Editing Fox (SSBM)/Down special

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This move is widely considered the best move in the game, as well as the primary factor in the advancement of Fox's metagame. It comes out in one frame without any delay and has [[set knockback]] and [[hitstun]], allowing it to be used for [[edgeguarding]]; [[gimp]]ing an opponent with this move is called a [[shine spike]]. By [[jump cancel]]ing the shine, which allows him to [[waveshine|wavedash out of it]], Fox can follow up with other moves such as a {{mvsub|Fox|SSBM|neutral aerial}}, {{mvsub|Fox|SSBM|up tilt}}, {{mvsub|Fox|SSBM|up smash}}, or another shine, allowing it to be used as a combo starter, extender or finisher at any percent.  
This move is widely considered the best move in the game, as well as the primary factor in the advancement of Fox's metagame. It comes out in one frame without any delay and has [[set knockback]] and [[hitstun]], allowing it to be used for [[edgeguarding]]; [[gimp]]ing an opponent with this move is called a [[shine spike]]. By [[jump cancel]]ing the shine, which allows him to [[waveshine|wavedash out of it]], Fox can follow up with other moves such as a {{mvsub|Fox|SSBM|neutral aerial}}, {{mvsub|Fox|SSBM|up tilt}}, {{mvsub|Fox|SSBM|up smash}}, or another shine, allowing it to be used as a combo starter, extender or finisher at any percent.  


The shine is also known for its fantastic ability to pressure shields. Due to the shine's ability to be jump-canceled, Fox can perform a technique called the multi-shine, where he can use several shines in a row without leaving the ground; Fox can use [[SHFFL]]'d aerials in the mix to force opponents to react as well. Fox can also use the initial frame of invincibility and jump cancel the shine into a grab (known as shine grabbing) to safely grab opponents. Even if he misses the shine as an attack, Fox can safely jump away from the opponent and force a reaction.  
The shine is also known for its fantastic ability to pressure shields. Due to the shine's ability to be jump-canceled, Fox can perform a technique called the multi-shine, where he can use several sines in a row without leaving the ground; Fox can use SHFFL'd aerials in the mix to force opponents to react as well. Fox can also use the initial frame of invincibility and jump cancel the shine into a grab (known as shine grabbing) to safely grab opponents. Even if he misses the shine as an attack, Fox can safely jump away from the opponent and force a reaction.  


Though it's extremely fast and versatile, the move is not without flaws. The hitbox lasts for a single frame, necessitating Fox to be in range before activating it, rather than using it as an approach tool like his neutral aerial. Against opponents who [[Tumbling|tumble]] (Fox, Falco, Jigglypuff & Pikachu being the most common in tournament), if it hits while they're still on the ground, they can [[tech]], potentially escaping a [[punish]]. If it hits while they're on the ground ''and'' near the edge of the stage or a platform, they can [[Slideoff DI|slideoff]], immediately becoming actionable. Against opponents who don't tumble (Marth, C. Falcon, Peach, etc...), if it hits while they're in the air and slightly above the stage or a platform, they can land on the ground, causing an air-ground transition and cancelling their remaining hitstun, potentially leading to a reversal. If they're grounded, they can still cause an air-ground transition by performing a technique called ''[[Smash directional influence#Forbidden_SDI|unforbidden SDI]]'', which requires that they 1) be next to the edge of a platform or stage and 2) be knocked back by the shine inwards towards the center; by SDI-ing off the edge, the victim can ''then'' SDI up or diagonally-up, before being knocked back onto the ground, which will, as mentioned previously, cancel their hitstun.
Though it's extremely fast and versatile, the move is not without flaws. The hitbox lasts for a single frame, necessitating Fox to be in range before activating it, rather than using it as an approach tool like his neutral aerial. Against opponents who [[Tumbling|tumble]] (Fox, Falco, Jigglypuff & Pikachu being the most common in tournament), if it hits while they're still on the ground, they can [[tech]], potentially escaping a [[punish]]. If it hits while they're on the ground ''and'' near the edge of the stage or a platform, they can [[Slideoff DI|slideoff]], immediately becoming actionable. Against opponents who don't tumble (Marth, C. Falcon, Peach, etc...), if it hits while they're in the air and slightly above the stage or a platform, they can land on the ground, causing an air-ground transition and cancelling their remaining hitstun, potentially leading to a reversal. If they're grounded, they can still cause an air-ground transition by performing a technique called ''[[Smash directional influence#Forbidden_SDI|unforbidden SDI]]'', which requires that they 1) be next to the edge of a platform or stage and 2) be knocked back by the shine inwards towards the center; by SDI-ing off the edge, the victim can ''then'' SDI up or diagonally-up, before being knocked back onto the ground, which will, as mentioned previously, cancel their hitstun.

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