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

OverviewEdit

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.

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
Hit 1
0 0 0 12.0% 0   Standard 30 87 0   4.0 kneel 8.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 12.0% 0   Standard 30 87 0   3.3 legl 6.5 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
Hit 2
0 0 0 14.0% 0   Standard 30 88 0   4.0 kneel 8.0 0.0 0.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 14.0% 0   Standard 30 88 0   3.3 legl 6.5 0.0 0.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

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