Super Smash Bros. Melee

Fox (SSBM)/Neutral special

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 Smash 64, 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 projectile 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, albeit requiring consistently fast reflexes to do due to Fox's very quick short hop.

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   0 0 0 1.1718 0 0.0 0.0 -0.7812             Punch      
1 0 3% 0   0 0 0 1.1718 0 0.0 0.0 -3.644298             Punch      
2 0 3% 0   0 0 0 1.1718 0 0.0 0.0 -6.507396             Punch      
3 0 3% 0   0 0 0 1.5624 0 0.0 0.0 -14.0616             Punch      

Timing

Ground

First loop frame 7
Repeat window 4-16
Shot 12-45
Last loop frame 16
Animation length 40
                                                                                         
                                                                                         
                                                                                         

Air

First loop frame 4
Repeat window 4-14
Shot 10-43
Last loop frame 14
Animation length 36
                                                                                     
                                                                                     
                                                                                     
Legend (1 square = 1 frame)
 
Lag time
  
Loop point
 
Continuable
  
Prop event

Properties

Shot lifetime 34 frames

Similar moves