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Fox Illusion

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The Fox Illusion (フォックスイリュージョン) is Fox McCloud's Side Special Move in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. for Nintendo 3DS and Wii U. Fox jets forward, causing an afterimage effect, striking any enemies in his path. Falco and Wolf have similar attacks, Falco Phantasm and Wolf Flash.

Overview

It deals little damage and has very little knockback, but can knock an enemy upwards. The dash is so fast that if used facing an edge at the end of a stage, the attack will cause Fox to dash over the ledge, resulting in a Helpless state, and usually causing a Self Destruct, which won't happen anymore in 3DS/Wii U.

The move may also be used as a useful recovery technique, since the move can quickly cover about half of the length of Final Destination and makes up for Fire Fox's easily being edgeguarded. However, unlike the former, Fox Illusion normally halts all momentum after a dash, which can sometimes give less recovery.

Fox's Special Moves
Super Smash Bros. Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. for Nintendo 3DS/Wii U
Standard Special Blaster
Side Special Fox Illusion
Up Special Fire Fox
Down Special Reflector
Final Smash Landmaster

Custom Variations

Fox Burst

Fox Burst is one of Fox's Side Special Moves that can be used via customization. Fox does a dash that deals no damage, but an explosion occurs where Fox stops.

Strengths

  • An explosion occurs where the move stops
  • Could possibly be used off-stage for gimps
  • Deals more damage

Weaknesses

  • Has longer ending lag
  • Travels a shorter distance
  • Doesn't deal damage while dashing

Wolf Flash

Wolf Flash is one Fox's Side Special Moves that can be used via customization. Fox travels at an angle and when it hits, it meteor smashes opponents at the end of the move.

Strengths

  • Deals more damage at the end of the move and if opponents are below
  • Has a meteor smash at the end of the move
  • Travels in a diagonal angle which is useful for avoiding opponents punishes

Weaknesses

  • Travels a slightly shorter distance
  • Has longer ending lag
  • Not useful for on-stage attacks while airborne
  • Only deals maximum damage when sweetspotted
  • Is difficult to sweetspot

Fox's Custom Special Moves
Custom 1 Custom 2
Standard Special Impact Blaster Charge Blaster
Side Special Fox Burst Wolf Flash
Up Special Flying Fox Twisting Fox
Down Special Big Reflector Amplifying Reflector

Falco Phantasm

Falco Phantasm (Japanese: Falco Vision - ファルコビジョン, Farukobijon) is Falco's Side Special Move in Super Smash Bros. Melee and Super Smash Bros. Brawl. Falco quickly dashes at the opponent, leaving a trail of blueish-tinted afterimages behind him.

Overview

The opponent can be hit by Falco or any one of the afterimages. If the opponent is hit while in midair, they will be spiked. Despite the fact that the move is an attack, it is rarely used as such, instead being primarily used as a recovery technique due to its speed.

While not a recommended strategy, the move's spiking property can be used to deliver a KO. It is recommended that the enemy has around 80% damage, and that Falco be out from the stage so that he can approach towards the edge to safety. This technique is more effective against some characters than against others. It can also be used for a very swift approach. Short hopping slightly increases the distance traveled. It can be reversed by quickly tapping the control stick in the opposite direction. The sparkle will stay in its original position, which can lead to mindgames.

Differences from Fox's Illusion

  • In Super Smash Bros. Melee, Falco's Phantasm covers a much shorter distance. This can be a good or bad thing; good because it makes it easier to sweetspot the edge, bad because it can not be used from as far of a distance. However, in Super Smash Bros. Brawl, not only does it deal more damage, but travels the same distance.
  • Falco's Phantasm, if used in the air, can Meteor Smash the opponent. Fox's Illusion cannot.
  • Falco Phantasm has less startup lag.

Falco's Special Moves
Super Smash Bros. Melee Super Smash Bros. Brawl Super Smash Bros. for Nintendo 3DS/Wii U
Standard Special Blaster
Side Special Falco Phantasm
Up Special Fire Bird
Down Special Reflector
Final Smash Landmaster

Custom Variations

Falco Phase

Falco Phase is one of Falco's Side Special Moves that can be used via customization. Falco can't be hit while dashing, but the move doesn't hit opponents, either.

Strengths

  • Allows for easy recovery since the user can't take damage during the dash.
  • Easier to escape from punishes

Weaknesses

  • Doesn't deal damage
  • Travels slightly less further
  • Doesn't have a meteor smash

Falco Charge

Falco Charge is one of Falco's Side Special Moves that can be used via customization. Falco travels a shorter dash that hits much harder at the beginning of the move.

Strengths

  • Deals more damage
  • Can hit multiple opponents (3 maximum)

Weaknesses

  • Only deals maximum damage when up-close which leaves the user open to attacks.
  • Travels a shorter distance making this move unreliable for recovery

Falco's Custom Special Moves
Custom 1 Custom 2
Standard Special Explosive Blaster Burst Blaster
Side Special Falco Phase Falco Charge
Up Special Fast Fire Bird Distant Fire Bird
Down Special Accele-Reflector Reflector Void

Wolf Flash

Wolf Flash (ウルフフラッシュ, Urufu Furasshu) is Wolf's Side Special Move in Super Smash Bros. Brawl and Fox's Side Special Moves that can be used via customizations in Super Smash Bros. for Nintendo 3DS/Wii U. Wolf quickly dashes at the opponent, leaving a trail of purple mist behind him.

Overview

It appears to work the same way as Fox Illusion and Falco Phantasm. However, the attack goes a farther distance, and sends Wolf upwards around 30 degrees. The attack appears to be weaker, doing only minor damage (normally 3%). However, if there's an enemy in the spot where Wolf reappears, the attack is electrified and deals considerable damage while stunning the enemy, as well as spiking or causing knockback (10% if hit at the end, 15% if Wolf ends in the character model of his foe, 18% should one land both the beginning hitbox and the final hitbox).

Wolf Flash has two cancel frames. This removes the sweetspot of the attack, but greatly increases the horizontal reach of the move for recovery.

Wolf's Special Moves
Brawl
Standard Special Blaster
Side Special Wolf Flash
Up Special Fire Wolf
Down Special Reflector
Final Smash Landmaster

Wolf Flash and ledges

Wolf Flash has characteristics that can cause a number of unusual outcomes when performed near ledges.

  • If Wolf uses Wolf Flash slightly near an edge while in midair, he will immediately be on the floor without completing the move. He can attack like normal right after.
  • If Wolf uses Wolf Flash from a particular position in relation to a ledge, he can travel through a portion of the stage and land safely. This technique is called scarring, and can only be performed near certain ledges.
  • There is a variant of this strategy called semi-scarring, whereby the player uses Wolf Flash to propel Wolf toward a ledge, but holds down on the control stick. This prevents Wolf from immediately grabbing the ledge, and can sometimes cause him to travel through a small part of the edge of the stage.
  • Performing Wolf Flash from certain other positions in relation to a ledge can cause Wolf to drop from the ledge without grabbing it, and lose his second jump, or land close to the ledge onstage, in a standing position.

Origin

While the move seems to be exclusive to the Super Smash Bros. series, it could be based on the Arwing's ability to increase its speed. Wolf uses a move reminiscent of this in Star Fox: Assault's multiplayer mode as his "roll".

Illusion Cancel

Fox Illusion (along with Falco Phantasm and Wolf Flash) can be cancelled with the B button. In each of these cancellations, the characters keep their horizontal momentum in the air. There are three points during the startup lag frames which the player can cause the dash to cancel in which these moves can be cancelled, but it is most easily done with Fox, due to his longer beginning lag.

The first part for cancellation is right before he starts the dash. Fox will move just about 3 feet as if attempting to stop himself from dashing, stalling out if in midair. The second part is in mid-dash; canceling the attack now will send him slightly less than the normal Illusion distance, but his momentum will still carry him forward. The last part is right before the dash is completed and if cancelled now, Fox will move slightly farther than the normal illusion distance due to leftover momentum. However, with practice, the player can control exactly when Fox will cancel. Since all three types of canceled Illusions can hurt the opponent, this is both useful to pseudo-wavedash while attacking (due to its sliding properties of landing on the ground), which can save him from punishment, as well as recovery, thanks to momentum leftover from the attack.

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