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Snake (SSBU)/Forward aerial: Difference between revisions

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[[File:SnakeFAirSSBU.gif|thumb|350px|Hitbox visualization showing Snake's forward aerial.]]
[[File:SnakeFAirSSBU.gif|thumb|350px|Hitbox visualization showing Snake's forward aerial.]]
==Overview==
==Overview==
Snake performs a mighty midair axe kick. The move's [[sweet spot (hitbox)|sweetspot]] is one of the most powerful [[meteor smash]]es in the game, being able to KO opponents at extremely early percentages if they are offstage, and possesses excellent [[reach]], both horizontally and vertically. Due to this, it is a useful option for hard [[read]]s as it allows a player to potentially obliterate an opponent's stock with just a single read. Its [[sourspot]] sends the opponent upwards and deals strong knockback, allowing it to KO at very high percentages. [[Forward aerial]] can also be used in combination with [[Hand Grenade|grenade]]s, as it can be confirmed into from the grenades, although doing so is situational.  
Snake performs a powerful midair axe kick. The move's [[sweet spot (hitbox)|sweetspot]] is one of the strongest [[meteor smash]]es in the game, being able to KO opponents at extremely early percentages if they are offstage, and possesses excellent [[reach]], both horizontally and vertically. Due to this, it is a useful option for hard [[read]]s as it allows a player to potentially take an opponent's stock with just a single read. Its [[sourspot]] sends the opponent upwards and also deals powerful knockback, allowing it to KO at very high percentages. [[Forward aerial]] can additionally be used in combination with [[Hand Grenade|grenade]]s, as it can be confirmed into from the grenades, although doing so is situational.  


The sweetspot also has some combo potential onstage at low to mid percentages. It can combo into an [[up tilt]] or [[neutral aerial]] on middleweights until about 50-54% if used in a short hop fast fall, and can even combo into an [[up aerial]] at higher percentages, making it useful as a way to dish out heavy damage.  
The sweetspot also has some combo potential onstage at low to mid percentages. It can combo into an [[up tilt]] or [[neutral aerial]] on middleweights until around 50% if used in a short hop fast fall, and can even combo into an [[up aerial]] at higher percentages, making it useful as a way to dish out heavy damage if it connects.  


The move has some glaring weaknesses, however. It is extremely laggy in all aspects, having high [[startup lag]], [[ending lag]], and [[landing lag]]. It doesn't come out until frame 23, making it the slowest aerial in the game, tied with [[Mega Man (SSBU)/Down aerial|Mega Man's down aerial]]. Its long cooldown and high landing lag also make it very unsafe on shield. Because of this, it is highly commital, as its slow startup makes it difficult to land, while its high ending lag and landing lag make it very easy to punish if it whiffs. Thus, it is a move that should be used sparingly in order to avoid being put into a disadvantageous situation.  
The move has some glaring weaknesses, however. It is extremely laggy in all aspects, having high [[startup lag]], [[ending lag]], and [[landing lag]]. It doesn't come out until frame 23, making it the slowest aerial in the game, tied with [[Mega Man (SSBU)/Down aerial|Mega Man's down aerial]]. Its long cooldown and high landing lag also make it very unsafe on shield. Because of this, it is highly committal, as its slow startup makes it difficult to land, while its high ending lag and landing lag make it very easy to punish if it whiffs. Thus, it is a move that should be used sparingly in order to avoid being put into a disadvantageous situation.  


Despite both the sweetspot and sourspot being quite powerful, the sourspot outprioritizes the sweetspot and doesn't KO until very high percentages. As a result, it requires proper spacing and positioning in order to land the sweetspot.  
Despite both the sweetspot and sourspot being quite powerful, the sourspot outprioritizes the sweetspot and doesn't KO until very high percentages. As a result, it requires proper spacing and positioning in order to land the sweetspot.  

Revision as of 13:13, May 11, 2022

Hitbox visualization showing Snake's forward aerial.

Overview

Snake performs a powerful midair axe kick. The move's sweetspot is one of the strongest meteor smashes in the game, being able to KO opponents at extremely early percentages if they are offstage, and possesses excellent reach, both horizontally and vertically. Due to this, it is a useful option for hard reads as it allows a player to potentially take an opponent's stock with just a single read. Its sourspot sends the opponent upwards and also deals powerful knockback, allowing it to KO at very high percentages. Forward aerial can additionally be used in combination with grenades, as it can be confirmed into from the grenades, although doing so is situational.

The sweetspot also has some combo potential onstage at low to mid percentages. It can combo into an up tilt or neutral aerial on middleweights until around 50% if used in a short hop fast fall, and can even combo into an up aerial at higher percentages, making it useful as a way to dish out heavy damage if it connects.

The move has some glaring weaknesses, however. It is extremely laggy in all aspects, having high startup lag, ending lag, and landing lag. It doesn't come out until frame 23, making it the slowest aerial in the game, tied with Mega Man's down aerial. Its long cooldown and high landing lag also make it very unsafe on shield. Because of this, it is highly committal, as its slow startup makes it difficult to land, while its high ending lag and landing lag make it very easy to punish if it whiffs. Thus, it is a move that should be used sparingly in order to avoid being put into a disadvantageous situation.

Despite both the sweetspot and sourspot being quite powerful, the sourspot outprioritizes the sweetspot and doesn't KO until very high percentages. As a result, it requires proper spacing and positioning in order to land the sweetspot.

In the end, Snake's forward aerial is arguably his most "high-risk, high-reward" move, as its flaws can leave Snake in a very dangerous situation where he can take heavy damage or be KO'd outright, yet it will almost always result in a stock taken if it connects on an opponent offstage. It demands cautious use and should be used sporadically, but has immense payoff if successfully landed.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
0 0 0 14.0% 0 AngleIcon80.png Forward 35 90 0 HitboxTableIcon(False).png 4.7 legl 0.0 -1.3 .0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 15.0% 0 AngleIcon269.png Forward 35 90 0 HitboxTableIcon(False).png 4.5 kneel 6.0 -0.3 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 15.0% 0 AngleIcon269.png Forward 35 90 0 HitboxTableIcon(False).png 5.5 kneel 0.0 0.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing

Attack

Initial autocancel 1-3
Hitboxes 23-26
Ending autocancel 63-
Interruptible 70
Animation length 73
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Landing lag

Interruptible 20
Animation length 31
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Legend (1 square = 1 frame)
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Lag time
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