Fox (SSBM)/Up smash: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Fox Up Smash Hitbox Melee.gif|thumb|The hitbox of Fox's up smash.]] | [[File:Fox Up Smash Hitbox Melee.gif|thumb|The hitbox of Fox's up smash.]] | ||
Fox's up smash is far and away considered the best up smash in the game. As Fox's most reliable finisher, it has very quick speed, very high vertical knockback, and decent range. It can reliably KO below 100% damage (KOing most characters in the 75 to 90 range), and it's the second most powerful uncharged up smash in the game behind {{SSBM|Pikachu}}'s. What makes Fox's up smash truly frightening, is Fox's multitude of options to set it up. Waveshining combos directly into an up smash and Fox's high dashing speed allows Fox to do a running, jump-canceled up smash to follow up L-canceled nairs and bairs. Against fast fallers, an uncharged up smash is often done out of an up throw at low percentages and at higher percentages, Fox can similarly combo into a charged up smash with an up throw. | |||
==Hitboxes== | ==Hitboxes== |
Revision as of 17:02, July 21, 2013
Overview
Fox's up smash is far and away considered the best up smash in the game. As Fox's most reliable finisher, it has very quick speed, very high vertical knockback, and decent range. It can reliably KO below 100% damage (KOing most characters in the 75 to 90 range), and it's the second most powerful uncharged up smash in the game behind Pikachu's. What makes Fox's up smash truly frightening, is Fox's multitude of options to set it up. Waveshining combos directly into an up smash and Fox's high dashing speed allows Fox to do a running, jump-canceled up smash to follow up L-canceled nairs and bairs. Against fast fallers, an uncharged up smash is often done out of an up throw at low percentages and at higher percentages, Fox can similarly combo into a charged up smash with an up throw.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | ||||||||||||||||||
0 | 0 | Template:DamageWhenCharged | 0 | 30 | 112 | 0 | 0.013311648 | 13 | 0.0 | 0.0 | 0.0 | Kick | ||||||
1 | 0 | Template:DamageWhenCharged | 0 | 30 | 112 | 0 | 0.018623808 | 13 | 0.009311904 | 0.0 | 0.0 | Kick | ||||||
Late | ||||||||||||||||||
0 | 0 | Template:DamageWhenCharged | 0 | 10 | 100 | 0 | 0.013311648 | 13 | 0.0 | 0.0 | 0.0 | Kick | ||||||
1 | 0 | Template:DamageWhenCharged | 0 | 10 | 100 | 0 | 0.01531152 | 13 | 0.009311904 | 0.0 | 0.0 | Kick |
Timing
Head (not snout) intangible | 1-9 |
---|---|
Charges between | 2-3 |
Clean hit | 7-9 |
Late hit | 10-17 |
Animation length | 41 |
Interruptible | 49 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||
Head (not snout) |
Lag time |
Charge interval |
Hitbox |
Hitbox change |
Vulnerable |
Intangible |
Interruptible |