Fox (SSB)/Down aerial: Difference between revisions
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Fox spins very quickly whilst airborne, doing a drill downwards. This attack has 7 hits, each doing 2% damage for a maximum of 14% damage, and is an extremely weak [[meteor smash]]. It can be useful for positioning opponents for [[combo]]s and various setups, including being able to cover certain options from the opponent, such as [[roll]]s and [[tech]] options. If Fox lands whilst using a down aerial to do so, it is possible to followup with most of Fox's grounded moves. Like all of the drills in the game, it can be [[SDI]]'d out of, though if it is [[spacing|spaced]] properly, it can still be difficult for enemies to [[punish]]. The move is overall useful in most situations if it is utilized properly. | Fox spins very quickly whilst airborne, doing a drill downwards. This attack has 7 hits, each doing 2% damage for a maximum of 14% damage, and is an extremely weak [[meteor smash]]. It can be useful for positioning opponents for [[combo]]s and various setups, including being able to cover certain options from the opponent, such as [[roll]]s and [[tech]] options. If Fox lands whilst using a down aerial to do so, it is possible to followup with most of Fox's grounded moves. Like all of the drills in the game, it can be [[SDI]]'d out of, though if it is [[spacing|spaced]] properly, it can still be difficult for enemies to [[punish]]. The move is overall useful in most situations if it is utilized properly. | ||
{{ | ==Hitboxes== | ||
{{SSB64HitboxTableHeader}} | |||
{{HitboxTableTitle|Hits 1-7 (loop)|42}} | |||
{{SSB64HitboxTableRow | |||
|id=0 | |||
|part=0 | |||
|damage=2% | |||
|angle=-70 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=30 | |||
|r=155 | |||
|bn=20 | |||
|xpos=-40 | |||
|ypos=45 | |||
|zpos=100 | |||
|sfx=Punch | |||
|slvl=M | |||
}} | |||
{{SSB64HitboxTableRow | |||
|id=1 | |||
|part=0 | |||
|damage=2% | |||
|angle=-70 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=30 | |||
|r=180 | |||
|bn=20 | |||
|xpos=30 | |||
|ypos=30 | |||
|sfx=Punch | |||
|slvl=M | |||
}} | |||
|} | |||
==Timing== | |||
{|class="wikitable" | |||
!Initial auto-cancel | |||
|1-3 | |||
|- | |||
!Hits | |||
|4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23 | |||
|- | |||
!Ending auto-cancel | |||
|24 | |||
|- | |||
!Animation length | |||
|49 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=26}} | |||
|- | |||
{{FrameStrip|t=Autocancel|c=3}}{{FrameStrip|t=Blank|c=20}}{{FrameStrip|t=Autocancel|c=26}} | |||
{{FrameStripEnd}} | |||
===Landing lag=== | |||
{|class="wikitable" | |||
|- | |||
!Animation length | |||
|40 | |||
|- | |||
!L-cancelled animation length | |||
|4 | |||
|} | |||
{{FrameStripStart}} | |||
|Normal {{FrameStrip|t=Lag|c=40}} | |||
|- | |||
|L-cancelled {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Blank|c=36}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y}} | |||
{{MvSubNavFox|g=SSB}} | {{MvSubNavFox|g=SSB}} | ||
Line 13: | Line 85: | ||
[[Category:Normal attacks (SSB)]] | [[Category:Normal attacks (SSB)]] | ||
[[Category:Meteor smashes (SSB)]] | [[Category:Meteor smashes (SSB)]] | ||
[[Category:Aerial attacks (SSB)]] | [[Category:Aerial attacks (SSB)]] |
Latest revision as of 20:01, April 12, 2022
Overview[edit]
Fox spins very quickly whilst airborne, doing a drill downwards. This attack has 7 hits, each doing 2% damage for a maximum of 14% damage, and is an extremely weak meteor smash. It can be useful for positioning opponents for combos and various setups, including being able to cover certain options from the opponent, such as rolls and tech options. If Fox lands whilst using a down aerial to do so, it is possible to followup with most of Fox's grounded moves. Like all of the drills in the game, it can be SDI'd out of, though if it is spaced properly, it can still be difficult for enemies to punish. The move is overall useful in most situations if it is utilized properly.
Hitboxes[edit]
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Effect | G | A | Sound | ||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hits 1-7 (loop) | |||||||||||||||||||||||||||||||||||||||||
0 | 0 | 2% | 0 | 0 | 100 | 30 | 155 | 20 | -40 | 45 | 100 | Punch | |||||||||||||||||||||||||||||
1 | 0 | 2% | 0 | 0 | 100 | 30 | 180 | 20 | 30 | 30 | 0 | Punch |
Timing[edit]
Initial auto-cancel | 1-3 |
---|---|
Hits | 4-5, 7-8, 10-11, 13-14, 16-17, 19-20, 22-23 |
Ending auto-cancel | 24 |
Animation length | 49 |
Landing lag[edit]
Animation length | 40 |
---|---|
L-cancelled animation length | 4 |
Normal | ||||||||||||||||||||||||||||||||||||||||
L-cancelled |
Lag time |
Hitbox |
Autocancel |