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Snake (SSBU)/Neutral aerial

Hitbox visualization for Snake's neutral aerial
Hitbox visualization showing Snake's neutral aerial.

OverviewEdit

Snake's performs a rapid flurry of four kicks. It deals very high damage if all hit connect, dealing 17.8% if done in a short hop or 21% if done in a full hop and is a useful tool for edgeguarding. It is an excellent confirm out of grenade explosions, being able to dish out absurd damage with a single opening and the fourth hit has powerful knockback, enabling it to KO at high percentages. However, an interesting property that the fourth hit has is that it is weight independent, meaning it KO's all characters around the same percentage.

The move also has potent combo potential. It can combo into a dash attack at low percents, and against heavyweights or fast fallers, can combo into jab or forward tilt at lower percent as well. In particular, on certain characters depending on their weight and fastest escape option (it generally works better on lighter characters), the first hit can combo into jab, forward tilt, or even up tilt for a potential KO setup if done in a short hop fast fall.

However, like the rest of Snake's aerials, it is rather unsafe on shield and on whiff due to its decently high landing lag, and unlike many of Snake's other moves, it lacks a sizeable disjointed hitbox (aside from the last hit) which make it difficult to land, especially combined with Snake's low jumps.

Altogether, it is a move with potent strengths but should not be thrown out recklessly to avoid punishment. Nonetheless, it has good utility when used properly.

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 3.0% 0   Standard 0 100 30   4.0 top 0.0 7.0 4.0 to 11.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Standard 0 100 50   4.0 top 0.0 7.0 4.0 to 11.0 1.0× 1.0× 0%               Kick   All All            
Hits 2-3
0 0 0 3.0% 0   Standard 0 100 30   4.0 top 0.0 9.0 4.0 to 11.0 1.0× 1.0× 0%               Kick   All All            
1 0 0 3.0% 0   Standard 0 100 50   4.0 top 0.0 9.0 4.0 to 11.0 1.0× 1.0× 0%               Kick   All All            
Hit 4
0 0 0 12.0% 0   Forward 25 90 0   7.5 top 0.0 11.0 7.0 1.0× 1.0× 0%               Kick   All All            

TimingEdit

AttackEdit

Initial autocancel 1-3
Hit 1 10-11
Hits 2-3 18-19, 26-27
Hit 4 36-38
Ending autocancel 50-
Interruptible 60
Animation length 66
                                                                                                                                   
                                                                                                                                   

Landing lagEdit

Interruptible 17
Animation length 33
                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Autocancel
 
Interruptible