Uploaded May 2016 | Updated September 2026, 6 hours ago
I noticed while making my Down Air video that the landing lag on Down Air seemed to be significantly lower if you hit an opponent compared to whiffing the move. I decided to test this and found that this is actually true, as documented in the frame data bible linked below. I thought it'd be a good idea to make a video visualising the differences between the amount of lag Fox suffers on whiff, on hit and on block. 18 frames of landing lag on block actually makes the move quite a bit safer on shield than I thought it was and also explains why I sometimes had difficulty buffering followups - the timing changes depending on these variables. I'd imagine this is true of all aerials with landing hitboxes like Game and Watch's Bair or Falco's Fair but I haven't tested it to be 100% sure.
The frame data bible:
docs.google.com/spreadsheets/d/1GaDXAPQJlz0AiIYSSOWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=905402859
~~~~~
Check out the rest of the series here:
youtube.com/playlist?list=PLhvLQ4f99b5tXsbR2-SfCAjXxVb5gwSEn
~~~~~
Follow me on social media!
Twitter: twitter.com/TeslaSkarfelt
Twitch: twitch.tv/teslaskarfelt
~~~~~
I believe the reason this happens is due to the move having a landing hitbox. This means that while the hitlag or blockstun is occurring, it's skipping frames in the landing lag animation. However, this doesn't quite make sense to me because if you go frame by frame, the smoke clouds in landing lag appear on Frame 13 on whiff. I would have guessed that the smoke clouds appeared nine frames earlier on hit but they only appear one frame earlier on Frame 12 instead for both on hit and on block. I don't really understand why this happens, then, so if anyone has any ideas then I'd love to hear them!
I noticed while making my Down Air video that the landing lag on Down Air seemed to be significantly lower if you hit an opponent compared to whiffing the move. I decided to test this and found that this is actually true, as documented in the frame data bible linked below. I thought it'd be a good idea to make a video visualising the differences between the amount of lag Fox suffers on whiff, on hit and on block. 18 frames of landing lag on block actually makes the move quite a bit safer on shield than I thought it was and also explains why I sometimes had difficulty buffering followups - the timing changes depending on these variables. I'd imagine this is true of all aerials with landing hitboxes like Game and Watch's Bair or Falco's Fair but I haven't tested it to be 100% sure.
The frame data bible:
docs.google.com/spreadsheets/d/1GaDXAPQJlz0AiIYSSOWFwy_dg04Rrq4a-YF9-VDOhZI/edit#gid=905402859
~~~~~
Check out the rest of the series here:
youtube.com/playlist?list=PLhvLQ4f99b5tXsbR2-SfCAjXxVb5gwSEn
~~~~~
Follow me on social media!
Twitter: twitter.com/TeslaSkarfelt
Twitch: twitch.tv/teslaskarfelt
~~~~~
I believe the reason this happens is due to the move having a landing hitbox. This means that while the hitlag or blockstun is occurring, it's skipping frames in the landing lag animation. However, this doesn't quite make sense to me because if you go frame by frame, the smoke clouds in landing lag appear on Frame 13 on whiff. I would have guessed that the smoke clouds appeared nine frames earlier on hit but they only appear one frame earlier on Frame 12 instead for both on hit and on block. I don't really understand why this happens, then, so if anyone has any ideas then I'd love to hear them!




![[WR] Ori Will of the Wisps Speedrun in 58:04 (All Cell Fragments)
(this run was performed on patch 2)
Come join the Ori community: https://discord.gg/aSz79M4
Follow me for random shitposting and updates on when I stream: https://twitter.com/Skarfelt_
Follow my Twitch to watch me choke runs live: https://www.twitch.tv/skarfelt_ [WR] Ori Will of the Wisps Speedrun in 58:04 (All Cell Fragments)](https://i.ytimg.com/vi/iUrRRiYlKZ8/mqdefault.jpg)

![[WR] Ori Will of the Wisps Speedrun in 57:57 (Main Quest Order)
Want to learn how to do this run? Check out my guide here: https://www.speedrun.com/ori_wotw/guide/rovgr
Or the video beginner guide here: https://www.youtube.com/playlist?list=PLhvLQ4f99b5su8TrlkTeog5PJCmIRMqkA
(this run was performed on patch 1.2)
Come join the Ori community: https://discord.gg/aSz79M4
Follow me for random shitposting and updates on when I stream: https://twitter.com/Skarfelt_
Follow my Twitch to watch me live: https://www.twitch.tv/skarfelt_
(forgot to ever set this to public lol) [WR] Ori Will of the Wisps Speedrun in 57:57 (Main Quest Order)](https://i.ytimg.com/vi/iczWpnXoCvY/mqdefault.jpg)
![Outfoxed - Smash 4 Fox Montage by Skarfelt
The song is In the Distance Fading by God is an Astronaut.
[Video is somewhat outdated. I do not condone doing five thousand pointless Back Airs into roll back Up Smash.]
I hope everyone enjoys. Most of the combos are taken from tournaments and friendly sets in Ireland with a few For Glory clips here and there. Basically a Summer of tournaments and general games were compacted into this video.
Shoutouts to the Irish Smash scene for being so awesome and accommodating. Thanks to EOE, maXy, Mint, Way and toadee for meeting up to play all the Smash games so often, its been great. Lets hope uni is as good as the Summer of Smash has been =] Outfoxed - Smash 4 Fox Montage by Skarfelt](https://i.ytimg.com/vi/ifnHoFsYq3U/mqdefault.jpg)


