Snake (SSBU): Difference between revisions

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|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Rolling Sobat ({{ja|ローリングソバット|Roringu Sobatto}})
|neutralname=Jab ({{ja|ジャブ|Jabu}})<br>Straight ({{ja|ストレート|Sutorēto}})<br>Rolling Sobat ({{ja|ローリングソバット|Roringu Sobatto}})
|neutral1dmg=2.5%
|neutral1dmg=2.5%
|neutral2dmg=2.5%
|neutral2dmg=2.5%
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|neutraldesc= The Punch + Punch + Kick combo from ''{{s|wikipedia|Metal Gear Solid}}'', ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}'' and ''{{s|wikipedia|Metal Gear Solid 2: Sons of Liberty}}''. It comes out fast (frame 3) and is useful for mixups as well as a quick "get off me" option. At high percents, it can even [[jab cancel]]  into his forward tilt if connected with the hitbox on his fist, being one of the few jabs in the game to be able to jab cancel.  
|neutraldesc= The Punch + Punch + Kick combo from ''{{s|wikipedia|Metal Gear Solid}}'', ''{{s|wikipedia|Metal Gear Solid: The Twin Snakes}}'' and ''{{s|wikipedia|Metal Gear Solid 2: Sons of Liberty}}''. It comes out fast (frame 3) and is useful for mixups as well as a quick "get off me" option. At high percents, it can even [[jab cancel]]  into his forward tilt if connected with the hitbox on his fist, being one of the few jabs in the game to be able to jab cancel.  
|ftiltcount=2
|ftiltcount=2
|ftiltname=Knee Kick ({{ja|膝蹴り|Hizageri}}) / Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|ftiltname=Knee Kick ({{ja|膝蹴り|Hizageri}})<br>Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}})
|ftiltdmg=4%
|ftiltdmg=4%
|ftilt2dmg=9% (body), 10% (fists, aerial), 11% (fists, grounded)
|ftilt2dmg=9% (body), 10% (fists, aerial), 11% (fists, grounded)
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|dtiltdmg=12%
|dtiltdmg=12%
|dtiltdesc=A low spin kick while prone. Deals very high damage for a tilt of its speed, coming out on frame 6, and also possesses good disjointed range, with the outermost hitboxes reaching over his foot. It serves as one of Snake's best poking tools in the neutral.
|dtiltdesc=A low spin kick while prone. Deals very high damage for a tilt of its speed, coming out on frame 6, and also possesses good disjointed range, with the outermost hitboxes reaching over his foot. It serves as one of Snake's best poking tools in the neutral.
|dashname=Forward Roll ({{ja|前転|Zenten}})
|dashname=Forward Roll ({{ja|前転|Zenten}}, ''Front Turn'')
|dashdmg=11% (clean), 8% (late)
|dashdmg=11% (clean), 8% (late)
|dashdesc=Does a somersault forward. It propels Snake forward a considerable distance,  comes out on frame 5, making it one of the fastest dash attacks in the game, has intangibility on his arms for the entire hitbox duration (frames 5-12), and deals good knockback. This makes it one of the best dash attacks and burst options in the game. Has enough knockback to be able to KO at the ledge at high percentages, but not enough to make it a reliable KO move in the center of the stage. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
|dashdesc=Does a somersault forward. It propels Snake forward a considerable distance,  comes out on frame 5, making it one of the fastest dash attacks in the game, has intangibility on his arms for the entire hitbox duration (frames 5-12), and deals good knockback. This makes it one of the best dash attacks and burst options in the game. Has enough knockback to be able to KO at the ledge at high percentages, but not enough to make it a reliable KO move in the center of the stage. The somersault and subsequent transition to crouching are visually identical to those moves used by Snake in the ''Metal Gear Solid'' series.
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|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdmg={{ChargedSmashDmgSSBU|12}} (hit 1), {{ChargedSmashDmgSSBU|14}} (hit 2)
|dsmashdesc=A double-sided kick. Launches opponents at horizontal [[semi-spike]] angles and deals considerable knockback, with the back hit being much stronger. It is Snake's fastest smash attack, with the front hit coming out on frame 8 and the back hit being moderately safe on shield (-14) for a smash attack. The move has impressive range, as both hits have a disjoint that reaches beyond Snake's feet, allowing the move to 2-frame opponents if timed correctly. The front and back hits KO Mario starting at 108% and 85%, respectively.
|dsmashdesc=A double-sided kick. Launches opponents at horizontal [[semi-spike]] angles and deals considerable knockback, with the back hit being much stronger. It is Snake's fastest smash attack, with the front hit coming out on frame 8 and the back hit being moderately safe on shield (-14) for a smash attack. The move has impressive range, as both hits have a disjoint that reaches beyond Snake's feet, allowing the move to 2-frame opponents if timed correctly. The front and back hits KO Mario starting at 108% and 85%, respectively.
|nairname=Quadruple Kick ({{ja|4連キック|4 Ren Kikku}})
|nairname=Quadruple Kick ({{ja|4連キック|Yonren Kikku}})
|nairdmg={{ShortHopDmgSSBU|3}} (hit 1-3), {{ShortHopDmgSSBU|12}} (hit 4)
|nairdmg={{ShortHopDmgSSBU|3}} (hit 1-3), {{ShortHopDmgSSBU|12}} (hit 4)
|nairdesc=Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neutral attack, tilts, and a short-hop down aerial. The first three hits can also setup into other attacks if Snake manages to land quickly enough. The last hit is very powerful, KOing Mario at the ledge starting at 112%. Additionally, it deals extremely high damage, being the second most damaging neutral aerial in the game, dealing 21% unstaled and only losing to Bowser's.
|nairdesc=Snake performs four kicks in quick succession. At low percents against heavy and fast-falling characters, a short-hopped neutral aerial can lead to a neutral attack, tilts, and a short-hop down aerial. The first three hits can also setup into other attacks if Snake manages to land quickly enough. The last hit is very powerful, KOing Mario at the ledge starting at 112%. Additionally, it deals extremely high damage, being the second most damaging neutral aerial in the game, dealing 21% unstaled and only losing to Bowser's.
|fairname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|fairname=Heel Dropper ({{ja|かかと落とし|Kakato Otoshi}})
|fairdmg={{ShortHopDmgSSBU|14}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|fairdmg={{ShortHopDmgSSBU|14}} (leg), {{ShortHopDmgSSBU|15}} (foot)
|fairdesc=A midair axe kick. It has slow start-up and high ending lag and landing lag, but it is a very powerful [[meteor smash]] with great vertical and horizontal reach. Connection with the sourspot at the leg results in very powerful vertical knockback, KOing grounded opponents at around 129%.
|fairdesc=A midair axe kick. It has slow start-up and high ending lag and landing lag, but it is a very powerful [[meteor smash]] with great vertical and horizontal reach. Connection with the sourspot at the leg results in very powerful vertical knockback, KOing grounded opponents at around 129%.
|bairname=Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}})
|bairname=Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}}, ''Both-Feet Kick'')
|bairdmg={{ShortHopDmgSSBU|14}} (clean, legs), {{ShortHopDmgSSBU|16}} (clean, feet), {{ShortHopDmgSSBU|9}} (late, legs), {{ShortHopDmgSSBU|10}} (late, feet)
|bairdmg={{ShortHopDmgSSBU|14}} (clean, legs), {{ShortHopDmgSSBU|16}} (clean, feet), {{ShortHopDmgSSBU|9}} (late, legs), {{ShortHopDmgSSBU|10}} (late, feet)
|bairdesc=Snake dropkicks behind himself, planking in the air. Has fast start-up (frame 7) along with very good range and disjointed hitboxes, just like Snake's other attacks, and deals high damage with excellent horizontal knockback when hit cleanly, especially when sweetspotted. It also has a high amount of active frames, making it useful for landings, although its high landing lag makes this tactic risky. Its high landing lag also make it very easy to punish if it misses. Has [[sex kick]] properties. Interestingly, the sweetspot has a weaker kick sound effect than the sourspot, which has a heavy kick sound effect. The sweetspot KOs Mario at 90% at the ledge, and at 126% from center-stage. Autocancels in a full hop.  
|bairdesc=Snake dropkicks behind himself, planking in the air. Has fast start-up (frame 7) along with very good range and disjointed hitboxes, just like Snake's other attacks, and deals high damage with excellent horizontal knockback when hit cleanly, especially when sweetspotted. It also has a high amount of active frames, making it useful for landings, although its high landing lag makes this tactic risky. Its high landing lag also make it very easy to punish if it misses. Has [[sex kick]] properties. Interestingly, the sweetspot has a weaker kick sound effect than the sourspot, which has a heavy kick sound effect. The sweetspot KOs Mario at 90% at the ledge, and at 126% from center-stage. Autocancels in a full hop.  
|uairname=Inverted Handstand Kick ({{ja|反転倒立蹴り|Hanten Tōritsu Geri}})
|uairname=Inversion Handstand Kick ({{ja|反転倒立蹴り|Hanten Tōritsu Geri}})
|uairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|uairdmg={{ShortHopDmgSSBU|14}} (clean), {{ShortHopDmgSSBU|10}} (late)
|uairdesc=Snake dropkicks straight upwards, similar to his back aerial. It has fairly fast start-up with good vertical reach and powerful vertical knockback, and its hitbox acts as a large disjoint, as the final hitbox goes much higher compared to Snake's feet. It still has considerable ending lag, like the rest of Snake's aerials, although it can autocancel in a short hop, making it safer than his other aerials as a landing tool.
|uairdesc=Snake dropkicks straight upwards, similar to his back aerial. It has fairly fast start-up with good vertical reach and powerful vertical knockback, and its hitbox acts as a large disjoint, as the final hitbox goes much higher compared to Snake's feet. It still has considerable ending lag, like the rest of Snake's aerials, although it can autocancel in a short hop, making it safer than his other aerials as a landing tool.
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|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Tightens his chokehold. Average power and speed. Repeated pummeling is texturally similar to mashing the grab button to choke out or snap the neck of restrained opponents in multiple ''MGS'' games.
|pummeldesc=Tightens his chokehold. Average power and speed. Repeated pummeling is texturally similar to mashing the grab button to choke out or snap the neck of restrained opponents in multiple ''MGS'' games.
|fthrowname=Throw Down ({{ja|投げ倒し|Nage Taoshi}})
|fthrowname=Throw Downing ({{ja|投げ倒し|Nage Taoshi}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=Snake twists the opponent's arms behind their back then steps forward, and then forcefully shoves them into the ground in front of him. It deals decent knockback for a forward throw, KOing middleweights starting at 160%, and earlier with rage.
|fthrowdesc=Snake twists the opponent's arms behind their back then steps forward, and then forcefully shoves them into the ground in front of him. It deals decent knockback for a forward throw, KOing middleweights starting at 160%, and earlier with rage.
|bthrowname=Pull Down ({{ja|引き倒し|Hiki Taoshi}})
|bthrowname=Pull Downing ({{ja|引き倒し|Hiki Taoshi}})
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=Snake performs a sasae tsurikomi ashi,{{ref|a}} shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. It has very low ending lag, allowing it to combo into dash attack at low percentages, and into an attached C4 as a kill confirm at around 90%. It can also KO middleweights by itself at around 148%. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''.
|bthrowdesc=Snake performs a sasae tsurikomi ashi,{{ref|a}} shifting the restrained opponent towards him, trips them with a sweep of his leg, and flips them over, slamming them on the ground behind him. It has very low ending lag, allowing it to combo into dash attack at low percentages, and into an attached C4 as a kill confirm at around 90%. It can also KO middleweights by itself at around 148%. Resembles his primary throw from ''Metal Gear Solid'' and ''Metal Gear Solid 2''.
|uthrowname=Body Drop ({{ja|体落とし|Tai Otoshi}})
|uthrowname=Body Dropper ({{ja|体落とし|Tai Otoshi}})
|uthrowdmg=7% (hit 1), 4% (throw)
|uthrowdmg=7% (hit 1), 4% (throw)
|uthrowdesc=Snake performs a [[wikipedia:tai otoshi|tai otoshi]] on his opponent, slamming them back-first. Can combo into his up tilt at low percents, and KO middleweights at around 180%.
|uthrowdesc=Snake performs a [[wikipedia:tai otoshi|tai otoshi]] on his opponent, slamming them back-first. Can combo into his up tilt at low percents, and KO middleweights at around 180%.
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restrainment Release'')
|dthrowname=Silent Takedown ({{ja|拘束解放|Kōsoku Kaihō}}, ''Restraint Release'')
|dthrowdmg=9%
|dthrowdmg=9%
|dthrowdesc=Lays the opponent flat on the floor, putting them in a downed status. How soon an opponent can act depends on their damage. At high percents, it gives Snake guaranteed follow-up options, with the most reliable one being up tilt starting at 160%. Resembles a similar maneuver from the series, where Snake can release neutralized enemies after dragging them around.
|dthrowdesc=Lays the opponent flat on the floor, putting them in a downed status. How soon an opponent can act depends on their damage. At high percents, it gives Snake guaranteed follow-up options, with the most reliable one being up tilt starting at 160%. Resembles a similar maneuver from the series, where Snake can release neutralized enemies after dragging them around.
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