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Fox (SSB)/Down smash: Difference between revisions

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Fox does a split kick, covering the front and back at the same time, doing 14% damage and decent horizontal knockback that also sends opponents on a favourable [[semi-spike]] trajectory. Its fast [[start-up]] makes it a pretty good finisher, as well as having some moderate [[range]], and low [[ending lag]]. Similar to his {{mvsub|Fox|SSB|down special}}, the shine, its said semi-spike trajectory makes his down smash a effective [[edge-guarding]] move. Fox also has some ways to [[combo]] into a down smash. Like his other two smashes, he can hit the opponent lightly with the first hit of his {{mvsub|Fox|SSB|neutral attack 1|alt=jab}} (at under around 90%; above will send the opponent too far up), or an up tilt (at very low percentages) to put them under [[hitstun]], then use his down smash as a finisher when near the [[edge]], or at least get them offstage.
Fox does a split kick, covering the front and back at the same time, doing 14% damage and decent horizontal knockback that also sends opponents on a favourable [[semi-spike]] trajectory. Its fast [[start-up]] makes it a pretty good finisher, as well as having some moderate [[range]], and low [[ending lag]]. Similar to his {{mvsub|Fox|SSB|down special}}, the shine, its said semi-spike trajectory makes his down smash a effective [[edge-guarding]] move. Fox also has some ways to [[combo]] into a down smash. Like his other two smashes, he can hit the opponent lightly with the first hit of his {{mvsub|Fox|SSB|neutral attack 1|alt=jab}} (at under around 90%; above will send the opponent too far up), or an up tilt (at very low percentages) to put them under [[hitstun]], then use his down smash as a finisher when near the [[edge]], or at least get them offstage.


{{technical data}}
==Hitboxes==
===NTSC-J===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=14%
|angle=70
|bk=30
|ks=100
|fkv=0
|r=130
|bn=25
|xpos=90
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=14%
|angle=70
|bk=30
|ks=100
|fkv=0
|r=130
|bn=20
|xpos=90
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}
 
===NTSC-U/PAL===
{{SSB64HitboxTableHeader}}
{{SSB64HitboxTableRow
|id=0
|damage=14%
|angle=25
|anglebg=buff
|bk=35
|bkbg=buff
|ks=80
|ksbg=nerf
|fkv=0
|r=130
|bn=25
|xpos=90
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=14%
|angle=25
|anglebg=buff
|bk=35
|bkbg=buff
|ks=80
|ksbg=nerf
|fkv=0
|r=130
|bn=20
|xpos=90
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}
 
====Summary====
*{{buff|Angle (70° → 25°).}}
*{{nerf|Knockback (30 (base), 100 (scaling) → 35/80).}}
 
==Timing==
{|class="wikitable"
|-
!Legs intangible
|1-6
|-
!Hitboxes
|6-10
|-
!Animation length
|49
|}
 
{{FrameStripStart}}
|'''Hitboxes''' {{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=5}}{{FrameStrip|t=Lag|c=39}}
|-
|'''Legs''' {{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=43}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|intangible=y}}


{{MvSubNavFox|g=SSB}}
{{MvSubNavFox|g=SSB}}

Latest revision as of 04:02, May 30, 2020

Overview[edit]

Hitbox of Fox's down smash.

Fox does a split kick, covering the front and back at the same time, doing 14% damage and decent horizontal knockback that also sends opponents on a favourable semi-spike trajectory. Its fast start-up makes it a pretty good finisher, as well as having some moderate range, and low ending lag. Similar to his down special, the shine, its said semi-spike trajectory makes his down smash a effective edge-guarding move. Fox also has some ways to combo into a down smash. Like his other two smashes, he can hit the opponent lightly with the first hit of his jab (at under around 90%; above will send the opponent too far up), or an up tilt (at very low percentages) to put them under hitstun, then use his down smash as a finisher when near the edge, or at least get them offstage.

Hitboxes[edit]

NTSC-J[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 14% 0 AngleIcon70.png 30 100 0 130 25 90 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 14% 0 AngleIcon70.png 30 100 0 130 20 90 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

NTSC-U/PAL[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
0 0 14% 0 AngleIcon25.png 35 80 0 130 25 90 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 0 14% 0 AngleIcon25.png 35 80 0 130 20 90 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Summary[edit]

  • Buff Angle (70° → 25°).
  • Nerf Knockback (30 (base), 100 (scaling) → 35/80).

Timing[edit]

Legs intangible 1-6
Hitboxes 6-10
Animation length 49
Hitboxes  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
Legs  FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Intangible).png
Intangible