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Snake (SSBU)/Down smash: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:SnakeDSmashSSBU.gif|thumb|500px|Hitbox visualization showing Snake's down smash.]]
[[File:SnakeDSmashSSBU.gif|thumb|350px|Hitbox visualization showing Snake's down smash.]]
{{competitive expertise}}
==Overview==
==Overview==
Snake performs a double sided kick. The first hit has fast [[startup]] at frame 8, making it Snake's fastest smash  attack, and is a strong [[semi-spike]] that launches opponents at a direction that is very difficult to recover from. The back hit, while difficult to land at times, is much more powerful than the front and is relatively safe on shield (-14 on shield). In addition to this, both hits have great [[range]] as the disjointed hitbox reaches far beyond Snake's feet, giving the move reliable [[edgeguard]]ing and [[2 frame punish|2-framing]] potential. Lastly, due to hitting on both sides, it can be used to punish [[roll]]s and provides good coverage to Snake's sides should his opponent become unpredictable.
Although it lacks any serious glaring flaws, it does have a few worth mentioning. While its back hit is difficult to punish on shield, its front hit is very unsafe and easily punishable if used on shield. Its back hit is also difficult to connect, while its front hit does not have reliable KO potential until high percents despite its edgeguarding potential. Thus, it is an overall situational and niche move that is best suited for [[read]]s when not used for edgeguards.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|24}}
{{HitboxTableTitle|Hit 1|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|slvl=M
|slvl=M
}}
}}
{{HitboxTableTitle|Hit 2|24}}
{{HitboxTableTitle|Hit 2|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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{|class="wikitable"
{|class="wikitable"
!Charges between
!Charges between
|1-5
|5-6
|-
|-
!Hit 1
!Hit 1
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4|e=LagChargeS}}{{FrameStrip|t=Lag|c=3|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=22}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStrip|t=Lag|c=5|e=LagChargeS}}{{FrameStrip|t=Lag|c=2|s=LagChargeE}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=22}}{{FrameStrip|t=Interruptible|c=6}}
{{FrameStripEnd}}
{{FrameStripEnd}}



Latest revision as of 13:15, July 17, 2022

Hitbox visualization for Snake's down smash
Hitbox visualization showing Snake's down smash.

Overview[edit]

Snake performs a double sided kick. The first hit has fast startup at frame 8, making it Snake's fastest smash attack, and is a strong semi-spike that launches opponents at a direction that is very difficult to recover from. The back hit, while difficult to land at times, is much more powerful than the front and is relatively safe on shield (-14 on shield). In addition to this, both hits have great range as the disjointed hitbox reaches far beyond Snake's feet, giving the move reliable edgeguarding and 2-framing potential. Lastly, due to hitting on both sides, it can be used to punish rolls and provides good coverage to Snake's sides should his opponent become unpredictable.

Although it lacks any serious glaring flaws, it does have a few worth mentioning. While its back hit is difficult to punish on shield, its front hit is very unsafe and easily punishable if used on shield. Its back hit is also difficult to connect, while its front hit does not have reliable KO potential until high percents despite its edgeguarding potential. Thus, it is an overall situational and niche move that is best suited for reads when not used for edgeguards.

Hitboxes[edit]

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 12.0% 0 AngleIcon25.png Standard 30 87 0 HitboxTableIcon(False).png 4.0 kneel 8.0 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 M 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 12.0% 0 AngleIcon25.png Standard 30 87 0 HitboxTableIcon(False).png 3.3 legl 6.5 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 M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Hit 2
0 0 0 14.0% 0 AngleIcon20.png Standard 30 88 0 HitboxTableIcon(False).png 4.0 kneel 8.0 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
1 0 0 14.0% 0 AngleIcon20.png Standard 30 88 0 HitboxTableIcon(False).png 3.3 legl 6.5 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[edit]

Charges between 5-6
Hit 1 8-10
Hit 2 20-22
Interruptible 45
Animation length 50
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(LagChargeS).pngFrameIcon(LagChargeE).png
Charge interval
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Interruptible).png
Interruptible