Editing Fox (SSB4)
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|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = A | |tier = A | ||
|ranking = 7 | |ranking = 7 | ||
}} | }} | ||
'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') returns as a playable character in ''[[Super Smash Bros. 4]]''. He was one of the characters confirmed to return in the game during the [[E3 2013]] trailers on June 11th, 2013. He was also among the first wave of [[amiibo]] figures that are compatible with ''SSB4''. | '''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') returns as a playable character in ''[[Super Smash Bros. 4]]''. He was one of the characters confirmed to return in the game during the [[E3 2013]] trailers on June 11th, 2013. He was also among the first wave of [[amiibo]] figures that are compatible with ''SSB4''. | ||
As in ''[[Super Smash Bros. Brawl]]'', {{s|wikipedia|Kenji Nojima}} reprises his role in the Japanese version with his re-recorded voice clips of the game. Mike West, who voiced Fox in ''{{s|wikipedia|Star Fox 64}}'' and reprised his role in the 3DS remake, ''{{s|wikipedia|Star Fox 64 3D}}'' | As in ''[[Super Smash Bros. Brawl]]'', {{s|wikipedia|Kenji Nojima}} reprises his role in the Japanese version with his re-recorded voice clips of the game. Mike West, who voiced Fox in ''{{s|wikipedia|Star Fox 64}}'' and reprised his role in the 3DS remake, ''{{s|wikipedia|Star Fox 64 3D}}'' now voices Fox in the English version, replacing Jim Walker from ''Brawl''. | ||
Fox has been ranked 7th | Fox has been ranked 7th (currently tied with {{SSB4|Sonic}}) in all versions of the [[tier list]] to date, currently in the A tier. This is a noticeable improvement from his previous position from ''Brawl'' where he was ranked 15th of 38 characters as an upper mid tier character, and marks Fox's return to being ranked as a top tier character, like in ''Melee''. He is also the highest ranked of the ''Original 8'' and the "Perfect-Attendance crew" as well as the fourth highest ranked veteran. Fox's strengths include very quick mobility, a fast and [[transcendent]] projectile in his {{b|Blaster|Fox}}, and an anti-[[camping]] move in his {{b|Reflector|Fox}}. Altogether, these grant him one of the fastest and safest [[approach]]es in the entire game and allow him to easily keep up with almost any opponent. Fox also boasts a versatile combo game thanks to his quick, low knockback moves, along with capable KOing power, with a quick and powerful finisher in his up smash. | ||
However, Fox's fast falling speed, high gravity, subpar air speed and light weight make him one of the easiest characters to both combo and KO, making him prone to momentum shifts. His [[recovery]], while long-distanced, is linear and predictable, allowing for players to edgeguard him. His grab game is also poor, as his throws lack utility due to having no follow-ups past medium percentages or being realistic KOing options. The introduction of [[rage]] further burdens Fox, as the efficiency of his combos drops dramatically with it, as well as becoming even easier to KO. | However, Fox's fast falling speed, high gravity, subpar air speed and light weight make him one of the easiest characters to both combo and KO, making him prone to momentum shifts. His [[recovery]], while long-distanced, is linear and predictable, allowing for players to edgeguard him. His grab game is also poor, as his throws lack utility due to having no follow-ups past medium percentages or being realistic KOing options. The introduction of [[rage]] further burdens Fox, as the efficiency of his combos drops dramatically with it, as well as becoming even easier to KO. | ||
Regardless, Fox's weaknesses are not enough to keep him out of the top tier, which is evident by his high tournament representation, such as from {{Sm|Larry Lurr}}, and Fox has attained great results. | Regardless, Fox's weaknesses are not enough to keep him out of the top tier, which is evident by his high tournament representation, such as from {{Sm|Larry Lurr}}, and Fox has attained great results. | ||
==Attributes== | ==Attributes== | ||
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Fox's grab game is quite mediocre. His down throw is easily DIed even at low percentages, and none of his other throws can combo effectively. He lacks a reliable KO throw, which further hinders his ability to close out stocks, and this gives him trouble against foes who continuously [[shield]] his finishers and set-ups. Fox does not have a particularly strong [[edgeguarding]] ability. He cannot maneuver effectively offstage due to his fast falling speed and slow air speed. He lacks a meteor smash outside of a pseudo autolink meteor in his fastfall forward air, and his aerials either have long durations, high ending lag, or both. In such situations, because of his falling speed, Fox often has to use Fire Fox to return to the stage, which is risky and can backfire if the opponent survives the attempt. | Fox's grab game is quite mediocre. His down throw is easily DIed even at low percentages, and none of his other throws can combo effectively. He lacks a reliable KO throw, which further hinders his ability to close out stocks, and this gives him trouble against foes who continuously [[shield]] his finishers and set-ups. Fox does not have a particularly strong [[edgeguarding]] ability. He cannot maneuver effectively offstage due to his fast falling speed and slow air speed. He lacks a meteor smash outside of a pseudo autolink meteor in his fastfall forward air, and his aerials either have long durations, high ending lag, or both. In such situations, because of his falling speed, Fox often has to use Fire Fox to return to the stage, which is risky and can backfire if the opponent survives the attempt. | ||
Finally, Fox has terrible endurance. His light [[weight]] and high gravity allow many characters to KO him below 100%. Not only that, but his falling speed leaves him extremely susceptible to combos, though less vulnerable to juggles. Thus, he loses the main advantage that light-weights possess while suffering from their most glaring weakness. Some characters can easily rack up 50% on Fox off of one combo, a prominent example being {{SSB4|Luigi}}, and he along with other characters can potentially bring Fox to KO percents with one or two combos. His aforementioned recovery issues only exacerbate Fox's frailty. Since Fox aims to rack up heavy damage but can struggle KOing, he is in even greater danger of losing his stock to opponents with heavy [[rage]], and his endurance prevents him from making effective use of the mechanic. | Finally, Fox has terrible endurance. His light [[weight]] and high gravity allow many characters to KO him below 100%. Not only that, but his falling speed leaves him extremely susceptible to combos, though less vulnerable to juggles. Thus, he loses the main advantage that light-weights possess while suffering from their most glaring weakness. Some characters can easily rack up 50% on Fox off of one combo, a prominent example being {{SSB4|Luigi}}, and he along with other characters can potentially bring Fox to KO percents with one or two combos. His aforementioned recovery issues only exacerbate Fox's frailty. Since Fox aims to rack up heavy damage but can struggle KOing, he is in even greater danger of losing his stock to opponents with heavy [[rage]], and his endurance prevents him from making effective use of the mechanic. | ||
With custom moves on, Fox does gain good benefits. Impact Blaster behaves similarly to how his Blaster did in ''SSB'' in that it fires slower, but deals more damage, knockback, and makes the opponents flinch similarly to {{SSB4|Falco}}'s {{b|Blaster|Falco}}. Charge Blaster fires a single, powerful laser that has slower start-up, but deals good damage, [[hitstun]] and knockback. [[Wolf Flash]], originally belonging to {{SSBB|Wolf}}, propels Fox at 35° instead of only horizontally like Fox Illusion does and it can also spike airborne opponents. Flying Fox does not go as far and deals no damage, but has almost no start-up and propels Fox faster, making it harder to gimp. Twisting Fox does not fly as far and propels Fox slower, but has less start-up, sucks opponents in, and is much more powerful, KOing as low as 60% off the top blast zone. It also grants a large momentum boost, making it just as good for recovery despite the lowered distance. | With custom moves on, Fox does gain good benefits. Impact Blaster behaves similarly to how his Blaster did in ''SSB'' in that it fires slower, but deals more damage, knockback, and makes the opponents flinch similarly to {{SSB4|Falco}}'s {{b|Blaster|Falco}}. Charge Blaster fires a single, powerful laser that has slower start-up, but deals good damage, [[hitstun]] and knockback. [[Wolf Flash]], originally belonging to {{SSBB|Wolf}}, propels Fox at 35° instead of only horizontally like Fox Illusion does and it can also spike airborne opponents. Flying Fox does not go as far and deals no damage, but has almost no start-up and propels Fox faster, making it harder to gimp. Twisting Fox does not fly as far and propels Fox slower, but has less start-up, sucks opponents in, and is much more powerful, KOing as low as 60% off the top blast zone. It also grants a large momentum boost, making it just as good for recovery despite the lowered distance. | ||
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Fox received a mix of buffs and nerfs, but despite being directly [[nerf]]ed from ''Brawl'' to ''Smash 4'', several universal changes benefited Fox significantly more in ''SSB4''. Fox's neutral game is less effective, with increased lag on his aerials and a weakened camping game due to the removal of auto-canceling on his Blaster. This means Fox can no longer safely bait as many bad approaches from his opponents. Additionally, his general damage output and frame data were nerfed and some of his finishers (such as up smash) have been weakened. He is lighter, and the changes to [[hitstun canceling]] combined with his higher fall speed and gravity makes him even easier to combo and worsens his endurance. One of his most significant nerfs was to his {{b|Reflector|Fox}}, which can no longer allow him to stall in the air effectively due to its drastically increased ending lag, no longer has [[intangibility]] on startup removing its ability to break combos and can no longer semi-spike, making it much less effective overall now being near useless outside of reflecting projectiles. | Fox received a mix of buffs and nerfs, but despite being directly [[nerf]]ed from ''Brawl'' to ''Smash 4'', several universal changes benefited Fox significantly more in ''SSB4''. Fox's neutral game is less effective, with increased lag on his aerials and a weakened camping game due to the removal of auto-canceling on his Blaster. This means Fox can no longer safely bait as many bad approaches from his opponents. Additionally, his general damage output and frame data were nerfed and some of his finishers (such as up smash) have been weakened. He is lighter, and the changes to [[hitstun canceling]] combined with his higher fall speed and gravity makes him even easier to combo and worsens his endurance. One of his most significant nerfs was to his {{b|Reflector|Fox}}, which can no longer allow him to stall in the air effectively due to its drastically increased ending lag, no longer has [[intangibility]] on startup removing its ability to break combos and can no longer semi-spike, making it much less effective overall now being near useless outside of reflecting projectiles. | ||
However, Fox benefits from the general changes of ''SSB4'' enough to overcome these nerfs. This most notably includes the removal of [[chain grab]]bing, which was a major reason for his mid-tier placement in ''Brawl'', and early hitstun canceling, which restores his ability to perform short combos with some of his more versatile attacks, such as his up tilt and neutral aerial. Additionally, while Fox's neutral game was nerfed, it still remains better than most due to his retained mix-ups, excellent [[foxtrot]] and [[short hop]] and his overall mobility. Fox also benefits from a better [[jab cancel]] at higher percents, which can set up KOs more reliably. His recovery has also improved, with [[Fox Illusion]] no longer leaving him [[helpless]] and [[Fire Fox]] traveling farther. Fox benefits from the untechable [[reeling]] animation arguably more than any other character, as it now allows Fox to combo his weaker moves (such as down or neutral aerial) into his smash attacks for a K.O. | However, Fox benefits from the general changes of ''SSB4'' enough to overcome these nerfs. This most notably includes the removal of [[chain grab]]bing, which was a major reason for his mid-tier placement in ''Brawl'', and early hitstun canceling, which restores his ability to perform short combos with some of his more versatile attacks, such as his up tilt and neutral aerial. Additionally, while Fox's neutral game was nerfed, it still remains better than most due to his retained mix-ups, excellent [[foxtrot]] and [[short hop]] and his overall mobility. Fox also benefits from a better [[jab cancel]] at higher percents, which can set up KOs more reliably. His recovery has also improved, with [[Fox Illusion]] no longer leaving him [[helpless]] and [[Fire Fox]] traveling farther. Fox benefits from the untechable [[reeling]] animation arguably more than any other character, as it now allows Fox to combo his weaker moves (such as down or neutral aerial) into his smash attacks for a K.O. | ||
As a result, he is considered to be much better relative to the cast than he was in ''Brawl'' despite his moveset being noticeably worse, reflected by his much greater tournament success compared to ''Brawl'' with many more dedicated mains pushing his metagame. | As a result, he is considered to be much better relative to the cast than he was in ''Brawl'' despite his moveset being noticeably worse, reflected by his much greater tournament success compared to ''Brawl'' with many more dedicated mains pushing his metagame. | ||
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***{{buff|However, this further improves the move's combo potential at higher percents.}} | ***{{buff|However, this further improves the move's combo potential at higher percents.}} | ||
*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{nerf|Down tilt deals less damage (9%/8%/7% → 8%/7%/6%), hindering its KO potential.}} | **{{nerf|Down tilt deals less damage (9%/8%/7% → 8%/7%/6%), hindering its KO potential.}} | ||
***{{buff|However, when combined with the changes to hitstun canceling/DI, this improves down tilt's combo potential, particularly from mid percents with the sourspot.}} | ***{{buff|However, when combined with the changes to hitstun canceling/DI, this improves down tilt's combo potential, particularly from mid percents with the sourspot.}} | ||
*[[Dash attack]]: | *[[Dash attack]]: | ||
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***{{nerf|However, this does also make the move easier to punish on shield.}} | ***{{nerf|However, this does also make the move easier to punish on shield.}} | ||
**{{bugfix|Due to the rebound hitbox flag being fixed, forward smash no longer rebounds, much like in ''Melee''.}} | **{{bugfix|Due to the rebound hitbox flag being fixed, forward smash no longer rebounds, much like in ''Melee''.}} | ||
***{{buff|This significantly improves its approach potential, especially when combined with its increased travel distance.}} | ***{{buff|This significantly improves its approach potential, especially when combined with its increased travel distance.}} | ||
**{{change|Forward smash always now always launches opponents in the direction Fox is facing.}} | **{{change|Forward smash always now always launches opponents in the direction Fox is facing.}} | ||
**{{nerf|Forward smash has more ending lag (FAF 41 → 46).}} | **{{nerf|Forward smash has more ending lag (FAF 41 → 46).}} | ||
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**{{nerf|Up smash has more ending lag (FAF 47 → 56).}} | **{{nerf|Up smash has more ending lag (FAF 47 → 56).}} | ||
**{{nerf|Fox's head has less intangibility when performing up smash (frames 1-10 → 1-9).}} | **{{nerf|Fox's head has less intangibility when performing up smash (frames 1-10 → 1-9).}} | ||
**{{nerf|Up smash deals less damage (17%/15% (clean)/13% (late) → (16%/14%)/11%), with the clean hit also having decreased knockback scaling (96 → 94), hindering its KO potential.}} | **{{nerf|Up smash deals less damage (17%/15% (clean)/13% (late) → (16%/14%)/11%), with the clean hit also having decreased knockback scaling (96 → 94), hindering its KO potential.}} | ||
**{{nerf|The foot hitbox has been repositioned (x/y/z offset: 0/2.7/2.5 (clean), 0/2.7/1.8 (late) → (3/2.1/0)/(2.9/2.1/0), slightly reducing its range.}} | **{{nerf|The foot hitbox has been repositioned (x/y/z offset: 0/2.7/2.5 (clean), 0/2.7/1.8 (late) → (3/2.1/0)/(2.9/2.1/0), slightly reducing its range.}} | ||
**{{nerf|Fox's running up smash covers noticeably less distance out of an initial dash, forcing him to rely on his jump cancelled up smash.}} | **{{nerf|Fox's running up smash covers noticeably less distance out of an initial dash, forcing him to rely on his jump cancelled up smash.}} | ||
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***{{nerf|However, this also hinders its edgeguarding potential, as well as its KO potential when used close to the horizontal blast zone, and even from around center stage on smaller tournament legal stages.}} | ***{{nerf|However, this also hinders its edgeguarding potential, as well as its KO potential when used close to the horizontal blast zone, and even from around center stage on smaller tournament legal stages.}} | ||
**{{nerf|Down smash has a shorter duration (frames 6-10 → 6-7).}} | **{{nerf|Down smash has a shorter duration (frames 6-10 → 6-7).}} | ||
**{{nerf|Down smash has more ending lag (FAF 50 → 53).}} | **{{nerf|Down smash has more ending lag (FAF 50 → 53).}} | ||
**{{nerf|Down smash has a new charging animation where Fox stands upright on one leg while bracing himself when looking up; this somewhat enlarges his hurtbox while charging compared to the previous animation.}} | **{{nerf|Down smash has a new charging animation where Fox stands upright on one leg while bracing himself when looking up; this somewhat enlarges his hurtbox while charging compared to the previous animation.}} | ||
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**{{nerf|The foot hitbox has been moved closer to Fox (x/y offset: 0/-2.38 → 2.3/0), with the foot hitbox now failing to fully cover Fox's foot.}} | **{{nerf|The foot hitbox has been moved closer to Fox (x/y offset: 0/-2.38 → 2.3/0), with the foot hitbox now failing to fully cover Fox's foot.}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{buff|Forward aerial's first four hits now send aerial opponents at the [[autolink angle]] (75° → 366°) with [[set knockback]] (10 (base), 50 (scaling) → 120 (set)/100 (scaling)). When combined with the weakening of SDI, this allows it to connect much more reliably and it makes the move harder to escape, despite its SDI multiplier being increased (1× → 1.3×).}} | **{{buff|Forward aerial's first four hits now send aerial opponents at the [[autolink angle]] (75° → 366°) with [[set knockback]] (10 (base), 50 (scaling) → 120 (set)/100 (scaling)). When combined with the weakening of SDI, this allows it to connect much more reliably and it makes the move harder to escape, despite its SDI multiplier being increased (1× → 1.3×).}} | ||
***{{buff|Additionally, if Fox fast falls in the middle of the attack, it will drag opponents down with him. This can notably lead into a [[footstool jump]] off stage, allowing Fox to get off stage KOes at extremely low percents (although it is difficult and risky to perform).}} | ***{{buff|Additionally, if Fox fast falls in the middle of the attack, it will drag opponents down with him. This can notably lead into a [[footstool jump]] off stage, allowing Fox to get off stage KOes at extremely low percents (although it is difficult and risky to perform).}} | ||
**{{buff|The first four hits deal more knockback to grounded opponents (10 (base), 50 (scaling) → 60/120 (hit 1)/60/150 (hits 2-4)).}} | **{{buff|The first four hits deal more knockback to grounded opponents (10 (base), 50 (scaling) → 60/120 (hit 1)/60/150 (hits 2-4)).}} | ||
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**{{change|The final hit has a higher [[hitlag]] multiplier (1× → 2×).}} | **{{change|The final hit has a higher [[hitlag]] multiplier (1× → 2×).}} | ||
**{{nerf|Forward aerial has noticeably increased landing lag (18 frames → 27).}} | **{{nerf|Forward aerial has noticeably increased landing lag (18 frames → 27).}} | ||
**{{nerf|Forward aerial deals much less damage (6% (hit 1)/5% (hits 2/3)/4% (hit 4)/23% (total) → 2%/1%/0.6%/0.8%/7.4%), going from the most damaging forward aerial in ''Brawl'' to one of the least damaging in ''Smash 4''.}} | **{{nerf|Forward aerial deals much less damage (6% (hit 1)/5% (hits 2/3)/4% (hit 4)/23% (total) → 2%/1%/0.6%/0.8%/7.4%), going from the most damaging forward aerial in ''Brawl'' to one of the least damaging in ''Smash 4''.}} | ||
**{{nerf|Forward aerial has an altered animation where Fox extends his foot further out. This noticeably reduces forward aerial's range relative to Fox, with the first four hits no longer being disjointed.}} | **{{nerf|Forward aerial has an altered animation where Fox extends his foot further out. This noticeably reduces forward aerial's range relative to Fox, with the first four hits no longer being disjointed.}} | ||
**{{nerf|The first four hits have smaller hitboxes (6u/6u/4u (hit 1)/5.5u/5.5u/3.5u (hit 2) → 4u/3u) and the body hitbox has been removed. This significantly reduces their range, especially on the foot, despite its hitboxes being positioned further outwards (x/y/z offset: 1/5.2/0 → 5.1/0.8.1.2).}} | **{{nerf|The first four hits have smaller hitboxes (6u/6u/4u (hit 1)/5.5u/5.5u/3.5u (hit 2) → 4u/3u) and the body hitbox has been removed. This significantly reduces their range, especially on the foot, despite its hitboxes being positioned further outwards (x/y/z offset: 1/5.2/0 → 5.1/0.8.1.2).}} | ||
**{{nerf|The final hit launches at a lower angle (75° → 70°) and has decreased knockback scaling (140 → 130), hindering its KO potential and making it more susceptible to DI, especially when considering its higher hitlag.}} | **{{nerf|The final hit launches at a lower angle (75° → 70°) and has decreased knockback scaling (140 → 130), hindering its KO potential and making it more susceptible to DI, especially when considering its higher hitlag.}} | ||
**{{nerf|Due to Fox's increased falling speed and gravity, forward aerial has a weaker hover effect. This not only hinders its recovery potential, and its ability to chase aerial opponents (especially when combined with Fox's lower double jump) but this also;}} | **{{nerf|Due to Fox's increased falling speed and gravity, forward aerial has a weaker hover effect. This not only hinders its recovery potential, and its ability to chase aerial opponents (especially when combined with Fox's lower double jump) but this also;}} | ||
***{{nerf|Removes its ability to [[auto-cancel]] in a short hop, noticeably hindering its approach potential.}} | ***{{nerf|Removes its ability to [[auto-cancel]] in a short hop, noticeably hindering its approach potential.}} | ||
***{{nerf|Removes Fox's ability to land on the top Battlefield platform with full hop - forward aerial, as well as removing/hindering its ability to land on other hard to reach areas.}} | ***{{nerf|Removes Fox's ability to land on the top Battlefield platform with full hop - forward aerial, as well as removing/hindering its ability to land on other hard to reach areas.}} | ||
*[[Back aerial]]: | *[[Back aerial]]: | ||
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**{{buff|Back aerial notably benefits from the increased [[shieldstun]], now granting Fox frame advantage on shield if its auto-cancel is timed properly.}} | **{{buff|Back aerial notably benefits from the increased [[shieldstun]], now granting Fox frame advantage on shield if its auto-cancel is timed properly.}} | ||
**{{change|As with most back aerial's, back aerial now always launches opponents in the opposite direction Fox is facing.}} | **{{change|As with most back aerial's, back aerial now always launches opponents in the opposite direction Fox is facing.}} | ||
**{{nerf|Back aerial deals less damage (15% → 13%), without full compensation on its knockback scaling (85 → 88), hindering its KO potential.}} | **{{nerf|Back aerial deals less damage (15% → 13%), without full compensation on its knockback scaling (85 → 88), hindering its KO potential.}} | ||
**{{nerf|The foot hitbox has been moved closer to Fox (x/y/z offset: 1/6/0 → 5.9/0.9/1.3), reducing its range.}} | **{{nerf|The foot hitbox has been moved closer to Fox (x/y/z offset: 1/6/0 → 5.9/0.9/1.3), reducing its range.}} | ||
**{{nerf|The sourspots on Fox's body have been removed, reducing back aerial's range in front of Fox, as well as reducing back aerial's overall utility.}} | **{{nerf|The sourspots on Fox's body have been removed, reducing back aerial's range in front of Fox, as well as reducing back aerial's overall utility.}} | ||
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**{{buff|Down aerial has a new landing hitbox with a high hitlag multiplier, allowing it to benefit from the introduction of [[frame canceling]].}} | **{{buff|Down aerial has a new landing hitbox with a high hitlag multiplier, allowing it to benefit from the introduction of [[frame canceling]].}} | ||
**{{nerf|Down aerial has much more landing lag (12 frames → 25), significantly hindering its safety, as well as its followup potential (although frame cancelling with the landing hit does partially compensate for this).}} | **{{nerf|Down aerial has much more landing lag (12 frames → 25), significantly hindering its safety, as well as its followup potential (although frame cancelling with the landing hit does partially compensate for this).}} | ||
**{{nerf|The first six hits deal less damage (3% → 1.4%), significantly reducing down aerial's total damage output (21% → 11.4%).}} | **{{nerf|The first six hits deal less damage (3% → 1.4%), significantly reducing down aerial's total damage output (21% → 11.4%).}} | ||
**{{nerf|The first six hits now use smaller extended hitboxes (6.4u → 3u/3u), significantly reducing their horizontal range.}} | **{{nerf|The first six hits now use smaller extended hitboxes (6.4u → 3u/3u), significantly reducing their horizontal range.}} | ||
**{{nerf|Compared to the previous loop hits, the landing hit deals less damage (3% → 1%), more knockback (33 (base), 40 (scaling) → 20/150) and launches opponents at a horizontal angle (285° → 361°). When combined with the move's higher landing lag (even when taking frame canceling into account) this hinders down aerial's followup potential, removing up tilt followups beyond lower percents (which are a lot more difficult to set up due to the horizontal launch angle) and tightening the percentage window for up smash KO confirms.}} | **{{nerf|Compared to the previous loop hits, the landing hit deals less damage (3% → 1%), more knockback (33 (base), 40 (scaling) → 20/150) and launches opponents at a horizontal angle (285° → 361°). When combined with the move's higher landing lag (even when taking frame canceling into account) this hinders down aerial's followup potential, removing up tilt followups beyond lower percents (which are a lot more difficult to set up due to the horizontal launch angle) and tightening the percentage window for up smash KO confirms.}} | ||
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***{{nerf|However, its total duration was unchanged, giving it more ending lag.}} | ***{{nerf|However, its total duration was unchanged, giving it more ending lag.}} | ||
**{{change|Edge attack deals consistent damage (8% (legs)/6% (body) → 7%).}} | **{{change|Edge attack deals consistent damage (8% (legs)/6% (body) → 7%).}} | ||
**{{nerf|Edge attack has a shorter duration (frames 25-32 → 19-21).}} | **{{nerf|Edge attack has a shorter duration (frames 25-32 → 19-21).}} | ||
**{{nerf|Edge attack has less intangibility (frames 1-23 → 1-16).}} | **{{nerf|Edge attack has less intangibility (frames 1-23 → 1-16).}} | ||
**{{nerf|Edge attack now uses one extended hitbox, rather than three normal hitboxes. This hitbox gives the move less vertical and horizontal range (especially when combined with the move's shorter duration).}} | **{{nerf|Edge attack now uses one extended hitbox, rather than three normal hitboxes. This hitbox gives the move less vertical and horizontal range (especially when combined with the move's shorter duration).}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{b|Blaster|Fox}}: | *{{b|Blaster|Fox}}: | ||
**{{change|Much like Fox's throw lasers, Blaster's laser now has a unique laser sound effect when it connects (rather than a punch sound).}} | **{{change|Much like Fox's throw lasers, Blaster's laser now has a unique sound laser sound effect when it connects (rather than a punch sound).}} | ||
**{{nerf|Blaster has one more frame of ending lag (FAF 39 (ground)/37 (air) → 40/38).}} | **{{nerf|Blaster has one more frame of ending lag (FAF 39 (ground)/37 (air) → 40/38).}} | ||
***{{nerf|In addition to this, Aerial Blaster has a longer ending animation (22 frames → 27), increasing the amount of time Fox cannot grab ledges after performing the move.}} | ***{{nerf|In addition to this, Aerial Blaster has a longer ending animation (22 frames → 27), increasing the amount of time Fox cannot grab ledges after performing the move.}} | ||
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***{{nerf|In addition to this, the laser now only uses one extended hitbox, rather than two normal hitboxes. This both reduces the laser's range and it means that the back of the laser still has a large blind spot.}} | ***{{nerf|In addition to this, the laser now only uses one extended hitbox, rather than two normal hitboxes. This both reduces the laser's range and it means that the back of the laser still has a large blind spot.}} | ||
*[[Fox Illusion]]: | *[[Fox Illusion]]: | ||
**{{buff|Fox Illusion no longer leaves Fox [[helpless]] after the move is performed in the air, though it can still only be used once in the air. When combined with the removal of [[edge hog]]ging, this drastically improves its recovery potential.}} | **{{buff|Fox Illusion no longer leaves Fox [[helpless]] after the move is performed in the air, though it can still only be used once in the air. When combined with the removal of [[edge hog]]ging, this drastically improves its recovery potential.}} | ||
**{{buff|Fox Illusion travels slightly further.}} | **{{buff|Fox Illusion travels slightly further.}} | ||
**{{buff|Fox no longer dashes over the edge when using Illusion on the ground.}} | **{{buff|Fox no longer dashes over the edge when using Illusion on the ground.}} | ||
**{{buff|Fox Illusion has less landing lag (24 frames → 16).}} | **{{buff|Fox Illusion has less landing lag (24 frames → 16).}} | ||
**{{change|Fox Illusion has less base knockback but more knockback scaling (68 (base), 40/60 (ground/aerial scaling) → 10/(170/200)).}} | **{{change|Fox Illusion has less base knockback but more knockback scaling (68 (base), 40/60 (ground/aerial scaling) → 10/(170/200)).}} | ||
***{{buff|This improves its KO potential, while now giving the aerial version KO confirms at higher percents due to the changes to hitstun canceling/DI.}} | ***{{buff|This improves its KO potential, while now giving the aerial version KO confirms at higher percents due to the changes to hitstun canceling/DI.}} | ||
***{{nerf|However, this also makes the much less safe on hit at lower percents (especially the grounded version), hindering its utility at lower percents.}} | ***{{nerf|However, this also makes the much less safe on hit at lower percents (especially the grounded version), hindering its utility at lower percents.}} | ||
**{{nerf|Fox Illusion deals less damage (4% → 3%).}} | **{{nerf|Fox Illusion deals less damage (4% → 3%).}} | ||
**{{nerf|Fox Illusion has more startup lag (frame 20 → 21) and ending lag (FAF 64 → 70).}} | **{{nerf|Fox Illusion has more startup lag (frame 20 → 21) and ending lag (FAF 64 → 70).}} | ||
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**{{buff|Fox's momentum is no longer completely halted after performing Fire Fox at an upwards 45° angle, making it cover noticeably more distance.}} | **{{buff|Fox's momentum is no longer completely halted after performing Fire Fox at an upwards 45° angle, making it cover noticeably more distance.}} | ||
**{{buff|Fire Fox's dashing hitboxes are larger (4.7u (clean)/3.8u (late) → 5.3u/4.7u).}} | **{{buff|Fire Fox's dashing hitboxes are larger (4.7u (clean)/3.8u (late) → 5.3u/4.7u).}} | ||
**{{nerf|Fire Fox has more landing lag (18 frames → 20 | **{{nerf|Fire Fox has more landing lag (18 frames → 20).}} | ||
*{{b|Reflector|Fox}}: | *{{b|Reflector|Fox}}: | ||
**{{buff|Reflector has a longer duration (frame 3 → 6-7).}} | **{{buff|Reflector has a longer duration (frame 3 → 6-7).}} | ||
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**{{change|Reflector has an updated sound effect.}} | **{{change|Reflector has an updated sound effect.}} | ||
**{{nerf|Reflector deals less damage (5% (grounded opponents)/4% (aerial opponents) → 2% (both)), without full compensation on its knockback against grounded opponents (60 (base), 30 (scaling) → 66/32).}} | **{{nerf|Reflector deals less damage (5% (grounded opponents)/4% (aerial opponents) → 2% (both)), without full compensation on its knockback against grounded opponents (60 (base), 30 (scaling) → 66/32).}} | ||
**{{nerf|Reflector launches aerial opponents at a much higher angle (10° → 40°), significantly hindering its edgeguarding and KO potential despite its higher knockback.}} | **{{nerf|Reflector launches aerial opponents at a much higher angle (10° → 40°), significantly hindering its edgeguarding and KO potential despite its higher knockback.}} | ||
**{{nerf|Reflector has more startup lag (frame 3 → 6).}} | **{{nerf|Reflector has more startup lag (frame 3 → 6).}} | ||
**{{nerf|Reflector no longer grants Fox intangibility during its startup, removing its use as a combo breaker and as a close range defensive tool.}} | **{{nerf|Reflector no longer grants Fox intangibility during its startup, removing its use as a combo breaker and as a close range defensive tool.}} | ||
**{{nerf|Reflector has a lower reflection multiplier (1.5x → 1.4x).}} | **{{nerf|Reflector has a lower reflection multiplier (1.5x → 1.4x).}} | ||
**{{nerf|Similar to its ''Smash 64''/''Melee'' counterparts, Fox is now locked in his reflector for 20 frames before he can release it, drastically increasing the move's ending lag (FAF 22 → 41). This significantly hinders its safety as an attack on the ground, as well as removing its followup potential.}} | **{{nerf|Similar to its ''Smash 64''/''Melee'' counterparts, Fox is now locked in his reflector for 20 frames before he can release it, drastically increasing the move's ending lag (FAF 22 → 41). This significantly hinders its safety as an attack on the ground, as well as removing its followup potential.}} | ||
**{{nerf|Fox has slightly higher gravity when using Reflector (0.2666666 → 0.27). When combined with its increased ending lag, this drastically hinders Reflector's stalling potential.}} | **{{nerf|Fox has slightly higher gravity when using Reflector (0.2666666 → 0.27). When combined with its increased ending lag, this drastically hinders Reflector's stalling potential.}} | ||
*[[Landmaster]]: | *[[Landmaster]]: | ||
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|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=1% | |neutral2dmg=1% | ||
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|neutraldesc=Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick. The second one is very easy to drop via jab cancel, allowing Fox to combo into other quick moves or into a grab. | |neutraldesc=Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick. The second one is very easy to drop via jab cancel, allowing Fox to combo into other quick moves or into a grab. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=8% | |ftiltupdmg=8% | ||
|ftiltsidedmg=6% | |ftiltsidedmg=6% | ||
|ftiltdowndmg=7% | |ftiltdowndmg=7% | ||
|ftiltdesc=A roundhouse kick. Can be angled up or down, but has below average knockback. When angled downwards, it can [[jab reset]] at low percentages. | |ftiltdesc=A roundhouse kick. Can be angled up or down, but has below average knockback. When angled downwards, it can [[jab reset]] at low percentages. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% (clean), 6% (late) | |utiltdmg=9% (clean), 6% (late) | ||
|utiltdesc=A scorpion kick. Excellent for follow-ups, such as back aerial, forward aerial, or up aerial. It comes out extremely fast, being frame 3, making it a good surprise attack for foes approaching from behind. Combined, its extremely fast start up and low reaching start up hitbox means it can be used as an easy "two frame" ledge snap punish, which of course can be followed up with. | |utiltdesc=A scorpion kick. Excellent for follow-ups, such as back aerial, forward aerial, or up aerial. It comes out extremely fast, being frame 3, making it a good surprise attack for foes approaching from behind. Combined, its extremely fast start up and low reaching start up hitbox means it can be used as an easy "two frame" ledge snap punish, which of course can be followed up with. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% (close), 7%, 6% (far) | |dtiltdmg=8% (close), 7%, 6% (far) | ||
|dtiltdesc=Swipes at the opponent with his tail. Slightly less range than the animation would indicate. The sourspot sends opponents at a higher angle, which allows it to combo into other attacks more easily, most notably into a KO confirm up aerial at high percentages. | |dtiltdesc=Swipes at the opponent with his tail. Slightly less range than the animation would indicate. The sourspot sends opponents at a higher angle, which allows it to combo into other attacks more easily, most notably into a KO confirm up aerial at high percentages. | ||
|dashname= | |dashname= | ||
|dashdmg=6% (clean), 4% (late) | |dashdmg=6% (clean), 4% (late) | ||
|dashdesc=A flying kick. One of Fox's best combo starters. | |dashdesc=A flying kick. One of Fox's best combo starters. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSB4|14}} | |fsmashdmg={{ChargedSmashDmgSSB4|14}} | ||
|fsmashdesc=A butterfly kick. It has good range since Fox somersaults forward. Has possibly the lowest base knockback in the game for a forward smash, but decent knockback growth. | |fsmashdesc=A butterfly kick. It has good range since Fox somersaults forward. Has possibly the lowest base knockback in the game for a forward smash, but decent knockback growth. | ||
|usmashname=Flip Kick | |usmashname=Flip Kick | ||
|usmashdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | |usmashdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|11}} (late) | ||
|usmashdesc=A bicycle kick, similar to Yoshi's up smash. It loses strength the farther it is into the animation. The clean hit has the [[slash]] effect. It hits on frame 8, has high power, and has intangibility on head during startup and clean hit, making it Fox's most potent finisher. However, it has high ending lag (45 frames). | |usmashdesc=A bicycle kick, similar to Yoshi's up smash. It loses strength the farther it is into the animation. The clean hit has the [[slash]] effect. It hits on frame 8, has high power, and has intangibility on head during startup and clean hit, making it Fox's most potent finisher. However, it has high ending lag (45 frames). | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (feet), {{ChargedSmashDmgSSB4|12}} (legs) | |dsmashdmg={{ChargedSmashDmgSSB4|14}} (feet), {{ChargedSmashDmgSSB4|12}} (legs) | ||
|dsmashdesc=A split kick. Very fast start-up, hits on both sides and launches opponents at a semi-spike angle. | |dsmashdesc=A split kick. Very fast start-up, hits on both sides and launches opponents at a semi-spike angle. | ||
|nairname= | |nairname= | ||
|nairdmg=9% (clean), 6% (late) | |nairdmg=9% (clean), 6% (late) | ||
|nairdesc=A flying kick. Due to being a [[sex kick]], it loses power the longer it is out. However, the late hit can be useful for setting up a [[slide smash]] or any other attacks, especially due to rather low landing lag coupled with Fox's quick falling speed. | |nairdesc=A flying kick. Due to being a [[sex kick]], it loses power the longer it is out. However, the late hit can be useful for setting up a [[slide smash]] or any other attacks, especially due to rather low landing lag coupled with Fox's quick falling speed. | ||
|fairname= | |fairname= | ||
|fairdmg=2% (hit 1), 1% (hit 2), 0.6% (hit 3), 0.8% (hit 4), 3% (last hit) | |fairdmg=2% (hit 1), 1% (hit 2), 0.6% (hit 3), 0.8% (hit 4), 3% (last hit) | ||
|fairdesc=Five swiveling roundhouse kicks performed in quick succession. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from moderate landing lag, but auto-cancels from a full hop. When fast-fallen, the first three kicks combined with a footstool are capable of [[gimp]]ing opponents offstage. | |fairdesc=Five swiveling roundhouse kicks performed in quick succession. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from moderate landing lag, but auto-cancels from a full hop. When fast-fallen, the first three kicks combined with a footstool are capable of [[gimp]]ing opponents offstage. | ||
|bairname= | |bairname= | ||
|bairdmg=13% | |bairdmg=13% | ||
|bairdesc=A back kick. Has a very generous auto-cancel window, to where it can be used at the peak of a short hop and still auto-cancel. A useful edge-guarding attack, and deadly at the sides of the stage due to its good knockback and angle, though not to the extent of {{SSB4|Falco}}'s. | |bairdesc=A back kick. Has a very generous auto-cancel window, to where it can be used at the peak of a short hop and still auto-cancel. A useful edge-guarding attack, and deadly at the sides of the stage due to its good knockback and angle, though not to the extent of {{SSB4|Falco}}'s. | ||
|uairname= | |uairname= | ||
|uairdmg=5% (hit 1), 11% (last hit) | |uairdmg=5% (hit 1), 11% (last hit) | ||
|uairdesc=A somersault kick. Auto-cancels out of a short hop. Fox's strongest aerial, as it deals high knockback to the point where it can even KO grounded opponents reliably at around 140%. In the air, it KOs at around 110%. and However, the first hit of up aerial can be SDI'd out of to avoid getting hit by the second hit. | |uairdesc=A somersault kick. Auto-cancels out of a short hop. Fox's strongest aerial, as it deals high knockback to the point where it can even KO grounded opponents reliably at around 140%. In the air, it KOs at around 110%. and However, the first hit of up aerial can be SDI'd out of to avoid getting hit by the second hit. | ||
|dairname= | |dairname= | ||
|dairdmg=1.4% (hits 1-6), 3% (last hit), 1% (landing hit) | |dairdmg=1.4% (hits 1-6), 3% (last hit), 1% (landing hit) | ||
|dairdesc=A drill kick that hits multiple times in quick succession. Auto-cancels from a full hop, making it useful for reading jumps. The last hit deals low knockback. The landing hit launches opponents away and at high percentages, a running up smash can be used as an immediate follow-up. | |dairdesc=A drill kick that hits multiple times in quick succession. Auto-cancels from a full hop, making it useful for reading jumps. The last hit deals low knockback. The landing hit launches opponents away and at high percentages, a running up smash can be used as an immediate follow-up. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.2% | |pummeldmg=1.2% | ||
|pummeldesc=Knee strikes the opponent. Fast, but weak. | |pummeldesc=Knee strikes the opponent. Fast, but weak. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit 1), 3% (throw) | |fthrowdmg=4% (hit 1), 3% (throw) | ||
|fthrowdesc=Releases the opponent and quickly performs a cross, launching them forward. Can lead into a dash attack or up smash at low to high percentages if the opponent does not DI away or tech. It is also Fox's strongest throw, but it does not start KOing until extremely high percentages. | |fthrowdesc=Releases the opponent and quickly performs a cross, launching them forward. Can lead into a dash attack or up smash at low to high percentages if the opponent does not DI away or tech. It is also Fox's strongest throw, but it does not start KOing until extremely high percentages. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=2% (throw), 2% (shots) | |bthrowdmg=2% (throw), 2% (shots) | ||
|bthrowdesc=Throws the opponent backward and shoots them with three rapid shots from his Blaster. | |bthrowdesc=Throws the opponent backward and shoots them with three rapid shots from his Blaster. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (throw), 2% (shots) | |uthrowdmg=2% (throw), 2% (shots) | ||
|uthrowdesc=Throws the opponent upward and shoots them with three rapid shots from his Blaster. Can occasionally be followed up into an up aerial if the opponent's reaction is read properly. | |uthrowdesc=Throws the opponent upward and shoots them with three rapid shots from his Blaster. Can occasionally be followed up into an up aerial if the opponent's reaction is read properly. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1.5% (shots), 1% (throw) | |dthrowdmg=1.5% (shots), 1% (throw) | ||
|dthrowdesc=Forces the opponent onto the ground and fires four rapid, point-blank shots at them with his Blaster. A semi-reliable combo starter into forward aerial, back aerial, or up aerial, depending on DI, but since it has high base knockback and scaling, such follow-ups become impossible past very low percentages unless the opponent DIs poorly. | |dthrowdesc=Forces the opponent onto the ground and fires four rapid, point-blank shots at them with his Blaster. A semi-reliable combo starter into forward aerial, back aerial, or up aerial, depending on DI, but since it has high base knockback and scaling, such follow-ups become impossible past very low percentages unless the opponent DIs poorly. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|fsdmg=5% (activation), 5-17% (ram), 13% (turning around), 11% (roll), 12 (landing) 8% (cannon while firing), 15% (cannon projectile) | |fsdmg=5% (activation), 5-17% (ram), 13% (turning around), 11% (roll), 12 (landing) 8% (cannon while firing), 15% (cannon projectile) | ||
|fsdesc=Calls in a Landmaster. While piloting it, Fox can drive it around and hover by holding down the jump button. The Landmaster also has many methods of attacking, such as firing the laser turret and running over foes. Fox's version lasts longer than Falco's, but has a lower air speed. | |fsdesc=Calls in a Landmaster. While piloting it, Fox can drive it around and hover by holding down the jump button. The Landmaster also has many methods of attacking, such as firing the laser turret and running over foes. Fox's version lasts longer than Falco's, but has a lower air speed. | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{ | {{Crowd | ||
|char=Fox | |||
|game=SSB4 | |||
|desc-us=Fox! Fox! Fox! | |||
|desc-jp=Fo-kusu! *claps 3 times* | |||
|pitch-us=Group chant | |||
| | |pitch-jp=Group chant}} | ||
| | |||
|- | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | ||
*{{Sm|Charliedaking|USA}} - One of the best Fox players in the United States. | ''See also: [[:Category:Fox professionals (SSB4)]]'' | ||
*{{Sm|Eon|USA}} - | |||
*{{Sm|Kuro|Japan}} - One of the best Fox players in Japan | *{{Sm|Charliedaking|USA}} (#67) - One of the best Fox players in the United States. Placed 5th at {{Trn|2GGC: ARMS Saga}}, 7th at {{Trn|2GGC: West Side Saga}}, 9th at both {{Trn|GameTyrant Expo 2017}} and {{Trn|SwitchFest}}, and 13th at {{Trn|IBP Masters Showdown}} with wins over players such as {{Sm|VoiD}}, {{Sm|Abadango}}, and {{Sm|Kameme}}. Ranked 6th on the all-time [[SoCal Power Rankings]]. | ||
*{{Sm|Larry Lurr|USA}} - The best Fox player | *{{Sm|Eon|USA}} (#98) - One of the best Fox players in SoCal. Placed 7th at {{Trn|Who's Your Pappy 10}}, 9th at both {{Trn|2GGC: GENESIS Saga}} and {{Trn|IBP Masters Showdown}}, 13th at {{Trn|Smash Masters League: Battle for Vegas}}, and 17th at {{Trn|2GGC: Fire Emblem Saga}} with wins over players such as {{Sm|VoiD}}, {{Sm|komorikiri}} and {{Sm|6WX}}. Ranked 10th on the all-time [[SoCal Power Rankings]]. | ||
*{{Sm|Light|USA|p=Connecticut}} - | *{{Sm|Kuro|Japan}} (#97) - One of the best Fox players in Japan. Placed 1st at {{Trn|Karisuma 15}}, 4th at {{Trn|Sumabato Tokaigi Qualifier 2}}, 7th at {{Trn|Umebura 29}}, and 9th at both {{Trn|Sumabato 21}} {{Trn|Umebura Smash 4 Final}} with wins over players such as {{Sm|Tsu-}}, {{Sm|Earth}}, and {{Sm|Eim}}. Ranked 29th on the [[JAPAN Power Rankings]]. | ||
*{{Sm|NAKAT|USA}} - Co-mains Fox alongside {{SSB4|Ness}} | *{{Sm|Larry Lurr|USA}} (#8) - The best Fox player in the world. Placed 1st at {{Trn|2GGT: Mexico Saga}}, 2nd at both {{Trn|2GGT: ZeRo Saga}} and {{Trn|2GGC: Greninja Saga}}, and 3rd at both {{Trn|CEO 2017}} and {{Trn|EVO 2017}}. | ||
*{{Sm|Shogun|Japan}} - One of | *{{Sm|Light|USA|p=Connecticut}} (#43) - One of the best Fox players in the world. Placed 4th at {{Trn|Smash 'N' Splash 4}}, {{Trn|Smash Sounds}}, and {{Trn|Shine 2018}}, 9th at {{Trn|MomoCon 2018}}, and 13th at {{Trn|2GG: Hyrule Saga}} with wins over players such as {{Sm|Nairo}}, {{Sm|Dabuz}}, and {{Sm|Tweek}}. Ranked 2nd on the [[New England Power Rankings]]. | ||
*{{Sm|SH|Japan}} - | *{{Sm|NAKAT|USA}} (#49) - Co-mains Fox alongside {{SSB4|Ness}}. Placed 3rd at {{Trn|Smash Factor 6}}, 9th at {{Trn|2GGC: Greninja Saga}}, 13th at both {{Trn|2GGC: ARMS Saga}} and {{Trn|EVO 2017}}, and 17th at both {{Trn|GENESIS 4}} and {{Trn|GameTyrant Expo 2017}} with wins over players such as {{Sm|Abadango}}, {{Sm|Dabuz}}, and {{Sm|falln}}. | ||
*{{Sm|Xzax|USA}} - | *{{Sm|Shogun|Japan}} (#82) - One of the best Fox players in Japan. Placed 3rd at {{Trn|Sumabato 23}}, 4th at {{Trn|Sumabato 28}}, 7th at both {{Trn|Sumabato 26}} and {{Trn|Sumabato Smash 4 Final}}, and 13th at {{Trn|Umebura Smash 4 Final}} with wins over players such as {{Sm|WaDi}}, {{Sm|Shuton}}, and {{Sm|kameme}}. Ranked 23rd on the [[JAPAN Power Rankings]]. | ||
*{{Sm|SH|Japan}} (#75) - The best Fox player in Japan but has since went inactive. Placed 1st at both {{Trn|Sumabato Niconico Qualifier}} and {{Trn|Karisuma 10}} as well as 3rd at {{Trn|Karisuma 3}}, {{Trn|Karisuma 4}}, and {{Trn|Sumabato 13}} with wins over players such as {{Sm|Abadango}}, {{Sm|Ranai}}, and {{Sm|9B}}. | |||
*{{Sm|Xzax|USA}} (#92) - Placed 5th at {{Trn|2GGT: Fresh Saga}}, 9th at both {{Trn|2GGT: Mexico Saga}} and {{Trn|IBP Masters Showdown}}, and 17th at both {{Trn|2GGT: Abadango Saga}} and {{Trn|SwitchFest}} with wins over players such as {{Sm|ZeRo}}, {{Sm|MVD}}, and {{Sm|Mr. E}}. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
During the game's release, Fox was considered a mid-tier character by the ''SSB4'' community. Players believed the reductions to his overall damage output, the weakening of his up smash, the heavily increased landing lag on his aerials, the loss of [[Blaster]] [[auto-cancelling]] and shine-spikes, and his increased frailty resulted in him being worse than his ''Brawl'' incarnation. However, they slowly reassessed their thoughts on the character, as the removal of [[chaingrabbing]] and [[edge-hogging]] and the heavy changes to [[hitstun]] cancelling would prove beneficial to Fox, as such mechanics plagued him in ''Brawl''. Opinions on Fox improved further as players discovered the first two hits of his jab could perform [[infinite]]s and easily combo into other moves, including his main finishers. As a result, a massive amount of Fox players rushed into the competitive scene and quickly gained results, with many spamming the infinite as their battle strategy. Ultimately, this "infinite" carried even casual players to victories over experts. While | During the game's release, Fox was considered a mid-tier character by the ''SSB4'' community. Players believed the reductions to his overall damage output, the weakening of his up smash, the heavily increased landing lag on his aerials, the loss of [[Blaster]] [[auto-cancelling]] and shine-spikes, and his increased frailty resulted in him being worse than his ''Brawl'' incarnation. However, they slowly reassessed their thoughts on the character, as the removal of [[chaingrabbing]] and [[edge-hogging]] and the heavy changes to [[hitstun]] cancelling would prove beneficial to Fox, as such mechanics plagued him in ''Brawl''. Opinions on Fox improved further as players discovered the first two hits of his jab could perform [[infinite]]s and easily combo into other moves, including his main finishers. As a result, a massive amount of Fox players rushed into the competitive scene and quickly gained results, with many spamming the infinite as their battle strategy. Ultimately, this "infinite" carried even casual players to victories over experts. While his jab received nerfs in patch 1.1.0 (which removed the infinite and reduced its combo utility, and caused his large playerbase reliant on the infinite to either drop Fox or perform noticeably worse), his results have continually improved, with smashers like {{Sm|Charliedaking}}, {{Sm|Eon}}, {{Sm|Light|p=Connecticut}}, {{Sm|MegaFox}}, and {{Sm|Larry Lurr}} getting excellent tournament results, the latter winning against {{Sm|ZeRo}} 3-0 in a dominating fashion at [[CEO 2016]]. He has also notably benefited from the nerfs to {{SSB4|Sheik}}, {{SSB4|Luigi}}, and {{SSB4|Bayonetta}}, who were among Fox's most challenging match-ups prior to their nerfs, though he still struggles against the latter. | ||
These points have led Fox to be considered a top tier character by the community as the metagame advanced, which is reflected on him ranking at 7th on all iterations of the ''4BR'' [[tier list]]. This also makes Fox the only character to consistently stand on the same placing on each iteration of the tier list (although he shares the spot with {{SSB4|Sonic}} on the fourth and | These points have led Fox to be considered a top tier character by the community as the metagame has advanced, which is reflected on him ranking at 7th on all iterations of the ''4BR'' [[tier list]]. This also makes Fox the only character to consistently stand on the same placing on each iteration of the tier list (although he currently shares the spot with {{SSB4|Sonic}} on the fourth and current tier list). However, some smashers such as {{Sm|Dabuz}} and {{Sm|ESAM}} have claimed that Fox should be ranked higher on the tier list due to his dominant results and overwhelming advantage state with both players ranking Fox among the top 5 characters in the game while some say he should stay where he is due to his poor disadvantage state. | ||
==[[Trophies]]== | |||
:'''Fox''' | |||
::{{Flag|North America}} {{GameIcon|SSB4-3}} ''Fox is the leader of the mercenary unit Star Fox, often enlisted to defeat the evil Andross. His piloting skills are top notch, but in Smash Bros. he brings speed and fast attacks to the battle. His Reflector move allows him to turn projectile attacks against his foes, increasing their power for a punishing blow.'' | |||
::{{Flag|North America}} {{GameIcon|SSB4-U}} ''Fox McCloud is the leader of the mercenary flight team, Star Fox, often enlisted to defeat the evil Andross. His piloting skills are top notch, but in Smash Bros. his strength is sheer speed. His Reflector move allows him to turn projectile attacks against his foes, increasing their power for a punishing blow.'' | |||
::{{Flag|Pal}} ''Leader of the Star Fox team, Fox is a skilled pilot with a strong sense of justice. In this game, he's quick on his feet and can use his speed to toy with opponents, attacking relentlessly and giving them no room to breathe. Even if they try to attack him from afar with projectiles, his Reflector move just sends them flying right back!'' | |||
{{Trophy games|console1=SNES|game1=Star Fox (03/1993)|console2=N64|game2=Star Fox 64 (07/1997)}} | |||
:'''Fox (Alt.)''' | |||
==== | ::{{Flag|North America}} ''Fox is at home in the air, and many of his moves, like his up smash, Flip Kick, will send foes up there. It's great for KO'ing a damaged opponent. Another handy move is his up special Fire Fox. The flames that surround Fox deal damage to nearby foes, and you can launch yourself in any direction once charged.'' | ||
::{{Flag|Pal}} ''The Flip Kick that Fox does for his upward smash can really send foes flying. It's well worth pulling out this attack in combos against airborne opponents. Try following it up with his red-hot Fire Fox special to hammer them repeatedly. The fact that you can fly in any direction with this move is a real bonus too!'' | |||
{{Trophy games|console1=SNES|game1=Star Fox (03/1993)|console2=N64|game2=Star Fox 64 (07/1997)}} | |||
:'''Landmaster (Fox)''' | |||
::{{Flag|North America}} ''Originally designed for exploration, the Landmaster in Fox's Final Smash has been converted into an ultra-high-performance, anti-air, rolling combat vehicle. When Fox hops aboard, he can drive or roll into foes and blast them with cannon fire. It can even fire in midair. And best of all, Fox is safe from damage inside this metal beast!'' | |||
::{{Flag|Pal}} ''Originally designed for exploration, the Landmaster in Fox's Final Smash has been converted into an ultra-high-performance, anti-air, rolling combat vehicle. When Fox gets on board, he can drive or roll into foes and blast them with cannon fire. It can even fire in mid-air. And best of all, Fox won't take any damage while inside!'' | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
FoxTrophy3DS.png|Classic (3DS) | |||
FoxAltTrophy3DS.png|Alt. (3DS) | |||
FoxTrophyWiiU.png|Classic (Wii U) | |||
FoxAltTrophyWiiU.png| Alt. (Wii U) | |||
LandmasterFoxTrophyWiiU.png|[[Landmaster]] (Fox) | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[ | ==In [[Event Match]]es== | ||
===Solo Events=== | |||
*'''[[All-Star Battle: Regulars]]''': Fox is one of the opponents fought in this event. All the opponents are starter characters that debuted in ''[[Super Smash Bros.]]'' | |||
*'''[[Behind Enemy Lines]]''': Fox must survive against {{SSB4|Bowser Jr.}} and {{SSB4|Mega Man}} for 1 minute. All characters start at 200% damage. | |||
*'''[[Up to Speed]]''': {{SSB4|Sonic}} must defeat Fox, {{SSB4|Falco}}, and {{SSB4|Captain Falcon}} in a high-speed 1 stock battle. | |||
| | |||
}} | |||
{{ | |||
===Co-op Events=== | |||
*'''[[Keep 'Em off the Ship!]]''': Fox and {{SSB4|Falco}} must prevent a group of {{SSB4|Mr. Game & Watch}}es from landing on the stage. The opponents have more stock on higher difficulties. | |||
*'''[[Visiting Onett]]''': Fox is one of the opponents fought in this event. The opponents are outer space-oriented characters or characters from other planets. | |||
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster. | |||
==[[Alternate costume (SSB4)#Fox|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Fox|Alternate costumes]]== | ||
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==Trivia== | ==Trivia== | ||
*Fox has three English voice actors in both versions of ''[[Super Smash Bros. 4]]''. He has Mike West for his battle voice and the [[Orbital Gate Assault]] [[Star Fox Smash Taunt|Smash taunts]], Jim Walker for the [[Lylat Cruise]] Smash taunts, and Steve Malpass for the [[Corneria]] Smash taunts. | *Fox has three English voice actors in both versions of ''[[Super Smash Bros. 4]]''. He has Mike West for his battle voice and the [[Orbital Gate Assault]] [[Star Fox Smash Taunt|Smash taunts]], Jim Walker for the [[Lylat Cruise]] Smash taunts, and Steve Malpass for the [[Corneria]] Smash taunts. | ||
**However, despite his current Japanese voice actor being Takashi Ōhara since ''Star Fox 64 3D'', Kenji Nojima reprises Fox in Japanese by the time of both ''Smash 4'' and ''Star Fox | **However, despite his current Japanese voice actor being Takashi Ōhara since ''Star Fox 64 3D'', Kenji Nojima reprises Fox in Japanese by the time of both ''Smash 4'' and ''Star Fox 3D'''s release dates. This trait is also shared with {{b|Falco|SSB4}}. | ||
*''[[Super Smash Bros. 4]]'' is the only ''Smash Bros.'' game where Fox is not holding his Blaster in his official art and also the only game where he is not featured in the boxart of both versions. | *''[[Super Smash Bros. 4]]'' is the only ''Smash Bros.'' game where Fox is not holding his Blaster in his official art and also the only game where he is not featured in the boxart of both versions. | ||
*Fox is the only top tier character in Smash 4 to have never changed position on any tier list, staying at 7th. | *Fox is the only top tier character in Smash 4 to have never changed position on any tier list, staying at 7th. | ||
*Fox is the only character in ''SSB4'' whose normal falling speed is higher than 2, at 2.05. | *Fox is the only character in ''SSB4'' whose normal falling speed is higher than 2, at 2.05. | ||
**This is also the first iteration where Fox has the fastest falling speed out of all characters in the game. | **This is also the first iteration where Fox has the fastest falling speed out of all characters in the game. | ||
*In {{for3ds}}, Fox will appear to have two upper jaws if the game is paused right after getting hit, but only while using an attack that makes him visually open his mouth. This appears to be a graphical error similar to the "double mouth" glitch experienced by {{SSB4|Sonic}}. | *In {{for3ds}}, Fox will appear to have two upper jaws if the game is paused right after getting hit, but only while using an attack that makes him visually open his mouth. This appears to be a graphical error similar to the "double mouth" glitch experienced by {{SSB4|Sonic}}. | ||
*In {{forwiiu}}, there's an animation bug for the first two his of Fox's jabs where his forearms will detach from his model. This is hard to see due to the visual whiffs. | *In {{forwiiu}}, there's an animation bug for the first two his of Fox's jabs where his forearms will detach from his model. This is hard to see due to the visual whiffs. | ||
**Additionally, Fox has an expression bug with his down taunt where his blinking expression overlaps with his neutral expression of paused after he performs the second beckoning gesture. | **Additionally, Fox has an expression bug with his down taunt where his blinking expression overlaps with his neutral expression of paused after he performs the second beckoning gesture. |