Super Smash Bros. Melee

Fox (SSBM)/Neutral special

< Fox (SSBM)
Revision as of 23:22, June 29, 2024 by 73.203.147.44 (talk) (→‎Overview: Changed minor wordage and fixed confusing tenses, as well as changing links to more appropriate articles. Also added a 2nd paragraph talking about its use racking up damage on stunned opponents, as well as for shield pressure.)
This article is about the hitbox visualization in Super Smash Bros. Melee. For the move itself, see Blaster (Fox).

Overview

 
The hitbox of Fox's Blaster, used on the ground.
 
The hitbox of Fox's Blaster, used in the air.

Fox's blaster fires red lasers at his opponents. The effects of the shots have changed from its Smash 64 incarnation, having a faster fire rate and an increased projectile speed, but no hitstun or ability to flinch opponents, making it unable to stop approaches or combo into other moves such as jab or up-smash. 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. Fox can perform other similar techniques, including 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.

In some instances, the lack of hitstun and flinch can actually be of benefit to Fox. In instances where inflicting those states would make the opponent actionable, such as a shield break or missed rest, fox can rack up percent using the blaster before hitting them with a combo starter or finishing them off with a kill move. The move can also assist in getting that shield break, considering that, when unstaled, it deals 7 frames of shield stun, meaning that, if the move is done frame perfectly, Fox can be (+3) on shield.

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
 
Hitbox
  
Loop point
 
Continuable
  
Prop event

Similar moves