Fox (SSBM)/Down aerial: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Fox Down Aerial Hitbox Melee.gif|thumb|Hitboxes of Fox's down aerial.]] | [[File:Fox Down Aerial Hitbox Melee.gif|thumb|Hitboxes of Fox's down aerial.]] | ||
Fox does a [[drill]] downwards while airborne, doing a maximum of 19.38% damage if all hits connect (due to how [[stale]]ness works) and very low [[set knockback]]. It's a very weak [[spike]], and can only produce knockback on low handicapped opponents and [[Wire Frames]], which combined with its long duration makes it mostly unreasonable to use offstage. However, it is a good move for racking up damage and a useful [[combo]]ing move - it has a generous autocancel window so upon landing it can be followed up with other moves, such as an {{mvsub|Fox|SSBM|up smash}} as a deadly finisher, an {{mvsub|Fox|SSBM|up tilt}} to combo into another aerial, or a [[waveshine]] to continue the combo with other moves. | Fox does a [[Drill (archetype)|drill]] downwards while airborne, doing a maximum of 19.38% damage if all hits connect (due to how [[stale]]ness works) and very low [[set knockback]]. It's a very weak [[spike]], and can only produce knockback on low handicapped opponents and [[Wire Frames]], which combined with its long duration makes it mostly unreasonable to use offstage. However, it is a good move for racking up damage and a useful [[combo]]ing move - it has a generous autocancel window so upon landing it can be followed up with other moves, such as an {{mvsub|Fox|SSBM|up smash}} as a deadly finisher, an {{mvsub|Fox|SSBM|up tilt}} to combo into another aerial, or a [[waveshine]] to continue the combo with other moves. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 11:53, July 7, 2015
Overview
Fox does a drill downwards while airborne, doing a maximum of 19.38% damage if all hits connect (due to how staleness works) and very low set knockback. It's a very weak spike, and can only produce knockback on low handicapped opponents and Wire Frames, which combined with its long duration makes it mostly unreasonable to use offstage. However, it is a good move for racking up damage and a useful comboing move - it has a generous autocancel window so upon landing it can be followed up with other moves, such as an up smash as a deadly finisher, an up tilt to combo into another aerial, or a waveshine to continue the combo with other moves.
Hitboxes
Timing
Attack
Initial autocancel | 1-4 |
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Hitboxes | 5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24 |
Ending autocancel | 31 |
Animation length | 49 |
Interruptible | 60 |
Landing lag
Animation length | 18 |
---|---|
L-cancelled animation length | 9 |
Normal | ||||||||||||||||||
L-cancelled |
Lag time |
Hitbox |
Autocancel |