Super Smash Bros. Melee

Fox (SSBM)/Neutral special: Difference between revisions

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(dang I actually might not have all the info for this or its clone yet)
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[[File:Fox Neutral Special Hitbox Melee.gif|thumb|The hitbox of Fox's Blaster, used on the ground.]]
[[File:Fox Neutral Special Hitbox Melee.gif|thumb|The hitbox of Fox's Blaster, used on the ground.]]
[[File:Fox Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Fox's Blaster, used in the air.]]
[[File:Fox Neutral Special Hitbox Aerial Melee.gif|thumb|The hitbox of Fox's Blaster, used in the air.]]
Fox's '''[[Blaster]]''' can fire red lasers at opponents that damages them for 1%-3% per shot. The effects of the shots have changed from the original ''[[Super Smash Bros.]]'', having a faster firing rate and an increased traveling speed of the lasers, but the blaster has no [[hitstun]] or ability to [[flinch]] opponents, making it unable to stop [[approach]]es. However, players can still make use of its long range to [[camp]], potentially racking up damage from a distance. Fox can also perform the [[short hop laser]] technique so he can draw his blaster quicker and reduce the [[ending lag]]; he can also move around slightly while doing so. Other similar techniques include [[short hop double laser]], [[ledgehopped double laser]], and [[wavelanded laser]].
Fox's '''[[Blaster]]''' can fire red lasers at opponents. The effects of the shots have changed from the original ''[[Super Smash Bros.]]'', having a faster firing rate and an increased traveling speed of the lasers, but the blaster has no [[hitstun]] or ability to [[flinch]] opponents, making it unable to stop [[approach]]es. However, players can still make use of its long range to [[camp]], potentially racking up damage from a distance. Fox can also perform the [[short hop laser]] technique so he can draw his blaster quicker and reduce the [[ending lag]]; he can also move around slightly while doing so. Other similar techniques include [[short hop double laser]], [[ledgehopped double laser]], and [[wavelanded laser]].


{{technical data}}
==Hitboxes==
{{MeleeHitboxTableHeader|special=y}}
{{MeleeSpecialHitboxTableRow
|id=0
|damage=3%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1.2
|bn=0
|zpos=-0.8
|clang=0
|rebound=0
|effect=Normal
|slvl=S
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
{{MeleeSpecialHitboxTableRow
|id=1
|damage=3%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1.2
|bn=0
|zpos=-3.732
|clang=0
|rebound=0
|effect=Normal
|slvl=S
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
{{MeleeSpecialHitboxTableRow
|id=2
|damage=3%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1.2
|bn=0
|zpos=-6.664
|clang=0
|rebound=0
|effect=Normal
|slvl=S
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
{{MeleeSpecialHitboxTableRow
|id=3
|damage=3%
|angle=361
|bk=0
|ks=0
|fkv=0
|r=1.6
|bn=0
|zpos=-14.4
|clang=0
|rebound=0
|effect=Normal
|slvl=S
|sfx=Punch
|blockable=1
|reflectable=1
|absorbable=1
|specialraw=10fdd000
}}
|}


===Attack data===
==Timing==
*Total number of frames: 36
===Ground===
*Laser comes out: frame 10
{|class="wikitable"
*Repeated shots available: every 10 frames
!First loop frame
*Total number of frames laser lasts for: 34
|7
*Autocancel: upon landing
|-
!Repeat window
|4-16
|-
!Shot
|12
|-
!Last loop frame
|16
|-
!Animation length
|40
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=6|e=LagLoopS}}{{FrameStrip|t=Lag|c=5|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=5|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=24|s=LagLoopE}}
|-
{{FrameStrip|t=Blank|c=3}}{{FrameStrip|t=Continuable|c=3|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=10|s=ContinuableLoopE|e=ContinuableLoopS}}{{FrameStrip|t=Blank|c=24|s=BlankLoopE}}
|}
 
===Air===
{|class="wikitable"
!First loop frame
|4
|-
!Repeat window
|4-14
|-
!Shot
|10
|-
!Last loop frame
|14
|-
!Animation length
|36
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=4|e=LagLoopS}}{{FrameStrip|t=Lag|c=5|s=LagLoopE|e=LagPropS}}{{FrameStrip|t=Lag|c=5|s=LagPropE|e=LagLoopS}}{{FrameStrip|t=Lag|c=22|s=LagLoopE}}
|-
{{FrameStrip|t=Blank|c=4|e=ContinuableLoopS}}{{FrameStrip|t=Continuable|c=10|s=ContinuableLoopE|e=ContinuableLoopS}}{{FrameStrip|t=Blank|c=22|s=BlankLoopE}}
|}
 
{{FrameIconLegend|lag=y|loop=y|continuable=y|prop=y}}
 
==Properties==
{|class="wikitable"
!Shot lifetime
|34 frames
|}


==Similar moves==
==Similar moves==
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[[Category:Neutral special moves]]
[[Category:Neutral special moves]]
[[Category:Projectiles]]
[[Category:Projectiles]]
[[Category:Reflectable attacks]]
[[Category:Absorbable attacks]]

Revision as of 19:17, October 28, 2013

Overview

The hitbox of Fox's Blaster, used on the ground.
The hitbox of Fox's Blaster, used in the air.

Fox's Blaster can fire red lasers at opponents. The effects of the shots have changed from the original Super Smash Bros., having a faster firing rate and an increased traveling speed of the lasers, but the blaster has no hitstun or ability to flinch opponents, making it unable to stop approaches. However, players can still make use of its long range to camp, potentially racking up damage from a distance. Fox can also perform the short hop laser technique so he can draw his blaster quicker and reduce the ending lag; he can also move around slightly while doing so. Other similar techniques include short hop double laser, ledgehopped double laser, and wavelanded laser.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound Blockable Reflectable Absorbable
0 0 3% 0 Sakurai angle 0 0 0 0.0046872 0 0.0 0.0 -0.0031248 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png
1 0 3% 0 Sakurai angle 0 0 0 0.0046872 0 0.0 0.0 -0.014577192 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png
2 0 3% 0 Sakurai angle 0 0 0 0.0046872 0 0.0 0.0 -0.026029584 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png
3 0 3% 0 Sakurai angle 0 0 0 0.0062496 0 0.0 0.0 -0.0562464 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch HitboxTableIcon(Blockable).png HitboxTableIcon(Reflectable).png HitboxTableIcon(Absorbable).png

Timing

Ground

First loop frame 7
Repeat window 4-16
Shot 12
Last loop frame 16
Animation length 40
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagLoopS).png FrameIcon(LagLoopE).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(LagLoopS).png FrameIcon(LagLoopE).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(Continuable).png FrameIcon(Continuable).png FrameIcon(ContinuableLoopS).png FrameIcon(ContinuableLoopE).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(ContinuableLoopS).png FrameIcon(BlankLoopE).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

Air

First loop frame 4
Repeat window 4-14
Shot 10
Last loop frame 14
Animation length 36