This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Fire Fox.
Hitbox visualization showing Fox's up special, Fire Fox.
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OverviewEdit

HitboxesEdit

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
Charging hits
0 0 0 1.8% 0   Standard 20 20 0   8.0 top 0.0 8.0 0.0 0.8× 0.6× 0%               Fire   All All            
Clean hit
0 0 0 16.0% 5.0   Forward 70 60 0   7.2 hip 2.5 -1.5 0.0 1.0× 1.0× 0%               Fire   All All            
Late hit
0 0 0 10.0% 5.0   Forward 85 50 0   5.0 hip 2.5 -1.5 0.0 1.0× 1.0× 0%               Fire   All All            

TimingEdit

AttackEdit

The move enables ledge grabs from both sides starting on frame 44. Jostling is also disabled during frames 43-72.

Charging hits 20, 22, 24, 26, 28, 30, 32
Clean hit 43-46
Late hit 47-72
Animation length 86
                                                                                                                                                                           

Bounce off groundEdit

Animation length 16
                               

LandingEdit

Animation length 20
                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change

ParametersEdit

Horizontal speed multiplier on startup 0.8
Friction on startup 0.02
Period before applying startup gravity 12 frames
Startup gravity 0.015
Frame to decide dash angle 30
Dash duration 30 frames
Initial speed 3.8
Period before applying dash friction 6 frames
Dash friction 0.1
Minimum angle difference to bounce off ground 20°
Bounce-off horizontal speed multiplier 0.8
Bounce-off friction 0.05
Bounce-off vertical speed 3
Bounce-off gravity 0.19
Helplessness air speed multiplier 0.85
Landing lag 20 frames