cisyphus
Smash Ace
Right now this is just notes I'm taking to get my consciousness clear, but the more we as a community can add the better, yeah?
Snake Moveset overview:
Jab Combo:
- First active frame is 3
- The third hitbox is at least frame 21 (frame 6 jab 2 input + frame 7 jab 3 input + frame 8 hitbox)
- Jab cancel on the first hit is easy and good for getting grab mixups
- -9 on shield, so don’t use it to shield pressure or link into anything else. You will get shield grabbed.
- The kick hitbox is somewhat strong and might be good for setting up an edgeguard.
Overall the jab combo isn’t especially useful. Use it to quickly interrupt something, but that’s about all.
F-tilt Combo:
- The first hit is set knockback, which makes it a fantastic combo starter in some matchups (Refer to the F-tilt combo guide below).
Up tilt:
- A fast (frame 5) and powerful launcher.
- Its first hitbox is minutely higher than the jab hitbox, so use it where you would a jab for great success.
- The hitbox then lingers above Snake for three frames and can hit through some platforms (see platform guide)
- U-tilt connects with anything that grab would, which includes f-tilt, jab, dair, and nair. Use it to set up for a C4 ko (it KOs ~50% earlier than C4 alone and is the most useful and second strongest launcher in Snake's arsenal)
U-tilt will not hit low-lying opponents such as sleeping Fox or crouching Jigglypuff. Be smart.
Down tilt: - Possibly Snake's greatest ranged option on the ground outside of DACUS.
- Acceptable speed at 8 frames
- Great at launching floaty characters at mid percents and fast fallers at high percents
- Snake's hurtbox rises noticably during the animation, and thus can be grabbed by all characters despite its low hurtbox.
- Its usefulness as an edgeguard tool is commendable, given its ability to set up for fair spikes.
- It can KO with C4 around 20% higher than u-tilt as well, making it good for tranq and missed tech punishes (which u-tilt tends to miss)
D-tilt is extremely susceptible to crouch cancelling.
Crouch tilt:
- Slightly further range than down-tilt, although it's far more situational.
- Active on the sixth frame
- Much less useful as a launcher.
- It does, however, combo well into grab at lower percents and u-tilt at higher percents.
- It keeps Snake lower to the ground and probably prevents grabs [testing needed]
- It's a nuanced way of punishing projectile-heavy characters like Samus and Falco which reliably links into a grab.
Jump cancel the grab to have more consistent results.
Dash Attack:
- A relatively quick (6 frame) attack that covers a lot of space quickly, but overall it's really unsafe.
- Its greatest usefulness is probably being cancelled into Up Smash with DACUS.
- It can however cause some mind games given its ability to put Snake into a crouch approach very quickly. Certain characters cannot grab Snake while he is crouching (List in the KO% guide) and thus, this is a decent mixup.
- Additional use gained in tech chase situations versus characters with long tech rolls.
Dash Attack is best used sparingly. It has a decent launch trajectory, but is hard to follow up on. It's telegraphed and easy to punish, whereas DACUS covers a lot of grabs.
DACUS:
- Slower than dash attack with less active frames
- MUCH SAFER because of the mortar and the reduced distance traveled, allowing for better spacing.
This is a powerful approach option that should be used often
Up Smash:
- Primarily, it's great because of DACUS, but the vanilla Up Smash has some use of its own.
- The mortar can be charged to travel higher
- The mortar can be tilted to travel left or right
- The two of these together allow for a diverse range that covers roughly half of Final Destination's length.
- The base will hit for 6%, whereas the Mortar will do 14%.
- The delay between these two prevents a lot of follow ups from opponents (most importantly, grabs) and is a decent bait.
- The long charge time can be used just as an opponent returns with invincibility and allows for trap-setting scenarios, either forcing them to waste their invincibility or getting hit by the mortar and comboed.
- The flexibility of the mortar hitbox makes it a unique edgeguarding tool if properly mastered.
It's long start up (11 frames) prevents much usefulness in neutral.
Forward Smash:
- A three hit combo where the first hit is akin to a jab, whereas the second hit is semi-strong and the third hit has KO potential.
- Mixing up these hits can allow for a cheeky KO on folks only expecting the two-hit combo.
- The Forward Smash only hits in front of Snake as of 3.5 (not above him), meaning it's lost a lot of usefulness.
- Mostly outshined by other options in Snake's movepool.
Anybody that's played Snake before will likely not fall for this very often.
Down Smash:
- AKA Your Best Friend
- Down Smash provides so much for Snake:
Snake Moveset overview:
Jab Combo:
- First active frame is 3
- The third hitbox is at least frame 21 (frame 6 jab 2 input + frame 7 jab 3 input + frame 8 hitbox)
- Jab cancel on the first hit is easy and good for getting grab mixups
- -9 on shield, so don’t use it to shield pressure or link into anything else. You will get shield grabbed.
- The kick hitbox is somewhat strong and might be good for setting up an edgeguard.
Overall the jab combo isn’t especially useful. Use it to quickly interrupt something, but that’s about all.
F-tilt Combo:
- The first hit is set knockback, which makes it a fantastic combo starter in some matchups (Refer to the F-tilt combo guide below).
can combo into a C4 against the 10 floatiest characters, making the puff, Zelda, and Peach matchups far easier.
can combo into grab against the 16 floatiest characters, making it a great grab combo starter.
can u-tilt against the 24 floatiest characters, making it a great way to set up an early C4 KO.
It also, of course, links into its second hit, which is another semi-solid edgeguard starter.
- More importantly, it sends opponents into tumble, which means a tech chase.can combo into grab against the 16 floatiest characters, making it a great grab combo starter.
can u-tilt against the 24 floatiest characters, making it a great way to set up an early C4 KO.
It also, of course, links into its second hit, which is another semi-solid edgeguard starter.
A No tech can be quickly punished with a jab reset, which then leads into anything you want, including a C4 stick, a launcher, a grab, or another f-tilt!
A tech in place similarly falls prey to these but it tougher to react to.
A tech roll can be followed up with DACUS or a tranquilizer read, as well as a boost grab vs. shorter/slower rolls.
The f-tilt can be crouch cancelled at any percent! This is because it has set knockback. Don't use it haphazardly.A tech in place similarly falls prey to these but it tougher to react to.
A tech roll can be followed up with DACUS or a tranquilizer read, as well as a boost grab vs. shorter/slower rolls.
Up tilt:
- A fast (frame 5) and powerful launcher.
- Its first hitbox is minutely higher than the jab hitbox, so use it where you would a jab for great success.
- The hitbox then lingers above Snake for three frames and can hit through some platforms (see platform guide)
- U-tilt connects with anything that grab would, which includes f-tilt, jab, dair, and nair. Use it to set up for a C4 ko (it KOs ~50% earlier than C4 alone and is the most useful and second strongest launcher in Snake's arsenal)
U-tilt will not hit low-lying opponents such as sleeping Fox or crouching Jigglypuff. Be smart.
Down tilt: - Possibly Snake's greatest ranged option on the ground outside of DACUS.
- Acceptable speed at 8 frames
- Great at launching floaty characters at mid percents and fast fallers at high percents
- Snake's hurtbox rises noticably during the animation, and thus can be grabbed by all characters despite its low hurtbox.
- Its usefulness as an edgeguard tool is commendable, given its ability to set up for fair spikes.
- It can KO with C4 around 20% higher than u-tilt as well, making it good for tranq and missed tech punishes (which u-tilt tends to miss)
D-tilt is extremely susceptible to crouch cancelling.
Crouch tilt:
- Slightly further range than down-tilt, although it's far more situational.
- Active on the sixth frame
- Much less useful as a launcher.
- It does, however, combo well into grab at lower percents and u-tilt at higher percents.
- It keeps Snake lower to the ground and probably prevents grabs [testing needed]
- It's a nuanced way of punishing projectile-heavy characters like Samus and Falco which reliably links into a grab.
Jump cancel the grab to have more consistent results.
Dash Attack:
- A relatively quick (6 frame) attack that covers a lot of space quickly, but overall it's really unsafe.
- Its greatest usefulness is probably being cancelled into Up Smash with DACUS.
- It can however cause some mind games given its ability to put Snake into a crouch approach very quickly. Certain characters cannot grab Snake while he is crouching (List in the KO% guide) and thus, this is a decent mixup.
- Additional use gained in tech chase situations versus characters with long tech rolls.
Dash Attack is best used sparingly. It has a decent launch trajectory, but is hard to follow up on. It's telegraphed and easy to punish, whereas DACUS covers a lot of grabs.
DACUS:
- Slower than dash attack with less active frames
- MUCH SAFER because of the mortar and the reduced distance traveled, allowing for better spacing.
This is a powerful approach option that should be used often
Up Smash:
- Primarily, it's great because of DACUS, but the vanilla Up Smash has some use of its own.
- The mortar can be charged to travel higher
- The mortar can be tilted to travel left or right
- The two of these together allow for a diverse range that covers roughly half of Final Destination's length.
- The base will hit for 6%, whereas the Mortar will do 14%.
- The delay between these two prevents a lot of follow ups from opponents (most importantly, grabs) and is a decent bait.
- The long charge time can be used just as an opponent returns with invincibility and allows for trap-setting scenarios, either forcing them to waste their invincibility or getting hit by the mortar and comboed.
- The flexibility of the mortar hitbox makes it a unique edgeguarding tool if properly mastered.
It's long start up (11 frames) prevents much usefulness in neutral.
Forward Smash:
- A three hit combo where the first hit is akin to a jab, whereas the second hit is semi-strong and the third hit has KO potential.
- Mixing up these hits can allow for a cheeky KO on folks only expecting the two-hit combo.
- The Forward Smash only hits in front of Snake as of 3.5 (not above him), meaning it's lost a lot of usefulness.
- Mostly outshined by other options in Snake's movepool.
Anybody that's played Snake before will likely not fall for this very often.
Down Smash:
- AKA Your Best Friend
- Down Smash provides so much for Snake:
Limits movement options of the opponent, who tend to be more mobile than Snake
This allows Snake to force opponents in close, where he can grab them to death.
Provides a strong upward KO option (averages at about 110%)
Can be used in Edgeguarding to cover options indirectly
Can be used in techchases to cover options indirectly
Can force a waste of invincibility and set up traps
Can be comboed into with any throw
Can be used as a launcher for a C4 KO.
You should ALWAYS have a Mine active whenever you're playing. The second neutral is restored, (safely) plant one!This allows Snake to force opponents in close, where he can grab them to death.
Provides a strong upward KO option (averages at about 110%)
Can be used in Edgeguarding to cover options indirectly
Can be used in techchases to cover options indirectly
Can force a waste of invincibility and set up traps
Can be comboed into with any throw
Can be used as a launcher for a C4 KO.
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