Fox (SSBM)/Down special: Difference between revisions
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==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 '''shine''', | Fox's '''[[Reflector]]''', known informally as a '''shine''', can reflect projectiles that are fired on Fox back at the opponent. Fox can also use the reflector as a direct attack, knocking opponents on a set [[semi-spike]] trajectory. This move is considered one of the best moves 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, making it one of the most versatile moves in the game. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 14:51, October 1, 2015
Overview
Fox's Reflector, known informally as a shine, can reflect projectiles that are fired on Fox back at the opponent. Fox can also use the reflector as a direct attack, knocking opponents on a set semi-spike trajectory. This move is considered one of the best moves 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, making it one of the most versatile moves in the game.
Hitboxes
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
Minimum duration
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-21 |
Jump-cancellable | 4-21 |
Turnaround possible | 4-21 |
Animation length | 39 |
In general
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-[release+1] |
Jump-cancellable | 4-[release+1] |
Turnaround possible | 4-[release+1] |
Animation length | [release+19] |
Lag time |
Hitbox |
Vulnerable |
Loop point |
Reflect |
Intangible |
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
Reflection radius | 8.5 |
---|---|
Reflection damage | 1.5x |
Reflection speed | 1.0x |
Max reflectable damage | 50 |
Reflection lag | 20 |
Similar moves