Hitbox visualization showing Snake's down aerial.
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Overview

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
Hit 1
0 0 0 4.0% 0   Forward 0 100 50   5.5 top 0.0 -1.0 3.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 4.0% 0   Forward 0 100 35   5.5 top 0.0 -1.0 3.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 4.0% 0   Forward 0 100 25   4.5 top 0.0 5.0 1.5 1.0× 1.0× 0%               Kick   All All            
Hits 2-3
0 0 0 3.0% 0   Forward 0 100 50   5.5 top 0.0 -1.0 3.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Forward 0 100 35   5.5 top 0.0 -1.0 3.0 1.0× 1.0× 0%               Kick   All All            
2 0 0 3.0% 0   Forward 0 100 25   4.5 top 0.0 5.0 1.5 1.0× 1.0× 0%               Kick   All All            
Hit 4
0 0 0 10.0% 0   Forward 50 80 0   7.0 top 0.0 -1.0 3.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 10.0% 0   Forward 50 80 0   6.0 top 0.0 5.0 1.5 1.0× 1.0× 0%               Kick   All All            

Timing

Attack

The move adds vertical momentum (in units per frame) to Snake throughout the move, starting with -0.2 on frame 5, then 0.5 on frame 17, and finally 1.2 on frame 27.

Initial autocancel 1
Hit 1 3-4
Hits 2-3 10-11, 17-18
Hit 4 25-26
Ending autocancel 53-
Interruptible 60
Animation length 79
                                                                                                                                                             
                                                                                                                                                             

Landing lag

Interruptible 21
Animation length 42
                                                                                   
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible