Super Smash Bros. Brawl

Snake (SSBB)/Up tilt

From SmashWiki, the Super Smash Bros. wiki
< Snake (SSBB)
Revision as of 16:25, October 22, 2013 by Scr7 (talk | contribs)
Jump to navigationJump to search

Overview

File:Snake Up Tilt Hitbox Brawl.gif
The normal hitbox of Snake's up tilt.
The disjointed, invisible hitbox of Snake's up tilt.

Snake kicks one leg up vertically. Has low start-up, great vertical reach, and disjointed horizontal reach with an invisible hitbox that appears before Snake's leg is even extended. It is a move with great vertical knockback, and is capable of KOing lightweights at around 100%, middleweights at around 115%, and heavyweights at around 130% with proper DI (when sweetspotted). It has higher knockback when the hit connects earlier on in the attack, though the sourspot will still reliably KO under 150%.

Due to its sheer damage output, speed, knockback, and range, it is considered to be the best up tilts in the game, or at least on par with King Dedede's. In any competition or situation, players fear this move when approaching Snake because it is commonly used for its raw KO power. Because the disjointed hitbox appears before Snake even extends his leg, this move has garnered Snake much criticism in the Brawl community.

The previously mentioned properties of Snake's up tilt makes the move arguably Snake's best KO move, as it complements his already strong ground game and lets Snake launch even airborne opponents from a safe distance due to its massive range. The up tilt is a common follow-up to an accurate read of the opponent's movements after Snake's down throw, a devastating move that forces opponents into a tech chase. It is also an excellent finisher to Snake's combos or a mixup involving a jab cancel or the first hit of Snake's forward tilt.


Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean
0 0 13% 0 AngleIcon95.png 55 95 0 0.0001 0 0.0 0.00015 0.0002 1.0x 1.0x 0% no flag data specified
1 0 13% 0 AngleIcon95.png 55 95 0 8.3333333333333E-5 0 0.0 0.00015 6.6666666666667E-5 1.0x 1.0x 0% no flag data specified
2 0 13% 0 AngleIcon95.png 55 95 0 8.3333333333333E-5 0 0.0 6.6666666666667E-5 0.000125 1.0x 1.0x 0% no flag data specified
Late
0 0 12% 0 AngleIcon84.png 45 95 0 0.00011666666666667 62 0.0 -8.3333333333333E-5 0.0 1.0x 1.0x 0% no flag data specified
1 0 12% 0 AngleIcon84.png 45 95 0 8.3333333333333E-5 62 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified
2 0 12% 0 AngleIcon84.png 45 95 0 0.0001 61 0.0 0.0 0.0 1.0x 1.0x 0% no flag data specified

Timing

Clean hit 6-7
Late hit 8-13
Animation length 37