Fox (SSB)/Down smash: Difference between revisions
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==Hitboxes== | ==Hitboxes== | ||
===NTSC-J=== | |||
{{SSB64HitboxTableHeader}} | |||
{{SSB64HitboxTableRow | |||
|id=0 | |||
|damage=14% | |||
|angle=70 | |||
|bk=30 | |||
|ks=100 | |||
|fkv=0 | |||
|r=130 | |||
|bn=25 | |||
|xpos=90 | |||
|effect=Normal | |||
|slvl=L | |||
|sfx=Kick | |||
}} | |||
{{SSB64HitboxTableRow | |||
|id=1 | |||
|damage=14% | |||
|angle=70 | |||
|bk=30 | |||
|ks=100 | |||
|fkv=0 | |||
|r=130 | |||
|bn=20 | |||
|xpos=90 | |||
|effect=Normal | |||
|slvl=L | |||
|sfx=Kick | |||
}} | |||
|} | |||
===NTSC-U/PAL=== | ===NTSC-U/PAL=== | ||
{{SSB64HitboxTableHeader}} | {{SSB64HitboxTableHeader}} | ||
Line 12: | Line 44: | ||
|damage=14% | |damage=14% | ||
|angle=25 | |angle=25 | ||
|anglebg=buff | |||
|bk=35 | |bk=35 | ||
|bkbg=buff | |||
|ks=80 | |ks=80 | ||
|ksbg=nerf | |||
|fkv=0 | |fkv=0 | ||
|r=130 | |r=130 | ||
Line 26: | Line 61: | ||
|damage=14% | |damage=14% | ||
|angle=25 | |angle=25 | ||
|anglebg=buff | |||
|bk=35 | |bk=35 | ||
|bkbg=buff | |||
|ks=80 | |ks=80 | ||
|ksbg=nerf | |||
|fkv=0 | |fkv=0 | ||
|r=130 | |r=130 | ||
Line 37: | Line 75: | ||
}} | }} | ||
|} | |} | ||
====Summary==== | |||
*{{buff|Angle (70° → 25°).}} | |||
*{{nerf|Knockback (30 (base), 100 (scaling) → 35/80).}} | |||
==Timing== | ==Timing== |
Latest revision as of 03:02, May 30, 2020
Overview[edit]
Fox does a split kick, covering the front and back at the same time, doing 14% damage and decent horizontal knockback that also sends opponents on a favourable semi-spike trajectory. Its fast start-up makes it a pretty good finisher, as well as having some moderate range, and low ending lag. Similar to his down special, the shine, its said semi-spike trajectory makes his down smash a effective edge-guarding move. Fox also has some ways to combo into a down smash. Like his other two smashes, he can hit the opponent lightly with the first hit of his jab (at under around 90%; above will send the opponent too far up), or an up tilt (at very low percentages) to put them under hitstun, then use his down smash as a finisher when near the edge, or at least get them offstage.
Hitboxes[edit]
NTSC-J[edit]
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 14% | 0 | 30 | 100 | 0 | 130 | 25 | 90 | 0 | 0 | Kick | |||||
1 | 0 | 14% | 0 | 30 | 100 | 0 | 130 | 20 | 90 | 0 | 0 | Kick |
NTSC-U/PAL[edit]
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 14% | 0 | 35 | 80 | 0 | 130 | 25 | 90 | 0 | 0 | Kick | |||||
1 | 0 | 14% | 0 | 35 | 80 | 0 | 130 | 20 | 90 | 0 | 0 | Kick |
Summary[edit]
- Angle (70° → 25°).
- Knockback (30 (base), 100 (scaling) → 35/80).
Timing[edit]
Legs intangible | 1-6 |
---|---|
Hitboxes | 6-10 |
Animation length | 49 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||
Legs |
Lag time |
Hitbox |
Vulnerable |
Intangible |