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Snake (SSBU)/Forward smash

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

Overview[edit]

Snake takes out an RPG-7, then proceeds to aim and fire it in front of him, causing a massive explosion. It comes out very slowly but is incredibly powerful, capable of KOing at very early percents near the ledge, especially if Snake has rage. In addition to this, its ending lag is relatively low for its tremendous strength and it causes a good amount of shield pushback, making it decently safe on shield, especially if it is spaced. It also has a very large hitbox that reaches below the ledge, giving it consistent 2-frame potential and making it a potent edgeguarding tool that is capable of taking stocks very early with good timing, and this is further assisted that if it is charged, the hitboxes come out only three frames after the charge is released. Lastly, due to its power, it can be used in shield break setups along with Snake's explosives, and it can be a great option for hard reads, such as a roll or air dodge read.

Despite its strengths, the move is not without its drawbacks, the most significant of which is its extremely slow startup. It comes out at frame 41, giving it more than half a second of startup lag and making it the slowest forward smash in the game. Because of this, it is very difficult to land as the opponent can easily roll, jump, shield, or simply hit Snake with one of their faster attacks to avoid being hit by the move, making it an option that is generally only used for reads or a potential 2-frame. Despite its decently low endlag for its power, it can still be punished by the opponent if they act fast enough, although clever use of Snake's grenades can help alleviate this issue. Finally, despite not being a projectile, it can still be absorbed by energy absorbing moves such as Mr. Game & Watch's Oil Panic or Ness and Lucas' PSI Magnet, the former of which allows Mr. Game & Watch to KO Snake very early if absorbed and the latter of which heals the two characters a significant amount. Therefore, it can be used against Snake if it used recklessly and thus, players must use it with extreme caution.

Overall, it is one of Snake's most situational moves as its sluggish startup makes it unwieldly in most circumstances while its flaws can put Snake in a very dangerous position. While it can close out stocks very early if it connects, it generally requires a read or shield break to utilize. However, if properly used in tandem with other aspects of Snake's moveset, it can be a very threatening option.

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
0 0 0 22.0% 0 Sakurai angle Forward 66 75 0 HitboxTableIcon(False).png 12.0 top 0.0 3.0 16.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Flame).png TypeIcon(Explosive).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Bomb SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 22.0% 0 Sakurai angle Forward 66 75 0 HitboxTableIcon(False).png 7.0 top 0.0 3.0 16.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Flame).png TypeIcon(Explosive).png HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Bomb SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Absorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png

Timing[edit]

Charges between 38-39
Hitboxes 41-43
Interruptible 74
Animation length 86
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(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(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(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 FrameIcon(Interruptible).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