Editing Shine spike

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[[File:Shine Spike.gif|thumb|250px|{{SSBM|Fox}} shine spikes another Fox as he tries to recover in ''Melee''.]]
[[File:Fox Shine Spike.png|thumb|250px|Fox shine spikes {{SSBM|Ness}} as he tries to recover in ''Melee''.]]
The '''shine spike''' is one of [[Fox]]'s [[edgeguard]]ing techniques. It consists of using Fox's [[down special]], [[Reflector]] (also known as shine, hence the technique's name), to [[semi-spike]] an offstage opponent in order to [[gimp]] them, preventing them from being able to [[recover]]. In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', the shine spike is very effective, because of its instantaneous startup, trajectory of zero degrees (0°), and moderate [[knockback]], allowing it to work even at 0%. Additionally, since the move slows Fox's vertical movement, it allows him to easily recover after a shine spike, especially in ''Melee'' where the shine can be [[jump cancel]]ed.
The '''shine spike''' is one of [[Fox]]'s [[edgeguard]]ing techniques. It consists of using Fox's [[down special]], [[Reflector]], to [[semi-spike]] an offstage opponent, in order to [[gimp]] them, preventing them from being able to [[recover]]. The shine spike is especially effective, because the shine has [[set knockback]] and [[hitstun]], making it as capable at zero percent as it is at three hundred percent. Also, since the move slows Fox's vertical movement, it allows him to easily recover after spiking, especially in ''Melee'', since the shine can be jump-cancelled in that game as well.


In ''[[Super Smash Bros. Brawl]]'', the technique has lost some of its effectiveness. The shine now launches at a slightly higher trajectory of ten degrees (10°), which coupled with the generally slower [[falling speed]]s and better [[recoveries]] of the cast, allows it to be survived more easily. In particular, [[floaty]] characters, as well as those with either several recovery techniques (such as {{SSBB|Wario}}) or a [[tether recovery]], are usually able to survive it at low damage percentages. The shine's hitbox is also no longer instantaneous, hitting on [[frame]] 3 rather than frame 1, making it harder to intercept recoveries with it. However, the shine has gained low knockback scaling instead of having [[set knockback]], increasing the shine spike's effectiveness at higher percentages, especially against characters who still have poor recoveries.
In ''[[Brawl]]'', the technique loses some of its effectiveness, due to its variable knockback, but it's still highly effective at stopping opponents with less than average recovery from getting back on the stage. [[Float]]ers, characters with two recovery techniques (such as {{SSBB|Wario}}) and characters with a [[tether recovery]] are generally able to survive it at low damage percentages.


In ''[[Super Smash Bros. 4]]'', Fox's shine has been further [[nerf]]ed to the point of no longer allowing for true shine spikes. While keeping its 10° angle against grounded opponents, it now launches aerial opponents at a much higher 40° angle, no longer being a semi-spike. As a result, it has lost almost all of its utility as a tool for edgeguarding. ''Smash 4''{{'}}s changes to [[tech]]ing do provide a small boost to the shine's edgeguarding utility, however, as Fox can now pull off untechable [[stage spike]]s with his shine if the opponent recovers too close to the stage.
In ''[[Smash 4]]'', Fox's shine was changed to launch opponents at a more vertical angle when used in midair, which when combined with the generally easier recoveries due to the removal of [[edgehog]]ging, results in the shine spike becoming completetely impractical.
 
In ''[[Super Smash Bros. Ultimate]]'', Fox's shine now sends opponents at a lower angle. This allows for it to be used as a edge guarding tool again, albeit against characters with bad recoveries.


==Shine edgehog==
==Shine edgehog==
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[[Category:Character-specific terminology]]
[[Category:Character-specific terminology]]
[[Category:Fox]]
[[Category:Fox]]
[[Category:Fox (SSB)]]
[[Category:Fox (SSBM)]]
[[Category:Fox (SSBB)]]

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