Skarfelt
Smash Journeyman
These are all of the observable changes/notable things about Fox! Feel free to suggest anything else that you’ve noticed. This is still a WIP.
Attributes
Initial Dash: 2.4 -> 2.09 (1st -> 17th)
Fall Speed: 2.05 -> 2.1
Gravity: 0.19 -> 0.23
Air Speed: 0.96 -> 1.11 (39th -> 32nd)
Misc
Short Hop: 24 frames
Short Hop Fast Fall: 17 frames
Full Hop: 37 frames
Full Hop Fast Fall: 27 frames
Damage Changes
Jab1: 2 -> 1.8
Jab multihits: 0.7 -> 0.6
FTilt (high): 8 -> 7
Fair1: 2 -> 1.8
Fair2: 1 -> 1.3
Fair3: 0.6 -> 1.8
Fair4: 0.8 -> 2.8
Fair5: 3 -> 4.8
Up Air2: 11 -> 10
Aerial Illusion: 3 -> 5
Grounded Illusion: 3 -> 8
Firefox multihits 2 -> 1.8
Firefox final hit: 14 -> 16
Firefox final hit (late): 8 -> 10
Frame Data Changes
Dash Attack FAF: 36 -> 32
Nair FAF: 42 -> 39
Fair FAF: 50 -> 44
Grounded Illusion FAF: 70 -> 55
Shine startup: 6 -> 3
Shine FAF: 41 -> 37
Standing Grab FAF: 29 -> 37
Dash Grab FAF: 36 -> 45
Observations and Opinions
Jab
Dash Attack
Up Tilt
Forward Tilt
Down Tilt
Up Smash
Forward Smash
Down Smash
Nair
Bair
Uair
Fair
Dair
Blaster
Illusion
Firefox
Shine
Some bread and butters using new combo routes: https://www.youtube.com/watch?v=X_f7hbJP6FA&lc
Attributes
Initial Dash: 2.4 -> 2.09 (1st -> 17th)
Fall Speed: 2.05 -> 2.1
Gravity: 0.19 -> 0.23
Air Speed: 0.96 -> 1.11 (39th -> 32nd)
Misc
Short Hop: 24 frames
Short Hop Fast Fall: 17 frames
Full Hop: 37 frames
Full Hop Fast Fall: 27 frames
Damage Changes
Jab1: 2 -> 1.8
Jab multihits: 0.7 -> 0.6
FTilt (high): 8 -> 7
Fair1: 2 -> 1.8
Fair2: 1 -> 1.3
Fair3: 0.6 -> 1.8
Fair4: 0.8 -> 2.8
Fair5: 3 -> 4.8
Up Air2: 11 -> 10
Aerial Illusion: 3 -> 5
Grounded Illusion: 3 -> 8
Firefox multihits 2 -> 1.8
Firefox final hit: 14 -> 16
Firefox final hit (late): 8 -> 10
Frame Data Changes
Dash Attack FAF: 36 -> 32
Nair FAF: 42 -> 39
Fair FAF: 50 -> 44
Grounded Illusion FAF: 70 -> 55
Shine startup: 6 -> 3
Shine FAF: 41 -> 37
Standing Grab FAF: 29 -> 37
Dash Grab FAF: 36 -> 45
Observations and Opinions
Jab
- Jab1 and Jab2 now have locking properties.
- Not enough hitstun to do any mixups on-hit
- Rapid Jab Ender now causes tumble at 0%*
- *the tip of the Jab Ender doesn’t cause tumble, so holding Jab may be risky
- Can be held for longer to do more damage
Dash Attack
- Combos better as either a result of that or KB changes
Up Tilt
- Tons of changes
- Now prioritises the sourspot over the sweetspot
- Arc changed, hitboxes shifted around
- https://smashboards.com/threads/wil...peculation-thread.453400/page-3#post-22773099 read this for a description
- Hitbox starting higher means that it will whiff against certain crouching opponents/locked opponents
Forward Tilt
- BKB dramatically increased, so much so that it no longer locks (either that or the angle is changed, but it seems like the former)
- Can now combo off the move at very low%; you can actually do FTilt to DTilt, or FTilt to DA
Down Tilt
- Entire hitbox pops up now
- Very high BKB means it can combo into everything even from 0%
- Has a reverse hitbox that can be comboed off (need video footage of this)
- Can combo into imagination, but best followups are Fair/Nair
Up Smash
- Hitbox significantly bigger, can sweetspot BF platforms
Forward Smash
- Significantly stronger (kills Mario at the edge of FD at 89% with DI
Down Smash
- Seems unchanged, might hit lower but that might just be magnet hands being nerfed
Nair
- God move
- Combos into everything and out of everything, same as before but lower landing lag makes it godly
- Will check shield stun values for SH and FH next
Bair
- Hurtbox doesn’t shift until first active frame, so there’s no vulnerability hurtbox extension
- Hitbox seems different somehow; not exactly sure, but it feels like the move's hitbox is a bit further down and closer to Fox, then thinner at the tip
- This means it can hit some chars rising that couldn't be hit before, but only when Fox is close
Uair
- Hitbox seems thinner
Fair
- Has a landing hitbox that we never ever ever want
- Lower landing lag means that you can do SH Fair, get the final hit, fast fall, then combo into Uair
- Can still do dragdown Fair stuff from a shorthop
Dair
- Pretty garbage
- Can do AC Dair while fast falling much easier
- AC Dair still combos into imagination, but Fair/Nair are probably the best
- Mutlihits pop grounded opponents up; if you whiff the landing hitbox, you can actually combo this into Up Smash
- Landing Dair doesn’t get the hitlag thing from Smash 4, so followups are super rare
Blaster
- Fires faster between lasers
Illusion
- you already know
- Grounded Illusion way better, higher damage and lower lag makes it more practical
- You can immediately drift after aerial Illusion
Firefox
- Significantly bigger hitbox
- Significantly higher BKB
- Readjusted damage so it's mostly in the final hit
Shine
- Active frame 6 -> 3
- Invulnerability on frames 2 and 3
- BKB increased, so you can Shine Spike (but it's normally quite bad)
- Only Shine Spike if they lose their jump; if you do Fair Spike to Shine, pretty much everyone can still just DJ back and you lose all stage control
- To true Fair Spike into Shine, you have to SD (from run off Fair)
- Still not good imo
Some bread and butters using new combo routes: https://www.youtube.com/watch?v=X_f7hbJP6FA&lc
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