Hitbox visualization showing Fox's dash attack.
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OverviewEdit

Fox does a running kick. Due to its long range, slight increase in movement speed at the start of the animation, and 3 frame startup, Fox's dash attack makes for an excellent whiff punishing option, albeit with weaknesses. Its low knockback makes it easily ASDI-down teched until well-over 100% for most of the cast, and its high endlag can make it unsafe on hit at low percents regardless of the opponent using crouch-cancelling or being in the air. Within combos and on a successful hit on an airborne opponent, it serves as an excellent combo starter and one of Fox's key kill confirms. Against fast-fallers, it will easily combo into upsmash in its kill percent range on everything except DI away, which Fox can instead opt to do a tech-chase into upsmash from instead. Against mid-fallers and some floaties (such as Doctor Mario, Peach, and Luigi), it can true combo into up air at kill percent. Altogether, a move with some inherent risk attached due to its vulnerability to crouch cancelling and ASDI-down, but excellent reward when used correctly.

HitboxesEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Clean hit
0 0 7% 1   35 90 0 3.82788 7 3.906 0.0 0.0             Kick
1 0 7% 1   35 90 0 3.82788 7 0.0 0.0 0.0             Kick
Late hit
0 0 5% 1   20 90 0 2.7342 7 3.1248 0.0 0.0             Kick
1 0 5% 1   20 90 0 2.7342 7 0.0 0.0 0.0             Kick

TimingEdit

Clean hit 4-7
Late hit 8-17
Interruptible 36
Animation length 39
                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Interruptible