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Snake (SSBU)/Up aerial: Difference between revisions

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(New Page: {{ArticleIcons|ssbu=y}} thumb|370px|Hitbox visualization showing Snake's up aerial. {{competitive expertise}} ==Overview== ==Hitboxes== {{UltimateHitboxTableH...)
 
(Did an overview for Snake's up aerial. Not perfect, but will adjust if I find anything else worth mentioning.)
Tag: Mobile edit
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:SnakeUAirSSBU.gif|thumb|370px|Hitbox visualization showing Snake's up aerial.]]
[[File:SnakeUAirSSBU.gif|thumb|350px|Hitbox visualization showing Snake's up aerial.]]
{{competitive expertise}}
==Overview==
==Overview==
Snake performs an upwards dropkick. It deals strong vertical knockback and is a reliable KO move at high percentages, especially if converted into from Snake's explosives, while it also possesses fast [[startup]] for its power, coming out on frame 10. Additionally, it has great [[disjoint]]ed [[reach]], as its hitboxes extend much higher than Snake's feet, and the move has a long duration, similarily to his [[back aerial]]. Unlike several of Snake's other aerials, it [[auto-cancel]]s in a [[short hop]], making it safer to use as a rising aerial than Snake's other aerial attacks, and it even shifts his [[hurtbox]], enabling him to avoid certain attacks that would have otherwise hit him.
The move also has decent [[combo]] potential when used as a landing aerial. It can combo into [[up tilt]] at low percentages with its clean hit, can combo into up tilt with its late hit at mid percentages, and can combo into a [[reverse aerial rush]] sweetspotted back aerial at mid to high percentages if done in a [[short hop fast fall]], the latter of which can act as a possible KO confirm near the side blast zones (although this is rather niche).
It does have a few shortcomings. Like many of Snake's other moves, it has high [[ending lag]], which can make it unsafe if whiffed or when not not used as a falling aerial. Along with this, despite its decent utility for combos when used as a landing aerial, the move can be difficult to land on grounded opponents due to the hitboxes being placed highly above Snake's legs. This can make it somewhat inconsistent for confirms, particularly on smaller characters.
Overall, Snake's [[up aerial]] is an attack with great utility and relatively few downsides compared to Snake's other aerials.
==Hitboxes==
==Hitboxes==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Clean hit|24}}
{{HitboxTableTitle|Clean hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|slvl=L
|slvl=L
}}
}}
{{HitboxTableTitle|Late hit|24}}
{{HitboxTableTitle|Late hit|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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===Landing lag===
===Landing lag===
{|class="wikitable"
{|class="wikitable"
!Interruptible
|16
|-
!Animation length
!Animation length
|15
|31
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15}}
{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=16}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}}

Latest revision as of 13:42, August 14, 2022

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

Overview[edit]

Snake performs an upwards dropkick. It deals strong vertical knockback and is a reliable KO move at high percentages, especially if converted into from Snake's explosives, while it also possesses fast startup for its power, coming out on frame 10. Additionally, it has great disjointed reach, as its hitboxes extend much higher than Snake's feet, and the move has a long duration, similarily to his back aerial. Unlike several of Snake's other aerials, it auto-cancels in a short hop, making it safer to use as a rising aerial than Snake's other aerial attacks, and it even shifts his hurtbox, enabling him to avoid certain attacks that would have otherwise hit him.

The move also has decent combo potential when used as a landing aerial. It can combo into up tilt at low percentages with its clean hit, can combo into up tilt with its late hit at mid percentages, and can combo into a reverse aerial rush sweetspotted back aerial at mid to high percentages if done in a short hop fast fall, the latter of which can act as a possible KO confirm near the side blast zones (although this is rather niche).

It does have a few shortcomings. Like many of Snake's other moves, it has high ending lag, which can make it unsafe if whiffed or when not not used as a falling aerial. Along with this, despite its decent utility for combos when used as a landing aerial, the move can be difficult to land on grounded opponents due to the hitboxes being placed highly above Snake's legs. This can make it somewhat inconsistent for confirms, particularly on smaller characters.

Overall, Snake's up aerial is an attack with great utility and relatively few downsides compared to Snake's other aerials.

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
Clean hit
0 0 0 14.0% 0 AngleIcon80.png Standard 65 72 0 HitboxTableIcon(False).png 4.0 top 0.0 15.0 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 AngleIcon80.png Standard 65 72 0 HitboxTableIcon(False).png 4.0 top 0.0 18.0 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
2 0 0 14.0% 0 AngleIcon80.png Standard 65 72 0 HitboxTableIcon(False).png 4.0 top 0.0 21.0 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
Late hit
0 0 0 10.0% 0 AngleIcon70.png Standard 10 95 0 HitboxTableIcon(False).png 4.0 top 0.0 15.0 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 10.0% 0 AngleIcon70.png Standard 10 95 0 HitboxTableIcon(False).png 4.0 top 0.0 18.0 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
2 0 0 10.0% 0 AngleIcon70.png Standard 10 95 0 HitboxTableIcon(False).png 4.0 top 0.0 21.0 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]

Attack[edit]

Initial autocancel 1-4
Clean hit 10-12
Late hit 13-23
Ending autocancel 36-
Interruptible 48
Animation length 57
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(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Interruptible 16
Animation length 31
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 FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible