Fox (SSBM)/Down special: Difference between revisions
m (Undid edit by Oasidu: since the hitboxes table is complete and it has the damage percentage, putting it in the overview is redundant) |
Mariogeek2 (talk | contribs) (→Timing: Edited to add jump-cancel frames, following Ryu (SSBU)/Down tilt as an example.) |
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{{ArticleIcons|ssbm=y}} | {{ArticleIcons|ssbm=y}} | ||
{{disambig2|the hitbox visualization in ''Super Smash Bros. Melee''|the move itself|Reflector (Fox)}} | |||
==Overview== | ==Overview== | ||
[[File:Fox Down Special Hitbox Melee.gif|thumb|The hitbox of Fox's shine.]] | [[File:Fox Down Special Hitbox Melee.gif|thumb|The hitbox of Fox's shine.]] | ||
Fox's '''[[Reflector]]''', known informally as a ''' | [[File:Fox Shine Frame 1 Melee.png|thumb|Fox's hitbox and intangibility can be seen on frame 1.]] | ||
Fox's '''[[Reflector (Fox)|Reflector]]''', known informally as a '''shine''', can [[reflection|reflect]] projectiles that are fired on Fox back at the opponent. It's primary use (in Melee), however, is as a direct attack, knocking opponents on a set [[semi-spike]] trajectory. | |||
This move is widely considered the best move in the game, as well as the primary factor in the advancement of Fox's metagame. It comes out in one frame without any delay and has [[set knockback]] and [[hitstun]], allowing it to be used for [[edgeguarding]]; [[gimp]]ing an opponent with this move is called a [[shine spike]]. By [[jump cancel]]ing the shine, which allows him to [[waveshine|wavedash out of it]], Fox can follow up with other moves such as a {{mvsub|Fox|SSBM|neutral aerial}}, {{mvsub|Fox|SSBM|up tilt}}, {{mvsub|Fox|SSBM|up smash}}, or another shine, allowing it to be used as a combo starter, extender or finisher at any percent. | |||
The shine is also known for its fantastic ability to pressure shields. Due to the shine's ability to be jump-canceled, Fox can perform a technique called the multi-shine, where he can use several shines in a row without leaving the ground; Fox can use [[SHFFL]]'d aerials in the mix to force opponents to react as well. Fox can also use the initial frame of invincibility and jump cancel the shine into a grab (known as shine grabbing) to safely grab opponents. Even if he misses the shine as an attack, Fox can safely jump away from the opponent and force a reaction. | |||
Though it's extremely fast and versatile, the move is not without flaws. The hitbox lasts for a single frame, necessitating Fox to be in range before activating it, rather than using it as an approach tool like his neutral aerial. Against opponents who [[Tumbling|tumble]] (Fox, Falco, Jigglypuff & Pikachu being the most common in tournament), if it hits while they're still on the ground, they can [[tech]], potentially escaping a [[punish]]. If it hits while they're on the ground ''and'' near the edge of the stage or a platform, they can [[Slideoff DI|slideoff]], immediately becoming actionable. Against opponents who don't tumble (Marth, C. Falcon, Peach, etc...), if it hits while they're in the air and slightly above the stage or a platform, they can land on the ground, causing an air-ground transition and cancelling their remaining hitstun, potentially leading to a reversal. If they're grounded, they can still cause an air-ground transition by performing a technique called ''[[Smash directional influence#Forbidden_SDI|unforbidden SDI]]'', which requires that they 1) be next to the edge of a platform or stage and 2) be knocked back by the shine inwards towards the center; by SDI-ing off the edge, the victim can ''then'' SDI up or diagonally-up, before being knocked back onto the ground, which will, as mentioned previously, cancel their hitstun. | |||
In regards to its weaknesses as a reflector, Fox is unable to jump-cancel the move for ⅓ of a second after reflecting a projectile. This is long enough to leave him open to a punish, especially against projectiles that have low [[end lag]], such as [[Fox (SSBM)/Neutral special|Fox's lasers]] in the [[mirror match]]. Against opponents who also have a move that can reflect projectiles, it will shatter if it bounces back the same projectile too many times due to an upper limit to how much base damage the reflected projectile should have before making contact with the Reflector. When this happens, Fox will go through the [[stun]] animation and be completely vulnerable to attack. | |||
==Hitboxes== | ==Hitboxes== | ||
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|ks=100 | |ks=100 | ||
|fkv=80 | |fkv=80 | ||
|r= | |r=2048 | ||
|bn=3 | |bn=3 | ||
|rebound=n | |rebound=n | ||
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|- | |- | ||
!Jump-cancellable | !Jump-cancellable | ||
|4-21 | |||
|- | |||
!Turnaround possible | |||
|4-21 | |4-21 | ||
|- | |- | ||
Line 41: | Line 54: | ||
|39 | |39 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2}}{{FrameStrip|t=Reflect|c=18}}{{FrameStrip|t=Lag|c=18}} | |||
|- | |- | ||
{{FrameStrip|t= | !Body {{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=2}}{{FrameStrip|t=Vulnerable|c=36}} | ||
|- | |- | ||
{{FrameStrip|t= | !Jump-cancel {{FrameStrip|t=Blank|c=3}}{{FrameStrip|t=Continuable|c=18}}{{FrameStrip|t=Blank|c=18}} | ||
{{FrameStripEnd}} | |||
===In general=== | ===In general=== | ||
{|class="wikitable" | {|class="wikitable" | ||
Line 60: | Line 76: | ||
|- | |- | ||
!Jump-cancellable | !Jump-cancellable | ||
|4-[release+1] | |||
|- | |||
!Turnaround possible | |||
|4-[release+1] | |4-[release+1] | ||
|- | |- | ||
Line 65: | Line 84: | ||
|[release+19] | |[release+19] | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
!Hitboxes {{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=2|e=LagLoopS}}{{FrameStrip|t=Reflect|c=28|s=ReflectLoopE|e=ReflectLoopS}}{{FrameStrip|t=Lag|c=18|s=LagLoopE}} | |||
|- | |- | ||
{{FrameStrip|t= | !Body {{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=2|e=VulnerableLoopS}}{{FrameStrip|t=Vulnerable|c=28|s=VulnerableLoopE|e=VulnerableLoopS}}{{FrameStrip|t=Vulnerable|c=18|s=VulnerableLoopE}} | ||
|- | |- | ||
{{FrameStrip|t= | !Jump-cancel {{FrameStrip|t=Blank|c=3|e=BlankLoopS}}{{FrameStrip|t=Continuable|c=28|s=ContinuableLoopE|e=ContinuableLoopS}}{{FrameStrip|t=Blank|c=18|s=BlankLoopE}} | ||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|loop=y|reflect=y|intangible=y}} | {{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|loop=y|reflect=y|intangible=y|continuable=y}} | ||
Turning around disables jump-canceling for 3 frames. These frames will always reflect, regardless of release time. If the reflect window was increased that way, the ending lag will also increase by the same amount. | |||
==Properties== | ==Properties== | ||
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|8.5 | |8.5 | ||
|- | |- | ||
!Reflection damage | !Reflection damage* | ||
|1.5x | |1.5x | ||
|- | |- | ||
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|50 | |50 | ||
|- | |- | ||
!Reflection lag | !Reflection lag** | ||
|20 | |20 | ||
|} | |} | ||
<nowiki>*</nowiki> Rounded up to the next whole number | |||
<nowiki>**</nowiki> 20 frames + the ending animation | |||
==Similar moves== | ==Similar moves== | ||
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[[Category:Fox (SSBM)]] | [[Category:Fox (SSBM)]] | ||
[[Category:Down special moves]] | [[Category:Down special moves (SSBM)]] | ||
[[Category:Reflectors]] | [[Category:Reflectors]] |
Latest revision as of 21:39, November 16, 2024
Overview[edit]
Fox's Reflector, known informally as a shine, can reflect projectiles that are fired on Fox back at the opponent. It's primary use (in Melee), however, is as a direct attack, knocking opponents on a set semi-spike trajectory.
This move is widely considered the best move in the game, as well as the primary factor in the advancement of Fox's metagame. It comes out in one frame without any delay and has set knockback and hitstun, allowing it to be used for edgeguarding; gimping an opponent with this move is called a shine spike. By jump canceling the shine, which allows him to wavedash out of it, Fox can follow up with other moves such as a neutral aerial, up tilt, up smash, or another shine, allowing it to be used as a combo starter, extender or finisher at any percent.
The shine is also known for its fantastic ability to pressure shields. Due to the shine's ability to be jump-canceled, Fox can perform a technique called the multi-shine, where he can use several shines in a row without leaving the ground; Fox can use SHFFL'd aerials in the mix to force opponents to react as well. Fox can also use the initial frame of invincibility and jump cancel the shine into a grab (known as shine grabbing) to safely grab opponents. Even if he misses the shine as an attack, Fox can safely jump away from the opponent and force a reaction.
Though it's extremely fast and versatile, the move is not without flaws. The hitbox lasts for a single frame, necessitating Fox to be in range before activating it, rather than using it as an approach tool like his neutral aerial. Against opponents who tumble (Fox, Falco, Jigglypuff & Pikachu being the most common in tournament), if it hits while they're still on the ground, they can tech, potentially escaping a punish. If it hits while they're on the ground and near the edge of the stage or a platform, they can slideoff, immediately becoming actionable. Against opponents who don't tumble (Marth, C. Falcon, Peach, etc...), if it hits while they're in the air and slightly above the stage or a platform, they can land on the ground, causing an air-ground transition and cancelling their remaining hitstun, potentially leading to a reversal. If they're grounded, they can still cause an air-ground transition by performing a technique called unforbidden SDI, which requires that they 1) be next to the edge of a platform or stage and 2) be knocked back by the shine inwards towards the center; by SDI-ing off the edge, the victim can then SDI up or diagonally-up, before being knocked back onto the ground, which will, as mentioned previously, cancel their hitstun.
In regards to its weaknesses as a reflector, Fox is unable to jump-cancel the move for ⅓ of a second after reflecting a projectile. This is long enough to leave him open to a punish, especially against projectiles that have low end lag, such as Fox's lasers in the mirror match. Against opponents who also have a move that can reflect projectiles, it will shatter if it bounces back the same projectile too many times due to an upper limit to how much base damage the reflected projectile should have before making contact with the Reflector. When this happens, Fox will go through the stun animation and be completely vulnerable to attack.
Hitboxes[edit]
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 5% | 0 | 0 | 100 | 80 | 7.999488 | 3 | 0.0 | 0.0 | 0.0 | Burn |
Timing[edit]
Minimum duration[edit]
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-21 |
Jump-cancellable | 4-21 |
Turnaround possible | 4-21 |
Animation length | 39 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Body | |||||||||||||||||||||||||||||||||||||||
Jump-cancel |
In general[edit]
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-[release+1] |
Jump-cancellable | 4-[release+1] |
Turnaround possible | 4-[release+1] |
Animation length | [release+19] |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Body | |||||||||||||||||||||||||||||||||||||||||||||||||
Jump-cancel |
Lag time |
Hitbox |
Vulnerable |
Loop point |
Reflect |
Intangible |
Continuable |
Turning around disables jump-canceling for 3 frames. These frames will always reflect, regardless of release time. If the reflect window was increased that way, the ending lag will also increase by the same amount.
Properties[edit]
Reflection radius | 8.5 |
---|---|
Reflection damage* | 1.5x |
Reflection speed | 1.0x |
Max reflectable damage | 50 |
Reflection lag** | 20 |
* Rounded up to the next whole number
** 20 frames + the ending animation
Similar moves[edit]