This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Reflector.
Hitbox visualization showing the hitbox of Fox's down special, Reflector.
Hitbox visualization showing Fox's down special, Reflector.
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Overview

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
0 0 0 2.0% 0   Standard 66 32 0   7.5 top 0.0 6.5 0.0 1.0× 1.0× 0%               Electric   All All            
1 0 0 2.0% 0   Standard 66 45 0   7.5 top 0.0 6.5 0.0 1.0× 1.0× 0%               Electric   All All            

Timing

After one full loop, releasing the button at any point causes the move to transition into the ending portion.

Upon reflecting a projectile, the move lasts an extra 20 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.

Intangibility 2-3
Hitbox 3
Loop points 3-4, 23-24
Reflection 4-23
Interruptible (from loop) 37 (14)
Animation length (from loop) 45 (22)
                                                                                         
                                                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
  
Loop point
 
Reflect
 
Intangible
 
Interruptible

Parameters

Move

Horizontal speed multiplier on startup 0.5
Period before applying gravity 4 frames
Gravity 0.027
Minimum reflection period 20 frames

Reflector

Size 8.5u
Damage threshold 50%
Damage multiplier 1.4
Speed multiplier 1.4
Lifetime multiplier 1