User:PrivateTarkus/sandbox3: Difference between revisions

From Dustloop Wiki
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| {{clr|4|j.2B}} || 13
| {{clr|4|j.2B}} || 13
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| {{clr|4|j.2B}} || 27
| {{clr|4|j.2B}} || 27

Revision as of 23:57, 9 July 2022

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Reflector

2B (air OK)

Damage Startup Active Recovery Invuln
5 1 1 19 4~Realase+1 Reflect
Total: 20

Multi-Shine Input Timeline 
Input Frame
2B 1
Jump 8
j.2B 13
Jump 22
j.2B 27
repeat

This is Melee's most iconic move, that forms the backbone of Fox's punish game, starts and fills his combos, and provides utility. If this move were its own character, it would be better than most of the cast.

Because 2B is active on frame 1, it is without a doubt Fox's best abare An attack during the opponent's pressure, intended to interrupt it. option. The reward on hit is tremendous, and the early jump cancel window makes the move relatively safe on whiff.

On hit, the reward varies depending on the character. Lightweight characters, such as File:Test Falco Icon.png Falco get knocked down while heavy characters, such as File:Test Shiek Icon.png Shiek are left in standing hitstun. For characters who are left standing, they are pushed away from fox a distance based on their traction. The higher the traction, the closer the character is left to Fox. Low traction characters, such as File:Test Luigi Icon.png Luigi, are pushed safely out of Fox's range while high traction characters, such as File:Test Peach Icon.png Peach are left close enough for Fox to continue a combo. The reward varies further based on if Reflector hits standing or airborne. High weight characters who are hit by 2B while they are in the air will land and have their hitstun animation canceled by the landing animation making them capable of punishing Fox on hit. See the Combo Page for a complete list of confirms against each character, and combo routes to go into.

A core technique to maximize Reflector's potency is the Multi-ShinePerforming Fox's reflector special multiple times in rapid succession by utilizing jump cancels.. Multi-shining is the act of performing multiple reflectors in rapid succession by jump canceling, inputting j.2B on the first airborne frame, landing, and repeating the process. This both acts as a high damage combo filler, and an aggressive way to essentially become a living hitbox in scramble situations.

Additional Frame Data

  • jump cancelable frames 4-21
  • reflects frames 4 to release+1
  • special 5f recovery on hit