Fox (SSBU)/Neutral special: Difference between revisions
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{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Blaster (Fox)}} | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Blaster (Fox)}} | ||
[[File:FoxNSpecialSSBU.gif|thumb|550px|Hitbox visualization showing Fox's neutral special, Blaster.]] | [[File:FoxNSpecialSSBU.gif|thumb|550px|Hitbox visualization showing Fox's neutral special, Blaster.]] | ||
==Overview== | ==Overview== | ||
Fox shoots lasers from his blaster at a fast pace. The lasers have [[transcendent priority]], meaning they cannot be snuffed out by attacks. They cause no hitlag or knockback. This property alongside their fast fire rate means Fox can use them to rack up damage if the event of [[shield break|breaking a shield]] at lower percents where his smash attacks can't KO reliably. They can also be used to force approaches to punish from camping opponents and zoning characters (however, this isn't as effective against [[Steve]], due to his blocks being able to sponge up the damage from the lasers), although Fox's rushdown play-style can make this counter-intuitive at times. The lasers also suffer from damage falloff, meaning they become weaker as they travel farther. Despite this, Fox's laser can be a valuable asset in the right hands and isn't to be underestimated. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} | ||
Line 99: | Line 100: | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|prop=y|loop=y|continuable=y}} | {{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|interruptible=y|prop=y|loop=y|continuable=y}} | ||
==Parameters== | |||
These parameters also apply to the lasers fired from Fox's {{mvsub|Fox|SSBU|back throw}}, {{mvsub|Fox|SSBU|up throw}}, and {{mvsub|Fox|SSBU|down throw}}, with the only difference being the trajectories they are fired at. | |||
{|class="wikitable" | |||
!Laser offsets | |||
|[6, 1.2] | |||
|- | |||
!Travel speed | |||
|7 | |||
|- | |||
!Lifetime | |||
|22 frames | |||
|- | |||
!Friction | |||
|0 | |||
|- | |||
!Initial length | |||
|3 | |||
|- | |||
!Maximum length throughout travel | |||
|11.25 | |||
|- | |||
!Can pierce opponents? | |||
|No | |||
|} | |||
{{MvSubNavFox|g=SSBU}} | {{MvSubNavFox|g=SSBU}} |
Latest revision as of 22:54, January 27, 2023
Overview[edit]
Fox shoots lasers from his blaster at a fast pace. The lasers have transcendent priority, meaning they cannot be snuffed out by attacks. They cause no hitlag or knockback. This property alongside their fast fire rate means Fox can use them to rack up damage if the event of breaking a shield at lower percents where his smash attacks can't KO reliably. They can also be used to force approaches to punish from camping opponents and zoning characters (however, this isn't as effective against Steve, due to his blocks being able to sponge up the damage from the lasers), although Fox's rushdown play-style can make this counter-intuitive at times. The lasers also suffer from damage falloff, meaning they become weaker as they travel farther. Despite this, Fox's laser can be a valuable asset in the right hands and isn't to be underestimated.
Hitboxes[edit]
Timing[edit]
Grounded[edit]
Loop points | 6-7, 16-17 |
---|---|
Repeat window | 3-17 |
Clean hit | 11-12 |
Mid hit | 13-19 |
Late hit | 20-32 |
Interruptible (from loop) | 37 (21) |
Animation length (from loop) | 60 (44) |
Aerial[edit]
Loop points | 4-5, 14-15 |
---|---|
Repeat window | 2-15 |
Clean hit | 9-10 |
Mid hit | 11-17 |
Late hit | 18-30 |
Interruptible (from loop) | 35 (21) |
Animation length (from loop) | 58 (44) |
Lag time |
Hitbox |
Hitbox change |
Loop point |
Continuable |
Prop event |
Interruptible |
Parameters[edit]
These parameters also apply to the lasers fired from Fox's back throw, up throw, and down throw, with the only difference being the trajectories they are fired at.
Laser offsets | [6, 1.2] |
---|---|
Travel speed | 7 |
Lifetime | 22 frames |
Friction | 0 |
Initial length | 3 |
Maximum length throughout travel | 11.25 |
Can pierce opponents? | No |
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