Editing Snake (SSBU)/Up tilt

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Snake performs a scorpion kick that launches the opponent directly upwards. The move has fast [[startup]], coming out on frame 6, and is very powerful, allowing it to KO middleweights at around 106%. Despite its late hit having less power than its clean hit, it is still useful for KO's at very high percents. 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 power, as it can even hit opponents on the  platforms of [[Lylat Cruise]], [[Battlefield]], [[Pokemon Stadium 2]], and the top platform of [[Town and City]].  
Snake performs a scorpion kick that launches the opponent directly upwards. The move has fast [[startup]], coming out on frame 6, and is very powerful, allowing it to KO middleweights at around 106%. Despite its late hit having less power than its clean hit, it is still useful for KO's at very high percents. 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 power, 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, the first part of his [[neutral aerial]], and even his [[forward aerial]] if done in a [[short hop fast fall]] at low to mid percentages. At low percentages, 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.  Snake can also use the first part of his neutral aerial to setup into his up tilt, which can be a reliable KO setup at high percentages or simply a way to tack on damage at low percents, although the characters this works on depends on their [[weight]] and defensive options (it generally works better against lightweight characters).
The move also works very well with Snake's [[grab]] game, the first part of his [[neutral aerial]], and even his [[forward aerial]] if done in a short hop fast fall at low to mid percentages. At low percentages, 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.  Snake can also use the first part of his neutral aerial to setup into his up tilt, which can be a reliable KO setup at high percentages or simply a way to tack on damage at low percents, although the characters this works on depends on their [[weight]] and defensive options (it generally works better against lightweight characters).


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 (although it can still be difficult to punish at times). Furthermore, despite its fast startup, it often requires a read or setup in order for it to connect for a potential KO. 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.  
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 (although it can still be difficult to punish at times). Furthermore, despite its fast startup, it often requires a read or setup in order for it to connect for a potential KO. 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.  

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