options as it propels him a good distance forward and allows him to contest with and beat out options used by the opponent. If [[dash attack]] connects with its early hit, it can [[cross-up]] shields, making it difficult for the opponent to punish, and its high base knockback and low angle lets it setup [[edgeguard]]s. Finally, it is a potential KO option near the ledge at very high percents, and it can used to allow Snake to go into his crouching position at the end of the move, making him capable of low profiling certain attacks including [[grab]]s and potential [[out of shield]] options. | Snake does a somersault forwards and strikes the opponent. It has very fast [[startup]] at frame 5, grants Snake arm [[intangibility]] throughout the entire hitbox duration, and has high damage and base knockback, making it an extremely effective burst option. It is one of Snake's most useful [[approach]]ing options, as it propels him a good distance forward and allows him to contest with and beat out options used by the opponent. If [[dash attack]] connects with its early hit, it can [[cross-up]] shields, making it difficult for the opponent to punish, and its high base knockback and low angle lets it setup [[edgeguard]]s. Finally, it is a potential KO option near the ledge at very high percents, and it can used to allow Snake to go into his crouching position at the end of the move, making him capable of low profiling certain attacks including [[grab]]s and potential [[out of shield]] options. | ||
In spite of its immense utility, the move does have a few downsides. It can be called out by opponents if they dash back and punish its [[ending lag]] and despite its ability to cross-up shields, it is extremely unsafe on shield if it is misspaced, as its late hit often leaves Snake in a very vulnerable position if it fails to cross-up. Its frequent use in [[neutral game|neutral]] also makes it susceptible to overuse, allowing opponents to evade and punish the attack if they catch on to the user's pattern of use. | In spite of its immense utility, the move does have a few downsides. It can be called out by opponents if they dash back and punish its [[ending lag]] and despite its ability to cross-up shields, it is extremely unsafe on shield if it is misspaced, as its late hit often leaves Snake in a very vulnerable position if it fails to cross-up. Its frequent use in [[neutral game|neutral]] also makes it susceptible to overuse, allowing opponents to evade and punish the attack if they catch on to the user's pattern of use. |
Revision as of 13:55, January 10, 2022
Overview
Snake does a somersault forwards and strikes the opponent. It has very fast startup at frame 5, grants Snake arm intangibility throughout the entire hitbox duration, and has high damage and base knockback, making it an extremely effective burst option. It is one of Snake's most useful approaching options, as it propels him a good distance forward and allows him to contest with and beat out options used by the opponent. If dash attack connects with its early hit, it can cross-up shields, making it difficult for the opponent to punish, and its high base knockback and low angle lets it setup edgeguards. Finally, it is a potential KO option near the ledge at very high percents, and it can used to allow Snake to go into his crouching position at the end of the move, making him capable of low profiling certain attacks including grabs and potential out of shield options.
In spite of its immense utility, the move does have a few downsides. It can be called out by opponents if they dash back and punish its ending lag and despite its ability to cross-up shields, it is extremely unsafe on shield if it is misspaced, as its late hit often leaves Snake in a very vulnerable position if it fails to cross-up. Its frequent use in neutral also makes it susceptible to overuse, allowing opponents to evade and punish the attack if they catch on to the user's pattern of use.
In the end, Snake's dash attack is one of the best of its kind due to its speed, intangibility, high power, cross-up potential, and ability to set up edgeguards. It is one of the most reliable burst options in the game, allowing Snake to quickly launch the opponent away if they manage to close the distance on him. However, players must remain unpredictable when using it to avoid punishment by the opponent. Nonetheless, it is an invaluable tool in Snake's moveset.
Hitboxes
Timing
Arms intangible | 5-12 |
---|---|
Clean hit | 5-8 |
Late hit | 9-12 |
Interruptible | 42 |
Animation length | 55 |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |
|