Snake (SSBU)/Back aerial: Difference between revisions
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:SnakeBAirSSBU.gif|thumb|370px|Hitbox visualization showing Snake's back aerial.]] | [[File:SnakeBAirSSBU.gif|thumb|370px|Hitbox visualization showing Snake's back aerial.]] | ||
==Overview== | ==Overview== | ||
Snake does a kick backwards in the air while in a plank position. Commonly known as the '''Sleeping Bag''' by the Snake community, it has fast [[startup]] at frame 7 and possesses large, [[disjoint]]ed hitboxes that give the move very good [[range]]. The clean hit deals high damage and excellent knockback, easily being able to KO at high percentages, especially if it connects with the sweetspot located on Snake's feet. The late hit deals far less knockback but still sends the opponent decently far away. Its speed and power make it a useful approach option if used in a [[reverse aerial rush]], as well as a useful edgeguarding option. | |||
The attack also has a very large amount of active frames, making it a potential landing option, as the late hit can act as a "get off me" option as Snake is attempting to land. | |||
It does have some flaws, however. The most noteworthy is its high [[landing lag]], and while it [[autocancel]]s in a full hop, it does not in a short hop. As a result, it is unsafe on shield and easy to punish if it whiffs, much like Snake's other aerials. | |||
Overall, [[back aerial]] is a a highly rewarding move due to its speed, power, range and long lasting duration, making it useful both offensively and defensively. However, it must not be used carelessly as to not leave Snake vulnerable to punishment. | |||
==Update History== | ==Update History== | ||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
*{{buff|Back aerial's sweetspot deals more knockback.}} | *{{buff|Back aerial's sweetspot deals slightly more base knockback (BKB 42 → 43).}} | ||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
{{HitboxTableTitle|Clean hit| | {{HitboxTableTitle|Clean hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=14.0% | |damage=14.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=42 | |bk=42 | ||
|ks=72 | |ks=72 | ||
Line 31: | Line 40: | ||
|damage=16.0% | |damage=16.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=43 | |bk=43 | ||
|ks=72 | |ks=72 | ||
Line 45: | Line 55: | ||
|slvl=M | |slvl=M | ||
}} | }} | ||
{{HitboxTableTitle|Late hit| | {{HitboxTableTitle|Late hit|50}} | ||
{{UltimateHitboxTableRow | {{UltimateHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=9.0% | |damage=9.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=25 | |bk=25 | ||
|ks=85 | |ks=85 | ||
Line 68: | Line 79: | ||
|damage=10.0% | |damage=10.0% | ||
|angle=361 | |angle=361 | ||
|af=4 | |||
|bk=25 | |bk=25 | ||
|ks=85 | |ks=85 | ||
Line 83: | Line 95: | ||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Attack=== | ===Attack=== | ||
Line 113: | Line 126: | ||
===Landing lag=== | ===Landing lag=== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Interruptible | |||
|20 | |||
|- | |||
!Animation length | !Animation length | ||
| | |31 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=19}} | {{FrameStrip|t=Lag|c=19}}{{FrameStrip|t=Interruptible|c=12}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|autocancel=y|interruptible=y}} | ||
==Trivia== | |||
*The startup of the move shifts Snake upwards slightly, and thus if he performs a full hop beneath a platform on [[Battlefield (SSBU)|Battlefield]] and does a back aerial at the peak of the jump, he will land on the platform, while his full hop normally does not go high enough to land on the platform. | |||
{{MvSubNavSnake|g=SSBU}} | {{MvSubNavSnake|g=SSBU}} | ||
[[Category:Snake (SSBU)]] | [[Category:Snake (SSBU)]] | ||
[[Category:Back aerials (SSBU)]] | [[Category:Back aerials (SSBU)]] |
Latest revision as of 15:46, March 29, 2024
Overview[edit]
Snake does a kick backwards in the air while in a plank position. Commonly known as the Sleeping Bag by the Snake community, it has fast startup at frame 7 and possesses large, disjointed hitboxes that give the move very good range. The clean hit deals high damage and excellent knockback, easily being able to KO at high percentages, especially if it connects with the sweetspot located on Snake's feet. The late hit deals far less knockback but still sends the opponent decently far away. Its speed and power make it a useful approach option if used in a reverse aerial rush, as well as a useful edgeguarding option.
The attack also has a very large amount of active frames, making it a potential landing option, as the late hit can act as a "get off me" option as Snake is attempting to land.
It does have some flaws, however. The most noteworthy is its high landing lag, and while it autocancels in a full hop, it does not in a short hop. As a result, it is unsafe on shield and easy to punish if it whiffs, much like Snake's other aerials.
Overall, back aerial is a a highly rewarding move due to its speed, power, range and long lasting duration, making it useful both offensively and defensively. However, it must not be used carelessly as to not leave Snake vulnerable to punishment.
Update History[edit]
- Back aerial's sweetspot deals slightly more base knockback (BKB 42 → 43).
Hitboxes[edit]
Timing[edit]
Attack[edit]
Initial autocancel | 1 |
---|---|
Clean hit | 7-9 |
Late hit | 10-26 |
Ending autocancel | 40- |
Interruptible | 43 |
Animation length | 47 |
Landing lag[edit]
Interruptible | 20 |
---|---|
Animation length | 31 |
Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
Trivia[edit]
- The startup of the move shifts Snake upwards slightly, and thus if he performs a full hop beneath a platform on Battlefield and does a back aerial at the peak of the jump, he will land on the platform, while his full hop normally does not go high enough to land on the platform.
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