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Snake (SSBU)/Dash attack

Hitbox visualization showing Snake's dash attack.
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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 to 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 misses the 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. Nontheless, it is an invaluable tool in Snake's moveset.

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
Clean hit
0 0 0 11.0% 1.0   Standard 95 45 0   4.5 neck 1.9 -0.6 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 9.0% 1.0   Standard 95 45 0   3.0 top 0.0 5.0 4.0 1.0× 1.0× 0%               Punch   All All            
Late hit
0 0 0 8.0% 1.0   Standard 40 75 0   4.5 neck 1.9 -0.6 0.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 6.0% 1.0   Standard 40 75 0   3.0 top 0.0 5.0 4.0 1.0× 1.0× 0%               Punch   All All            

Timing

Arms intangible 5-12
Clean hit 5-8
Late hit 9-12
Interruptible 42
Animation length 55
                                                                                                             
                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible