Editing Fox (SSB)/Neutral attack

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Fox does two quick, generic paw jabs, then a series of rapid kicks. First and second hits deal 4% damage each, while the kicks deal 1% each.
Fox does two quick, generic paw jabs, then a series of rapid kicks. First and second hits deal 4% damage each, while the kicks deal 1% each.


The first hit does extremely little knockback that is noticeable at percentages around 100% and above, but at such percentages, it can be followed up with a variety of moves outside the following hits of the jab, thanks to the [[hitstun]] it produces. It can easily lead into an {{mvsub|Fox|SSB|up smash}} at around 100% to secure a KO (anywhere on the stage), as well as a {{mvsub|Fox|SSB|forward smash}} at around 120% (anywhere on the stage, but much more effective near the edge), and a {{mvsub|Fox|SSB|down smash}} at around 90% (near the edge), being an effective way to set up the [[semi-spike]] [[edgeguard]]. Against [[floaty]] characters or characters with close to floaty [[falling speed]]s, an {{mvsub|Fox|SSB|up aerial}} can also be used at around 130% for a KO, as well as a [[short hop]]ped {{mvsub|Fox|SSB|down special|alt=shine}} to start some sort of combo. Additionally, at low to high percentages, the move can [[jab cancel]] into itself and the second hit repeatedly to rack up damage and/or set up a [[grab]]. At percentages just under KO percentages, it can combo the opponent while [[walking]] when used repeatedly (in a similar way to a [[lock]] in ''Brawl'', but the opponent is under hitstun instead), then lead straight into the usual up smash for a KO. The move isn't easy to land against an opponent playing defensively due to its rather short range (as with most jabs in the game), though if one can land it, it proves to be an effective way to combo straight into a KO move or a move to get the opponent offstage.
The first hit does extremely little knockback that is noticeable at percentages around 100% and above, but at such percentages, it can be followed up with a variety of moves outside the following hits of the jab, thanks to the [[hitstun]] it produces. It can easily lead into an {{mvsub|Fox|SSB|up smash}} at around 100% to secure a KO (anywhere on the stage), as well as a {{mvsub|Fox|SSB|forward smash}} at around 120% (anywhere on the stage, but much more effective near the edge), and a {{mvsub|Fox|SSB|down smash}} at around 90% (near the edge), being an effective way to set up the [[semi-spike]] [[edgeguard]]. Against [[floaty]] characters or characters with close to floaty [[falling speed]]s, an {{mvsub|Fox|SSB|up aerial}} can also be used at around 130% for a KO, as well as a [[short hop]]ped {{mvsub|Fox|SSB|down special|alt=shine}} to start some sort of combo. Additionally, at low to moderately high percentages, the move can [[jab cancel]] into itself and the second hit repeatedly to rack up damage and/or set up a [[grab]]. The move isn't easy to land against an opponent playing defensively due to its rather short range (as with most jabs in the game), though if one can land it, it proves to be an effective way to combo straight into a KO move or a move to get the opponent offstage.


The second hit is faster than the first, but it's usefulness is almost nullified by the first hit being more useful in almost every other aspect. Generally, only the first hit is used for combos, though as explained above, the first and second hits can jab cancel into themselves repeatedly to rack up damage and/or set up a grab.
The second hit is faster than the first, but it's usefulness is almost nullified by the first hit being more useful in almost every other aspect. Generally, only the first hit is used for combos, though as explained above, the first and second hits can jab cancel into themselves repeatedly to rack up damage and/or set up a grab.

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