Super Smash Bros. Melee

Fox (SSBM)/Up aerial: Difference between revisions

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==Overview==
==Overview==
[[File:Fox Up Aerial Hitbox Melee.gif|thumb|The hitbox of Fox's uair.]]
[[File:Fox Up Aerial Hitbox Melee.gif|thumb|The hitbox of Fox's uair.]]
Sometimes called the '''McCloud Flip''', Fox whips his tail up and kicks immediately after. Fox's up aerial is among the most feared attacks in all the game; it has very high knockback and is a great vertical finisher, plus it can be comboed into from moves such as an {{mvsub|Fox|SSBM|up throw}}. This, along with {{mvsub|Fox|SSBM|up smash}}, gives Fox an advantage against light, floaty characters such as {{SSBM|Jigglypuff}}. Adding to this, performing [[SDI]] on the initial tail strike is difficult, making the attack extremely effective when the initial strike is landed. The first hit can also serve as a combo-extension tool against fastfallers, following up into {{mvsub|Fox|SSBM|up tilt}} and even his smash attacks.
Sometimes called the '''McCloud Flip''', Fox whips his tail up then kicks immediately after. Fox's up aerial is among the most feared attacks in all the game, being a multi-hit move, with the ''kick'' [[hitbox]] having very high knockback, making it a great vertical finisher at mid-to-high [[percent]]s, a combo-starter at low percents, and a great juggle move. It can also be comboed into from moves such as an {{mvsub|Fox|SSBM|up throw}} against the majority of the cast. This, along with {{mvsub|Fox|SSBM|up smash}}, gives Fox an advantage against light, [[floaty]] characters such as {{SSBM|Jigglypuff}}. Additionally, the move's narrow hitboxes make it especially effective at [[shield poke]]s from a [[short hop]], which, as mentioned previously, can start high-damage juggles or kill outright.
 
The move's main weakness comes in the form of its multi-hit nature. The ''tail'' hitbox is significantly weaker than the ''kick'' hitbox and also has [[fixed knockback]], dealing somewhere between 18 and 22 [[frame]]s of [[hitstun]], depending upon the opponent's [[weight]]. Its main function is to be comboed directly into the ''kick'' hitbox whilst tacking on some percent, similarly to the first hit of Falcon's {{mvsub|Captain Falcon|SSBM|neutral aerial}}. However, the move can be manipulated by both the attacker and victim, such that only the tail hits the opponent. As the Fox player, hitting with only the tail via timing lets it function as a combo-extension tool, especially against fastfallers, for when landing the second hit would launch the victim too far away yet not kill, where it can be then be linked into [[Fox (SSBM)/Up tilt|up-tilt]] or one of his smash attacks. This is only useful if the Fox lands immediately and [[L-cancel]]s it, though, as hitting with just the tail in the air can provide as many as 9 frames of advantage for the opponent, thanks to the move's [[end lag]]. The opponent can intentionally cause themselves to be struck with only the tail by utilizing [[SDI]], thereby becoming frame positive and performing a reversal on the hapless Fox. The window to perform this is extremely tight, however, since the [[hitlag]] from the tail strike lasts for a measly 4 frames. Counterplay also exists for the Fox player: spacing the move to land only the kick nullifies SDI as an option. The Fox can also perform the move with horizontal aerial momentum, thereby following the victim's SDI inputs and nearly guaranteeing the 2nd hit.


==Hitboxes==
==Hitboxes==

Latest revision as of 13:38, October 17, 2024

Overview[edit]

The hitbox of Fox's uair.

Sometimes called the McCloud Flip, Fox whips his tail up then kicks immediately after. Fox's up aerial is among the most feared attacks in all the game, being a multi-hit move, with the kick hitbox having very high knockback, making it a great vertical finisher at mid-to-high percents, a combo-starter at low percents, and a great juggle move. It can also be comboed into from moves such as an up throw against the majority of the cast. This, along with up smash, gives Fox an advantage against light, floaty characters such as Jigglypuff. Additionally, the move's narrow hitboxes make it especially effective at shield pokes from a short hop, which, as mentioned previously, can start high-damage juggles or kill outright.

The move's main weakness comes in the form of its multi-hit nature. The tail hitbox is significantly weaker than the kick hitbox and also has fixed knockback, dealing somewhere between 18 and 22 frames of hitstun, depending upon the opponent's weight. Its main function is to be comboed directly into the kick hitbox whilst tacking on some percent, similarly to the first hit of Falcon's neutral aerial. However, the move can be manipulated by both the attacker and victim, such that only the tail hits the opponent. As the Fox player, hitting with only the tail via timing lets it function as a combo-extension tool, especially against fastfallers, for when landing the second hit would launch the victim too far away yet not kill, where it can be then be linked into up-tilt or one of his smash attacks. This is only useful if the Fox lands immediately and L-cancels it, though, as hitting with just the tail in the air can provide as many as 9 frames of advantage for the opponent, thanks to the move's end lag. The opponent can intentionally cause themselves to be struck with only the tail by utilizing SDI, thereby becoming frame positive and performing a reversal on the hapless Fox. The window to perform this is extremely tight, however, since the hitlag from the tail strike lasts for a measly 4 frames. Counterplay also exists for the Fox player: spacing the move to land only the kick nullifies SDI as an option. The Fox can also perform the move with horizontal aerial momentum, thereby following the victim's SDI inputs and nearly guaranteeing the 2nd hit.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 5% 0 AngleIcon92.png 0 120 134 4.2966 18 0.0 0.0 -3.1248 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
1 0 5% 0 AngleIcon92.png 0 120 134 4.2966 18 0.0 0.0 -5.4684 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
2 0 5% 0 AngleIcon92.png 0 120 134 4.2966 4 0.0 0.0 -5.4684 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch
Hit 2
0 0 13% 0 AngleIcon85.png 40 116 0 3.659922 13 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 13% 0 AngleIcon85.png 40 116 0 4.8825 15 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
2 0 13% 0 AngleIcon85.png 40 116 0 4.8825 4 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Timing[edit]

Attack[edit]

Initial autocancel 1-7
Hit 1 8-9
Hit 2 11-14
Ending autocancel 26-
Interruptible 36
Animation length 39
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 18
L-cancelled animation length 9
Normal  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
L-cancelled  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
Auto-canceling
Autocancel
Interruptibility
Interruptible

Similar moves[edit]