Fox (SSBM)/Down special
Overview
Fox's Reflector, known informally as a shine, can reflect projectiles that are fired on Fox back at the opponent. It's primary use (in Melee), however, is as a direct attack, knocking opponents on a set semi-spike trajectory.
This move is widely considered the best move in the game, as well as the primary factor in the advancement of Fox's metagame. It comes out in one frame without any delay and has set knockback and hitstun, allowing it to be used for edgeguarding; gimping an opponent with this move is called a shine spike. By jump canceling the shine, which allows him to wavedash out of it, Fox can follow up with other moves such as a neutral aerial, up tilt, up smash, or another shine, allowing it to be used as a combo starter, extender or finisher at any percent.
The shine is also known for its fantastic ability to pressure shields. Due to the shine's ability to be jump-canceled, Fox can perform a technique called the multi-shine, where he can use several shines in a row without leaving the ground; Fox can use SHFFL'd aerials in the mix to force opponents to react as well. Fox can also use the initial frame of invincibility and jump cancel the shine into a grab (known as shine grabbing) to safely grab opponents. Even if he misses the shine as an attack, Fox can safely jump away from the opponent and force a reaction.
Though it's extremely fast and versatile, the move is not without flaws. The hitbox lasts for a single frame, necessitating Fox to be in range before activating it, rather than using it as an approach tool like his neutral aerial. Against opponents who tumble (Fox, Falco, Jigglypuff & Pikachu being the most common in tournament), if it hits while they're still on the ground, they can tech, potentially escaping a punish. If it hits while they're on the ground and near the edge of the stage or a platform, they can slideoff, immediately becoming actionable. Against opponents who don't tumble (Marth, C. Falcon, Peach, etc...), if it hits while they're in the air and slightly above the stage or a platform, they can land on the ground, thus entering their landing animation and cancelling the remaining hitstun, potentially leading to a reversal. In addition, if it's used to reflect projectiles, it will shatter if it bounces back the same projectile too many times due to an upper limit to how much base damage the reflected projectile should have before making contact with the Reflector. When this happens, Fox will go through the stun animation and be completely vulnerable to attack.
Hitboxes
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 5% | 0 | 0 | 100 | 80 | 7.999488 | 3 | 0.0 | 0.0 | 0.0 | Burn |
Timing
Minimum duration
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-21 |
Jump-cancellable | 4-21 |
Turnaround possible | 4-21 |
Animation length | 39 |
In general
Hitbox | 1 |
---|---|
Intangible | 1 |
Reflects | 4-[release+1] |
Jump-cancellable | 4-[release+1] |
Turnaround possible | 4-[release+1] |
Animation length | [release+19] |
Lag time |
Hitbox |
Vulnerable |
Loop point |
Reflect |
Intangible |
Turning around disables jump-canceling for 3 frames. These frames will always reflect, regardless of release time. If the reflect window was increased that way, the ending lag will also increase by the same amount.
Properties
Reflection radius | 8.5 |
---|---|
Reflection damage* | 1.5x |
Reflection speed | 1.0x |
Max reflectable damage | 50 |
Reflection lag** | 20 |
* Rounded up to the next whole number
** 20 frames + the ending animation
Similar moves