Hitbox visualization for Snake's dash attack
Hitbox visualization showing Snake's dash attack.

OverviewEdit

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.

HitboxesEdit

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   Forward 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   Forward 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   Forward 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   Forward 40 75 0   3.0 top 0.0 5.0 4.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

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

TriviaEdit

  • Uniquely, Snake's dash attack transitions into his crouching state after its animation is finished, and can also be interrupted by a crouch without the startup, much like a down tilt. It is the only dash attack in the game with this property, which is carried over from Brawl.