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Fox (SSB)/Up aerial: Difference between revisions

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==Overview==
==Overview==
[[File:Fox Up Aerial Hitboxes Smash 64.gif|thumb|Hitboxes of Fox's uair.]]
[[File:Fox Up Aerial Hitboxes Smash 64.gif|thumb|Hitboxes of Fox's uair.]]
Fox flips while airborne and uses his two feet to kick upwards, doing 2% damage and very low knockback on the first hit and 13% damage and fairly high knockback on the second hit. Its power does great against floaty and light characters such as {{SSB|Jigglypuff}} and {{SSB|Kirby}}. Its quick speed also makes the move one of Fox's reliable finishers along with his {{mvsub|Fox|SSB|up smash}}. The move can also [[juggle]] opponents. At low percentages both hits can juggle reliably, while only landing the first hit produces [[set knockback]], meaning it can juggle at any percentage to rack up damage (though hitting with only the first hit is difficult to do and may be somewhat situational). In fact, it has the potential to be used [http://www.youtube.com/watch?v=QjI49fJ5ttA as an infinite], being possible at any percentage due to the set knockback, though the opponent can [[SDI]] off the stage, into a wall, low towards the ground, or into the second hit of the attack to prevent the infinite from going further.
Fox flips while airborne and uses his two feet to kick upwards, doing 2% damage and very low [[set knockback]] on the first hit and 13% damage and fairly high knockback on the second hit. It is one of Fox's most reliable vertical finishers along with his {{mvsub|Fox|SSB|up smash}}, especially against [[floaty]] characters such as {{SSB|Kirby}} and {{SSB|Jigglypuff}}, and is also an excellent and very versatile [[combo]]ing and [[juggling]] move against floaties and [[fastfaller]]s alike. On grounded opponents, it can setup almost any move at very low percentages, and at mid to high percentages, it can combo into itself or other aerials. On stages such as {{SSB|Dream Land}}, the move is even more versatile due to the [[platform]]s aiding it, allowing it to also setup grounded moves.


{{technical data}}
Hitting with the first part of the move only can also be used in combos and juggles to some extent. Against floaty characters, its set knockback is made significantly higher, to the point where it can almost bounce them up from the bottom of Dream Land to the top platform. Against fastfallers, the set knockback is very low, though this means it can be chained into itself and setup any move at any percentage, and even has the potential to be used [http://www.youtube.com/watch?v=QjI49fJ5ttA as an infinite]. However, [[SDI]] makes this technique less effective, as the opponent can SDI off of the stage, into a wall, or low towards the ground to escape Fox's reach, as well as into the second hit of the move to prevent the infinite from going any further. Additionally, hitting with the first part of the move only is very difficult to perform consistently, and is overall rather situational.
 
==Hitboxes==
{{SSB64HitboxTableHeader}}
{{HitboxTableTitle|Hit 1|19}}
{{SSB64HitboxTableRow
|id=0
|damage=2%
|angle=90
|bk=0
|ks=100
|fkv=100
|r=160
|bn=25
|effect=Normal
|slvl=S
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|damage=2%
|angle=90
|bk=0
|ks=100
|fkv=100
|r=170
|bn=5
|xpos=110
|effect=Normal
|slvl=S
|sfx=Kick
}}
{{HitboxTableTitle|Hit 2|19}}
{{SSB64HitboxTableRow
|id=0
|part=1
|damage=13%
|angle=90
|bk=0
|ks=135
|fkv=0
|r=170
|bn=25
|effect=Normal
|slvl=L
|sfx=Kick
}}
{{SSB64HitboxTableRow
|id=1
|part=1
|damage=13%
|angle=90
|bk=0
|ks=135
|fkv=0
|r=185
|bn=5
|xpos=110
|effect=Normal
|slvl=L
|sfx=Kick
}}
|}
 
==Timing==
===Attack===
{|class="wikitable"
|-
!Initial auto-cancel
|1-5
|-
!Hit 1
|6-11
|-
!Hit 2
|12-13
|-
!Ending auto-cancel
|14-
|-
!Animation length
|39
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=5}}{{FrameStrip|t=Hitbox|c=6|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=2|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=26}}
|-
{{FrameStrip|t=Autocancel|c=5}}{{FrameStrip|t=Blank|c=8}}{{FrameStrip|t=Autocancel|c=26}}
{{FrameStripEnd}}
 
===Landing lag===
{|class="wikitable"
|-
!Animation length
|40
|-
!L-cancelled animation length
|4
|}
 
{{FrameStripStart}}
|Normal {{FrameStrip|t=Lag|c=40}}
|-
|L-cancelled {{FrameStrip|t=Lag|c=4}}{{FrameStrip|t=Blank|c=36}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|autocancel=y|interruptible=y}}


{{MvSubNavFox|g=SSB}}
{{MvSubNavFox|g=SSB}}
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[[Category:Up aerials (SSB)]]
[[Category:Up aerials (SSB)]]
[[Category:Normal attacks (SSB)]]
[[Category:Normal attacks (SSB)]]
[[Category:Aerial attacks (SSB)]]

Latest revision as of 14:48, September 13, 2020

Overview[edit]

Hitboxes of Fox's uair in Smash 64.
Hitboxes of Fox's uair.

Fox flips while airborne and uses his two feet to kick upwards, doing 2% damage and very low set knockback on the first hit and 13% damage and fairly high knockback on the second hit. It is one of Fox's most reliable vertical finishers along with his up smash, especially against floaty characters such as Kirby and Jigglypuff, and is also an excellent and very versatile comboing and juggling move against floaties and fastfallers alike. On grounded opponents, it can setup almost any move at very low percentages, and at mid to high percentages, it can combo into itself or other aerials. On stages such as Dream Land, the move is even more versatile due to the platforms aiding it, allowing it to also setup grounded moves.

Hitting with the first part of the move only can also be used in combos and juggles to some extent. Against floaty characters, its set knockback is made significantly higher, to the point where it can almost bounce them up from the bottom of Dream Land to the top platform. Against fastfallers, the set knockback is very low, though this means it can be chained into itself and setup any move at any percentage, and even has the potential to be used as an infinite. However, SDI makes this technique less effective, as the opponent can SDI off of the stage, into a wall, or low towards the ground to escape Fox's reach, as well as into the second hit of the move to prevent the infinite from going any further. Additionally, hitting with the first part of the move only is very difficult to perform consistently, and is overall rather situational.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Hit 1
0 0 2% 0 AngleIcon90.png 0 100 100 160 25 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick
1 0 2% 0 AngleIcon90.png 0 100 100 170 5 110 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Kick
Hit 2
0 1 13% 0 AngleIcon90.png 0 135 0 170 25 0 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick
1 1 13% 0 AngleIcon90.png 0 135 0 185 5 110 0 0 HitboxTableIcon(Clang).png EffectIcon(Normal).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick

Timing[edit]

Attack[edit]

Initial auto-cancel 1-5
Hit 1 6-11
Hit 2 12-13
Ending auto-cancel 14-
Animation length 39
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(HitboxChangeS).png FrameIcon(HitboxChangeE).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(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png FrameIcon(Autocancel).png

Landing lag[edit]

Animation length 40
L-cancelled animation length 4
Normal  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 FrameIcon(Lag).png
L-cancelled  FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Autocancel).png
Autocancel
FrameIcon(Interruptible).png
Interruptible