Fox (SSBM)/Neutral special: Difference between revisions

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros. Melee]]''|the move itself|Blaster (Fox)}}


==Overview==
==Overview==
[[File:Fox Neutral Special Hitbox Melee.gif|thumb|The hitbox of Fox's Blaster, used on the ground.]]
[[File:Fox Neutral Special Hitbox Melee.gif|thumb|The hitbox of Fox's Blaster, used on the ground.]]
[[File:Fox Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Fox's Blaster, used in the air.]]
[[File:Fox Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Fox's Blaster, used in the air.]]
Fox's [[Blaster]] can fire red lasers at opponents that damages them for 1%-3% per shot. The effects of the shots have changed from the original ''[[Super Smash Bros.]]'', having a faster firing rate and an increased traveling speed of the lasers, but the blaster has no knockback or hitstun, making it unable to stop approaches. However, players can still make use of its long range to [[camp]], potentially racking up damage from a distance and can follow up with other moves. Fox can also preform a [[short hop laser]] and a short hop double laser so he can draw his blaster quicker and for less ending lag.
Fox's '''[[Blaster (Fox)|blaster]]''' fires red lasers at his opponents. The effects of the shots have changed from its [[Fox (SSB)/Neutral special|Smash 64 incarnation]], having a faster fire rate and an increased projectile speed, but no [[hitstun]] or ability to [[flinch]] opponents, making it unable to stop [[approach]]es or combo into other moves such as jab or up-smash. However, players can still make use of its long range to [[projectile camp]], potentially racking up damage from a distance. Fox can also perform the [[short hop laser]] technique so he can draw his blaster quicker and reduce the [[ending lag]]; he can also move around slightly while doing so. Fox can perform other similar techniques, including [[short hop double laser]], [[ledgehopped double laser]], and [[wavelanded laser]], albeit requiring consistently landing tight inputs due to Fox's very quick [[short hop]].


{{technical data}}
The lack of flinching means that should the opponent be incapacitated somehow, such as a [[shield break]] or [[Rest]], Fox can rack up several Blaster shots worth of damage before preparing his [[punish]] of choice. The move can also assist in getting that shield break, considering that it deals 7 frames of shield stun unstaled, which is +3 frame advantage if the move is done frame perfectly.


==Attack data==
==Hitboxes==
*Total number of frames: 36
{{MeleeHitboxTableHeader|special=y}}
*Laser comes out: frame 10
{{MeleeSpecialHitboxTableRow
*Repeated shots available: every 10 frames
|id=0
*Total number of frames laser lasts for: 34
|damage=3%
*Autocancel: upon landing
|angle=361
|bk=0
|ks=0
|fkv=0
|r=300
|bn=0
|zpos=-200
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
{{MeleeSpecialHitboxTableRow
|id=1
|damage=3%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=300
|bn=0
|zpos=-933
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
{{MeleeSpecialHitboxTableRow
|id=2
|damage=3%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=300
|bn=0
|zpos=-1666
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
{{MeleeSpecialHitboxTableRow
|id=3
|damage=3%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=400
|bn=0
|zpos=-3600
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
|}


==Related moves==
==Timing==
===Ground===
{|class="wikitable"
!First loop frame
|7
|-
!Repeat window
|4-16
|-
!Shot
|12-45
|-
!Last loop frame
|16
|-
!Animation length
|40
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Blank|c=11}}{{FrameStrip|t=Hitbox|c=34}}
|-
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=5|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=5|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=24|s=LagLoopE}}{{FrameStrip|t=Blank|c=5}}
|-
{{FrameStrip|t=Blank|c=3}}{{FrameStrip|t=Continuable|c=3|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=15|s=ContinuableLoopE|e=ContinuableLoopS}}{{FrameStrip|t=Blank|c=24|s=BlankLoopE}}
{{FrameStripEnd}}
 
===Air===
{|class="wikitable"
!First loop frame
|4
|-
!Repeat window
|4-14
|-
!Shot
|10-43
|-
!Last loop frame
|14
|-
!Animation length
|36
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Blank|c=9}}{{FrameStrip|t=Hitbox|c=34}}
|-
{{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=5|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=5|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=22|s=LagLoopE}}{{FrameStrip|t=Blank|c=7}}
|-
{{FrameStrip|t=Blank|c=4|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=10|s=ContinuableLoopE|e=ContinuableLoopS}}{{FrameStrip|t=Blank|c=29|s=BlankLoopE}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|loop=y|continuable=y|prop=y|hitbox=y}}
 
==Similar moves==
*[[Falco (SSBM)/Neutral special]]
*[[Falco (SSBM)/Neutral special]]


[[Category:Fox]]
{{MvSubNavFox|g=SSBM}}
[[Category:Neutral special moves]]
 
[[Category:Projectiles]]
[[Category:Fox (SSBM)]]
[[Category:Neutral special moves (SSBM)]]