Snake (SSBU)/Up tilt
Overview
Snake performs a powerful kick that launches the opponent directly upwards. The move has fast startup as it comes out on frame 6 and boasts very high power, allowing it to KO middleweights at around 106%. Additionally, it also possesses a decent amount of active frames (three for the clean hit and five for the late hit) and a disjointed hitbox which gives the move good range for its speed and strength as it can even hit opponents on the platforms of Lylat Cruise, Battlefield, Pokemon Stadium 2, and the top platform of Town and City.
The move also works very well with Snake's grab game. At low percents, it can be combo'd into from his up throw while it also has a true KO setup from his down throw at 160% and can KO even earlier if the opponent's option is correctly read, making it one of Snake's best KO moves. Despite its late hit having less power than its clean hit, it is still useful for KO's at very high percents.
The move is not flawless, however. It still has moderate ending lag, making it relatively unsafe on shield and easy to punish if it is whiffed. Additionally, despite its fast startup, it often requires a read or setup in order for it to connect for a potential KO, the latter of which it does not possess until 160%. Because of this, players must be patient when using it, as it will often leave Snake open for a punish if it is consistently spammed.
Overall, it is one of the best up tilts in the game and one of Snake's best moves in general due to its fast startup, strong KO power, and disjointed hitbox, making it a very useful move in Snake's kit, although it requires careful use in order to take advantage of its strengths.
Update History
- Up tilt's clean hit has a slightly increased duration (2 frames → 3).
Hitboxes
Timing
Clean hit (early, mid, late) | 6, 7, 8 |
---|---|
Late hit | 9-13 |
Interruptible | 38 |
Animation length | 47 |
Lag time |
Hitbox |
Hitbox change |
Interruptible |
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