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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= {{StockIcon|SSBU|Snake}} plays a noticably different game from much of the cast. Where many zoners may struggle to establish control when out of position, Snake, armed with {{clr|special|Grenades}} and a {{clr|special|C4 (Down-B)}}, can exert pressure on any part of the stage, from anywhere on the stage. Where other zoners may feel pressured up close, Snake's fast and large normals allow him to box with any character who gets too close. While some zoners lean on odd setups to kill, Snake can simultaneously construct Rube Goldberg kill setups or take stocks with {{clr|tilt|uTilt}}, {{clr|tilt|fTilt}}, a stray {{clr|special|C4}}, or a {{clr|special|Nikita (Side-B)}} edgeguard. |
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|overview= {{StockIcon|SSBU|Snake}} is a character equipped with an array of projectiles, such as {{clr|special|Grenade}}, {{clr|special|Side-B}}, {{clr|smash|Usmash}} and {{clr|special|C4}}, which allow him to push back, trap his opponent and even combo him with setup. |
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Snake also incorporates an unconventional mechanic: Collateral damage. Snake's {{clr|special|Grenades}} can damage himself and spawn frame 1, allowing for combo breaks and calculated trades which become much more worthwhile if he holds a stock advantage. {{clr|special|C4}} also damages snake, which he can use offstage to launch himself upwards and refresh {{clr|special|Cypher (Up-B)}}, effectively granting him an infinite recovery. This makes even the longest-reach fighters reconsider their conventional gameplan. |
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He also has good moves with good damage and duration, one of the best dash attacks in the game, and a grab that can send the opponent into a tech situation. |
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That being said, Snake is not without weaknesses. His incredible kit is counterbalanced by terrible mobility stats, including poor ground speed, sluggish air movement, committal jumps, and a dependence on b-reversing special moves to land. His self-damage goes from a blessing to a curse when behind, needing to make hard decisions such as eating a combo or dealing self-damage that doesn't guarantee escape, or detonating a C4 on himself to avoid an early stock loss offstage. What's more, his airdodge is frame 4, meaning that without {{clr|special|Grenade}} he's forced to take damage equivalent to {{StockIcon|SSBU|R.O.B.}} or {{StockIcon|SSBU|Ridley}}, further emphasizing the importance of choosing his combo breaks wisely, if he can even break out. |
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However his poor mobility and high hitlag are the price to pay for carrying all these weapons around. |
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Players interested in a trap-based character with every tool at their disposal at the cost of mobility will get a lot out of Snake. |
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|summary= is a zoning/setplay hybrid that dictates the pace of the match with his projectiles, traps and strong normals. |
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|summary= is a projectile character, based on zoning and trapping |
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|pros= |
|pros= |
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*'''Great Zoning:''' Snake has a combination of great projectiles and great normals. This allows him to easily keep his opponents away from him. |
*'''Great Zoning:''' Snake has a combination of great projectiles and great normals. This allows him to easily keep his opponents away from him. |
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*'''Oppressive Ledgetrap:''' Snake's {{clr|special|C4}} and {{clr|smash|Usmash}} allows him to cover most ledge options |
*'''Oppressive Ledgetrap:''' Snake's {{clr|special|C4}} and {{clr|smash|Usmash}} allows him to cover most ledge options |
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*'''Great Chip Damage:''' Most of Snake's attacks (normals and projectiles) hits fairly hard, allowing him to quickly rack up percents while zoning |
*'''Great Chip Damage:''' Most of Snake's attacks (normals and projectiles) hits fairly hard, allowing him to quickly rack up percents while zoning |
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*'''Impenetrable Defense:''' {{clr|special|Grenade}} and a |
*'''Impenetrable Defense:''' {{clr|special|Grenade}} and a 6F OOS ({{clr|aerial|Dair}}) gives Snake one of the best defenses in the entire game. |
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*'''Hard to Combo:''' Despite being combo food in terms of stats and hurtbox, Snake can easily break out of most combos with his frame 1 {{clr|special| |
*'''Hard to Combo:''' Despite being combo food in terms of stats and hurtbox, Snake can easily break out of most combos with his frame 1 {{clr|special|grenade}}. This makes comboing Snake harder than usual, provided disjoints aren't on the table. |
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*'''Setplay:''' Snake's {{clr|grab|Dthrow}} |
*'''Setplay:''' Snake's {{clr|grab|Dthrow}} leads to a potentially looping tech chase on hit, in which Snake can cover almost every option. |
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*'''Edgeguarding:''' {{clr|special|Nikita (Side-B)}} is one of the best edgeguarding tools in the entire game, while also being very safe to throw out in that situation. |
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|cons= |
|cons= |
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*'''Sluggish:''' Snake is one of the slowest characters in the game, both on the ground and in the air. |
*'''Sluggish:''' Snake is one of the slowest characters in the game, both on the ground and in the air. |
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*'''Struggles to Land''' Due to |
*'''Struggles to Land''' Due to his slow air speed, Snake can have a rougher time getting back to the ground than average. |
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*'''Exploitable Recovery:''' While Snake can theoretically recover from anywhere, his {{clr|special| |
*'''Exploitable Recovery:''' While Snake can theoretically recover from anywhere, his {{clr|special|Up-B}} moves slowly, creating moments of vulnerability offstage. |
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*'''High Endlag:''' |
*'''High Endlag:''' Many of Snake's normals have lots of endlag, leavine him open to getting punished on whiff. |
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*'''Self-Damage:''' While Snake's defensive and recovery options are extremely strong, they also force him to take damage in order to reset neutral |
*'''Self-Damage:''' While Snake's defensive and recovery options are extremely strong, they also force him to take damage in order to reset neutral |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Tilt |
|attack=Forward Tilt |
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|specificHits= |
|specificHits=yes |
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|description= |
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}} |
}} |
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=== {{clr|tilt|Up Tilt}} === |
=== {{clr|tilt|Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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* Can continue to drop through platforms from frames 1-10 if Backward Air Attack was done during a platform drop. |
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* Can autocancel in a fullhop |
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A backwards dropkick with long, disjointed range, fast startup, and high KO power for its speed and size. It also has a lingering hit that can make it difficult to counterattack when Snake is landing, although it's high landing lag makes it risky to use on shield. These properties make it decent at edgeguarding and KOing, although it is outclassed by {{clr|special|Side Special}} in most regards. |
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}} |
}} |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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The fastest out of shield of Snake. Deals good damage. Not putting the last hits can allow to combo, but most are not true. This move also makes Snake float, which makes it an air movement option to consider, to earn time or aerial drift. |
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*PlaceHolder |
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}} |
}} |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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Snake takes out a grenade. He can : |
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- throw it in three different ways, upwards, forwards, and in between by tilting the stick |
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- keep it |
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- use his shield and drop it. |
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Although the animation takes a little while, the grenade is there from the first frame. |
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The grenade behaves like a normal item, which can be picked up |
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It explodes after a hit or after 2.5 seconds. |
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It is used to block, attack from a distance, and to break combos. Its also a good movement option by B reversing. |
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}} |
}} |
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|attack=Nikita,Nikita Explosion |
|attack=Nikita,Nikita Explosion |
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|specificHits=yes |
|specificHits=yes |
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|description=Snake sends a guided missile, the player has control of it but it makes snake vulnerable. Although you can cancel the nikita, it is still quite laggy. |
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|description= |
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When the light on the launcher turns green, after a while, the missile will inflict maximum damage. The missile inflicts good damage and has a good ejection power. |
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Use it for ledgetrap, ledgeguard, or keep pressuring when you are sure that your opponent will not be able to punish you. |
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}} |
}} |
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=== {{clr|special|Cypher |
=== {{clr|special|Cypher(Up Special)}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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Snake is carried by the cypher to get back up. At the end he drops him and the cypher continues its way, but will then have a hitbox. |
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*PlaceHolder |
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The Up Special can be cancelled/followed up by any snake move or airdodge, and can even combo on an aerial, but keep in mind that Snake loses his second jump when he executes an Up Special. |
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}} |
}} |
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|attack=C4 |
|attack=C4 |
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|specificHits=yes |
|specificHits=yes |
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|description=Snake's C4 is one of the most important tools in his kit. It allows to control a part of the map, and puts pressure by its simple presence: when it explodes it inflicts heavy damage and ejects far away, if the opponent is at low percent and/or Snake anticipates it is possible to combo afterwards. |
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|description= |
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The C4 explosion has a good range, and can even hit under platforms, or even under the thinnest stages when placed on them. |
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The C4 can be placed on the ground, platforms, walls, and even on the opponent, but it can give it back to you when it comes in contact with you. Snake can also drop a C4 from the air, which allows him to have an "infinite" recovery by exploding. |
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It explodes on its own after 27 seconds, and drops when stuck on a player after 12.5s. |
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}} |
}} |
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Latest revision as of 14:33, 27 August 2023
![](http://static.miraheze.org/dragdownwiki/thumb/1/14/SSBU_Snake_Stock.png/25px-SSBU_Snake_Stock.png)
Snake also incorporates an unconventional mechanic: Collateral damage. Snake's Grenades can damage himself and spawn frame 1, allowing for combo breaks and calculated trades which become much more worthwhile if he holds a stock advantage. C4 also damages snake, which he can use offstage to launch himself upwards and refresh Cypher (Up-B), effectively granting him an infinite recovery. This makes even the longest-reach fighters reconsider their conventional gameplan.
That being said, Snake is not without weaknesses. His incredible kit is counterbalanced by terrible mobility stats, including poor ground speed, sluggish air movement, committal jumps, and a dependence on b-reversing special moves to land. His self-damage goes from a blessing to a curse when behind, needing to make hard decisions such as eating a combo or dealing self-damage that doesn't guarantee escape, or detonating a C4 on himself to avoid an early stock loss offstage. What's more, his airdodge is frame 4, meaning that without Grenade he's forced to take damage equivalent to R.O.B. or
Ridley, further emphasizing the importance of choosing his combo breaks wisely, if he can even break out.
Players interested in a trap-based character with every tool at their disposal at the cost of mobility will get a lot out of Snake.
![]() |
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Pros | Cons |
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Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Jab 1 | 2.5 | 3~4 | 16 | 361/180 | -8 | N/A |
Jab 2 | 2.5 | 4~5 | 25 | 361 | -16 | N/A |
Jab 3 | 6.0 | 8~9 | 47 | 361 | -32 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
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Jab 1 | 25/20/26 | 25/20 | N/A | N/A | 4 | ||||||||
Jab 2 | 28/25 | 25 | N/A | N/A | 4 | ||||||||
Jab 3 | 70 | 58 | N/A | N/A | 6 |
Forward Tilt
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Knee | 4.0 | 4~5 | 32 | 78/65 | -22 | N/A |
Hammer Punch | 9.0/11.0/10.0 | 8 | 40 | 361 | -22/-21 | N/A |
Add a description to this move using the |description=
field
Describe what the move is used for.
Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
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Knee | 42/20 | 10 | - | - | 5 | ||||||||
Hammer Punch | 85 | 62 | N/A | N/A | 9/10 |
Knee:
- Can cancel into Ftilt 2 after 10F
Up Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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14.5 | 6~8 | 38 | 95 | -18 | N/A |
13.5 | 9~13 | 38 | 95 | -16 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 82 | N/A | N/A | 13 | ||||||||
50 | 88 | N/A | N/A | 12 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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12.0 | 6~7 | 31 | 80/75/70 | -13 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 62 | N/A | N/A | 11 |
Dash Attack
while dashing or running
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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11.0/9.0 | 5~8 | 42 | 45 | -26/-27 | arms & shoulders intangible 5~12 |
8.0/6.0 | 9~12 | 42 | 110 | -24/-26 | arms & shoulders intangible 5~12 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
95 | 45 | N/A | N/A | 10/9 | ||||||||
40 | 75 | N/A | N/A | 8/6 |
Smash Attacks
Forward Smash
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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22.033 charged | 41~43 | 74 | 361 | -18-11 charged | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
66 | 75 | N/A | N/A | 146 charged |
Up Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.06 charged | 11~12, 35~ | 55 | 96 | -39-38 charged | N/A |
14.0 | 5 | - | 65 | +1 | - |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
120 FKB | 100 | N/A | N/A | 43 charged | ||||||||
87 | 60 | - | - | 13 |
- Mortar projectile spawns after 35F
Down Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
12.018 charged | 8~10 | 45 | 25 | -28-24 charged | N/A |
14.021 charged | 20~22 | 45 | 20 | -14-10 charged | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 87 | N/A | N/A | 84 charged | ||||||||
30 | 88 | N/A | N/A | 105 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 3.0 | 10~11 | 60 | 367/90 | -14 | N/A |
Hit 2 | 3.0 | 18~19 | 60 | 367/90 | -14 | N/A |
Hit 3 | 3.0 | 26~27 | 60 | 367/90 | -14 | N/A |
Final Hit | 12.0 | 36~38 | 60 | 361 | -11 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 30 FKB/50 FKB | 100 | 16 | ? | 2 | ||||||||
Hit 2 | 30 FKB/50 FKB | 100 | 16 | ? | 2 | ||||||||
Hit 3 | 30 FKB/50 FKB | 100 | 16 | ? | 2 | ||||||||
Final Hit | 25 | 90 | 16 | ? | 5 |
Forward Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
14.0/15.0Sourspot/Sweetspot | 23~26 | 70 | 80/269 | -14 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
35 | 90 | 19 | ? | 5 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean Hit | 14.0/16.0Sourspot/Sweetspot | 7~9 | 43 | 361 | -14/-13 | N/A |
Late Hit | 9.0/10.0 | 10~26 | 43 | 361 | -15 | N/A |
- Can continue to drop through platforms from frames 1-10 if Backward Air Attack was done during a platform drop.
- Can autocancel in a fullhop
A backwards dropkick with long, disjointed range, fast startup, and high KO power for its speed and size. It also has a lingering hit that can make it difficult to counterattack when Snake is landing, although it's high landing lag makes it risky to use on shield. These properties make it decent at edgeguarding and KOing, although it is outclassed by Side Special in most regards.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean Hit | 42/43 | 72 | 19 | ? | 5/6 | ||||||||
Late Hit | 25 | 85 | 19 | ? | 4 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Clean Hit | 14.0 | 10~12 | 48 | 80 | -10 | N/A |
Late Hit | 10.0 | 13~23 | 48 | 70 | -11 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean Hit | 65 | 72 | 15 | ? | 5 | ||||||||
Late Hit | 10 | 95 | 15 | ? | 4 |
Down Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.0 | 3~4 | 60 | 266/80/70 | -17 | N/A |
3.0 | 10~11 | 60 | 266/80/70 | -18 | N/A |
3.0 | 17~18 | 60 | 266/80/70 | -18 | N/A |
10.0 | 25~26 | 60 | 361 | -16 | N/A |
The fastest out of shield of Snake. Deals good damage. Not putting the last hits can allow to combo, but most are not true. This move also makes Snake float, which makes it an air movement option to consider, to earn time or aerial drift.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
50 FKB/35 FKB/25 FKB | 100 | 20 | ? | 3 | ||||||||
50 FKB/35 FKB/25 FKB | 100 | 20 | ? | 2 | ||||||||
50 FKB/35 FKB/25 FKB | 100 | 20 | ? | 2 | ||||||||
50 | 80 | 20 | ? | 4 |
Grabs & Throws
Grab
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. | |
---|---|---|---|---|---|---|
Grab | N/A | 8~9 | 35 | N/A | N/A | N/A |
Dash Grab | N/A | 11~12 | 43 | N/A | N/A | N/A |
Pivot Grab | N/A | 9~10 | 38 | N/A | N/A | N/A |
Pummel | 1.3 | 1 | 7 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash Grab | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot Grab | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 40 FKB | 100 | N/A | N/A | 3 |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 21 | 40 | 40 | N/A | all invincible 1~21 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 65 | N/A | N/A | N/A |
Back Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 20 | 31 | 140 | N/A | all invincible 1~20 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
65 | 65 | N/A | N/A | N/A |
Up Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Collateral | 7.0 | 22 | 48 | 361 | -18 | all invincible 1~23 |
Throw | 4.0 | 23 | 48 | 90 | N/A | all invincible 1~23 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Collateral | 60 | 50 | N/A | N/A | 7 | ||||||||
Throw | 55 | 130 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 35 | 42 | 270 | N/A | all invincible 1~35 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | N/A | N/A | N/A |
Special Moves
Grenade (Neutral B)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Pull | - | - | 21 | - | - | - |
Explosion | 2.0~3.1Collision | 8~/10~/9~ | 27/31/25Neutral/Far Throw/Short Throw | - | - | - |
Explosion | 8.9~9.9 | - | - | - | - | - |
Snake takes out a grenade. He can :
- throw it in three different ways, upwards, forwards, and in between by tilting the stick - keep it - use his shield and drop it. Although the animation takes a little while, the grenade is there from the first frame.
The grenade behaves like a normal item, which can be picked up It explodes after a hit or after 2.5 seconds.
It is used to block, attack from a distance, and to break combos. Its also a good movement option by B reversing.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pull | - | - | - | - | - | ||||||||
Explosion | - | - | - | - | 2/4 | ||||||||
Explosion | - | - | - | - | - |
Pull:
- Grenade spawns in on frame 1\Grenade explodes on its own after ~150 frames
Explosion:
- Throw speed and distance varies based on the direction the stick is tilted (neutral/back/forward) when thrown\Grenade collision and explosion differ in damage
Nikita(Side Special)
/
+
(Hold OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Nikita | - | 41~ | See notes | - | - | - |
Weak Explosion | 7.0 | N/A | 2 | 50 | NaN | N/A |
Strong Explosion | 14.0 | N/A | 2 | 50 | NaN | N/A |
Snake sends a guided missile, the player has control of it but it makes snake vulnerable. Although you can cancel the nikita, it is still quite laggy.
When the light on the launcher turns green, after a while, the missile will inflict maximum damage. The missile inflicts good damage and has a good ejection power.
Use it for ledgetrap, ledgeguard, or keep pressuring when you are sure that your opponent will not be able to punish you.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Nikita | - | - | - | - | - | ||||||||
Weak Explosion | 50 | 90 | N/A | N/A | 3 | ||||||||
Strong Explosion | 75 | 70 | N/A | N/A | 5 |
Nikita:
- Takes 27 frames to cancel with shield\Snake has a 29 frame fist pump animation on successful explosion if still controlling missile.
Cypher(Up Special)
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
6.0 | N/A | - | 42 | - | damage-based armor 7~94 |
Snake is carried by the cypher to get back up. At the end he drops him and the cypher continues its way, but will then have a hitbox.
The Up Special can be cancelled/followed up by any snake move or airdodge, and can even combo on an aerial, but keep in mind that Snake loses his second jump when he executes an Up Special.
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
63 | 17 | - | - | 3 |
- Move can be cancelled as early as frame 47. Snake can be knocked off the Cypher if he's hit with 8.4% damage in one hit, or 15.6% in multiple hits (7%/13% in doubles, respectively).
C4 (Down Special)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Place | 17.0 | 9~ | 24 | - | - | - |
Detonation | 17.0 | 25~27 | 32 | 80 | +20/+11 | - |
Snake's C4 is one of the most important tools in his kit. It allows to control a part of the map, and puts pressure by its simple presence: when it explodes it inflicts heavy damage and ejects far away, if the opponent is at low percent and/or Snake anticipates it is possible to combo afterwards.
The C4 explosion has a good range, and can even hit under platforms, or even under the thinnest stages when placed on them.
The C4 can be placed on the ground, platforms, walls, and even on the opponent, but it can give it back to you when it comes in contact with you. Snake can also drop a C4 from the air, which allows him to have an "infinite" recovery by exploding.
It explodes on its own after 27 seconds, and drops when stuck on a player after 12.5s.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Place | - | - | - | - | - | ||||||||
Detonation | 40 | 90 | - | - | 15/6Sticky/Non-Sticky |
Misc. Attacks
Ledge Attack
while holding the ledge
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
10.0 | 25-27 | 56 | 45 | -20 to -18 | all intangible 1-27 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 10 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Facing Up | 7.0 | 15-20 | 46 | 48 | -23 to -18 | all intangible 1-20 |
Facing Down | 7.0 | 16-27 | 46 | 48 | -22 to -11 | all intangible 1-27 |
It's a Getup Attack.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Facing Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Facing Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
after tripping
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-32 | 50 | 361 | -24 to -11 | all intangible 1-7 |
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Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
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To edit frame data, edit values in SSBU/Snake/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/1/14/SSBU_Snake_Stock.png/50px-SSBU_Snake_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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