Snake (SSBU)/Forward aerial: Difference between revisions

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Snake performs a powerful midair axe kick. The move's [[sweet spot (hitbox)|sweetspot]] is one of the strongest [[meteor smash]]es in the game, being able to KO opponents at extremely early percentages if they are offstage, and possesses excellent [[reach]], both horizontally and vertically. Due to this, it is a useful option for hard [[read]]s as it allows a player to potentially take an opponent's stock with just a single read. Its [[sourspot]] sends the opponent upwards and also deals powerful knockback, allowing it to KO at very high percentages. [[Forward aerial]] can additionally be used in combination with [[Hand Grenade|grenade]]s, as it can be confirmed into from the grenades, although doing so is situational.  
Snake performs a powerful midair axe kick. The move's [[sweet spot (hitbox)|sweetspot]] is one of the strongest [[meteor smash]]es in the game, being able to KO opponents at extremely early percentages if they are offstage, and possesses excellent [[reach]], both horizontally and vertically. Due to this, it is a useful option for hard [[read]]s as it allows a player to potentially take an opponent's stock with just a single read. Its [[sourspot]] sends the opponent upwards and also deals powerful knockback, allowing it to KO at very high percentages. [[Forward aerial]] can additionally be used in combination with [[Hand Grenade|grenade]]s, as it can be confirmed into from the grenades, although doing so is situational.  


The sweetspot also has some combo potential onstage at low to mid percentages. It can combo into an [[up tilt]] or [[neutral aerial]] on middleweights until around 50% if used in a short hop fast fall, and can even combo into an [[up aerial]] at higher percentages, making it useful as a way to dish out heavy damage if it connects.  
The sweetspot also has some combo potential onstage at low to mid percentages. It can combo into an [[up tilt]] or [[neutral aerial]] on middleweights until around 50% if used in a short hop fast fall, and can even combo into an [[up aerial]] at higher percentages, which can even act as a KO confirm at high percents.  


The move has some glaring weaknesses, however. It is extremely laggy in all aspects, having high [[startup lag]], [[ending lag]], and [[landing lag]]. It doesn't come out until frame 23, making it the slowest aerial in the game, tied with [[Mega Man (SSBU)/Down aerial|Mega Man's down aerial]]. Its long cooldown and high landing lag also make it very unsafe on shield. Because of this, it is highly committal, as its slow startup makes it difficult to land, while its high ending lag and landing lag make it very easy to punish if it whiffs. Thus, it is a move that should be used sparingly in order to avoid being put into a disadvantageous situation.  
The move has some glaring weaknesses, however. It is extremely laggy in all aspects, having high [[startup lag]], [[ending lag]], and [[landing lag]]. It doesn't come out until frame 23, making it the slowest aerial in the game, tied with [[Mega Man (SSBU)/Down aerial|Mega Man's down aerial]]. Its long cooldown and high landing lag also make it very unsafe on shield. Because of this, it is highly committal, as its slow startup makes it difficult to land, while its high ending lag and landing lag make it very easy to punish if it whiffs. Thus, it is a move that should be used sparingly in order to avoid being put into a disadvantageous situation.  
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