Editing Fox (SSB)/Down special

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{{ArticleIcons|ssb=y}}
{{ArticleIcons|ssb=y}}
{{disambig2|the hitbox visualization in ''Super Smash Bros.''|the move itself|Reflector (Fox)}}


==Overview==
==Overview==
[[File:Fox Down Special Hitbox Smash 64.gif|thumb|Hitboxes of Fox's down special move.]]
[[File:Fox Down Special Hitbox Smash 64.gif|thumb|Hitboxes of Fox's down special move.]]
Fox's '''[[Reflector (Fox)|Reflector]]''', also known as a '''shine''', creates a blue, hexagonal energy field around him to reflect any projectiles that are fired at him back in the direction they came. It can be used as a direct attack with an [[electric]] effect, dealing 5% damage and low [[set knockback]]. It sends opponents on a [[semi-spike]] trajectory. The move will also slightly lower Fox's [[falling speed]] if used in midair, and it can even be used to escape certain [[combo]]s. Fox can also perform an [[edgeguarding]] technique called a [[shine spike]], which involves using the move to [[gimp]] the opponent's [[recovery]]. Since the shine has set knockback and [[hitstun]], combined with its semi-spike trajectory, it is an effective technique that can KO even at base percentages. Another option is to use the shine immediately after an [[edge]] drop to cover the edge and prevent opponents from grabbing it, giving Fox strong ledge play. It is also possible to turn around during the animation of the move so that Fox is facing the other direction, referred to as a shine turnaround.
Fox's '''[[Reflector (Fox)|Reflector]]''', also known as a '''shine''', creates a blue, hexagonal energy field around him to reflect any projectiles that are fired at him back in the direction they came. It can be used as a direct attack with an [[electric]] effect, doing 2%-5% damage and low [[set knockback]]. It sends opponents on a [[semi-spike]] trajectory. The move will also slightly lower Fox's [[falling speed]] if used in midair, and it can even be used to escape certain [[combo]]s. Fox can also perform an [[edgeguarding]] technique called a [[shine spike]], which involves using the move to [[gimp]] the opponent's [[recovery]]. Since the shine has set knockback and [[hitstun]], combined with its semi-spike trajectory, it is an effective technique that can KO even at base percentages. Another option is to use the shine immediately after an [[edge]] drop to cover the edge and prevent opponents from grabbing it, giving Fox strong ledge play. It is also possible to turn around during the animation of the move so that Fox is facing the other direction, referred to as a shine turnaround.


This move can be land-canceled, meaning using shine in the air and landing on a surface (without holding B) will cancel the move. Due to this, using shine immediately after jumping, a technique known as a [[Jump-canceling#Pseudo-jump-cancel|pseudo-jump-cancel]], activates a frame 1 hitbox with little-to-no end lag. This technique can be very useful for extending combos and performing [[mindgame]]s, and it can also immediately be followed up with many moves, such as a jab to perform a '''shine jab''', an up or down tilt to continue a combo, or another shine to rack up additional damage (this can also throw unwary opponents offguard). Otherwise, a jump or dash "cancel" can be used afterwards, with a perfectly-timed shine cancel allowing Fox to start a [[tech chase]].
If the move is used immediately out of a [[short hop]], the shine will effectively be cancelled, though any opponents within range will still take the damage and knockback from it. This occurs because while Fox will have cancelled the jumping height of his short hop, the shine will still cause him to fall, though since he is so close to the ground, it will immediately be cancelled. This technique can be very useful for extending combos and performing [[mindgame]]s, and it can also immediately be followed up with many moves, such as a jab to perform a '''shine jab''', an up or down tilt to continue a combo, or another shine to rack up additional damage (this can also throw unwary opponents offguard). Otherwise, a jump or dash "cancel" can be used afterwards, with a perfectly-timed shine cancel allowing Fox to start a [[tech chase]].


Likewise to the move being cancelled out of a short hop, the move can even be used to cancel Fox's aerial momentum just after landing on a platform, allowing Fox to quickly followup with ground moves (most particularly an {{mvsub|Fox|SSB|up smash}}) while having to go in the air to continue a combo. This is notable in the "shine pillar up smash" combo, done in the tent portion of [[Hyrule Castle]] and popularized by {{Sm|The Z}}. It involves launching the opponent to the top of the structure with an {{mvsub|Fox|SSB|up tilt}}, jumping up to the top of the structure, cancelling aerial momentum with a shine, then immediately using an up smash to KO the opponent while they are still in [[hitstun]].  
Likewise to the move being cancelled out of a short hop, the move can even be used to cancel Fox's aerial momentum just after landing on a platform, allowing Fox to quickly followup with ground moves (most particularly an {{mvsub|Fox|SSB|up smash}}) while having to go in the air to continue a combo. This is notable in the "shine pillar up smash" combo, done in the [[rapetent]] portion of [[Hyrule Castle]] and popularized by {{Sm|The Z}}. It involves launching the opponent to the top of the structure with an {{mvsub|Fox|SSB|up tilt}}, jumping up to the top of the structure, cancelling aerial momentum with a shine, then immediately using an up smash to KO the opponent while they are still in [[hitstun]].  


Experiments with the Red Shell item have shown that the Reflector will shatter if it bounces back the same projectile too many times which indicates an upper limit to how much base damage the reflected projectile should have before making contact with the Reflector. When this happens, Fox will go through the stun animation and be completely vulnerable to attack.
Experiments with the Red Shell item have shown that the Reflector will shatter if it bounces back the same projectile too many times which indicates an upper limit to how much base damage the reflected projectile should have before making contact with the Reflector. When this happens, Fox will go through the stun animation and be completely vulnerable to attack.


==Hitboxes==
{{technical data}}
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=5%
|angle=0
|bk=0
|ks=100
|fkv=80
|r=180
|bn=0
|ypos=240
|clang=n
|effect=Electric
|slvl=S
|sfx=Punch
}}
|}
==Timing==
===Minimum duration===
{|class="wikitable"
|-
!Hitbox
|1
|-
!Intangible
|1
|-
!Reflects
|4-21
|-
!Turnaround possible
|4-21
|-
!Animation length
|39
|}
 
{{FrameStripStart}}
|-
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Reflect|c=18}}{{FrameStrip|t=Lag|c=18}}
|-
{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Vulnerable|c=18}}{{FrameStrip|t=Vulnerable|c=18}}
{{FrameStripEnd}}
 
===In general===
{|class="wikitable"
|-
!Hitbox
|1
|-
!Intangible
|1
|-
!Reflects
|4-[release+1]
|-
!Turnaround possible
|4-[release+1]
|-
!Animation length
|[release+19]
|}
 
{{FrameStripStart}}
|-
{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2|e=LagLoopS}}{{FrameStrip|t=Reflect|c=28|s=ReflectLoopE|e=ReflectLoopS}}{{FrameStrip|t=Lag|c=18|s=LagLoopE}}
|-
{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=2|e=VulnerableLoopS}}{{FrameStrip|t=Vulnerable|c=28|s=VulnerableLoopE|e=VulnerableLoopS}}{{FrameStrip|t=Vulnerable|c=18|s=VulnerableLoopE}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|loop=y|reflect=y|intangible=y}}
 
==Properties==
{|class="wikitable"
|-
!Reflection radius
|350u
|-
!Reflection damage
|{{rollover|1.8x*|1.5x* in the NTSC-J version|y}}
|-
!Reflection speed
|1.0x
|-
!Max reflectable damage
|50
|-
!Reflection lag
|24
|}
<nowiki>*</nowiki> Rounded up to the next whole number


==Gallery==
==Gallery==

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