Super Smash Bros. Melee

Fox (SSBM)/Up smash

< Fox (SSBM)
Revision as of 13:22, March 21, 2014 by Toomai (talk | contribs)

Overview

 
The hitbox of Fox's up smash.

Fox does a fast kick flip. It can also hit behind him with his foot, though this does extremely weaker knockback. Fox's up smash is considered to be the best up smash in the game by far. As Fox's most reliable finisher, it has very quick speed, very high vertical knockback, and decent range. It can reliably KO below 100% damage (KOing most characters in the 75% to 90% range), and it's the second most powerful uncharged up smash in the game behind Pikachu's. What makes Fox's up smash truly frightening, is Fox's multitude of options to combo into it. Waveshining combos directly into an up smash and Fox's fast dashing speed allows him to do a running, jump-canceled up smash to followup L-cancelled neutral aerials and back aerials. Against fastfallers, an uncharged up smash is often used as a followup to an up throw at low percentages, and at higher percentages, Fox can similarly combo into a charged up smash with an up throw.

During the first few frames, Fox's head (but not his snout) will be intangible.

Hitboxes

NTSC

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 18% 0   30 112 0 3.327912 13 0.0 0.0 0.0             Kick
1 0 18% 0   30 112 0 4.655952 13 2.327976 0.0 0.0             Kick
Late
0 0 13% 0   10 100 0 3.327912 13 0.0 0.0 0.0             Kick
1 0 13% 0   10 100 0 3.82788 13 2.327976 0.0 0.0             Kick

PAL

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean
0 0 17% 0   26 108 0 3.327912 13 0.0 0.0 0.0             Kick
1 0 17% 0   26 108 0 4.655952 13 2.327976 0.0 0.0             Kick
Late
0 0 13% 0   10 100 0 3.327912 13 0.0 0.0 0.0             Kick
1 0 13% 0   10 100 0 3.82788 13 2.327976 0.0 0.0             Kick

Summary

  •   Clean hit deals -1% damage.
  •   Clean hit has less base knockback and knockback scaling (-4 for each).

Timing

Head (not snout) intangible 1-9
Charges between 2-3
Clean hit 7-9
Late hit 10-17
Animation length 41
Interruptible 49
Hitboxes                                                                                   
Head (not snout)                                                                                   
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Interruptible

Similar moves