Fox (SSBU)/Neutral special: Difference between revisions
(Undid edit by Juju1995: Flinchless doesn't mean 0 knockback; it's used for windboxes so they push opponents without making them flinch. The flinchless bit in this move's script is set to false) Tag: Undo |
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{{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Blaster (Fox)}} | {{disambig2|the hitbox visualization in ''Super Smash Bros. Ultimate''|the move itself|Blaster (Fox)}} | ||
[[File:FoxNSpecialSSBU.gif|thumb|550px|Hitbox visualization showing Fox's neutral special, Blaster.]] | [[File:FoxNSpecialSSBU.gif|thumb|550px|Hitbox visualization showing Fox's neutral special, Blaster.]] | ||
==Overview== | ==Overview== | ||
Fox shoots lasers from his blaster at a fast pace. The lasers fired have [[transcendent priority]], meaning they cannot be snuffed out by attacks. They are also [[flinchless]], meaning they cause no hitstun or knockback. This property alongside their fast fire rate means fox can use them to rack up damage if the event of [[shield break|breaking a shield]] at lower precents where his smash attacks can't KO reliably, even when fully charged. They can also be used to force approaches to punish from camping opponents and zoning characters (however, this isn't as effective against [[Steve]], due to his blocks being able to sponge up the damage from the lasers), although Foxes rushdown play-style can make this counter-intuitive at times. The lasers also suffer from damage falloff, meaning they become weaker as they travel farther. Despite this, Foxes laser can be a valuable asset in the right hands, and isn't to be underestimated, despite having fallen from grace since [[Melee]]. | |||
==Hitboxes== | ==Hitboxes== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 16:52, November 5, 2022
Overview
Fox shoots lasers from his blaster at a fast pace. The lasers fired have transcendent priority, meaning they cannot be snuffed out by attacks. They are also flinchless, meaning they cause no hitstun or knockback. This property alongside their fast fire rate means fox can use them to rack up damage if the event of breaking a shield at lower precents where his smash attacks can't KO reliably, even when fully charged. They can also be used to force approaches to punish from camping opponents and zoning characters (however, this isn't as effective against Steve, due to his blocks being able to sponge up the damage from the lasers), although Foxes rushdown play-style can make this counter-intuitive at times. The lasers also suffer from damage falloff, meaning they become weaker as they travel farther. Despite this, Foxes laser can be a valuable asset in the right hands, and isn't to be underestimated, despite having fallen from grace since Melee.
Hitboxes
Timing
Grounded
Loop points | 6-7, 16-17 |
---|---|
Repeat window | 3-17 |
Clean hit | 11-12 |
Mid hit | 13-19 |
Late hit | 20-32 |
Interruptible (from loop) | 37 (21) |
Animation length (from loop) | 60 (44) |
Aerial
Loop points | 4-5, 14-15 |
---|---|
Repeat window | 2-15 |
Clean hit | 9-10 |
Mid hit | 11-17 |
Late hit | 18-30 |
Interruptible (from loop) | 35 (21) |
Animation length (from loop) | 58 (44) |
Lag time |
Hitbox |
Hitbox change |
Loop point |
Continuable |
Prop event |
Interruptible |
Parameters
These parameters also apply to the lasers fired from Fox's back throw, up throw, and down throw, with the only difference being the trajectories they are fired at.
Laser offsets | [6, 1.2] |
---|---|
Travel speed | 7 |
Lifetime | 22 frames |
Friction | 0 |
Initial length | 3 |
Maximum length throughout travel | 11.25 |
Can pierce opponents? | No |
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