(added fox move cards and some data for Fox) |
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======<span style="visibility:hidden;font-size:0">Overview</span>====== |
======<span style="visibility:hidden;font-size:0">Overview</span>====== |
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{{Overview |
{{Overview |
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|overview= {{StockIcon|SSBU|Fox}} '''McCloud''' is a quick but well rounded rushdown character that excels at pressuring the opponent in shield and at ledge. Fox has excellent mobility which allows him to move around the stage both on the ground and in the air very effectively. He also has fast aerials, and coupled with his high jump height and fast fall speed, he can use them to extend his combos or pressure opponents respectively. Fox is also a character that relies on {{term|tech-chase}}s, as many of his confirms, especially into his powerful {{clr|smash|Up Smash}} require a read or a reaction on the opponents tech option. |
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|overview= This is a character in SSBU. (Placeholder) |
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Fox does have his weaknesses however, one of which being his extremely light weight. Fox is the 5th lightest character in the game, despite having a fast fall speed. This makes him somewhat of a glass cannon, being able to use his fast moves and mobility to pressure and condition the opponent, but if Fox makes a mistake he can potentially lose a stock earlier than most fighters. Fox also has a somewhat flawed recovery. While not bad in terms of its travel distance, his up special {{clr|special|Fire Fox}} and side special {{clr|special|Fox Illusion}} are relatively easy to edgegaurd. |
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If outmaneuvering your opponent with blinding speed is something you enjoy, Fox is the character for you. |
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|summary= does things (Placeholder) |
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|summary= is a fast, well rounded rushdown character with strong tech-chasing and offensive pressure. |
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|pros= |
|pros= |
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* '''Flying Fox''' |
* '''Flying Fox:''' His fast falling speed combined with fast ground movement means that Fox moves around the stage quickly, and can easily position himself for whiff punishes. |
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* '''Great Frame Data''' |
* '''Great Frame Data:''' Fox's slowest grounded move is F-Smash at Frame 13, while a lot of his Aerials can be autocancelled from a FH. |
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* '''Good Combo Game''' |
* '''Good Combo Game:''' A lot of Fox's moves combo into each other easily. While his combos aren't very long, they make up for it in damage. |
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* '''Tech Chasing Extraordinaire:''' Fox's grounded speed and fast smash attacks make him great at tech chasing. The better the player's reactions the deadlier his punish game is |
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* '''Well Rounded:''' Fox's special moves useful for many situations. {{clr|special|Shine}} acts as a fast reflector for Fox to deal with projectiles, and {{clr|special|Blaster}} is a projectile that helps force approaches and unstale his other moves. This means that there's rarely a match-up where he is at a significant disadvantage. |
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* '''Neutral Game:''' All of the above contribute to the common saying that "you choose to lose the neutral as Fox". In other words, he has quite possibly the single best neutral in the entire game. |
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|cons= |
|cons= |
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*'''Can Struggle to Kill''' |
*'''Can Struggle to Kill:''' While not as bad as other characters like {{StockIcon|SSBU|Sheik}}, Fox does rely heavily on setups to lead into his strong knockback moves. He will need to mix up his attacks, or risk becoming predictable. |
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*'''Featherweight''' |
*'''Featherweight:''' Being the 5th lightest character in the game, if Fox gets hit by a highly damaging move, he's probably going to lose a stock. |
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*'''Flawed Recovery''' |
*'''Flawed Recovery:''' Fox's recovery options are predictable and easy to edgeguard. {{clr|special|Fox Illusion(Side-B)}} cannot be angled and is easily interceptable. While {{clr|special|Fire Fox(Up-B)}} covers good distance, it's slow startup and linear pattern means that Fox is a sitting duck to be spiked offstage. With Fox's fast fall speed, messing up an airdodge usually means death off stage. |
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|weight = 77 |
|weight = 77 |
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|spotDodge = |
|spotDodge = 23F (3~14F intangible) |
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|airDodge = intangible 2 |
|airDodge = 2~26F intangible (Neutral)<br>2~19F intangible (Directional) |
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|fastestOOS = {{clr|special|Jump Shine}} (6F),{{clr|aerial|N-Air}} (7F),{{clr|smash|Up Smash}} (8F) |
|fastestOOS = {{clr|special|Jump Shine}} (6F),{{clr|aerial|N-Air}} (7F),{{clr|smash|Up Smash}} (8F) |
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}} |
}} |
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==Normal Moves== |
==Normal Moves== |
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⚫ | |||
<big>{{Prompt|A}}</big> |
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⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Jab |
|attack=Jab |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Forward Tilt === |
=== {{clr|tilt|Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Tilt |
|attack=Forward Tilt |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Up Tilt === |
=== {{clr|tilt|Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Tilt |
|attack=Up Tilt |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Down Tilt === |
=== {{clr|tilt|Down Tilt}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Tilt |
|attack=Down Tilt |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Dash Attack === |
=== {{clr|tilt|Dash Attack}} === |
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<big>{{Prompt|A}} while dashing or running</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Dash Attack |
|attack=Dash Attack |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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==Smash Attacks== |
==Smash Attacks== |
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⚫ | |||
<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}}</big> |
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⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Smash |
|attack=Forward Smash |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Up Smash === |
=== {{clr|smash|Up Smash}} === |
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<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Smash |
|attack=Up Smash |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Down Smash === |
=== {{clr|smash|Down Smash}} === |
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<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Smash |
|attack=Down Smash |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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==Aerials== |
==Aerials== |
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⚫ | |||
<big>Airborne {{Prompt|A}}</big> |
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⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Neutral Air |
|attack=Neutral Air |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Forward |
=== {{clr|aerial|Forward Aerial}} === |
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<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Air |
|attack=Forward Air |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Back |
=== {{clr|aerial|Back Aerial}} === |
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<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Back Air |
|attack=Back Air |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Up |
=== {{clr|aerial|Up Aerial}} === |
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<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Air |
|attack=Up Air |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Down |
=== {{clr|aerial|Down Aerial}} === |
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<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Air |
|attack=Down Air |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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==Special Moves== |
==Special Moves== |
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⚫ | |||
<big>{{Prompt|B}}</big> |
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⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Blaster |
|attack=Blaster |
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*PlaceHolder |
*PlaceHolder |
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}} |
}} |
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=== Fox Illusion === |
=== {{clr|special|Fox Illusion}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Fox Illusion |
|attack=Fox Illusion |
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*PlaceHolder |
*PlaceHolder |
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}} |
}} |
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=== Fire Fox === |
=== {{clr|special|Fire Fox}} === |
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<big>{{Prompt|Analog Up}} + {{Prompt|B}}, then tilt the Analog Stick {{Prompt|Analog Neutral}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Fire Fox |
|attack=Fire Fox |
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*PlaceHolder |
*PlaceHolder |
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}} |
}} |
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=== Reflector === |
=== {{clr|special|Reflector}} === |
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<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Reflector |
|attack=Reflector |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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Commonly referred to as ''Shine''. |
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*PlaceHolder |
*PlaceHolder |
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}} |
}} |
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==Grabs & Throws== |
==Grabs & Throws== |
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=== Grab === |
=== {{clr|grab|Grab}} === |
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<big>{{Prompt|Z}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Grab |
|attack=Grab |
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|description= |
|description= |
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---- |
---- |
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;Standing Grab |
;Standing Grab |
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---- |
---- |
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;Pivot Grab (While Dashing, {{Prompt|Analog Left}}/ > {{Prompt|Z}}) |
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;Pivot Grab |
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---- |
---- |
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;Dash Grab |
;Dash Grab (While Dashing, {{Prompt|Z}}) |
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---- |
---- |
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;Pummel (After grabbing, {{Prompt|A}}) |
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;Pummel |
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}} |
}} |
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⚫ | |||
<big>After grabbing, {{Prompt|Analog Right}}</big> |
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⚫ | |||
{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Forward Throw |
|attack=Forward Throw |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Back Throw === |
=== {{clr|grab|Back Throw}} === |
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<big>After grabbing, {{Prompt|Analog Left}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Back Throw |
|attack=Back Throw |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Up Throw === |
=== {{clr|grab|Up Throw}} === |
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<big>After grabbing, {{Prompt|Analog Up}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Up Throw |
|attack=Up Throw |
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|specificHits=yes |
|specificHits=yes |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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=== Down Throw === |
=== {{clr|grab|Down Throw}} === |
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<big>After grabbing, {{Prompt|Analog Down}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Down Throw |
|attack=Down Throw |
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|specificHits= |
|specificHits= |
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|description= |
|description= |
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*PlaceHolder |
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}} |
}} |
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Latest revision as of 17:33, 9 June 2023
![](http://static.miraheze.org/dragdownwiki/thumb/e/e4/SSBU_Fox_Stock.png/25px-SSBU_Fox_Stock.png)
Fox does have his weaknesses however, one of which being his extremely light weight. Fox is the 5th lightest character in the game, despite having a fast fall speed. This makes him somewhat of a glass cannon, being able to use his fast moves and mobility to pressure and condition the opponent, but if Fox makes a mistake he can potentially lose a stock earlier than most fighters. Fox also has a somewhat flawed recovery. While not bad in terms of its travel distance, his up special Fire Fox and side special Fox Illusion are relatively easy to edgegaurd.
If outmaneuvering your opponent with blinding speed is something you enjoy, Fox is the character for you.
![]() |
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Pros | Cons |
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Normal Moves
Jab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Jab 1 | 1.8 | 2 | 17 | 361/180 | -12 | N/A |
Jab 2 | 1.0 | 2 | 20 | 361/180 | -16 | N/A |
Rapid Jab | 0.6 | 3/5/7/9/3/5/7/9 | - | 361 | NaN | N/A |
Rapid Jab Finisher | 2.0 | 3-4 | 38 | 361 | -32 to -31 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 1 | 20/15 | 35/33/20 | N/A | N/A | 3 | ||||||||
Jab 2 | 20 | 35/33/20 | N/A | N/A | 2 | ||||||||
Rapid Jab | 7 | 20 | N/A | N/A | 4 | ||||||||
Rapid Jab Finisher | 55 | 130 | N/A | N/A | 3 |
Forward Tilt
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Neutral | 6.0 | 6-8 | 23 | 361 | -11 to -9 (Neutral) -10 to 8 (Angled) |
N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral | 40 | 80 | N/A | N/A | 6 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
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Clean | 6.0/7.0/8.0 | 3-5 | 27 | 110/84 | -18 to -16/-17 to -15/-16 to -14 | N/A |
Late | 6.0/7.0/8.0 | 6-7 | 27 | 110/84 | -15 to -14/-14 to -13/-13 to -12 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Clean | 20 | 125/110 | N/A | N/A | 6/7/8 | ||||||||
Late | 20 | 125/110 | N/A | N/A | 6/7/8 |
Down Tilt
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0/7.0 | 7-8 | 27 | 77/75/72 | -12 to -11/-13 to -12 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
70 | 50 | N/A | N/A | 8/7 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 6.0 | 4-7 | 31 | 70 | -17 to -14 | N/A |
Late | 4.0 | 8-15 | 31 | 70 | -16 to -9 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 55 | 90 | N/A | N/A | 10 | ||||||||
Late | 40 | 90 | N/A | N/A | 7 |
Smash Attacks
Forward Smash
/
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 14.021 charged | 13-14 | 45 | 361 | -22 to -21-18 to -17 charged | N/A |
Late | 11.016.5 charged | 15-16 | 45 | 361 | -22 to -21-19 to -18 charged | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 28 | 100 | N/A | N/A | 105 charged | ||||||||
Late | 30 | 100 | N/A | N/A | 84 charged |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 16.024 charged | 8-9 | 55 | 80 | -36 to -35-32 to -31 charged | N/A |
Late | 11.016.5 charged | 10-11 | 55 | 361 | -37 to -36-34 to -33 charged | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 30 | 97 | N/A | N/A | 115 charged | ||||||||
Late | 10 | 100 | N/A | N/A | 84 charged |
Down Smash
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
14.0/12.021/18 charged | 6-7 | 52 | 25/361 | -36 to -35/-38 to -37-32 to -31/-34 to -33 charged | legs intangible 6-7 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
30 | 75 | N/A | N/A | 10/85/4 charged |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 9.0 | 4-6 | 38 | 361 | -3 | N/A |
Late | 6.0 | 7-23 | 38 | 361 | -4 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 10 | 100 | 7 | ? | 4 | ||||||||
Late | 0 | 100 | 7 | ? | 3 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hit 1 | 1.8 | 7-8 | 43 | 367/75 | -16 | N/A |
Hit 2 | 1.3 | 11-12 | 43 | 367/75 | -16 | N/A |
Hit 3 | 1.8 | 16-17 | 43 | 367/75 | -16 | N/A |
Hit 4 | 2.8 | 21-22 | 43 | 367/75 | -16 | N/A |
Hit 5 | 4.8 | 26-27 | 43 | 70 | -15 | N/A |
Landing | 2.0 | 1-2 | 18 | 60 | -14 to -13 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit 1 | 120 FKB/50 FKB/50 | 100/110 | 18 | ? | 2 | ||||||||
Hit 2 | 120 FKB/50 | 100/130 | 18 | ? | 2 | ||||||||
Hit 3 | 120 FKB/50 | 100/130 | 18 | ? | 2 | ||||||||
Hit 4 | 120 FKB/50 | 100/130 | 18 | ? | 2 | ||||||||
Hit 5 | 60 | 103 | 18 | ? | 3 | ||||||||
Landing | 100 | 35 | N/A | N/A | 3 |
Back Aerial
Airborne +
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
13.0 | 9-11 | 48 | 30 | -4 | N/A |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | 88 | 9 | ? | 5 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 5.0 | 9-10 | 35 | 92 | -10 | N/A |
Second Hit | 10.0 | 12-13 | 35 | 85 | -9 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 30 FKB | 130 | 13 | ? | 3 | ||||||||
Second Hit | 30 | 108 | 13 | ? | 4 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihit | 1.4 | 5 - 6/8 - 9/11 - 12/14 - 15/17 - 18 | 49 | 325/110 | -15 | N/A |
Final Hit | 3.0 | 23 | 49 | 60 | -15 | N/A |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | 20 FKB/15 | 100/30 | 17 | ? | 2 | ||||||||
Final Hit | 50 | 140 | 17 | ? | 2 |
Special Moves
Blaster
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 3.0 | 11-12 | 36 | 361 | -19 to -18 | N/A |
Normal | 2.0 | 13-19 | 36 | 361 | -17 to -11 | N/A |
Late | 1.4 | 20-32 | 36 | 361 | -11 to 1 | N/A |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 0 | 0 | N/A | N/A | 2 | ||||||||
Normal | 0 | 0 | N/A | N/A | 2 | ||||||||
Late | 0 | 0 | N/A | N/A | 2 |
Fox Illusion
/
+
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
8.0 | N/A | 55 Ground 72 Air |
85 | NaN | N/A |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
35 | 110 | 16 | N/A | 8 |
Fire Fox
+
, then tilt the Analog Stick
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihits | 1.8 | 20/22/24/26/28/30 | 87 | 105 | NaN | N/A |
Final Clean | 16.0 | 43-46 | 87 | 60 | -30 to -27 | N/A |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihits | 20 | 20 | N/A | N/A | 3 | ||||||||
Final Clean | 70 | 60 | N/A | N/A | 14 |
Reflector
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Start | 2.0 | 3 | 36 | 10/24 | 3 | all intangible 2-3 |
Reflector | N/A | 1-28 | 36 | N/A | N/A | N/A |
Commonly referred to as Shine.
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Start | 66 | 32/45 | N/A | N/A | 3 | ||||||||
Reflector | N/A | N/A | N/A | N/A | N/A |
Start:
- Commonly referred to as Shine
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Standing | N/A | 6-7 | 36 | N/A | N/A | N/A |
Dash | N/A | 10-11 | 44 | N/A | N/A | N/A |
Pivot | N/A | 11-12 | 39 | N/A | N/A | N/A |
Pummel | 1.0 | 1 | 5 | 361 | -2 | N/A |
- Standing Grab
- Pivot Grab (While Dashing,
/ >
)
- Dash Grab (While Dashing,
)
- Pummel (After grabbing,
)
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standing | N/A | N/A | N/A | N/A | N/A | ||||||||
Dash | N/A | N/A | N/A | N/A | N/A | ||||||||
Pivot | N/A | N/A | N/A | N/A | N/A | ||||||||
Pummel | 30 FKB | 100 | N/A | N/A | 2 |
Forward Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
4.0 | 10 | 33 | 48 | -18 | all invincible 1-11 |
3.0 | 11 | 33 | 40 | N/A | all invincible 1-11 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
140 FKB | 100 | N/A | N/A | 5 | ||||||||
35 | 130 | N/A | N/A | N/A |
Back Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Lasers | 2.0 | 16/19 | 49 | 361 | NaN | all invincible 1-10 |
Throw | 2.0 | 10 | 49 | 56 | N/A | all invincible 1-10 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lasers | 0 | 0 | N/A | N/A | 2 | ||||||||
Throw | 80 | 85 | N/A | N/A | N/A |
Up Throw
After grabbing,
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Lasers | 2.0 | 18/21 | 49 | 361 | NaN | all invincible 1-7 |
Throw | 2.0 | 7 | 49 | 90 | N/A | all invincible 1-7 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lasers | 0 | 0 | N/A | N/A | 2 | ||||||||
Throw | 75 | 110 | N/A | N/A | N/A |
Down Throw
After grabbing,
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
2.0 | 26/29 | 54 | 361 | NaN | all invincible 1-34 |
1.0 | 34 | 54 | 60 | N/A | all invincible 1-34 |
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | N/A | N/A | 2 | ||||||||
85 | 100 | N/A | N/A | N/A |
Misc. Attacks
Ledge Attack
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
9.0 | 19-21 | 55 | 45 | -27 to -25 | all intangible 1-21 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
90 | 20 | N/A | N/A | 9 |
Getup Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Up | 7.0 | 16-22 | 45 | 48 | -22 to -16 | all intangible 1-22 |
Down | 7.0 | 16-22 | 45 | 48 | -22 to -16 | all intangible 1-22 |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Up | 80 | 48 | N/A | N/A | 7 | ||||||||
Down | 80 | 48 | N/A | N/A | 7 |
Trip Attack
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|
5.0 | 19-26 | 49 | 361 | -24 to -17 | all intangible 1-7 |
- PlaceHolder
Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|
60 | 50 | N/A | N/A | 6 |
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To edit frame data, edit values in SSBU/Fox/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/e/e4/SSBU_Fox_Stock.png/50px-SSBU_Fox_Stock.png)
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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