Snake (SSBU)/Down aerial: Difference between revisions

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(Overview of Snake's dair. Some run on sentences but I will fix it in the future if need be.)
Tag: Mobile edit
Tag: Mobile edit
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Its speed and high damage also make it an effective damage dealer and even a potential [[approach]] option if dash attack becomes too predictable. This is particularly the case if it is used and the opponent misses their [[tech]]. In this situation, Snake can immediately perform a [[jab lock]], then follow up with another down aerial to dish out very high percent. Lastly, it can even be used to lead into combos at low percentages if it is used in a [[fast fall]] quick enough, being able to lead into a [[forward tilt]] or [[dash attack]], and can even be used as a follow up out of an [[up throw]] at low percentages, or a fast fall [[forward aerial]] at low to mid percentages.  
Its speed and high damage also make it an effective damage dealer and even a potential [[approach]] option if dash attack becomes too predictable. This is particularly the case if it is used and the opponent misses their [[tech]]. In this situation, Snake can immediately perform a [[jab lock]], then follow up with another down aerial to dish out very high percent. Lastly, it can even be used to lead into combos at low percentages if it is used in a [[fast fall]] quick enough, being able to lead into a [[forward tilt]] or [[dash attack]], and can even be used as a follow up out of an [[up throw]] at low percentages, or a fast fall [[forward aerial]] at low to mid percentages.  


For all of its strengths, the move has some notable downsides, one of which is its inconsistency. Due to its lack of an [[autolink]] angle, the move can often fail to land all four hits, particularly if Snake is moving, making it easy to punish if it whiffs on of its hits. While the move can auto-cancel due to its vertical boost, this does leave Snake vulnerable in the air for a short time due to the move's high [[ending lag]]. Fast falling the move during the drift can somewhat alleviate this issue, but this is risky as the move will not auto-cancel and Snake will have to endure its high [[landing lag]]. Adding on to this, while it possesses large disjoints, the move's hitboxes do not have a good placement behind Snake, meaning it will often whiff if the opponent is behind him. Finally, while it can be used for combos and as a follow up option, the time frame for these scenarios is extremely tight, making it an unreliable option unless the player has frame perfect timing.  
For all of its strengths, the move has some notable downsides, one of which is its inconsistency. Due to its lack of an [[autolink]] angle, the move can often fail to land all four hits, particularly if Snake is moving, making it easy to punish if it whiffs one of its hits. While the move can auto-cancel due to its vertical boost, this does leave Snake vulnerable in the air for a short time due to the move's high [[ending lag]]. Fast falling the move during the drift can somewhat alleviate this issue, but this is risky as the move will not auto-cancel and Snake will have to endure its high [[landing lag]]. Adding on to this, while it possesses large disjoints, the move's hitboxes do not have a good placement behind Snake, meaning it will often whiff if the opponent is behind him. Finally, while it can be used for combos and as a follow up option, the time frame for these scenarios is extremely tight, making it an unreliable option unless the player has frame perfect timing.
 
In conclusion, Snake's down aerial possesses immense utility, particularly as an out of shield option and damage racking move. Its fast speed, high damage and decent [[range]] makes it a highly rewarding move in several scenarios. However, its inconsistency at landing all of its hits, and high landing lag if not auto-canceled can make it a precarious option at times. In spite of its flaws, it is a remarkably versatile move in Snake's arsenal.


In conclusion, Snake's down aerial possesses immense utility, particularly as an out of shield option and damage racking move. Its fast speed, high damage and decent [[range]] makes it a highly rewarding move in several scenarios. However, its inconsistency at landing all of its hits, and high landing lag if not auto-canceled can make it a precarious option at times. In spite of its flaws, it is a remarkably versatile move in Snake's arsenal.
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