Editing Snake (SSBB)

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|nairname= 
|nairname= 
|nairdmg=6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4), 28% (total)
|nairdmg=6% (hit 1), 5% (hit 2), 4% (hit 3), 13% (hit 4), 28% (total)
|nairdesc=Snake performs four forwards kicks. The first three hits deal set knockback while the final hit deals high horizontal knockback. The move deals 28% if all hits connect which is very high for an aerial. The move has fairly high startup lag for a neutral aerial, long gaps between each kick, a long total duration and high landing lag, making it unwieldy and easily punishable if used incorrectly. Snake cannot even get the final hit out when performing the move in a short hop, forcing him to full hop or double jump to effectively use the move. Opponents can easily avoid getting hit by every single kick due to the long gaps between each kick combined with the multi hits in general not leading into each other very well. The move cannot [[auto-cancel]] out of a full hop although the move does auto-cancel shortly after the final hit ends so if Snake can find a situation where he can auto-cancel the move, it can be very safe on shield, especially considering the final hit's deceptively long range. Neutral aerial is overall a flawed yet occasionally useful aerial.
|nairdesc=Snake performs four forwards kicks. The first three hits deal set knockback while the final hit deals high horizontal knockback. The move deals 28% if all hits connect which is very high for an aerial. The move has fairly high startup lag for a neutral aerial, long gaps between each kick, a long total duration and high landing lag, making it unwieldy and easily punishable if used incorrectly. Snake cannot even get the final hit out when performing the move in a short hop, forcing him to full hop or double jump to effectively use the move. Opponents can easily avoid getting hit by every single kick due to the long gaps between in each combined with the multi hits in general not leading into each other very well. The move cannot [[auto-cancel]] out of a full hop although the move does auto-cancel shortly after the final hit ends so if Snake can find a situation where he can auto-cancel the move, it can be very safe on shield, especially considering the final hit's deceptively long range. Neutral aerial is overall a flawed yet occasionally useful aerial.
|fairname= 
|fairname= 
|fairdmg=14% (body), 15% (leg)
|fairdmg=14% (body), 15% (leg)

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