|Artwork for Shine by Justazag|
When the attack key is pressed, the user is surrounded by a hexagonal barrier for 1 frame and can reflect most projectiles that come in contact with it. The reflector can be held up for as long as the user holds the attack key, and they are unable to move while it's active. Energy is only consumed if a projectile is successfully deflected, and it can be jump-canceled as well. The reflector itself can cause damage, though only upon inital activation, and its range only spans the area directly around the user.
The user will lose all vertical momentum when using Shine, and the force of gravity is reduced as well. This stacks with Water's lowered gravity. Bearing this in mind, users can use Shine repeatedly while airborne to cross over large gaps, or hold it to fly up tremendous heights with the help of objects such as Fans or Springs. The former technique is often used as the basis for Spike Fall levels.
Regarding bosses, Grenade Man's Crazy Destroyer and Sheep Man's Thunder Wool are the only attacks that cannot be reflected, though the player is immune to them as long as Shine is held up. While most reflected projectiles deal two units of damage to bosses, a reflected Leaf Shield will deal four units of damage to Wood Man.
- Shine is actually a nickname given to Fox's down special by players, and the formal name of the move is Reflector.
- Shine and Nado were both programmed by WreckingPrograms in the Mega Engine before the release of Mega Man Maker.
- If the player bounces on a striped Bouncy Ball while holding Shine underwater, they can reach 79 tiles up, or nearly the height of six screens.
- While Fox and his Reflector were present in the first Super Smash Bros., Shine functions more closely to its Melee incarnation since it doesn't automatically cancel upon landing, and it can be jumped out of.