Super Smash Bros. Ultimate

Snake (SSBU)/Forward tilt/Hit 1

From SmashWiki, the Super Smash Bros. wiki
< Snake (SSBU)‎ | Forward tilt
Revision as of 11:23, July 17, 2022 by DrakRoar (talk | contribs) (→‎Timing)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Hitbox visualization showing Snake's forward tilt 1.

Overview[edit]

Snake performs a knee strike that leads into the second hit of his forward tilt. The first hit has very fast startup at frame 4, his second fastest ground move and one of his most commonly used attacks as well as his fastest tilt attack. It sends the opponent up at a vertical angle and has a hitstun modifier of 2, allowing it to connect into the second hit more consistently, and due to its speed, it has a guaranteed setup confirm from Snake's down throw at high percentages.

It also has some mixup potential. Once hitting the opponent with the first hit, the second hit can be delayed and can potentially condition them into making a mistake (such as dropping their shield early) where they will become vulnerable to the second hit of forward tilt. Due to both hits of forward tilt having 3 extra points of shield damage, it can be used to whittle down shields rather quickly if the opponent becomes predictable when shielding or if their shield is already damaged.

The attack does have some issues, however. Due to sending the opponent vertically, it has trouble consistently landing the second hit at higher percents as the opponent can either jump or air dodge out of the second hit. Additionally, it cannot connect into the grounded sweetspot of the second hit (which does more damage and has more KO potential), and does not reliably connect into the aerial sweetspot of the second hit until high percents due to the first hit's aerial hitbox having low knockback, with its hitstun modifier failing to fully compensate.

Despite having some mixup potential, said potential is somewhat limited and unreliable as a result of the hit's high ending lag, which makes it rather unsafe on shield and easy to punish.

Hitboxes[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Hitstun
0 0 0 4.0% 3.0 AngleIcon78.png Forward 42 10 0 HitboxTableIcon(True).png 4.5 legr 3.2 0.0 0.0 1.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Knee (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames
1 0 0 4.0% 3.0 AngleIcon65.png Forward 20 10 0 HitboxTableIcon(True).png 4.5 legr 3.2 0.0 0.0 1.6× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) Knee (type) HitboxTableIcon(GroundedFalse).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png +2 frames

Timing[edit]

Hitboxes 4-5
Continuability window 10-31
Interruptible 32
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible