nyuuzyou/wikis huggingface dataset:
Fox (SSBM)/Down tilt

==Overview==
Fox does a quick sweep with his tail. A well-rounded move with decent reach, speed, and knockback, that allows it to be used as a quick poke and a combo extension tool. Commonly used as an overshooting approach, as well as an alternative to a jab reset after hitting a lightweight opponent with Shine. Its low profile hitbox is also well-suited to catching people jumping and recovering to ledge, and can shieldpoke some characters from the back of their shield when spaced very close. All-round, a good move with a lot of utility in many matchups that can be used for a variety of purposes.
As a frame 7 move, it can true combo from Fox's drill against several characters, as long as the drill is un-staled, and is otherwise commonly confirmed off running shine and nair.
==Hitboxes==
|}
==Timing==
Hitbox 	7-9
Interruptible 	28
Animation length	29
Category:Fox (SSBM)
Category:Down tilts (SSBM)
Fox (SSBM)/Edge attack (fast)

==Overview==
Fox does a flip onto stage while performing a single-hit drill kick towards the center, then performs a handstand to flip himself back into a standing position. The move is debatably Fox's worst <100% ledge option, although others would argue that position belongs to his <100% ledge jump. It's easily reactable, being tied for the 5th-slowest ledge attack in the game and having ⁵⁄₁₂ of a second of startup. Like most ledge attacks, it loses out to shield and crouch cancelling. In addition, it has a third of a second of end lag, easily making it whiff punishable.
There are some positives to the move: it boasts decent range, and Fox reels back quite a distance after performing the drill kick, making some short range moves whiff against it, assuming the opponent didn't shield. Additionally, among Fox's <100% ledge options, it occupies ledge for the longest time, even beating out his ledge roll and giving it some utility in ledgehogging. Even still, this is not enough to redeem the move in the eyes of competitive Fox players, making it a rare sight in competitive matches. If a Fox player does perform this move, there's a decent chance that it was a misinput, and the Fox player was instead attempting Fox's ledgedash, for which Fox is tied with for the most amount of GALINT, or an attack from ledge, done by letting go, immediately double jumping, then doing the input for the attack, which may be an aerial or Fox Illusion.
==Hitboxes==
|}
==Timing==
Intangible 	1-21
Hitboxes 	25-34
Animation length	54
|
|-
|
==Similar moves==
*
Category:Fox (SSBM)
Category:Normal attacks (SSBM)
Category:Edge attacks (SSBM)
Fox (SSBM)/Edge getups (fast)

==Overview==
==Timing==
*All getup options occupy the ledge (prevent the opponent from grabbing it) for their entire animation length, except for jump, which loses ledge occupancy as soon as the character physically jumps off the ledge.
*Characters who ledge jump can fast fall once they reach their jump's apex while they're still stuck in end lag.
===Neutral getup===
Intangible 	1-30
Animation length	34
===Jump getup===
Intangible 	1-14
Jump 	15
Soonest fast fall	34
Animation length 	51
===Roll getup===
Intangible 	1-34
Animation length	49
Category:Fox (SSBM)
Category:Getups (SSBM)
Fox (SSBM)/Edge getups (slow)

==Overview==
==Timing==
*All getup options occupy the ledge (prevent the opponent from grabbing it) for their entire animation length, except for jump, which loses ledge occupancy as soon as the character physically jumps off the ledge.
*Characters who ledge jump can fast fall once they reach their jump's apex while they're still stuck in end lag.
===Neutral getup===
Intangible 	1-55
Animation length	59
===Jump getup===
Intangible 	1-19
Jump 	20
Soonest fast fall	39
Animation length 	51
===Roll getup===
Intangible 	1-62
Animation length	79
Category:Fox (SSBM)
Category:Getups (SSBM)
Fox (SSBM)/Floor getups (back)

==Overview==
==Timing==
===Neutral getup===
Intangible 	1-23
Animation length	30
===Forward roll===
Intangible 	1-19
Animation length	35
===Back roll===
Intangible 	1-29
Animation length	35
Category:Fox (SSBM)
Category:Getups (SSBM)
Fox (SSBM)/Floor getups (front)

==Overview==
==Timing==
===Neutral getup===
Intangible 	1-23
Animation length	30
===Forward roll===
Intangible 	1-19
Animation length	35
===Back roll===
Intangible 	1-24
Animation length	35
Category:Fox (SSBM)
Category:Getups (SSBM)
Fox (SSBM)/Forward aerial

==Overview==
Fox does five consecutive kicks in front of himself. The move has a rather long duration, which can lead to cause occasional SDs. It has a slightly higher hitbox than neutral aerial, making it useful in certain situations. Forward aerial can mix up DI, and tack on damage at early percentages. It can also be a decent combo extender, like weak back aerial or neutral aerial. It has a couple of key uses:
- As a followup from Fox's up throw against fastfallers, as its low knockback will often leave them close enough to allow for a reaction tech chase.
- As a combo filling tool against floaties, who can often be hit with multiple hits as Fox rises with a jump, sometimes allowing for a combo into an uptilt or upsmash.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6-8, 16-18, 24-26, 33-35, 43-45
Ending autocancel 	49-
Interruptible 	53
Animation length 	59
|-
===Landing lag===
Animation length 	22
L-cancelled animation length	11
|Normal 
|-
|L-cancelled 
==Similar moves==
*Falco_(SSBM)/Forward_aerial
Fox (SSBM)/Forward smash

==Overview==
Fox does a quick forward-bicycle kick. Generally used less than Fox's other smash attacks due to its slower speed, diagonally angle, and average knockback, but it has longer active frames that can allow it to be a useful edgeguarding option. This is most commonly seen against Captain Falcon, whose mixup of recovering onstage or to ledge can often be circumvented by fsmash covering both options. It can also serve as a kill option when used unexpectedly out of combos and tech chases.
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Clean hit 	12-16
Late hit 	17-22
Animation length	39
Category:Fox (SSBM)
Category:Forward smashes (SSBM)
Fox (SSBM)/Forward throw

==Overview==
Fox quickly punches a grabbed opponent forwards. With its fairly low knockback angle, it serves as a good option to quickly put the opponent offstage when used near the ledge. It can also serve an a combo tool against characters like , who can be combo'd with several moves like and if he DI's towards fox at mid/high percent. It also has some niche uses against the , as using this move to throw one of the Climbers into the other can setup a quick combo or Shine Spike.
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-8
Hitbox 	10
Throw Release 	11
Animation length	33
|-
Category:Fox (SSBM)
Category:Forward throws (SSBM)
Fox (SSBM)/Forward tilt

Fox's forward tilt hitbox visualizations	Fox's forward tilt hitbox visualizations	Fox's forward tilt hitbox visualizations	Fox's forward tilt hitbox visualizations	Fox's forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
A quick grounded kick. A move that is not often used outside of edgeguarding, where the downward-angled variant serves as a good option for poking at ledge and catching double jumps. Onstage, it can serve as a tech-chase starter, but due to Fox having other moves with similar speed and range with better reward (namely his up tilt and down tilt), it is rarely used.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-8
Animation length	26
==Similar moves==
*
Category:Fox (SSBM)
Category:Forward tilts (SSBM)
Fox (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Rapid Kick 	
Forward tilt 	Fox Kick 	
Forward tilt (angled up) 	Fox Kick 	
Forward tilt (angled down) 	Fox Kick 	
Up tilt 	Back Kick 	
Down tilt 	Fox Tail 	
Dash attack 	Jumping Side Kick	
Forward smash 	Roundhouse Kick 	
Up smash 	Flip Kick 	
Down smash 	Fox Split 	
Neutral aerial 	Flying Kick 	
Forward aerial 	Tornado Kick 	
Back aerial 	Reverse Spin Kick	
Up aerial 	McCloud Flip 	
Down aerial 	Air Drill 	
Neutral special (ground) 	Blaster 	
Neutral special (aerial) 	Blaster 	
Side special (ground) 	Fox Illusion 	
Side special (aerial) 	Fox Illusion 	
Up special 	Fire Fox 	
Down special 	Reflector 	
Down special (initial hitbox)	Reflector 	
Grab 	 	
Dash grab 	 	
Pummel 	Knee 	
Forward throw 	Elbow Bash 	
Back throw 	Skeet Blaster 	
Up throw 	Star Blaster 	
Down throw 	Floor Blaster 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Fox (SSBM)
Category:Hitboxes (SSBM)
Fox (SSBM)/Neutral aerial

==Overview==
Fox does a flying kick, being an easily identifiable sex kick. It has very quick startup, in addition to having decent knockback when it first comes out. With its long active frames and extreme speed, it is a good option against shields (having the best possible frame advantage of any of Fox's aerials at +/- 0), and a very good move to be used in a short hop or as an aerial approach. It also helps when an opponent is approaching or near him - combined with Fox's fast falling speed, it's also an excellent move to use in a SHFFL while approaching, as Fox can then lead into other moves easily, such as a waveshine. Overall, it's a move commonly used in Fox's metagame due to its versatility.
However, Fox players must take care to not to spam it; this is because the move has a very glaring Achilles' heel: crouch canceling. Lightweights such as and can comfortably crouch cancel the move until the low 60's, while heavyweights like and can crouch cancel until above 80%. ASDI Down by itself is not quite as effective a counter as crouch canceling is, only being effective until percents about half that of character's crouch canceling percents, but is still a potent option that the Fox player must consider, especially when the opponent has freshly respawned and is at 0%.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-31
Ending autocancel 	37-
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Fox (SSBM)
Category:Neutral aerials (SSBM)
Category:Sex kicks (SSBM)
Fox (SSBM)/Neutral attack

==Overview==
Fox's neutral attack consists of 2 jabs followed by a flurry of kicks.
For the technical data of each individual hit, see:
*Fox (SSBM)/Neutral attack/Hit 1
*Fox (SSBM)/Neutral attack/Hit 2
*Fox (SSBM)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2-3
Jab 2 	8-9
Rapid jab 	20-21, 27-28, 34-35, 41-42, 48-49
Interruptible 	16, 24
Animation lengths	17, 25, 62
|-
|-
|-
Category:Fox (SSBM)
Category:Neutral attacks (SSBM)
Fox (SSBM)/Neutral special

==Overview==
Fox's blaster fires red lasers at his opponents. The effects of the shots have changed from its Smash 64 incarnation, having a faster fire rate and an increased projectile speed, but no hitstun or ability to flinch opponents, making it unable to stop approaches or combo into other moves such as jab or up-smash. However, players can still make use of its long range to projectile camp, potentially racking up damage from a distance. Fox can also perform the short hop laser technique so he can draw his blaster quicker and reduce the ending lag; he can also move around slightly while doing so. Fox can perform other similar techniques, including short hop double laser, ledgehopped double laser, and wavelanded laser, albeit requiring consistently landing tight inputs due to Fox's very quick short hop.
The lack of flinching means that should the opponent be incapacitated somehow, such as a shield break or Rest, Fox can rack up several Blaster shots worth of damage before preparing his punish of choice. The move can also assist in getting that shield break, considering that it deals 7 frames of shield stun unstaled, which is +3 frame advantage if the move is done frame perfectly.
==Hitboxes==
|}
==Timing==
===Ground===
First loop frame	7
Repeat window 	4-16
Shot 	12-45
Last loop frame 	16
Animation length	40
|-
|-
===Air===
First loop frame	4
Repeat window 	4-14
Shot 	10-43
Last loop frame 	14
Animation length	36
|-
|-
==Similar moves==
*Falco (SSBM)/Neutral special
Category:Fox (SSBM)
Category:Neutral special moves (SSBM)
Fox (SSBM)/Side special

==Overview==
Fox's side special move is known as Fox Illusion, a move that involves Fox dashing forward whilst leaving afterimages of himself behind. These afterimages can damage opponents, but they are very weak. The move is primarily used as a recovery move, and it travels a decent distance, though inferior to the distance traveled by . However, Fox Illusion is a much faster horizontal recovery move, meaning it is Fox's best option for horizontal recoveries. The move knocks opponents who are hit by the afterimages upward slightly, but it is very weak and not a useful attack.
It is also possible to shorten the length of this move by quickly pressing the B button again after initiating the move. There are 5 shortened lengths for the move; one for each of the 5 frames in which Fox travels forward. Shortening the move is useful for making it to the edge whilst avoiding gimping options such as .
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
Fox can cancel this move's end lag by grabbing ledge as early as frame 29.
Hitbox 	22-25
Animation length	63
|-
===Landing lag===
Animation length (pre free fall) 	20
Animation length (post free fall)	3
|Pre free fall 
|-
|Post free fall 
==Similar moves==
*Falco Phantasm
Category:Fox (SSBM)
Category:Side special moves (SSBM)
Fox (SSBM)/Techs

==Overview==
==Timing==
===Neutral tech===
Intangible 	1-20
Animation length	26
===Forward tech===
Intangible 	1-20
Animation length	40
===Back tech===
Intangible 	1-20
Animation length	40
===Wall tech===
Intangible 	1-14
Wall jump tech window	1-4
Animation length 	31
* Inputting a jump or upwards direction on the control stick on any frame 1-4 will start the wall jump tech on frame 6.
|
|-
|
===Wall jump tech===
Intangible 	1-9
Animation length	40
===Ceiling tech===
Intangible 	1-14
Animation length	26
Category:Fox (SSBM)
Category:Techs (SSBM)
Fox (SSBM)/Up aerial

==Overview==
Sometimes called the McCloud Flip, Fox whips his tail up then kicks immediately after. Fox's up aerial is among the most feared attacks in all the game, being a multi-hit move, with the kick hitbox having very high knockback, making it a great vertical finisher at mid-to-high percents, a combo-starter at low percents, and a great juggle move. It can also be comboed into from moves such as an against the majority of the cast. This, along with , gives Fox an advantage against light, floaty characters such as . Additionally, the move's narrow hitboxes make it especially effective at shield pokes from a short hop, which, as mentioned previously, can start high-damage juggles or kill outright.
The move's main weakness comes in the form of its multi-hit nature. The tail hitbox is significantly weaker than the kick hitbox and also has fixed knockback, dealing somewhere between 18 and 22 frames of hitstun, depending upon the opponent's weight. Its main function is to be comboed directly into the kick hitbox whilst tacking on some percent, similarly to the first hit of Falcon's . However, the move can be manipulated by both the attacker and victim, such that only the tail hits the opponent. As the Fox player, hitting with only the tail via timing lets it function as a combo-extension tool, especially against fastfallers, for when landing the second hit would launch the victim too far away yet not kill, where it can be then be linked into up-tilt or one of his smash attacks. This is only useful if the Fox lands immediately and L-cancels it, though, as hitting with just the tail in the air can provide as many as 9 frames of advantage for the opponent, thanks to the move's end lag. The opponent can intentionally cause themselves to be struck with only the tail by utilizing SDI, thereby becoming frame positive and performing a reversal on the hapless Fox. The window to perform this is extremely tight, however, since the hitlag from the tail strike lasts for a measly 4 frames. Counterplay also exists for the Fox player: spacing the move to land only the kick nullifies SDI as an option. The Fox can also perform the move with horizontal aerial momentum, thereby following the victim's SDI inputs and nearly guaranteeing the 2nd hit.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hit 1 	8-9
Hit 2 	11-14
Ending autocancel 	26-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
==Similar moves==
*Falco (SSBM)/Up aerial
Category:Fox (SSBM)
Category:Up aerials (SSBM)
Fox (SSBM)/Up smash

==Overview==
Fox does a bicycle kick. It can also hit behind him with his foot, though this does far weaker knockback. As Fox's most reliable finisher, it has very quick speed, very high vertical knockback, and decent range. It can reliably KO below 100% damage (KOing most characters in the 75% to 90% range), and it's the third most powerful up smash in the game behind and and tied with . What makes Fox's up smash truly frightening, is Fox's multitude of options to combo into it. Waveshining can combo directly into an up smash and Fox's fast dashing speed allows him to do a running, jump-canceled up smash to followup L-cancelled s and s. Against fastfallers, an uncharged up smash is often used as a followup to an at low percentages, and at higher percentages, Fox can similarly combo into a charged up smash with an up throw. Overall, a very good move, and considered to be, by far, the best up smash in the game.
During the first few frames, Fox's head (but not his snout) will be intangible.
==Hitboxes==
===NTSC===
|}
===PAL===
|}
====Summary====
*
*
==Timing==
Head (not snout) intangible	1-9
Charges between 	2-3
Clean hit 	7-9
Late hit 	10-17
Animation length 	41
Interruptible 	49
|Hitboxes 
|-
|Head (not snout) 
==Similar moves==
*Falco (SSBM)/Up smash
Category:Fox (SSBM)
Category:Up smashes (SSBM)
Fox (SSBM)/Up special

==Overview==
Fox's Up special move, Fire Fox, serves as his main use of vertical recovery. When used, Fox charges by surrounding himself with flames and within a few seconds, he will fly into the direction that the control stick inputs by the player. It does decent knockback to opponents if Fox runs into them. Unlike Fox's , the charging stage now has said flames that will do damage to any opponent that gets near him and when he advances, he will be completely covered in flames. A good recovery move, as no matter what direction the player tilts the control stick at, Fox will cover a great amount of distance from it despite being easy to read where he will propel himself. That said, it is not a good attacking move and is easily punished by shielding or by keeping a good distance and by waiting for Fox to approach. If the attack for any reason hits the ground, it will not suffer from too much landing lag but Fox will then bounce off to an direction. 
In the PAL version of the game, the speed curve of the traveling part of the move was altered slightly. Its average speed was lowered, but its initial speed was raised. This makes it travel noticeably less distance. In addition to this, the dashing hitbox was made smaller and weaker.
==Hitboxes==
|}
==Timing==
Looping hits 	20, 22, 24, 26, 28, 30, 32
Hitbox 	43-72
Animation length	92
===Landing lag===
Animation length (pre free fall) 	6
Animation length (post free fall)	3
|Pre free fall 
|-
|Post free fall 
==Similar moves==
*
Category:Fox (SSBM)
Category:Up special moves (SSBM)
Fox (SSBM)/Up tilt

==Overview==
Fox does a quick upwards back kick. A good move for spacing due to its high power, speed, and disjointed range. It can combo into many attacks at low percentages since it has low base knockback. Its very high knockback scaling can allow for low percentage KOs on floaty characters by around 120%, especially if the ground-only sweetspot hits. In terms of KO percentage, it is the third most powerful up tilt in the game, only behind and . It is also one of Fox's easiest moves to combo into, due to its 5 frame startup, that makes it ideal as a followup after his down air, in Waveshines, and as a quick conversion off stray aerials vs floaties.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-11
Interruptible 	23
Animation length	23
==Similar moves==
*Falco (SSBM)/Up tilt - a weaker version of Fox's, but it can lead to many more combos.
Category:Fox (SSBM)
Category:Up tilts (SSBM)
Fox (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Hitboxes 	9-11
Ending autocancel 	18-
Interruptible 	49
Animation length 	49
|-
===Landing lag===
Interruptible 	10
Animation length	24
Category:Fox (SSBU)
Category:Back aerials (SSBU)
Fox (SSBU)/Back throw

Fox back throw hurtbox and hitbox visualization	Fox back throw hurtbox and hitbox visualization	Fox back throw hurtbox and hitbox visualization	Fox back throw hurtbox and hitbox visualization	Fox back throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
Invincibility 	1-10
Turnaround 	10
Throw Release 	10
Lasers 	16-37, 19-40, 22-43
Interruptible 	50
Animation length	58
|-
|-
|-
|-
Category:Fox (SSBU)
Category:Back throws (SSBU)
Fox (SSBU)/Dash attack

==Overview==
==Hitboxes==
! Shieldstun
|1.8×
|1.8×
|1.8×
|1.8×
|1.8×
|1.8×
|}
==Timing==
Clean hit 	4-7
Late hit 	8-15
Interruptible 	32
Animation length	39
Category:Fox (SSBU)
Category:Dash attacks (SSBU)
Fox (SSBU)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Hits 1-6 	5-6, 8-9, 11-12, 14-15, 17-18, 20-21
Hit 7 	23
Ending autocancel 	28-
Interruptible 	50
Animation length 	54
|-
===Landing lag===
Hitboxes 	1-2
Interruptible 	18
Animation length	32
Category:Fox (SSBU)
Category:Down aerials (SSBU)
Fox (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Legs intangible 	6-7
Hitboxes 	6-7
Interruptible 	53
Animation length	64
!Hitboxes 
|-
!Legs 
==Trivia==
*This move has a 35% chance to trip. However, the ID 0 and 1 hitboxes can only cause it on slants due to their launch angle.
Category:Fox (SSBU)
Category:Down smashes (SSBU)
Fox (SSBU)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
After one full loop, releasing the button at any point causes the move to transition into the ending portion. From frame 5 onward, Fox can also turn around with no delay during any frame of the reflecting portion.
Upon reflecting a projectile, the move lasts an extra 20 frames before it can be ended, though it can also be canceled by a roll, spot dodge, or jump during this period.
Intangibility 	2-3
Hitbox 	3
Loop points 	3-4, 23-24
Reflection 	4-23
Interruptible (from loop) 	37 (14)
Animation length (from loop)	45 (22)
|-
==Parameters==
===Move===
Horizontal speed multiplier on startup	0.5
Period before applying gravity 	4 frames
Gravity 	0.027
Minimum reflection period 	20 frames
===Reflector===
Size 	8.5u
Damage threshold 	50%
Damage multiplier 	1.4
Speed multiplier 	1.4
Lifetime multiplier	1
==Trivia==
*The move has a minor glitch where, if Fox turns around back and forth on frames 5 and 6, the reflector graphic around him disappears completely from frame 9 onward. Due to this procedure requiring frame-perfect control stick inputs, however, it is extremely difficult to pull off outside of slowing down time in Training mode.
Category:Fox (SSBU)
Category:Down special moves (SSBU)
Category:Special moves (SSBU)
Fox (SSBU)/Down throw

Fox down throw hurtbox and hitbox visualization	Fox down throw hurtbox and hitbox visualization	Fox down throw hurtbox and hitbox visualization	Fox down throw hurtbox and hitbox visualization	Fox down throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
The hitbox durations assume the lasers don't hit the opponent, although due to Fox firing them before releasing the opponent, this is very unlikely.
Invincibility 	1-34
Lasers generated	26, 29, 32
Throw Release 	34
Interruptible 	55
Animation length	71
|-
|-
|-
|-
Category:Fox (SSBU)
Category:Down throws (SSBU)