Super Smash Bros. Ultimate

Fox (SSBU)/Neutral special

< Fox (SSBU)
Revision as of 16:57, November 5, 2022 by CanvasK (talk | contribs) (Grammar, formatting. Melee doesn't matter here)
This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Blaster (Fox).
Hitbox visualization showing Fox's neutral special, Blaster.

Overview

Fox shoots lasers from his blaster at a fast pace. The lasers have transcendent priority, meaning they cannot be snuffed out by attacks. They are also flinchless, meaning they cause no hitlag 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 percents where his smash attacks can't KO reliably. 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 Fox's 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, Fox's laser can be a valuable asset in the right hands and isn't to be underestimated.

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 3.0% 0   Speed-based 0 0 0   1.44 top 0.0 0.0 0.8 to 9.0 1.0× 1.0× 0%               Fox Blaster   All All            
The mid hit reduces damage to 2%, then the late hit reduces damage to 1.4%.

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)
                                                                                                                   
                                                                                                                   
                                                                                                                   
Legend (1 square = 1 frame)
 
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