Super Smash Bros. Melee

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.]]
This is perhaps the best up smash in the game. As one of Fox's reliable finishers, 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 up smash in the game behind {{SSBM|Pikachu}}'s. It can be a great follow up from a [[shine]] or [[jab cancel]].
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

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 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 AngleIcon80.png 30 112 0 0.013311648 13 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 Template:DamageWhenCharged 0 AngleIcon80.png 30 112 0 0.018623808 13 0.009311904 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
Late
0 0 Template:DamageWhenCharged 0 Sakurai angle 10 100 0 0.013311648 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 Template:DamageWhenCharged 0 Sakurai angle 10 100 0 0.01531152 13 0.009311904 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M 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  FrameIcon(Lag).png FrameIcon(LagChargeS).png FrameIcon(LagChargeE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Head (not snout)  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
ChargeCharge
Charge interval
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible

Similar moves