You wanna know something funny? Inceneroar's leg on his d-tilt is fully intangible, meaning wrestle cat has a better down tilt than most sword characters.
@@wingedbluj1674 Yeah, I know. And unlike Snake's, it has really low knockback and a great angle, so you can combo out of it. It's probably the best d tilt in the game.
I’ll explain f-air Employee: *doing stuff* Boss: Snakes forward air is too good Employee: What? No it’s not. Boss: Yes it is! Look at the spike! Employee: You do realize how slow it is, right? Boss: All I know is that YOU need to nerf it *walks away* Employee: Too good... Sure, I’ll nerf it for you, boss! *CHANGES ANGLE BY A SINGLE DEGREE*
I might not be good at landing it, but its slow startup make it hard for me to land the move against airborne opponents, which is where the spike mechanic actually comes in handy. I would totally trade the spike for literally any other move besides the forward aerials of Little Mac and possibly Donkey Kong.
Recommendation: a video explaining hitbox visualizations in general. That way people don’t have to go looking for your explanation of overlapping hitboxes in your Joker video, Auto-Link hitboxes in this video, hitbox priority in your Hero video, etc. You could include things like that as well as an explanation of Sakurai angles, “clinking” priority, super armor, BKB vs. KGB (and I still don’t even know what FKB is), etc. That way if anyone doesn’t understand the hitbox jargon in this videos, you can direct them to the encyclopedia video
FKB is the same thing as Set knockback (fixed knockback) it's where the move will always have the same amount of knockback. Essentially, there's an extra number that causes the move to treat the opponent as if they're at a certain percent all the time.
Kienamaru So when I’m looking at move data, what would that look like? Like, the FKB is always equal to 0 when I’m looking at the Ruben Dal data viewer
@@maxharrison3733 No idea what that calculator is, but no. Fixed knockback is almost never 0. I can look into the calculator and get back to you though.
@@ShinyMew76 Hurtboxes are the area where a character gets hurt. You can see them around 5:28, the light grey ones that basically form a stickfigure over snakes body.
While it's a little bonkers in terms of game-balance, i can understand why Snake's dash attack is so good if you consider its origins. It's arguably one of the most famous moves in his arsenal that made it into Smash, and one of its main purposes was to, fittingly, knock people way away. If anything, it just makes me wish Snake was less of a Zoner and more-so designed to be an All-Rounder. Give him more of that CQC and whatnot.
As a quick note, snake's down tilt hitboxes actually each have slightly different knockback angles of 80, 75, and 70, but other than that they're identical There are also several other characters who have stronger hits on the back of their down smashes, such as Mario and Zelda, although the latter actually trades damage for higher knockback growth on the back hit
Zelda's Down Smash is stronger on the front hit, dealing 12% while the back deals 10%. Same with Bowser (16% vs 15%), Isabelle (10% vs 8%), and Young Link (13% vs 12%). There may be a couple others, but a majority of Down Smashes with that front and back hit have the back part being stronger.
It's pretty usual actually, that the "hits on both sides one after another" down smashes like Marios, luigis and snakes are stronger on the second back hit. Probably because they are harder to hit
Snake back air being able to hit for like a billion frames after startup is like if bowser was able to edge guard by just bumping into opponents midair
It only looks bad. You have to space and time it or it just sets them back a little and you risk a reverse edgeguard. It only is dangerous at high percents
These hitbox videos are some of the best Smash Ultimate content on this platform in my opinion. Keep it up! You're doing something great for the community! 😊
Pac-man, R.O.B, Regular Samus (Her frame data and close range options are good, playing her as a Zoner denies half of her kit). Snake is basically a subcategory of Zoner who uses proyectiles to create oportunities instead of just racking damage, much like sword fighters (powerful spaced moves vs disjointed combos) or "the big 9" (Who consist of the superheavies + Ridley, and you can separate in Slow and Fast ones).
To be fair, samus’ massive hitboxes are warranted since the majority of them have poor frame data, either bad startup or terrible endlag, or have really shitty multihit issues But UPTILT however... that move is glorious. There is nothing wrong with it
4:25 yah, because the freeze frame shows the frame after the hit so the opponent is in their being hit animation, it often looks like a hit box is much larger than it actually is. This is especially true when a person throws out a very horizontal forward/back air, but have a very vertical being hit position. Seriously, in Most WTF smash videos the answer to what happened is the opponent did a forward aerial and got hit the first frame their body was extended, then immediately going into a hit animation in the complete opposite direction as their Forward air. =b
11:04 Do note that the actual attack is only 2 frames. May not sound relevent but it makes for interesting mind games and punishing dashes. It also can even hit people that roll backward after a down throw if buffered, granted it can fail if their dodges are fresh enough.
your supposed to use his dash attack and down tilt+down air to tech chase and cover ledge options. landing one raw is a guaranteed punish unless your opponent eats glue
I think the reason for the different damage on ftilt2 is because the first hit would combo into the aerial one, but if only the second hit connects it might make up for the missed first hit?
To be fair most of his disjointed hitboxes like dtilt, dair, bair, etc. have visual indicators like the trail sfx, it does look jarring in the hitbox visualizer because there are no sfx
We need Pit's. If anyone got screwed over by hitbox placement, it's Pit. I think Pit would be WAY better than he is right now if he didn't have legitimately the worst hitboxes in the game. He hits fast and hard enough, but he's just so inconsistent.
The developers must've had a dartboard with different characters and moves plastered all over it that they threw darts at while blindfolded when deciding where to add s. I can't even fathom why adding s to such a strong burst option like Snake's dash attack is a good idea in any context.
Well, honestly, why wouldn’t they overlay some of the old hit boxes? It’s not laziness, that’s just being efficient. It only looks lazy because you’re not supposed to be looking at it at all. It’s an invisible hit box. If you couldn’t tell up until now that there were six there, that means they did their job. Not hating or anything though.
autolink angle is found on one non-multihit move: Little Mac's Neutral Air. unless, of course, we aren't counting little mac's aerials as moves (which is fair)
I'm a bit biased because I play the character but I think you should do a video on Zelda sometime. She may not be high tier or anything but she's definitely an improvement from Smash 4 and some hitboxes on her are a little strange and surprisingly good in places. (Dsmash's frame data for example...great startup and angle) Also her fair/bair sourspots practically cover her entire body and I think that's hilarious.
I hate how the C4's explosion effect doesn't even match its hitbox size. When the C4 is placed on the lower platforms in Battlefield, it can hit players below it. But the explosion effect suggests otherwise. Just like how the Bob-omb's hitbox is much smaller than its explosion.
i don't think you covered it but Snake's up-smash is unique in that it always does the same damage and knockback, charging it solely for the distance it travels I know it's not actually hitbox knowledge but i think that's the only smash attack in the game that acts like that maybe barring some technicalities with Mega Man's levels of charge not scaling linearly (if it works like that)
Back hit of down smash being stronger is unusual? I guess i never thought about that… im used to thinking of how characters like Marth down smash works where the back hit is much stronger than the first hit
Do you think Marth's hitboxes would be possible? I'd really like some insight as to why tippers seem so inconsistent this game. I checked on ultimateframedata but the tipper hitboxes seemed pretty reasonable there, is it a hitbox priority thing? Would love an explanation.
Snake's hitboxes are so huge on his moves where he uses his legs because he's dummy thicc.
Hrng Colonel I keep trying to play neutral but I'm dumby thicc and the clapp of my ass cheeks keeps oppressing my opponents
@@notswush Lmfao.
@@notswush as of this moment, this comment now has 69 likes, you're welcome
Dat *ass*
But then he wouldn't be able to sneak around in the games
I find his star KO scream so hilarious. “NOOOOOOOOOO!!!”
Snake ? SNAAAAAAAAAAKE !!!
He's me when my mom is taking me to school
G
A
M
E
O
V
E
R
@Pray4MePls yeah but she has an annoying voice so it isn’t as funny
8:39 is me when i see a roach
Ooohhh shiiit, a cockaroach
Yes, I too levitate in the air and repeatedly kick the ground
That may be you, but 10:56 is 100% me.
@@thecyuber558 you want to be r/wooshed
@@rairb do it and realize how stupid you are
YOU DIDNT DO HIS TAUNT
Probably because it's technically just spawning an item, but it is pretty sad.
Sadly it was not possible to visualize it, if it was I would totally have covered it.
@@Rekzius Can you do it now, after the richter vid, since item hitboxes have been revealed?
@@LegoRobotLover what did he say
@@LegoRobotLover oh i didnt notice, i'm so used to people deleting comments
7:12 I think someone at Nintendo just thought to himself: "Nice"
Nice
Brizzly wanna like as well but... you know
Fair has also 69 Total Frames
Remember his Brawl Up-tilt? Pepperidge farm remembers.
Oh pepperidge remembers good.
brawl up tilt is bigger than the gap in between my two baby teeth when i was 9
Yeah. Snake's hitboxes in brawl were absurd, which might explain why his stage was so easy with him and MK compared to Lucario.
I recall a minor scandal when they made his booty less voluptuous in this game
I JUST realized that "snakes solid hitboxes" would've been the best title ever
Ik the comment is old but I'm seeing the video now and I just thought of that.
I am now disappointed
His d tilt is better than most swordmen's ones. Why is it so large and disjointed?
long legs?
Snakes dtilt is honestly quite medicore as a move, yeah its got long range but it has a terrible angle and is outclassed by his other tilts.
You wanna know something funny? Inceneroar's leg on his d-tilt is fully intangible, meaning wrestle cat has a better down tilt than most sword characters.
@@wingedbluj1674 Yeah, I know. And unlike Snake's, it has really low knockback and a great angle, so you can combo out of it. It's probably the best d tilt in the game.
I guess they figured since it doesn’t kill or combo the range would be its saving grace.
I’ll explain f-air
Employee: *doing stuff*
Boss: Snakes forward air is too good
Employee: What? No it’s not.
Boss: Yes it is! Look at the spike!
Employee: You do realize how slow it is, right?
Boss: All I know is that YOU need to nerf it *walks away*
Employee: Too good... Sure, I’ll nerf it for you, boss! *CHANGES ANGLE BY A SINGLE DEGREE*
I might not be good at landing it, but its slow startup make it hard for me to land the move against airborne opponents, which is where the spike mechanic actually comes in handy. I would totally trade the spike for literally any other move besides the forward aerials of Little Mac and possibly Donkey Kong.
Its awful even for online
It’s honestly amazing I don’t get why people think it’s bad, prob just can’t land it properly
@@TheTrueBrawler if you spike someone who's on the ground you can up smash
@@TheTrueBrawler you just have to practice to hit it consistently. They spike hitbox is also huuuge
12:02
This is not unusual; almost every down smash that hits in front on the first hit and back on the second hit has this property.
Recommendation: a video explaining hitbox visualizations in general. That way people don’t have to go looking for your explanation of overlapping hitboxes in your Joker video, Auto-Link hitboxes in this video, hitbox priority in your Hero video, etc. You could include things like that as well as an explanation of Sakurai angles, “clinking” priority, super armor, BKB vs. KGB (and I still don’t even know what FKB is), etc. That way if anyone doesn’t understand the hitbox jargon in this videos, you can direct them to the encyclopedia video
Or contain it in the description
FKB is the same thing as Set knockback (fixed knockback) it's where the move will always have the same amount of knockback. Essentially, there's an extra number that causes the move to treat the opponent as if they're at a certain percent all the time.
Kienamaru So when I’m looking at move data, what would that look like? Like, the FKB is always equal to 0 when I’m looking at the Ruben Dal data viewer
@@maxharrison3733 No idea what that calculator is, but no. Fixed knockback is almost never 0. I can look into the calculator and get back to you though.
His own hitbox may have gotten smaller since they nerfed a certain pair of muscles
You mean hurtbox?
50th Like.
Hurtbox?
@@ShinyMew76 Hurtboxes are the area where a character gets hurt. You can see them around 5:28, the light grey ones that basically form a stickfigure over snakes body.
@@Umbra_Nocturnus I know I was asking if he meant that, thanks for the explanation though, as a mewtwo main hurtboxes are rough
9:29 I just noticed when Snake hits with nikita he does a cute little "yea, I got em" animation.
Omg I love it ty
While it's a little bonkers in terms of game-balance, i can understand why Snake's dash attack is so good if you consider its origins. It's arguably one of the most famous moves in his arsenal that made it into Smash, and one of its main purposes was to, fittingly, knock people way away.
If anything, it just makes me wish Snake was less of a Zoner and more-so designed to be an All-Rounder. Give him more of that CQC and whatnot.
I think Snake’s down tilt’s hitboxes are so big to cover the swipe effect that appears when characters kick
I think the swipe effect is there to mask the fact that the hitbox is stupid big.
Meanwhile other characters don't have hitboxes matching their visual effects.
@@matthewmorrison3745 *cries in Pit*
@@matthewmorrison3745 Ganondorf's down b and fair
Snake: kicks chrom’s pinky finger
Chrom: *fuckin’ dies*
explaining snakes solid hitboxes and his dummy thicc hurtbox
2:22 Why does snake's f-tilt's look like an anime pose
Awaken, my masters!
@@iantaakalla8180 *Aztec dubstep starts*
It's from Twin Snakes, which is borderline anime.
nocturn333 like veggie tales
Snake was an Alolan Ace Trainer in a past life.... THAT'S JUST A THEORY, A GAME THEORY!!!!!! 1!1!!!!!!!!1!1!!1!11!!!!!!
As a quick note, snake's down tilt hitboxes actually each have slightly different knockback angles of 80, 75, and 70, but other than that they're identical
There are also several other characters who have stronger hits on the back of their down smashes, such as Mario and Zelda, although the latter actually trades damage for higher knockback growth on the back hit
Zelda's Down Smash is stronger on the front hit, dealing 12% while the back deals 10%. Same with Bowser (16% vs 15%), Isabelle (10% vs 8%), and Young Link (13% vs 12%). There may be a couple others, but a majority of Down Smashes with that front and back hit have the back part being stronger.
I love you invy uwu
Snake mains: Is that You?
Snake's Bair: Yes, but that's an old photo..
The photo: Link's Nair
It's pretty usual actually, that the "hits on both sides one after another" down smashes like Marios, luigis and snakes are stronger on the second back hit. Probably because they are harder to hit
Snake back air being able to hit for like a billion frames after startup is like if bowser was able to edge guard by just bumping into opponents midair
Well actually the bair after the inital hitboxes is quite weak. It won't kill, and has significantly reduced knockback.
It only looks bad. You have to space and time it or it just sets them back a little and you risk a reverse edgeguard. It only is dangerous at high percents
Snakes scary, shocking, scandalous, surprising, super, hit boxes
You should fo Mii Gunner next so you can clickbait with Sans
Sans’ stupefying hitboxes...
sans' sensational hitboxes
Sans suprising hitboxes
These hitbox videos are some of the best Smash Ultimate content on this platform in my opinion.
Keep it up!
You're doing something great for the community! 😊
"But hey, this is Ultimate, and no one has any lag on anything."
Me: *cries in Piranha Plant*
*cries in Hero*
snake isnt really a zoner hes more of a setplay sort of character but those dont really exist in smash outside of snake
isn't pacman one too
To a lesser extent yeh
Pac-man, R.O.B, Regular Samus (Her frame data and close range options are good, playing her as a Zoner denies half of her kit). Snake is basically a subcategory of Zoner who uses proyectiles to create oportunities instead of just racking damage, much like sword fighters (powerful spaced moves vs disjointed combos) or "the big 9" (Who consist of the superheavies + Ridley, and you can separate in Slow and Fast ones).
with the amount of disjoints snake's got might just make him a sword character
3 years later and im still pissed that this video isnt called Snake's Solid Hitboxes
Now that you looked at one “zoner’s” dumb hit boxes, Samus also has some huge ones if ya care to check them out.
And some of them don't ever work properly.
Jag Gentlemann That’s more the angles they are set too sadly. The hit boxes are huge. If u haven’t seen up tilt you should.
@@Birzt uptilt is certainly slow enough to justify it though and it's not all that amazing on hit anyway
NachostheXth You obviously don’t play Samus since you don’t know the glory of up tilt.
To be fair, samus’ massive hitboxes are warranted since the majority of them have poor frame data, either bad startup or terrible endlag, or have really shitty multihit issues
But UPTILT however... that move is glorious. There is nothing wrong with it
4:25 yah, because the freeze frame shows the frame after the hit so the opponent is in their being hit animation, it often looks like a hit box is much larger than it actually is. This is especially true when a person throws out a very horizontal forward/back air, but have a very vertical being hit position. Seriously, in Most WTF smash videos the answer to what happened is the opponent did a forward aerial and got hit the first frame their body was extended, then immediately going into a hit animation in the complete opposite direction as their Forward air. =b
This analysis is so well done. Whenever I meet a snake online I just feel like I know what their character is capable of.
Been playing snake for 10 years and it's just a pleasure to see this
Could have been "Snakes sneaky hitboxes"
........solid hitboxessss?
I think people always think his up tilt has a crazy hitbox because of how insane it was in Brawl
11:04 Do note that the actual attack is only 2 frames. May not sound relevent but it makes for interesting mind games and punishing dashes. It also can even hit people that roll backward after a down throw if buffered, granted it can fail if their dodges are fresh enough.
I hope to see a video about Wario’s hitboxes soon, Some of his airs can be pretty interesting.
These hitboxes are MASSIVE compared to smash 4’s snake hitboxes legit, they were like nonexistent
Snake was not in smash 4?
snake's up tilt is overrated and triggering because sometimes it seems like it is the same as brawl snake which that one was frankly insane
Solid video as always, Rekzius.
Do you think you could do a video on Robin's hitboxes? I always thought they were a bit weird, especially his jab.
As a Robin main, i can agree with that, the hitboxes are kinda wonky.
your supposed to use his dash attack and down tilt+down air to tech chase and cover ledge options. landing one raw is a guaranteed punish unless your opponent eats glue
I heard somewhere that Banjo Up tilt is a humble Snake Up tilt and now I can't think of the two moves in any other way
I think the reason for the different damage on ftilt2 is because the first hit would combo into the aerial one, but if only the second hit connects it might make up for the missed first hit?
0:18 Solid haha get it
To be fair most of his disjointed hitboxes like dtilt, dair, bair, etc. have visual indicators like the trail sfx, it does look jarring in the hitbox visualizer because there are no sfx
Can you do Marth? I think it would be good to shown how bad the tippers are and be explained why they're bad. That or Palutena's funky hitboxes.
We need Pit's. If anyone got screwed over by hitbox placement, it's Pit. I think Pit would be WAY better than he is right now if he didn't have legitimately the worst hitboxes in the game. He hits fast and hard enough, but he's just so inconsistent.
The developers must've had a dartboard with different characters and moves plastered all over it that they threw darts at while blindfolded when deciding where to add s. I can't even fathom why adding s to such a strong burst option like Snake's dash attack is a good idea in any context.
Is no one going to acknowledge the fact that snake DABS while finishing his down smash
Well, honestly, why wouldn’t they overlay some of the old hit boxes? It’s not laziness, that’s just being efficient. It only looks lazy because you’re not supposed to be looking at it at all. It’s an invisible hit box. If you couldn’t tell up until now that there were six there, that means they did their job. Not hating or anything though.
I know most of megaman's attacks are bullet arts, but if you can find some bonkers hitboxes on some of his attacks, that would be great.
I think the disjoints look less jarring normally because of the shockwave particles not seen in the models (down tilt, up air)
watching to this to get angry about snake for 13 minutes.
autolink angle is found on one non-multihit move: Little Mac's Neutral Air. unless, of course, we aren't counting little mac's aerials as moves (which is fair)
Ivarsaur has the best spike in the game....
Sees that snakes is 269 degrees
Perhaps I spoke too soon
9:00 what animationis that ? Never seen it
I’d really like to see Corrin’s hitboxes sometime.
I’m sure Corrin would too
I'm a bit biased because I play the character but I think you should do a video on Zelda sometime.
She may not be high tier or anything but she's definitely an improvement from Smash 4 and some hitboxes on her are a little strange and surprisingly good in places. (Dsmash's frame data for example...great startup and angle)
Also her fair/bair sourspots practically cover her entire body and I think that's hilarious.
Missed opportunity to title the video snake's solid hitboxes.
For being from a game about stealth, Snake sure loves to fill the stage with noisy explosions...
YOU MISSED THE OPPORTUNITY TO NAME IT “Snakes solid hit boxes”
Solid snake's solid hitboxes
Do Marth next so we can really see whats going on with those tippers.
The sourspot has a lower ID than the Tipper and the sourspot overlaps a lot the Tipper
For a second, I thought that was Cloud's up air in the thumbnail and was very confused by the title, lol
11:56 jojo snake
3:24
Oh so he stole that from bayonettas down tilt after that patch
Yes, this is what I need in my life
12:01 strike that pose snake
I hate how the C4's explosion effect doesn't even match its hitbox size. When the C4 is placed on the lower platforms in Battlefield, it can hit players below it. But the explosion effect suggests otherwise. Just like how the Bob-omb's hitbox is much smaller than its explosion.
Snake stole his dlc privilege from banjo
Could you make another smash mechanics vid covering priority?
12:07 for dabbing snake
Could you do Lucina
7:10 nice
i don't think you covered it but Snake's up-smash is unique in that it always does the same damage and knockback, charging it solely for the distance it travels
I know it's not actually hitbox knowledge but i think that's the only smash attack in the game that acts like that maybe barring some technicalities with Mega Man's levels of charge not scaling linearly (if it works like that)
Great video, but you just forgot about Snake's taunt hitbox.
meanwhile Ganon has missing hitboxes (FSMash, ...) , and the ones he has are not properly positioned (FAir, ...)
That moment when the sour spot hitbox is his actual foot and the sweet spots are his mind magic
So is there a reason for having an airborne only and grounded only hitbox overlap instead of just one hitbox that does both?
I think a wind box and water box video would be cool. Kirby's inhale and Squirtles water gun.
Ima be honest I was a long time brawl player and when I first used his missile in ultimate I swear it was dam amazing
Small correction: grenades have decreased hitboxes for the character that threw them last, not necessarily for snake
12:00 Hotline bling meme
Corrin next?
Back hit of down smash being stronger is unusual? I guess i never thought about that… im used to thinking of how characters like Marth down smash works where the back hit is much stronger than the first hit
Great video !
Do you think you could do bayonetta next? I've always wondered what her hitboxes looked like
Quite a few down smashes hit better behind, either through damage KB or angle.
Why were many of his smash attacks what would be considered a special attack
Sephiroth's hitboxes are probably gonna be a lot scarier
K.Rool’s Konkering hit boxes
Fun fact G&W can completely absorb snakes side smash with the bucket
Do you think Marth's hitboxes would be possible? I'd really like some insight as to why tippers seem so inconsistent this game. I checked on ultimateframedata but the tipper hitboxes seemed pretty reasonable there, is it a hitbox priority thing? Would love an explanation.
Do mii swordfighter next or Shulk
7:11
Nice 😳👌
11:58 snake, busting a move
Ngl, I was kinda hoping you'd put in a hitbox image for brawl up tilt just for the fun of it lol
But remember, Snake is a fair, totally balanced character and not brain dead dumb at all
My favorite thing to see is people calling characters they personally don't like and don't understand "braindead" lol
Lmao his forward air spike is 269 degrees. Nintendo is really naughty
I'm glad that his Down smash got changed.
If they didn't i think that could 2 frame you if he planted in near the ledge.