Super Smash Bros.

Fox (SSB)/Neutral special: Difference between revisions

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{{ArticleIcons|ssb=y}}
{{ArticleIcons|ssb=y}}
{{disambig2|the hitbox visualization in ''[[Super Smash Bros.]]''|the move itself|Blaster Shot}}


==Overview==
==Overview==
[[File:Fox Neutral Special Hitbox Smash 64.gif|thumb|The hitbox of Fox's Blaster.]]
[[File:Fox Neutral Special Hitbox Smash 64.gif|thumb|The hitbox of Fox's Blaster.]]
Fox shoots a pink laser that travels slower than a [[Ray Gun]] shot from his '''[[Blaster]]''', doing 5%-6% damage per shot, along with producing some [[hitstun]] on the opponent. When the Blaster is used when Fox is airborne, he can pull his blaster out much quicker, greatly reducing [[start-up]] and [[ending lag]], as well as having a faster firing rate. Using the effective [[short hop]] techniques available, including [[short hop laser]] and [[short hop double laser]], will make the Blaster an effective asset, especially in conjunction with [[ledgehopped double laser]]s and Blaster followups.
Fox shoots a pink laser that travels slower than a [[Ray Gun]] shot from his '''[[Blaster]]''', doing 5%-6% damage per shot, along with producing some [[hitstun]] on the opponent. When the Blaster is used when Fox is airborne, he can pull his blaster out much quicker, greatly reducing [[start-up]] and [[ending lag]], as well as having a faster firing rate. Using the effective [[short hop]] techniques available, including [[short hop laser]] and [[short hop double laser]], will make the Blaster an effective asset, especially in conjunction with [[ledgehopped double laser]]s and Blaster followups. However, using the laser twice in one short hop requires pretty fast reflexes.


Competitive players consider the Blaster as one of the best [[projectile]]s in the game. The [[hitstun]] of the blaster is effective for [[camping]], helping to make opponents struggle to approach Fox, and can also lead into [[combo]]s from moves such as an {{mvsub|Fox|SSB|up tilt}} or {{mvsub|Fox|SSB|down tilt}}, or KO moves such as an {{mvsub|Fox|SSB|up smash}}. [[Hyrule Castle]] is an excellent stage for him, as he dominates via the great [[projectile camping]] ability of his Blaster. However, it is less effective on [[Dream Land]], due to having less space to laser camp, though it is still highly used.
Competitive players consider the Blaster as one of the best [[projectile]]s in the game. The [[hitstun]] of the blaster is effective for [[camping]], helping to make opponents struggle to approach Fox, and can also lead into [[combo]]s from moves such as an {{mvsub|Fox|SSB|up tilt}}, setup moves such as a jab, or KO moves such as an {{mvsub|Fox|SSB|up smash}}. At higher percentages, the blaster is often very useful to extend a combo if a move has too much knockback to followup reliably. [[Hyrule Castle]] is an excellent stage for him, as he dominates via the great [[projectile camping]] ability of his Blaster. However, it is less effective on {{SSB|Dream Land}}, due to having less space to laser camp, though it is still highly used.


{{technical data}}
==Hitboxes==
 
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=5%
|angle=361
|bk=0
|ks=100
|fkv=5
|r=20
|bn=0
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=?
}}
|}
 
===NTSC-U/PAL===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=6%
|damagebg=buff
|angle=10
|anglebg=change
|bk=0
|ks=100
|fkv=1
|fkvbg=nerf
|r=20
|bn=0
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=?
}}
|}
 
====Summary====
*{{buff|Damage (5% → 6%).}}
*{{change|Angle (361° → 10°).}}
*{{nerf|Set knockback (5 → 1).}}
 
==Timing==
===Ground===
{|class="wikitable"
!Shot
|25
|-
!Repeat window
|29-54
|-
!Animation length
|54
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=24|e=LagPropS}}{{FrameStrip|t=Lag|c=30|s=LagPropE}}
|-
{{FrameStrip|t=Blank|c=28}}{{FrameStrip|t=Continuable|c=26}}
{{FrameStripEnd}}
 
===Air===
{|class="wikitable"
!Shot
|15
|-
!Repeat window
|15-44
|-
!Animation length
|44
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=14|e=LagPropS}}{{FrameStrip|t=Lag|c=30|s=LagPropE}}
|-
{{FrameStrip|t=Blank|c=14}}{{FrameStrip|t=Continuable|c=30}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|continuable=y|prop=y}}
 
{{MvSubNavFox|g=SSB}}


[[Category:Fox (SSB)]]
[[Category:Fox (SSB)]]
[[Category:Neutral special moves]]
[[Category:Neutral special moves (SSB)]]
[[Category:Projectiles]]

Latest revision as of 01:00, July 28, 2021

This article is about the hitbox visualization in Super Smash Bros.. For the move itself, see Blaster Shot.

Overview[edit]

The hitbox of Fox's Blaster.

Fox shoots a pink laser that travels slower than a Ray Gun shot from his Blaster, doing 5%-6% damage per shot, along with producing some hitstun on the opponent. When the Blaster is used when Fox is airborne, he can pull his blaster out much quicker, greatly reducing start-up and ending lag, as well as having a faster firing rate. Using the effective short hop techniques available, including short hop laser and short hop double laser, will make the Blaster an effective asset, especially in conjunction with ledgehopped double lasers and Blaster followups. However, using the laser twice in one short hop requires pretty fast reflexes.

Competitive players consider the Blaster as one of the best projectiles in the game. The hitstun of the blaster is effective for camping, helping to make opponents struggle to approach Fox, and can also lead into combos from moves such as an up tilt, setup moves such as a jab, or KO moves such as an up smash. At higher percentages, the blaster is often very useful to extend a combo if a move has too much knockback to followup reliably. Hyrule Castle is an excellent stage for him, as he dominates via the great projectile camping ability of his Blaster. However, it is less effective on Dream Land, due to having less space to laser camp, though it is still highly used.

Hitboxes[edit]

NTSC-J[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 5% 0 Sakurai angle 0 100 5 20 0 0 0 0 HitboxTableIcon(NoClang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M ?

NTSC-U/PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 6% 0 AngleIcon10.png 0 100 1 20 0 0 0 0 HitboxTableIcon(NoClang).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M ?

Summary[edit]

  • Buff Damage (5% → 6%).
  • Change Angle (361° → 10°).
  • Nerf Set knockback (5 → 1).

Timing[edit]

Ground[edit]

Shot 25
Repeat window 29-54
Animation length 54
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(Lag).png FrameIcon(Lag).png FrameIcon(LagPropS).png FrameIcon(LagPropE).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(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 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(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png

Air[edit]

Shot 15
Repeat window 15-44
Animation length 44
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(LagPropS).png FrameIcon(LagPropE).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(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 FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png
Legend (1 square = 1 frame)
Lag
Lag time
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankPropS).pngFrameIcon(BlankPropE).png
Prop event