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Fox Illusion Angle (Ariel)

Clintamis

Smash Rookie
Joined
Apr 5, 2015
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12
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Clintamis
As I'm sure most of you know, Fox's Illusion in the air can set up for a true combo into an up air - and will kill. This works because the Ariel version of the illusion will send them at a 60 degree angle, perfectly setting Fox up for the up air. The only thing I don't understand about the use of illusion is that the move has some seemingly random properties to it. Sometimes the other character will fly forward setting up for the up air, and other times the move sends the other character behind fox. Does anyone know why this is? Does it have to do with hit boxes or is it completely random?
 

Justinian

Smash Apprentice
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May 30, 2015
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149
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Georgia
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GenoAzelf
The early part of side b sends behind, the late part sends forward.
 

Clintamis

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Apr 5, 2015
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Clintamis
The early part of side b sends behind, the late part sends forward.
Thats not 100% true. Sometimes the early part sends forward as well. Commonly, side b from the ledge (when other character is standing at the ledge) sets up the up air because it sends them forward
 

EnhaloTricks

Smash Apprentice
Joined
Sep 27, 2014
Messages
197
Location
Texas
The early part of side b sends behind, the late part sends forward.
Not true. Well, halfway true.

The way Illusion works is Fox travels a certain amount of distance (approximately one Fox length) every frame the move is active. At the early parts of the move he travels double the distance and is effectively invincible for about 1 Fox length immediately in front of where you use it (because he "technically" wasn't there in that frame). The way the hitboxes work depends on what part of Fox's body you hit with. Either his front side or his back side. Back side sends backwards and front side sends forwards. The front side true combos into a lot starting around 50 to 60% and will true combo into uair at kill percents.

Knowing this there is no way to accurately predict WHERE the opponent will fly when you use aerial illusion. You just have to react to what direction they go.

Here's an image:

Fox illusion thing.png
 
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Clintamis

Smash Rookie
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Apr 5, 2015
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Clintamis
that also explains why fox someimes clanks with smash attacks when using illusion
 

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
Rule of thumb, though--and it's what allows me to most consistently get the Illusion to up air confirm--is to hit your opponent right where Fox is going to stop since it's too difficult to really aim for any of the middle lengths during a match. Downside to that is your opponent can just hold shield and punish you afterwards, but if you're recovering then they've given you free rein to get back on-stage. It's most useful when you just randomly bring it out mid-match since jumping and buffering the side b keeps you close to the ground and gives you the lowest amount of cooldown. If you can keep the spacing for that late hitbox in mind you'll find that Illusion on-stage can put in some work, just don't throw it out predictably.

As for Fox clanking, it's pretty cool. Not sure if it's exclusive to Smash 4, but there's a specific state called "rebound" for every character (except Luma) where if two clankable attacks collide both characters' attacks are cancelled and you can see them recoil. You see it most often when two players jab at the same time and the continue mashing jab, slowly rebounding each other away. Anyway, in Smash 4 Fox's Illusion hitbox actually moves with him rather than following behind him like it does in every other title, but his hitbox--despite being able to clank--is programmed to not enter that rebound state. If a move is weak enough (nothing stronger than 12%, otherwise it will just outright hit Fox) you can use this lack of rebound in conjunction with the low endlag of Illusion when used just off the ground to put opponents in rebound and punish before they're able to act.
 
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