- Test Fox 2B.png
It's not the reflector—
it's the shine, baby.
Reflector
2B (air OK)
- Test Fox 2B Hitbox.png
Damage | Startup | Active | Recovery | Invuln |
---|---|---|---|---|
5 | 1 | 1 | 19 | 1~1 All 4~Release+1 Reflect |
Multi-Shine Input Timeline | |
---|---|
Input | Frame |
2B | 1 |
Jump | 8 |
2B | 13 |
Jump | 22 |
2B | 27 |
repeat |
This move is both Fox's defining attack and Melee's most iconic move. 2B forms the backbone of his punish game, starts and fills his combos, and provides general utility.
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:SSBM Falco Icon.pngFalco—get knocked down while heavy characters—such as File:SSBM Sheik Icon.pngSheik—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:SSBM Luigi Icon.pngLuigi—are pushed safely out of Fox's range while high traction characters—such as File:SSBM Peach Icon.pngPeach—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