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]]''' | 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]]. | ||
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. | |||
==Hitboxes== | ==Hitboxes== | ||
Line 15: | Line 18: | ||
|ks=0 | |ks=0 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=300 | ||
|bn=0 | |bn=0 | ||
|zpos=- | |zpos=-200 | ||
|clang=0 | |clang=0 | ||
|rebound=0 | |rebound=0 | ||
|effect=Normal | |effect=Normal | ||
|slvl= | |slvl=M | ||
|sfx=Punch | |sfx=Punch | ||
|blockable=1 | |blockable=1 | ||
Line 35: | Line 38: | ||
|ks=0 | |ks=0 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=300 | ||
|bn=0 | |bn=0 | ||
|zpos=- | |zpos=-933 | ||
|clang=0 | |clang=0 | ||
|rebound=0 | |rebound=0 | ||
|effect=Normal | |effect=Normal | ||
|slvl= | |slvl=M | ||
|sfx=Punch | |sfx=Punch | ||
|blockable=1 | |blockable=1 | ||
Line 55: | Line 58: | ||
|ks=0 | |ks=0 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=300 | ||
|bn=0 | |bn=0 | ||
|zpos=- | |zpos=-1666 | ||
|clang=0 | |clang=0 | ||
|rebound=0 | |rebound=0 | ||
|effect=Normal | |effect=Normal | ||
|slvl= | |slvl=M | ||
|sfx=Punch | |sfx=Punch | ||
|blockable=1 | |blockable=1 | ||
Line 75: | Line 78: | ||
|ks=0 | |ks=0 | ||
|fkv=0 | |fkv=0 | ||
|r= | |r=400 | ||
|bn=0 | |bn=0 | ||
|zpos=- | |zpos=-3600 | ||
|clang=0 | |clang=0 | ||
|rebound=0 | |rebound=0 | ||
|effect=Normal | |effect=Normal | ||
|slvl= | |slvl=M | ||
|sfx=Punch | |sfx=Punch | ||
|blockable=1 | |blockable=1 | ||
Line 100: | Line 103: | ||
|- | |- | ||
!Shot | !Shot | ||
|12 | |12-45 | ||
|- | |- | ||
!Last loop frame | !Last loop frame | ||
Line 110: | Line 113: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{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=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= | {{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=== | ===Air=== | ||
Line 124: | Line 129: | ||
|- | |- | ||
!Shot | !Shot | ||
|10 | |10-43 | ||
|- | |- | ||
!Last loop frame | !Last loop frame | ||
Line 134: | Line 139: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{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=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= | {{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== | ==Similar moves== | ||
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[[Category:Fox (SSBM)]] | [[Category:Fox (SSBM)]] | ||
[[Category:Neutral special moves (SSBM)]] | [[Category:Neutral special moves (SSBM)]] | ||
Latest revision as of 08:52, June 30, 2024
Overview[edit]
Fox's blaster fires red lasers at his opponents. The effects of the shots have changed from its 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 approaches 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.
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.
Hitboxes[edit]
Timing[edit]
Ground[edit]
First loop frame | 7 |
---|---|
Repeat window | 4-16 |
Shot | 12-45 |
Last loop frame | 16 |
Animation length | 40 |
Air[edit]
First loop frame | 4 |
---|---|
Repeat window | 4-14 |
Shot | 10-43 |
Last loop frame | 14 |
Animation length | 36 |
Lag time |
Hitbox |
Loop point |
Continuable |
Prop event |
Similar moves[edit]