Editing Fox (SSB4)

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{{disambig2|Fox's appearance in ''Super Smash Bros. 4''|the character in other contexts|Fox McCloud}}
{{disambig2|Fox's appearance in ''Super Smash Bros. 4''|the character in other contexts|Fox McCloud}}
{{Infobox Character
{{Infobox Character
|name = Fox
|name         = Fox
|image = [[File:Fox SSB4.png|250px]]
|image       = [[Image:Fox SSB4.png|250px|Fox]]
|game = SSB4
|game         = SSB4
|ssbgame1 = SSB
|ssbgame1     = SSB
|ssbgame2 = SSBM
|ssbgame2     = SSBM
|ssbgame3 = SSBB
|ssbgame3     = SSBB
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = A
|tier = A
|ranking = 7-8
|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''. Kenji Nojima reprises his role as Fox in the Japanese version. However, Mike West, Fox's original English voice actor who also voiced him ''Star Fox 64'', ''Star Fox 64 3D'' and ''Star Fox Zero'', once again reprises his role, replacing Jim Walker.  


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 is currently ranked 7th out of 56 characters in the [[tier list]], a significant rise from his previous position from ''Brawl'' where he was ranked 15th of 38 characters. Fox's strengths include very quick mobility, a fast and [[transcendent]] projectile in his [[Blaster]], and an anti-[[camping]] move in his [[Reflector]]. 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 extremely fast falling speed, very high gravity 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 extremely predictable. His grab game is also faulty, 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, while he becomes even easier to KO. Regardless, Fox's weaknesses are not enough to keep him out of the high tier, which is evident by his high tournament representation (with dedicated mains such as {{Sm|Larry Lurr}}) and great results.
 
Fox has been ranked 7th/8th (tied with {{SSB4|Sonic}} on the last SBR tier list) in all versions of the [[tier list]] to date, placed in the A tier on the final tier list. 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''. 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.
 
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==
Fox fits in with the "hit-and-run" archetype, as he has very fast grounded movement and above average frame data. Fox's mobility is proficient overall: he possesses the third fastest [[walking speed]], the fourth fastest [[dashing speed]], below average [[air speed]] but high [[air acceleration]], the highest [[gravity]] and the fastest [[falling speed]] out of the entire cast. Despite his falling speed, he is also one of the lightest characters in the game (sixth lightest).
Fox fits in with the "hit-and-run" archetype, as he has very fast grounded movement and above average frame data. Fox's mobility is proficient overall: he possesses the third fastest [[walking speed]], the fourth fastest [[dashing speed]], below average [[air speed]] but high [[air acceleration]], the highest [[gravity]] and the fastest [[falling speed]] out of the entire cast. Despite his falling speed, he is also one of the lightest characters in the game (sixth lightest).  


Along with his mobility, his attack speed is remarkable. Most of his moves come out in fewer than 10 frames, and some, such as his up smash, also boast terrific power. Though his aerials have noticeable landing lag, they have favorable [[auto-cancel]] frames, with his up and back aerials auto-cancelling in a short-hop, and the latter two deal high knockback as well. Fox's frame data grants him a formidable [[approach]], as he can [[pressure]] and poke with his tilts and aerials without leaving himself open to [[punish]]es. His {{b|Blaster|Fox}}, despite being nerfed, is an invaluable tool in Fox's arsenal. Its rapid-fire abilities and range give it great utility in zoning, camping, forcing approaches, and racking on damage. All of the above factors give Fox a powerful [[neutral game]].
Along with his mobility, his attack speed is remarkable. Most of his moves come out in fewer than 10 frames, and some, such as his up smash, also boast terrific power. Though his aerials have noticeable landing lag, they have favorable [[auto-cancel]] frames, with his up and back aerials auto-cancelling in a short-hop, and the latter two deal high knockback as well. Fox's frame data grants him a formidable [[approach]], as he can [[pressure]] and poke with his tilts and aerials without leaving himself open to [[punish]]es. His [[Blaster]], despite being nerfed, is an invaluable tool in Fox's arsenal. Its rapid-fire abilities and range give it great utility in zoning, camping, forcing approaches, and racking on damage. All of the above factors give Fox a powerful [[neutral game]].  


Another shining strength is Fox's [[combo]] game. All of his tilts and aerials are capable of starting combos. His up tilt can combo into itself at low- to mid-percents, and can lead into his aerials at higher percents. Dash attack deals vertical knockback, leading into aerial combos and [[Juggling|juggles]]. Due to its high [[hitlag]], down aerial has reduced landing lag if it connects, allowing different follow-ups at a variety of percentages. Fox's down throw is also a reliable combo-starter at lower damages. Forward aerial has several set-ups, and if Fox lands while doing the move, he can jab lock the opponent with low-angled forward tilt, and may extend the combo after they are forced into their neutral get-up. Fox can also forward air an opponent offstage and [[fastfall]], which can lead into a [[footstool]] and kill extremely early.
Another shining strength is Fox's [[combo]] game. All of his tilts and aerials are capable of starting combos. His up tilt can combo into itself at low- to mid-percents, and can lead into his aerials at higher percents. Dash attack deals vertical knockback, leading into aerial combos and [[Juggling|juggles]]. Due to its high [[hitlag]], down aerial has reduced landing lag if it connects, allowing different follow-ups at a variety of percentages. Fox's down throw is also a reliable combo-starter at lower damages. Forward aerial has several set-ups, and if Fox lands while doing the move, he can jab lock the opponent with low-angled forward tilt, and may extend the combo after they are forced into their neutral get-up.  


Fox has good KO power for a character of his weight class. Up aerial is quick, powerful, and has a wide auto-cancel frame, making it relatively safe. Forward smash, while fairly weak, has moderate start-up and ending lag and long range. Down smash can catch opponents off-guard and gives them little chance to [[DI]], along with its decent power and [[semi-spike]] angle. Back aerial has low start-up and is a deadly semi-spike as well. Finally, Fox's most potent KO move is his up smash, with minimal start-up and powerful knockback. He also has a few notable set-ups into it, as both his neutral and down aerials can combo into it at high percentages.
Fox has good KO power for a character of his weight class. Up aerial is quick, powerful, and has a wide auto-cancel frame, making it relatively safe. Forward smash, while fairly weak, has moderate start-up and ending lag and long range. Down smash can catch opponents off-guard and gives them little chance to [[DI]], along with its decent power and [[semi-spike]] angle. Back aerial has low start-up and is a deadly semi-spike if [[sweetspot]]ted. Finally, Fox's most potent KO move is his up smash, with minimal start-up and powerful knockback. He also has a few notable set-ups into it, as both his neutral and down aerials can combo into it at high percentages.  


However, Fox has a few weaknesses. His recovery, while far-reaching, is average at best. [[Fox Illusion]] is fast and grants long horizontal distance, but is linear and can no longer be shortened. [[Fire Fox]] can be angled in any direction, but is also linear and slow. Though Fox Illusion can now be followed up with Fire Fox, his recovery is nonetheless predictable. His very high falling speed and low weight leave him at the mercy of [[meteor smash]]es, and he usually cannot survive them even at lower percentages. In addition, similarly to {{SSB4|Greninja}}, Fox's [[walljump]] is highly situational and grants minimum vertical and horizontal distance.
However, Fox has a few weaknesses. His recovery, while far-reaching, is average at best. [[Fox Illusion]] is fast and grants long horizontal distance, but is linear and can no longer be shortened. [[Fire Fox]] can be angled in any direction, but is also linear and slow. Though Fox Illusion can now be followed up with Fire Fox, his recovery is nonetheless predictable. His very high falling speed and low weight leave him at the mercy of [[meteor smash]]es, and he usually cannot survive them even at lower percentages.  


Despite having several high-power moves, Fox sometimes has difficulty KOing his opponent. Most of his finishers are easily predictable even in spite of their speed, most notably his up aerial and up smash. Up aerial is hard to land without an [[air dodge]] read, and because it is commonly used to rack up damage, it is prone to [[Stale-move negation|staling]]. Back aerial and down smash have short reach and durations, and the latter is punishable. Forward smash is one of the weakest of its kind. His most reliable KOing move, his up smash, is difficult to connect without a read or set-up. It also has 45 frames of ending lag, making it extremely unsafe on shield. A majority of his moves also have somewhat short reach in comparison to other characters, forcing Fox to often be up-close to inflict damage most of the time.
Despite having several high-power moves, Fox sometimes has difficulty KOing his opponent. Most of his finishers are easily predictable even in spite of their speed, most notably his up aerial and up smash. Up aerial is hard to land without an [[air dodge]] read, and because it is commonly used to rack up damage, it is prone to [[Stale-move negation|staling]]. Back aerial and down smash have short reach and durations, and the former has a small sweetspot, while the latter is punishable. Forward smash is one of the weakest of its kind. His most reliable KOing, his up smash, is difficult to connect without a read or set-up. It also has a full second (60 frames) of ending lag, making it extremely unsafe on shield.  


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 some 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.


Overall, Fox is a very capable character due to his great grounded mobility, fast attack speed, strong combo game, decent finishers and no crippling weaknesses aside from his poor endurance, poor horizontal aerial movement and linear recovery. He has attained excellent tournament representation, being used by high-level players such as {{Sm|Larry Lurr}}, and he has strong results at all levels of play.
Overall, Fox is a very capable character due to his great mobility, fast attack speed, strong combo game, decent finishers and no crippling weaknesses aside from his poor endurance and linear recovery. He has attained excellent tournament representation, being used by high-level players such as {{Sm|Larry Lurr}}, and he has strong results at all levels of play.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''Brawl''==
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 [[buff]]s and [[nerf]]s in the transition from ''Brawl'' to ''SSB4'', but was objectively nerfed in terms of frame data. 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, some of his finishers (such as up smash and back aerial) have been weakened. He is lighter, and the removal of hitstun canceling makes him even easier to combo and worsens his endurance. One of his most significant nerfs was to his [[Reflector]], which can no longer allow him to stall in the air effectively due to its drastically increased ending lag, and can no longer semi-spike, making it much less effective overall.


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''. This most notably includes the removal of [[chain grab]]bing, which was a major reason for his mid-tier placement in ''Brawl'', and [[hitstun]] cancelling, 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 and the universal nerf in mobility options. Fox also benefits from a better [[jab cancel]], 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. Finally, his Reflector was given a slightly longer hitbox duration and a larger hitbox in update [[1.1.0]], making it more effective than it was initially for edgeguarding. As a result, he is considered to be much better relative to the cast than he was in ''Brawl'', 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.
===Appearance===
 
*{{change|Due to the new visual aesthetics in ''SSB4'', Fox's overall color scheme is brighter in comparison to his appearance in ''[[Brawl]]''. Additionally, his fur is of a higher visual quality than before, much like {{SSB4|Donkey Kong}}'s and {{SSB4|Diddy Kong}}'s, and his teeth are more pronounced than in previous installments.}}
===Aesthetics===
*{{change|Fox's Blaster has a redesigned appearance and the lasers appear to have a lighter hue to them, being more magenta in color.}}
*{{change|Due to the aesthetic used in ''Smash 4'', Fox's attire is sleeker, his overall color scheme is more vibrant, and his fur is of a significantly higher visual quality than in ''Brawl''. His teeth are also more pronounced.}}
*{{change|Landmaster is now light blue instead of dark blue.}}
*{{change|Fox has received three new [[alternate costume]]s, one of which resembles [[Slippy Toad]]'s appearance in ''Star Fox: Assault''.}}
*{{change|{{b|Blaster|Fox}}'s design has slightly changed.}}


===Attributes===
===Attributes===
*{{nerf|Fox is [[Weight|lighter]] (80 → 79), hindering his endurance. While this would also make him less susceptible to combos, his faster falling speed, higher gravity, and the changes to [[hitstun canceling]] collectively result in him being more susceptible to combos.}}
*{{buff|Fox [[Dashing|dashes]] faster (2.08 → 2.184).}}
*{{buff|Fox [[dash]]es faster (2.08 → 2.184), now only slightly trailing his Melee dashing speed.}}
**{{buff|His [[initial dash]] is also faster (2.1 → 2.4), still being the fastest in the game, but by a significantly larger margin this time around.}}
*{{buff|Fox's [[air speed]] is faster (0.89 → 0.96).}}
*{{buff|Fox's [[air speed]] is faster (0.89 → 0.96).}}
*{{change|Fox [[falling speed|falls]] much faster (1.831 → 2.05), going from the third fastest to the fastest. This improves his vertical endurance (despite his lower weight/higher gravity), but makes him more susceptible to combos.}}
*{{change|Fox [[falling speed|falls]] faster (1.831 → 2.05), especially relative to the cast. He now has the highest falling speed.}}
**{{buff|His fast-falling speed is significantly faster (2.5634 → 3.28), going from the fourth fastest to the fastest.}}
*{{change|Fox's gravity has increased (0.175 → 0.19)}}
*{{nerf|Fox's [[gravity]] is even higher (0.175 → 0.19). While this does improve his ability to land, this also makes him even more susceptible to combos when he is not put into tumble and it hinders his endurance even further (especially horizontally).}}
*{{nerf|Fox is slightly lighter (80 79). While a decrease this minuscule is normally not detrimental to a character's survivability, his lighter weight, the removal of hitstun canceling and Fox's faster falling speed and higher gravity altogether result in him actually being more vulnerable to combos despite his status as a lightweight and result in his endurance becoming much worse overall.}}
*{{nerf|Fox's [[double jump]] is much lower, going from being around high enough to reach the top platform on [[Battlefield]] to now barely surpassing his full hop.}}
*{{buff|The removal of [[chain grab]]bing is a significant benefit for Fox in his match-ups against other characters.}}
*{{buff|[[Roll]]s have less ending lag (FAF 32 27), now being among the fastest in the game.}}
*{{nerf|The loss of [[Meteor smash#Meteor canceling|meteor canceling]] seems to have crippled Fox the most out of the entire cast. This is due to his position of being the game's fastest faller, which when combined with his light weight, makes meteor smashes far more dangerous against him than any other character, as his falling speed makes it almost impossible to recover even at low to medium percentages.}}
*{{nerf|Rolls have a shorter duration (frames 4-19 → 4-14).}}
*{{buff|[[Air dodge]] has less startup lag (frame 4 → 2) and ending lag (FAF 50 → 31), now being tied for the second fastest in the game.}}
*{{nerf|Air dodge has a shorter duration (frames 4-29 → 2-25).}}
*{{buff|[[Spot dodge]] has less ending lag (FAF 26 → 25), now being among the fastest in the game.}}
*{{nerf|Spot dodge has a shorter duration (frames 2-20 → 2-15).}}
*{{buff|The changes to hitstun canceling and [[Directional Influence]], significantly improve Fox's combo potential, with Fox now gaining a slew of new combos and KO confirms due to their changes.}}
**{{nerf|However, they also significantly increase Fox's own susceptibility to combos due to his low weight and high falling speed, as well as noticeably hindering his already poor endurance.}}
*{{buff|The removal of [[chain grab]]bing significantly improves Fox's endurance moreso than almost any other returning veteran, while also not hindering Fox as he lacked any chain grabs of his own (outside of very difficult [[grab release]] chain grabs in a small number of matchups).}}
*{{buff|The removal of [[tech]]ing from a reeling tumble state benefits Fox moreso than any other returning veteran as he can easily set up reeling with his forward tilt or late neutral aerial, which can then easily lead into an up smash for a KO.}}
*{{nerf|The removal of [[meteor canceling]] makes Fox significantly more susceptible to [[meteor smash]]es, due to his low weight and high falling speed, while he lacks any powerful meteor smashes of his own to compensate.}}
*{{nerf|The changes to aerial grab releases hinders Fox as it removes the guaranteed followups he had against a select few smaller characters, while unlike almost every other character, he is left more vulnerable to aerial release followups (as he is released higher in the air, making him land later).}}
**{{buff|However, his higher and less laggy aerial grab release animation also leaves him in a less exploitable spot when he is aerial grab released off stage.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral infinite now has a finisher, a mid-level roundhouse kick.}}
**{{buff|The first hit of neutral attack deals more knockback (10 (base), 20 (scaling) → 15/40), improving its [[jab cancel]]ing potential.}}
*{{nerf|[[Up tilt|Up]], [[down tilt|down]], and [[dash attack]] deal less damage|10%/8% (up), 9%/7% (down), 7%/5% (dash)|9%/6%, 8%/6%, 6%/4%.}}
**{{change|The first hit's far hit is positioned slightly higher (y offset: 0 → 0.6).}}
*{{nerf|Forward smash deals 1% less damage (15% → 14%).}}
**{{nerf|The first hit has more ending lag (FAF 16 → 18).}}
*{{buff|Forward smash's knockback increased (10 base/96 growth 20/98).}}
**{{buff|The second hit deals more knockback (25 (base), 30 (scaling) → (25/32)/(70/80)), noticeably improving its jab canceling potential, especially at higher percents.}}
*{{nerf|Up smash deals less damage (17% → 16%), has slightly decreased knockback growth (96 → 94), slightly less reach, and more ending lag. ([[IASA]] frame 44 → 51).}}
**{{buff|The second hit's body hitbox launches opponents at a higher angle (20° → 68°), improving its jab canceling potential.}}
*{{nerf|Down smash has less knockback (50 (base)/65 (growth) → 30/75), making it weaker overall.}}
**{{change|The far hit is positioned slightly higher (y offset: 0 → 0.6).}}
*{{change|Down smash's charging animation changed.}}
**{{nerf|The second hit has more ending lag (FAF 18 → 21).}}
*{{nerf|The removal of [[DACUS]] has worsened Fox's approach.}}
**{{nerf|The second hit deals less damage (2% → 1%).}}
**{{nerf|The second hit's arm and hand hitboxes send opponents at a less favourable angle, especially the former (80° → 40° (arm)/76° (hand)).}}
**{{buff|Fox now has to press the attack button three times in order to initiate the infinite (if he does not hold it after hitting an opponent). This makes it much harder for the player to accidently perform the neutral infinite.}}
**{{buff|The startup of the neutral infinite now has a hitbox on frame 3, significantly reducing the infinite's startup lag (frame 9 → 3).}}
**{{buff|The infinite's looping hits have more base knockback (5/3 → 20) and a lower [[SDI multiplier]] (1× → 0.4×), making them connect much more reliably.}}
**{{buff|The infinite now uses three extended hitboxes, giving the move more vertical range.}}
***{{nerf|However, the move also has slightly reduced horizontal range.}}
**{{change|The infinite's looping hits now launch opponents vertically (361° → 60°/85°/78°).}}
***{{buff|This allows them to connect more reliably.}}
***{{nerf|However, this also removes their ability to [[lock]] opponents.}}
**{{nerf|The infinite deals less damage (2%/1% → 0.4% (starting hit)/0.7% (loop)).}}
**{{buff|The infinite has received a updated finisher, a side kick. This new finisher now uses a normal hitbox (rather than a windbox) which deals more damage (0% → 2%) and knockback (0 (base), 29 (set), 100 (scaling) → 30/0/170).}}
**{{buff|The finisher has a larger extended hitbox (5u → 6u), improving its range.}}
**{{buff|The finisher has a longer duration (frame 2 → 3-4).}}
**{{nerf|The finisher has more startup lag (frame 2 → 3) and much more ending lag (FAF 12 → 33).}}
**{{nerf|The finisher launches opponents at a higher angle (0° → 361°).}}
*[[Forward tilt]]:
**{{change|Forward tilt has a slightly altered animation where Fox swings his leg more horizontally inward, as opposed to thrusting his leg out forward.}}
**{{nerf|Forward tilt now only uses one extended hitbox rather than three normal hitboxes, which gives the move less horizontal range (with the move now failing to fully cover Fox's leg on the first two active frames), as well as making it cover less of Fox's body.}}
***{{nerf|This also means that the entire move now has [[transcendent priority]] (rather than just Fox's foot), hindering its safety against stronger attacks and projectiles.}}
*[[Up tilt]]:
**{{nerf|Up tilt has a shorter duration (frames 3-10 → 3-7) with no animation change, reducing its range in front of Fox.}}
**{{nerf|The sweetspots have been repositioned (x/y offsets: 0/4 → 3.9/-0.6), slightly reducing their range.}}
**{{nerf|Up tilt deals less damage (10% (ground foot)/8% (aerial foot/legs/body) 9%/7% (ground/aerial foot)/6% (legs/body)), hindering its KO potential.}}
***{{buff|However, this combined with the changes to hitstun canceling/DI significantly improves its combo potential beyond lower percents, to the point where the move now has some KO setups at high percents.}}
**{{nerf|Up tilt now has a late hit from frames 6-7 of its duration, which deals much less damage (10%/8% → 6% (foot)/5% (body/legs)).}}
***{{buff|However, this further improves the move's combo potential at higher percents.}}
*[[Down tilt]]:
**{{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.}}
*[[Dash attack]]:
**{{buff|Dash attack has increased base knockback (35 (clean)/20 (late) → 55/40). This not only improves dash attack's KO potential but when combined with the changes to hitstun canceling/DI, this also improves its combo potential.}}
**{{nerf|Dash attack deals less damage (7% (clean)/5% (late) → 6%/4%).}}
**{{nerf|The clean hit's foot hitbox has been slightly repositioned (x/y offset: 0/-4.5 → -0.7/4.4), slightly reducing its range.}}
*[[Forward smash]]:
**{{buff|Forward smash deals more knockback (10 (base), 96 (scaling) → 20/98 (clean); 2 (base) → 20 (late)), improving its KO potential despite its lower damage.}}
**{{buff|The back leg hitbox is marginally larger (2.88u → 2.9u).}}
**{{buff|Forward smash has an altered animation where Fox's right foot enlarges more and Fox travels about twice the distance, significantly improving its range.}}
***{{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''.}}
***{{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.}}
**{{nerf|Forward smash has more ending lag (FAF 41 → 46).}}
**{{nerf|Forward smash deals less damage (15% (clean)/12% (late) → 14%/11%).}}
**{{nerf|Forward smash's foot and head hitbox is marginally smaller (4.32u/3.84u → 4.3u/3.8u) and the foot hitbox has been moved slightly closer to Fox (x/y offset: 0/4.2 → 4.1/0), slightly reducing its range relative to Fox.}}
*[[Up smash]]:
**{{buff|Up smash's leg hitbox is a tiny bit larger (4.099983u → 4.1u).}}
**{{nerf|Up smash has a shorter duration (frames 8-10 (clean)/11-15 (late) 8-9/10-11). The clean hit's shorter duration prevents it from being able to hit opponents on platforms, while the late hit's shorter duration significantly decreases the move's range behind Fox.}}
**{{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|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|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|When combined with the removal of [[DACUS]], this hinders up smash's approach potential.}}
*[[Down smash]]:
**{{change|Down smash has more base knockback but less knockback scaling (50 (base), 65 (scaling) → 30/75).}}
***{{buff|This improves its overall KO potential.}}
***{{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 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.}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*{{nerf|Neutral, forward and down aerials have increased landing lag (9 frames → 11 (neutral), 18 frames 27 (forward), 12 frames 25 (down)).}}
**{{nerf|Neutral aerial has more landing lag (9 frames → 11).}}
*{{nerf|Forward aerial deals drastically less damage (23% → 7%). Forward aerial gives a shorter "hover" effect than in ''Brawl''. It has slightly increased start-up (6 7) and can no longer [[autocancel]] in a short-hop.}}  
**{{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.}}
*{{buff|[[Forward aerial]] is harder to SDI out of and is easier to combo into. It can now send opponents at the [[autolink angle]], which when combined with fast falling in the middle of the attack can lead into a footstool jump, potentially gimping characters with poor vertical recoveries such as {{SSB4|Little Mac}} and {{SSB4|Donkey Kong}}.}}
*[[Forward aerial]]:
*{{change|Back aerial now deals fixed damage (9%/15% → 13%) with increased knockback growth (85 → 88). This makes the move much more consistent in utility by removing its sourspot, though at the cost of a more powerful hitbox.}}
**{{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×).}}
*{{nerf|[[Down aerial]]'s last hit no longer weakly meteor smashes with low set knockback, removing its utility against characters with poor vertical recoveries. It also deals less damage (21% 11%).}}
***{{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|Down aerial has a new landing hitbox that weakly sends opponents vertically in the air. It has high [[hitlag]] which moderately reduces its high landing lag, but this only works on-hit. It is capable of linking into his dash attack or up smash.}}
**{{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 final hit's middle hitbox is larger (6.5u → 7u), and the foot hitbox has been positioned further outwards (x/y/z offset: 1/5/0 → 5.1/-0.8.1.2), increasing its range.}}
**{{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 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|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|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 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]]:
**{{buff|Back aerial has larger hitboxes (4u/4u/4u/3u → 4.6u/4.6u).}}
***{{nerf|However, Fox can no longer hit smaller characters (or as many crouching characters) with back aerial and still auto-cancel it due to his aforementioned increased falling speed/gravity.}}
**{{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.}}
**{{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 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.}}
*[[Up aerial]]:
**{{nerf|Up aerial's second hit has a shorter duration (frames 12-14 → 12-13).}}
***{{buff|However, this also makes up aerial auto-cancel one frame earlier (frame 26 → 25).}}
*[[Down aerial]]:
**{{buff|Down aerial auto-cancels earlier (frame 31 → 29).}}
**{{buff|The first six hits have altered angles (285° → 250° (body/110° (foot)) and knockback (33 (base), 0 (set) 40 (scaling) → 0/5/100 (body)/38/0/30 (foot)). When combined with weakening of SDI, this makes down aerial connect more reliably, as well as making it much more difficult to escape.}}
***{{nerf|However, this also removes their edgeguarding potential.}}
**{{buff|The final hit has larger hitboxes (6.4u → 4.5u/8.5u) and it has gained an additional smaller hitbox on Fox's body (similar to its ''Smash 64''/''Melee'' counterparts), increasing its range.}}
**{{change|The loop hits now uses a weak kick sound, while the final hit and new landing hit use a medium kick sound (rather than a medium punch sound).}}
**{{change|The final hit has a higher hitlag multiplier (1x → 2x).}}
**{{change|The final hit launches opponents at a higher angle (285° → 60°) and deals more knockback (33 (base), 40 (scaling) 50/140).}}
***{{buff|This improves the move's followup potential at lower percents (when auto-cancelled), while still being able to lead into KO confirms at higher percents due to the changes to hitstun canceling/DI (although the move is still too weak on its own to lead to KOes).}}
***{{change|The move's higher launch angle allows Fox to lead into aerial followups, but removes its ability to lead into ground moves.}}
***{{nerf|However, the move's new angle also removes its edgeguarding ability, and Fox overall has less followup options out of the move, especially since it can now be DIed from very low percents.}}
**{{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|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|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|The landing hit has a smaller extended hitbox (6.4u → 4u) compared to the previous looping hits.}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{buff|The removal of hitstun canceling enables [[down throw]] to function better as a combo starter at low percentages.}}
**{{buff|All grabs have less ending lag (FAF 30 (standing)/40 (dash)/36 (pivot) → 29/36/34).}}
*{{nerf|Down throw deals 2% less damage (9% → 7%).}}
**{{buff|Dash grab has less startup lag (frame 11 → 10).}}
**{{buff|All grabs extend further outwards (z offset: 8.8 (standing)/7.0 (dash)/-13.0 (pivot) → z stretch: 9.0/10.2/-15.0). This gives dash and pivot grabs more range (especially the former).}}
**{{nerf|Pivot grab has more startup lag (frame 9 → 11).}}
**{{nerf|All grabs have smaller grabboxes (4.8u (standing)/4.5u (dash/pivot) → 3u (standing/pivot)/2.4u (dash)). This gives Fox's grabs less vertical range, as well as giving his standing grab less horizontal range, despite it being positioned further outwards.}}
*Throw lasers:
**{{buff|The weakening of [[DI]] benefits Fox's back and up throws (especially the former), as it is now more difficult to DI out of the lasers' line of fire.}}
**{{change|Throw lasers now use a unique sound laser sound effect (rather than a punch sound) and up/down throw's lasers also now have a laser effect.}}
*[[Pummel]]:
**{{buff|Pummel deals more damage (1% → 1.2%).}}
**{{change|Pummel now launches bystanders horizontally (80° → 361°).}}
***{{buff|This makes the pummel safer against bystanders, especially against floatier characters.}}
***{{nerf|However, this also hinders its ability to chain into itself.}}
*[[Forward throw]]:
**{{buff|Forward throw's hitbox has a longer duration (frame 10 → 10-11).}}
**{{change|Fox releases his opponent from forward throw one frame later (frame 11 → 12).}}
*[[Down throw]]:
**{{buff|The changes to hitstun canceling/DI significantly improve down throw's combo potential, as it is now a reliable combo starter at lower percents.}}
**{{change|The lasers now use an extended hitbox (z stretch: 0 → 6).}}
**{{nerf|Down throw's lasers deal less damage (2% → 1.5%), reducing down throw's total damage output (9% → 7%).}}
*[[Floor attack]]s:
**{{buff|Floor attacks have less ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, without full compensation on their knockback scaling (50 → 48).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks now use one extended hitbox rather than multiple large normal hitboxes, reducing their range, both in front of Fox and around his body.}}
*Front floor attack:
**{{buff|Front floor attack has less startup lag (frame 19 (back)/25 (front) → 16/21).}}
**{{nerf|Front floor attack has less intangibility (frames 1-26 → 1-22).}}
*Back floor attack:
**{{buff|Back floor attack has less startup lag (frame 17 (front)/24 (front) → 16/21).}}
**{{nerf|Back floor attack has a shorter duration (frames 17-19 (front)/24-26 back) → 16-17/21-22).}}
**{{nerf|Back floor attack has less intangibility (frames 1-26 → 1-22).}}
*[[Edge attack]]:
**{{buff|Edge attack no longer has [[set knockback]] (110 (set), 100 (scaling) → 90 (base)/20).}}
**{{buff|Edge attack has less startup lag (frame 25 → 19).}}
***{{nerf|However, its total duration was unchanged, giving it more ending lag.}}
**{{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 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 always launches opponents in the direction Fox is facing, removing its ability to set up edgeguards.}}
*[[Trip attack]]:
**{{buff|Trip attack deals more shield damage (1 → 8) per hit.}}
**{{nerf|Trip attack has less intangibility (frames 1-8 → 1-7).}}
**{{nerf|Trip attack now has one extended hitbox rather than three separate hitboxes, which covers less of Fox's body.}}


===Special moves===
===Special moves===
*{{b|Blaster|Fox}}:
*{{nerf|[[Blaster]] no longer auto-cancels upon landing and can only be fired twice from a short hop, weakening its utility.}}
**{{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).}}
*{{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. Fox also no longer dashes over the edge when using it on the ground. It also has decreased landing lag when used from a short hop.}}
**{{nerf|Blaster has one more frame of ending lag (FAF 39 (ground)/37 (air) → 40/38).}}
*{{nerf|Fox Illusion is one frame slower (frame 20 → 21) and can no longer be shortened, removing its mix-up potential. Aerial Fox Illusion has much less horizontal momentum at the end of the dash.}}
***{{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.}}
*{{buff|[[Fire Fox]] travels a greater distance, as it covers nearly as much distance as it did in the [[NTSC]] version of ''Melee''.}}
**{{nerf|In a similar vein to {{SSB4|Falco}}, Blaster no longer auto-cancels upon landing, greatly hindering its safety and camping ability.}}
*{{nerf|[[Reflector]] is now less effective: it deals 3% less damage (5% 2%), has increased cooldown, and the removal of [[shine spike|shine spikes]] weakens it edge-guarding ability.}}
***{{nerf|In addition to this, Fox can now only fire two lasers from a short hop due to his lower short hop (with his higher falling speed/gravity generally reducing his laser output in mid-air), further hindering its camping potential.}}
*{{buff|Reflector now protects Fox from all types of explosives when active, with the exception of [[sudden death]] Bob-ombs, which results in the total nullification of any damage that could have been taken. Also, when grounded, it can now be jumped or rolled out of upon immediately reflecting a projectile.}}
**{{nerf|Blaster now has a clean hit, a mid hit and a late hit with the mid hit dealing the same damage as the previous late hit and the new late hit dealing less damage (2% → 1.4%).}}
*{{nerf|[[Landmaster]] is weaker and its duration decreased.}}
**{{nerf|Blaster's clean and mid hits have shorter durations with the new late hit having the longest duration (frames 11-17 (clean)/18-30 (late) → 11-12/13-19/20-30).}}
*{{buff|Landmaster can now fire its cannon while airborne.}}
**{{nerf|Blaster's hitbox is not positioned as far out (x offset: 10 → 6), reducing its range.}}
***{{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]]:
**{{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 no longer dashes over the edge when using Illusion on the ground.}}
**{{buff|Fox Illusion has less landing lag (24 frames → 16).}}
**{{buff|If Fox performs Fox Illusion on the first frame of his jump, he will now perform the aerial version rather than the grounded version. When combined with the move's lower landing lag, this greatly reduces the move's lag when used after a jump.}}
**{{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.}}
***{{nerf|However, this also makes the much less safe on hit at lower percents (especially the grounded version), hindering its utility at lower percents.}}
**{{bugfix|Fox Illusion no longer gives Fox [[RCO lag]].}}
***{{buff|This naturally makes Fox Illusion less risky as an approach or recovery option.}}
**{{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 can no longer be shortened, hindering its mix-up potential.}}
**{{nerf|Fox can no longer reuse Fox Illusion if he is aerial [[grab release]]d out of it.}}
*[[Fire Fox]]:
**{{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).}}
**{{nerf|Fire Fox has more landing lag (18 frames → 20 (normal/30 (RCO lag)).}}
*{{b|Reflector|Fox}}:
**{{buff|Reflector has a longer duration (frame 3 → 6-7).}}
**{{buff|Reflector has a larger hitbox (6u 7.5u).}}
**{{buff|Reflector deals more knockback to aerial opponents (60 (base), 30 (scaling) → 66/45).}}
**{{buff|Reflector has a higher speed multiplier (1x → 1.4x) and a higher duration multiplier (0.5x → 1x), making it more effective at reflecting projectiles.}}
**{{buff|Reflector preserves more of Fox's momentum (0.5 → 2), improving its approach potential.}}
**{{buff|Reflector now protects Fox from most explosive projectiles, with the exception of [[sudden death]] Bob-ombs.}}
**{{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 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 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|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.}}
*[[Landmaster]]:
**{{buff|Landmaster can now fire its cannon while airborne.}}
**{{change|Landmaster is now light blue, instead of dark blue.}}
**{{nerf|Landmaster has a shorter duration (18 seconds → 12).}}
**{{nerf|Landmaster deals less damage (5%-22% → 5%-17% (ram), 15% → 12% (falling), 16%/15% → 13%/12% (turning), 12%/17% → 8%/15% (shot)).}}
**{{bugfix|The [[regenerating terrain glitch]] has been fixed.}}


==Update history==
==Update history==
Fox has been slightly buffed overall in game updates. His jab cancel was weakened and his jab lock was completely removed, though his {{b|Blaster|Fox}} and {{b|Reflector|Fox}} were improved. Fox also does not seem to be notably affected by the changes to the shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]].
Fox has been slightly buffed overall in game updates. His jab cancel was weakened and his jab lock was completely removed, but his Reflector and Blaster were improved to compensate. Fox also doesn't seem to be notably affected by the changes to the shield mechanics.


'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}}1.0.6'''
*{{Change|Neutral infinite has less visual whiffs.}}
*{{Change|Neutral infinite has less visual whiffs.}}


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}}1.1.0'''
*{{nerf|Neutral attack's first and second hit's knockback and ending lag increased, removing Fox's jab lock and weakening his jab cancel.}}
*{{nerf|Neutral attack's first and second hitbox properties have had their knockback and ending lag increased, removing his jab lock and weakening his jab cancel.}}
*{{buff|Neutral infinite received a hitbox that deals 0.4% and appears on frame 3. This makes its hits connect together better.}}
*{{buff|Neutral infinite contains a new hitbox that deals 0.4% more damage and appears on frame 3, which enables the hits to connect together better.}}
*{{buff|{{b|Reflector|Fox}}'s hitbox duration increased|1 frame|2.}}
*{{buff|[[Reflector]]'s hitbox duration increased|1 frame|2.}}
*{{buff|Reflector's hitbox size and horizontal displacement increased.}}
*{{buff|Reflector's hitbox size and horizontal displacement increased.}}
*{{buff|All variations of {{b|Blaster|Fox}} had their ending lag decreased by 3 frames.}}
*{{buff|All variations of [[Blaster]] have had their ending lag decreased by 3 frames.}}


'''{{GameIcon|ssb4}} [[1.1.1]]'''
'''{{GameIcon|ssb4}} 1.1.1'''
*{{change|Down throw's Blaster shots deal 0.5% less damage|2%|1.5%. However, its total damage output is unchanged due to Fox now firing one more shot.}}
*{{change|Down throw deals less 0.5% damage per Blaster shot|2%|1.5%. However, Fox now fires one more shot, leaving the total damage output unchanged.}}


'''{{GameIcon|ssb4}} [[1.1.4]]'''
'''{{GameIcon|ssb4}} 1.1.4'''
{{UpdateList/1.1.4|char=Fox}}
*{{buff|Hard tripping now grants 5 frames of invincibility.}}


==Moveset==
==Moveset==
*Fox can [[wall jump]].
''For a gallery of Fox's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=ssb4
|game=ssb4
|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Rapid Kick ({{ja|ラピッドキック|Rapiddo Kikku}}) / Rapid Kick Finish ({{ja|ラピッドフィニッシュ|Rapiddo Kikku Finish}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=1%
|neutral2dmg=1%
|neutralinfdmg= 0.4% (connecting hit), 0.7% (loop), 2% (final hit)
|neutralinfdmg=0.7% (loop), 2% (final hit)
|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.
|ftiltangles=3
|ftiltangles=3
|ftiltname=Fox Whip ({{ja|フォックスウィップ|Fokkusu Uippu}})
|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.
|utiltname=Back Kick ({{ja|フリップキック|Furippu Kikku}}, ''Flip Kick'')
|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.
|dtiltname=Fox Tail ({{ja|フォックステイル|Fokkusu Teiru}})
|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.
|dashname=Jump Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}})
|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.
|fsmashname=Leg Shot ({{ja|レッグショット|Reggu Shotto}})
|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=An outward crescent kick. It has good range since Fox rolls forward. Has possibly the lowest base knockback in the game for a forward smash, but decent knockback growth.
|usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault 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 backflip kick. It loses strength the farther it is into the animation. The clean hit has the [[slash]] effect. Hits on frame 8 and has very high power, making it Fox's most potent finisher. However, it has high ending lag (45 frames).
|dsmashname=Ground Kick ({{ja|グラウンドキック|Guraundo Kikku}})
|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 horizontal angle.
|nairname=Fox Kick ({{ja|フォックスキック|Fokkusu Kikku}})
|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]].
|fairname=Tornado Kick ({{ja|トルネードシャフト|Torunēdo Shafuto}}, ''Tornado Shaft'')
|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.
|bairname=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}})
|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=McCloud Flip ({{ja|テイル&レッグ|Teiru ando Reggu}}, ''Tail & Leg'')
|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 above average knockback that enables it to KO near the upper blast line starting at 110%.
|dairname=Air Drill ({{ja|エアドリル|Ea Doriru}})
|dairname= 
|dairdmg=1.4% (hits 1-6), 3% (last hit), 1% (landing hit)
|dairdmg=1.4% (hits 1-5), 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 (archetype)|corkscrew stomp 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=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc= 
|grabdesc= 
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummelname= 
|pummeldmg=1.2%
|pummeldmg=1.2%
|pummeldesc=Knee strikes the opponent. Fast, but weak.
|pummeldesc=Knee strikes the opponent. Fast, but weak.
|fthrowname=Smash Elbow ({{ja|スマッシュエルボー|Sumasshu Erubō}})
|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=Close Range Blaster H ({{ja|クローズレンジブラスターH|Kurōzu Renji Burasutā Ecchi}})
|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=Close Range Blaster V ({{ja|クローズレンジブラスターV|Kurōzu Renji Burasutā Vī}})
|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=Close Range Blaster Down ({{ja|クローズレンジブラスターダウン|Kurōzu Renji Burasutā Daun}})
|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
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
Line 397: Line 186:
|edgedesc=A dropkick.
|edgedesc=A dropkick.
|nsdefname=Blaster
|nsdefname=Blaster
|nspage=Blaster (Fox)
|nsdefdmg=1.4% (far), 2%, or 3% (close)
|nsdefdmg=1.4% (far), 2%, or 3% (close)
|nsdefdesc=Takes his Blaster out of its holster and fires at the opponent. The Blaster's lasers are fired rapidly, but do not make the opponent flinch and they lose power the farther they travel. They nearly cover the length of Final Destination.
|nsdefdesc=Takes his Blaster out of its holster and fires at the opponent. The Blaster's lasers are fired rapidly, but do not make the opponent flinch and they lose power the farther they travel.
|nsc1name=Impact Blaster
|nsc1name=Impact Blaster
|nsc1dmg=2% (far), 3%, 4% or 4.3% (close)
|nsc1dmg=2% (far), 3%, 4% or 4.3% (close)
|nsc1desc=The Blaster fires slower lasers that don’t travel as far, but deal more damage and knock opponents back, making it function similarly to Fox's Blaster in ''[[Super Smash Bros.]]''
|nsc1desc=The Blaster fires slower lasers that deal more damage and knock opponents back, making it function similarly to Fox's Blaster in ''[[Super Smash Bros.]]''
|nsc2name=Charge Blaster
|nsc2name=Charge Blaster
|nsc2dmg=10.5%
|nsc2dmg=10.5%
|nsc2desc=Fires a single, powerful laser. Has a slower start-up time, but has considerable hitstun and good knockback. Less start-up time if used while airborne. Pushes Fox back slightly.
|nsc2desc=Fires a single, powerful laser. Has a slower start-up time, but has considerable hitstun and good knockback. Less start-up time if used while airborne.
|ssdefname=Fox Illusion
|ssdefname=Fox Illusion
|ssdefdmg=3%
|ssdefdmg=3%
|ssdefdesc=Dashes forward at a blindingly fast speed, leaving behind afterimages. Fox will launch opponents at an upwards angle on contact. Can be used as a situational recovery option.
|ssdefdesc=Dashes forward at a blindingly fast speed, leaving behind afterimages. Fox will launch opponents at an upwards angle on contact.
|ssc1name=Fox Burst
|ssc1name=Fox Burst
|ssc1dmg=13%
|ssc1dmg=13%
|ssc1desc=Doesn’t go as far, and cannot hit opponents with the dash itself, but it will generate a large explosion wherever he stops. It can also be used to stall in midair.
|ssc1desc=Fox cannot hit opponents with the dash itself, but it will generate a large explosion wherever he stops. It can also be used to stall in midair.
|ssc2name=[[Wolf Flash]]
|ssc2name=[[Wolf Flash]]
|ssc2dmg=3% (dash), 9% (end of the move), 10% (sweetspot hitting airborne opponents)
|ssc2dmg=3% (dash), 9% (end of the move), 10% (sweetspot hitting airborne opponents)
|ssc2desc=Dashes at an upwards angle, [[meteor smash]]ing opponents at a downward angle if it hits with the sweetspot at the move's end. Covers slightly less horizontal distance. It was {{SSBB|Wolf}}'s side special move in ''Brawl''.
|ssc2desc=Dashes at an upwards angle, [[meteor smash]]ing opponents at a downward angle if it hits with the sweetspot at the move's end. It was {{SSBB|Wolf}}'s side special move in ''Brawl''.
|usdefname=Fire Fox
|usdefname=Fire Fox
|usdefdmg=2% (charging hits 1-7), 14% (clean dash), 8% (late dash)
|usdefdmg=2% (charging hits 1-7), 14% (clean dash), 8% (late dash)
Line 420: Line 208:
|usc1name=Flying Fox
|usc1name=Flying Fox
|usc1dmg=0%
|usc1dmg=0%
|usc1desc=Quicker, lacking any starting charge, but deals no damage.
|usc1desc=Faster and travels a shorter distance, but deals no damage.
|usc2name=Twisting Fox
|usc2name=Twisting Fox
|usc2dmg=1% (charging hits 1-3), 1.2% (hits 1-7), 2% (last hit)
|usc2dmg=1% (charging hits 1-3), 1.2% (hits 1-7), 2% (last hit)
|usc2desc=Spins rapidly, dragging opponents in as he fires himself off and dealing rapid damage, similarly to [[Fire Wolf]]. Can KO as low as 60% in the air. Has a decrease in distance to compensate, but grants a larger momentum boost at the end of the move, meaning it covers the same overall distance.
|usc2desc=Spins rapidly, dragging opponents in as he fires himself off and dealing rapid damage, similarly to [[Fire Wolf]]. Can KO as low as 60% in the air. Has a very slight decrease in distance to compensate.
|dsdefname=Reflector
|dsdefname=Reflector
|dspage=Reflector (Fox)
|dsdefdmg=2% (Reflector), 1.4x (reflection)
|dsdefdmg=2% (Reflector), 1.(reflection)
|dsdefdesc=Activates a Reflector around himself. All projectiles are deflected and do more damage than they normally would. The Reflector damages nearby foes upon activation.
|dsdefdesc=Activates a Reflector around himself. All projectiles are deflected and do more damage than they normally would. The Reflector damages nearby foes upon activation, and deals relatively fixed knockback. Fox can change direction while using the move, and can [[roll]] after reflecting something by tilting the [[control stick]].
|dsc1name=Big Reflector
|dsc1name=Big Reflector
|dsc1dmg=1.(reflection)
|dsc1dmg=1.2x (reflection)
|dsc1desc=A larger Reflector that has a weaker reflection multiplier, but has a slightly larger reflecting hitbox. It pushes back enemies at close range instead of damaging them from the front, and pulls enemies in from the back.
|dsc1desc=A larger Reflector that has a weaker reflection multiplier, but has a slightly larger reflecting hitbox. It pushes back enemies at close range instead of damaging them from the front, and pulls enemies in from the back.
|dsc2name=Amplifying Reflector
|dsc2name=Amplifying Reflector
|dsc2dmg=2.(reflection)
|dsc2dmg=2.1x (reflection)
|dsc2desc=Has a longer start-up time, but a much stronger reflection multiplier. It cannot deal damage or pushback at close range and does not stall Fox in midair.
|dsc2desc=Has a longer start-up time, but a much stronger reflection multiplier. It cannot deal damage or pushback at close range and does not stall Fox in midair.
|fsname=Landmaster
|fsname=Landmaster
Line 438: Line 225:
|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.
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 79
|rweight = 51-54
|dash = 2.4
|rdash = 1
|run = 2.184
|rrun = 4
|walk = 1.45
|rwalk = 3
|trac = 0.06
|rtrac = 14-24
|airfric = 0.015
|rairfric = 6-19
|air = 0.96
|rair = 39-40
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.08
|raddaccel = 11-16
|gravity = 0.19
|rgravity = 1
|fall = 2.05
|rfall = 1
|ff = 3.28
|rff = 1
|jumpsquat = 4
|rjumpsquat = 1-13
|jumpheight = 35
|rjumpheight = 18-20
|shorthop = 16.403395
|rshorthop = 29
|djump = 37
|rdjump = 14-15
|ellag = 4
|rellag = 1-46
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Fox English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
Line 493: Line 235:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Fox
|char=Fox
|desc-up=Fox charges up a fiery field around himself similarly to when he performs [[Fire Fox]], saying "Here I come!". ({{ja|行くぞ!|Ikuzo!}}, ''Let's go!'')
|desc-up=Fox charges up a fiery field around himself similarly to when he performs [[Fire Fox]], saying "Here I come!". ({{ja|行くぞ!|Iku zo!}}, ''Let's go!'')
|desc-side=Fox throws his {{b|Blaster|Fox}} into the air, then allows it to land back into its holster.
|desc-side=Fox throws his [[Blaster]] into the air, then allows it to land back into its holster.
|desc-down=Fox backs up, bends down slightly, and says "Come on!" ({{ja|かかってこい!|Kakatte koi!}}, ''Come at me!'') whilst waving his hand in a beckoning gesture.
|desc-down=Fox backs up, bends down slightly, and says "Come on!" ({{ja|かかってこい!|Kakatte Koi!}}, ''Come at me!'') whilst waving his hand in a beckoning gesture.
|desc-smash=When fighting as Fox on the [[Corneria]] stage in {{for3ds}} or [[Lylat Cruise]] in {{forwiiu}}, quickly tap down on the directional pad once and he will kneel down and seem as though he is trying to communicate with someone through a device, and then stand back up, at which point a [[Star Fox's Conversations|conversation]] will begin with another character from the {{uv|Star Fox}} universe.}}
|desc-smash=When fighting as Fox on the [[Corneria]] stage in {{for3ds}} or [[Lylat Cruise]] in {{forwiiu}}, quickly tap down on the directional pad once and he will kneel down and seem as though he is trying to communicate with someone through a device, and then stand back up, at which point a [[Star Fox's Conversations|conversation]] will begin with another character from the {{uv|Star Fox}} universe.}}


Line 506: Line 248:


===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
{{Crowd
|-
|char=Fox
!{{{name|}}}
|game=SSB4
!Cheer (English)
|desc-us=Fox! Fox! Fox!
!Cheer (Japanese)
|desc-jp=Fo-x! *claps 3 times*
!Cheer (Spanish)
|pitch-us=Group chant
|-
|pitch-jp=Group chant}}
! scope="row"|Cheer
|[[File:Fox Cheer English SSB4 SSBU.ogg|center]]||[[File:Fox Cheer Japanese SSB4.ogg|center]]||{{NTSC}} [[File:Fox Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Fox Cheer Spanish PAL SSB4.ogg|center]]
|-
! scope="row"|Description
|Fox Fox Fox! || Fox! *claps 3 times* || Fox, Fox, y na - die más!
|-
!{{{name|}}}
!Cheer (French)
!Cheer (German)
!Cheer (Italian)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Fox Cheer French NTSC SSB4.ogg|center]] <br> {{PAL}} [[File:Fox Cheer French PAL SSB4.ogg|center]]||[[File:Fox Cheer German SSB4.ogg|center]]||[[File:Fox Cheer Italian SSB4 SSBU.ogg|center]]
|-
! scope="row"|Description
|Fooooox ! || Fox! Fox! *claps 3 times* || Fooooox! *claps 3 times*
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
{{incomplete|Japanese victory quotes with translations}}
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=StarFoxUniverseTheme.ogg
|victory-theme=StarFoxUniverseTheme.ogg
|victory-desc=This victory theme is based upon the main theme of ''{{s|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.
|victory-desc=This victory theme is based upon the main theme of ''{{s|lylatwiki|Star Fox 64}}'', most specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.
|desc-1=Poses with his Blaster, saying "Mission complete!" In the Japanese release, he says "{{ja|作戦完了!|Sakusen kanryō!}}" (''Operation complete!'')
|desc-1=Poses with his Blaster, saying "Mission complete!"
|desc-2=Spins his Blaster and re-holsters it, saying "This is Fox. Returning to base." Japanese: {{ja|こちらフォックス、これより帰還する。|Kochira Fokkusu, kore yori kikan suru.}} (''This is Fox, heading back.'')
|desc-2=Spins his Blaster and re-holsters it, saying "This is Fox. Returning to base."
**''If Falco is present after a match, he might say "Better luck next time, Falco."'' Or in Japanese: {{ja|まだまだだな、ファルコ。|Mada mada da na, Faruko.}} (''Not just yet, Falco.'')
**''If Falco is present after a match, he might say "Better luck next time, Falco."''
|desc-3=Crosses his arms, looks upward, and raises his tail. The pose matches his "character chosen" animation and [[taunt]] from ''[[Super Smash Bros.]]''
|desc-3=Crosses his arms, looks upward, and raises his tail. It is his "character chosen" animation and [[taunt]] in ''[[Super Smash Bros.]]''
|char=Fox}}
|char=Fox}}


==In [[competitive play]]==
==In competitive play==
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 556: Line 282:
|set10=3131
|set10=3131
}}
}}
===Notable players===
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of them placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot. Using that criteria, please refrain from adding shofu: when compared to the people already listed, he hasn't made significant enough results with Fox to warrant his addition to the list.-->
====Active====
*{{Sm|Bloodcross|USA}}
*{{Sm|Charliedaking|USA}}
*{{Sm|Dugan|USA}}
*{{Sm|GrimTurtle|USA}}
*{{Sm|Ksev|USA}}
*{{Sm|Larry Lurr|USA}}
*{{Sm|MegaFox|USA}}
*{{Sm|Nakat|USA}}
*{{Sm|Phenom|USA}}
*{{Sm|SH|Japan}}
*{{Sm|Sodrek|Germany}}
*{{Sm|Tension|USA}}
*{{Sm|Xzax|USA}}


===Most historically significant players===
====Inactive====
<!--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 -->
*{{Sm|ZeRo|Chile}}


''See also: [[:Category:Fox players (SSB4)]]''
==Trophies==


*{{Sm|Charliedaking|USA}} - One of the best Fox players in the United States. His best results came from the second half of 2017, with placements such as 5th at {{Trn|2GGC: ARMS Saga}} and 7th at {{Trn|2GGC: West Side Saga}}. He is ranked 67th on the [[PGR 100]].
:'''Fox'''
*{{Sm|Eon|USA}} - First broke out onto the scene by placing 9th at {{Trn|2GGC: GENESIS Saga}} defeating {{Sm|komorikiri}} and {{Sm|6WX}}. He has since been a regular at SoCal events at majors, including placing 9th at {{Trn|IBP Masters Showdown}} and 13th at {{Trn|Smash Masters League: Battle for Vegas}}, ultimately ranking 98th on the [[PGR 100]].
::{{Flag|North America}} ''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.''
*{{Sm|Kuro|Japan}} - One of the best Fox players in Japan after switching to the character in mid-2017, placing highly at several notable Japanese events including 4th at {{Trn|Sumabato Tokaigi Qualifier 2}} and 9th at both {{Trn|Sumabato 27}} and {{Trn|Umebura Smash 4 Final}}. He is ranked 97th on the [[PGR 100]].
*{{Sm|Larry Lurr|USA}} - The best Fox player of all-time who was also a top 10 player for most of the game's lifespan, ultimately ranking 8th on the [[PGR 100]]. Although he never won the major, he came the closest, including placing 2nd at {{Trn|2GGT: ZeRo Saga}} and 3rd at {{Trn|EVO 2017}}.
*{{Sm|Light|USA|p=Connecticut}} - The second-best Fox player of all-time who was in contention for the best in 2018, especially following a string of strong results which included placing 4th at {{Trn|Smash 'N' Splash 4}}, {{Trn|Smash Sounds}}, and {{Trn|Shine 2018}}. He is ranked 43rd on the [[PGR 100]], the second-highest Fox player on the ranking.
*{{Sm|NAKAT|USA}} - Co-mains Fox alongside {{SSB4|Ness}} and was one of the best Fox players throughout the game's lifespan. He most notably used Fox to place 9th at both {{Trn|CEO 2016}} and {{Trn|2GGC: Greninja Saga}}. He is ranked 49th on the [[PGR 100]].
*{{Sm|Shogun|Japan}} - One of Japan's best Fox players of all time, regularly placing in the top 16 at Japanese events including 4th at {{Trn|Sumabato 16}} and 7th at both {{Trn|Umebura 25}} and {{Trn|Umebura 28}}. He is ranked 82nd on the [[PGR 100]].
*{{Sm|SH|Japan}} - Mainly active in 2015 and was the best Fox player in Japan during that time, most notably winning the {{Trn|Sumabato Niconico Qualifier}} over {{Sm|Abadango}} and {{Sm|Nietono}}. Although rarely active since then, he was still considered one of Japan's best Fox players of all-time, ultimately ranking 75th on the [[PGR 100]].
*{{Sm|Xzax|USA}} - One of the best Fox players in the world from 2015 to 2016, regularly placing well at SoCal events such as 5th at {{Trn|2GGT: Fresh Saga}} and 17th at {{Trn|2GGT: Abadango Saga}}. Although his results have since declined, he has still seen occasional success, such as 33rd at {{Trn|2GGC: Civil War}} upsetting {{Sm|ZeRo}}, and as such is ranked 92nd on the [[PGR 100]].


===Tier placement and history===
::{{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!''
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 nerfs to his jab in patch 1.1.0 removed the infinite and reduced its combo utility, his results continued to improve thanks to the efforts of players such as {{Sm|Charliedaking}}, {{Sm|Eon}}, {{Sm|Light|p=Connecticut}}, and most notably {{Sm|Larry Lurr}}, who consistently ranked in the top 10 on global power rankings. In addition, Fox also notably benefited from the nerfs to {{SSB4|Sheik}} and {{SSB4|Luigi}}, who were among Fox's most challenging match-ups prior to their nerfs.


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 final 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.
{{Trophy games|console1=SNES|game1=Star Fox (03/1993)|console2=N64|game2=Star Fox 64 (07/1997)}}


==In Solo Modes==
:'''Fox (Alt.)'''
===[[All-Star Mode]]===
::{{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 KOing 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.''
In All-Star Mode, Fox is fought in Stage 4 in both versions alongside {{SSB4|Kirby}}, {{SSB4|Falco}}, {{SSB4|Meta Knight}}, {{SSB4|Wario}}, {{SSB4|Sonic}}, and {{SSB4|King Dedede}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
::{{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 an fly in any direction with this move is a real bonus too!''
====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.]]''
{{Trophy games|console1=SNES|game1=Star Fox (03/1993)|console2=N64|game2=Star Fox 64 (07/1997)}}
*'''[[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.
:'''Landmaster (Fox)'''
====Co-op Events====
::{{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!''
*'''[[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.
::{{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!''
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster.


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
<gallery>
SSB4-3DS Congratulations Classic Fox.png|Classic Mode
FoxTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations All-Star Fox.png|All-Star Mode
FoxAllStarTrophy3DS.png|Alt. (3DS)
</gallery>
FoxTrophyWiiU.png|Classic (Wii U)
====Wii U====
FoxAltTrophyWiiU.png| Alt. (Wii U)
<gallery>
LandmasterFoxTrophyWiiU.png|[[Landmaster]]
SSB4-Wii U Congratulations Classic Fox.png|Classic Mode
SSB4-Wii U Congratulations All-Star Fox.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==[[Trophies]]==
==In [[Event Match]]es==
Fox's default trophy is obtained by clearing Classic Mode as Fox. His alternate trophy is obtained by clearing All-Star Mode as Fox in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Fox). The Landmaster (Fox) trophy is obtained only in the Wii U version by clearing All-Star Mode as Fox.
===Solo Events===
{{Trophy/Fighter
*'''[[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.]]''
|name=Fox
*'''[[Behind Enemy Lines]]''': Fox must survive against {{SSB4|Bowser Jr.}} and {{SSB4|Mega Man}} for 1 minute. All characters start at 200% damage.
|image-3ds=FoxTrophy3DS.png
*'''[[Up to Speed]]''': {{SSB4|Sonic}} must defeat Fox, {{SSB4|Falco}}, and {{SSB4|Captain Falcon}} in a high-speed 1 stock battle.
|image-wiiu=FoxTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=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.
|desc-wiiu-ntsc=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.
|desc-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!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Star Fox|release1=03/1993|console2=N64|game2=Star Fox 64|release2=07/1997}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Starwing|release1=06/1993|console2=N64|game2=Lylat Wars|release2=10/1997}}
}}
{{clrl}}


{{Trophy/Fighter
===Co-op Events===
|name=Fox (Alt.)
*'''[[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.
|image-3ds=FoxAltTrophy3DS.png
*'''[[Visiting Onett]]''': Fox is one of the opponents fought in this event. The opponents are outer space-oriented characters or characters from other planets.
|image-wiiu=FoxAltTrophyWiiU.png
*'''[[The Ultimate Battle]]''': Two players choose a character and must defeat the entire roster.
|mode=Alt
|desc-ntsc=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.
|desc-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!
|gamelist-ntsc={{Trophy games|console1=SNES|game1=Star Fox|release1=03/1993|console2=N64|game2=Star Fox 64|release2=07/1997}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Starwing|release1=06/1993|console2=N64|game2=Lylat Wars|release2=10/1997}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Landmaster (Fox)
|image=LandmasterFoxTrophyWiiU.png
|desc-ntsc=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!
|desc-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!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Fox|Alternate costumes]]==
==[[Alternate costume (SSB4)#Fox|Alternate costumes]]==
Line 663: Line 366:
FoxWiiUSSB4E32013.png|Fox's appearance during [[E3]] 2013.
FoxWiiUSSB4E32013.png|Fox's appearance during [[E3]] 2013.
FoxSSB4DashAttack.png|Using his [[dash attack]].
FoxSSB4DashAttack.png|Using his [[dash attack]].
Blaster SSB4.jpg|His {{b|Blaster|Fox}}.
Blaster SSB4.jpg|His [[Blaster]].
Fox Illusion 4.jpg|Fox using [[Fox Illusion]].
Fox Illusion 4.jpg|Fox using [[Fox Illusion]].
SSB4 Fox Reflector.jpg|Using his {{b|Reflector|Fox}} to [[reflect]] {{SSB4|Samus}}'s attack.
SSB4 Fox Reflector.jpg|Using his [[Reflector]] to [[reflect]] {{SSB4|Samus}}'s attack.
FireFoxStartupWiiUSSB4.png|Using his up taunt.
FireFoxStartupWiiUSSB4.png|Using his up taunt.
FoxSSB4taunt.jpg|[[Taunting]] in {{forwiiu}}.
FoxSSB4taunt.jpg|[[Taunting]] in {{forwiiu}}.
Fox up smash SSB-Wii U.png|Using his [[up smash]] in {{forwiiu}}.
Fox up smash SSB-Wii U.png|Using his [[up smash]] in {{forwiiu}}.
Ssb4foxaerial3ds.jpg|Fox's forward aerial in {{for3ds}}.
Ssb4foxaerial3ds.jpg|Fox's forward aerial in {{for3ds}}.
Peach Grabs Fox SSB4.jpg|Being grabbed by {{SSB4|Peach}}.
Toon Link and Fox on Battlefield SSB4.jpg|Fox and {{SSB4|Toon Link}} on {{SSB4|Battlefield}} in {{for3ds}}.
Toon Link and Fox on Battlefield SSB4.jpg|Fox and {{SSB4|Toon Link}} on {{SSB4|Battlefield}} in {{for3ds}}.
Sonic Forward Tilt SSB4.jpg|Being kicked by {{SSB4|Sonic}}.
Smash 4 - Fox's finishing jab.jpeg|Neutral infinite's new finisher.
Smash 4 - Fox's finishing jab.jpeg|Neutral infinite's new finisher.
Fox jump Mario.jpg|Fox jumping at {{SSB4|Mario}}.
Fox jump Mario.jpg|Fox jumping at {{SSB4|Mario}}.
Line 677: Line 382:
==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 64 3D''{{'}}s release dates. This trait is also shared with {{SSB4|Falco}}.
*''[[Super Smash Bros. 4]]'' is the only ''Smash Bros.'' game where Fox is not holding his blaster in his official art.
*''[[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 character in ''SSB4'' whose normal falling speed is higher than 2, at 2.05.  
*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.
**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 {{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.
**There's one more expression bug where if Fox grabs a edge with [[Fire Fox]], his eyes disappears during his edge catching animation.
*Fox and {{SSB4|Meta Knight}} are the only two characters whose clapping animation are slightly different in between the two versions. In Fox's case, his tail remains stiff in the Wii U version while it moves around freely (just like in ''Brawl'') in the 3DS version.
{{SSB4Characters}}
{{SSB4Characters}}
{{Star Fox universe}}
{{Star Fox universe}}
[[Category:Fox (SSB4)| ]]
[[Category:Fox (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Fox (SSB4)]]

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