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'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable character in ''[[Super Smash Bros. Brawl]]'', confirmed at Nintendo World 2006. He was the first fighter to appear on the DOJO!! that did not appear on the E3 2006 video.
{{cquote|''The famous Arwing pilot boasts first-class speed and agility in combat.''|cite=''Brawl'' manual description}}
'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') was confirmed for ''[[Super Smash Bros. Brawl]]'' at Nintendo World 2006. Fox was the first fighter to appear on the DOJO!! that did not appear on the E3 2006 video. Instead of being voiced by Shinobu Satouchi in all regions of the game like he was in ''Super Smash Bros.'' and ''Super Smash Bros. Melee'', he is now voiced by Jim Walker and Kenji Nojima in the English and Japanese versions of the game respectively.


Jim Walker and {{s|wikipedia|Kenji Nojima}}, Fox's Engish and Japanese voice actors from ''Star Fox Assault'', reprise their roles in the English and Japanese versions of ''Brawl'' with newly recorded voice clips. In ''Brawl'', both succeed Shinobu Satouchi as Fox's voice actors.
Fox is currently ranked at 15th place on the [[tier list]], placing him in the middle of the C tier, a noticeable nerf from his position at the top of the ''Melee'' tier list, and also his worst placement in the series. Fox maintains his incredible movement, fast attack speed, high damage output, effective setup moves (especially his [[down aerial]]), and a very fast [[up smash]] with enough strength and [[reach]] to KO the majority of characters reliably under 100%. Additionally, Fox possesses the fastest [[projectile]] in ''Brawl'' in his {{b|Blaster|Fox}} (which is also [[transcendent]]), a long reaching [[recovery]] with good mixup, and an effective semi-spike and defensive stalling tactic in his {{b|Reflector|Fox}}. Fox is notoriously frail, however, sustaining the fourth most [[knockback]] in ''Brawl'', with rather poor vertical endurance (despite strong vertical [[momentum cancelling]] abilities), and among the worst horizontal endurance. His endurance problems are exacerbated by his extreme [[falling speed]] and acceleration, which leave him heavily vulnerable to [[combo]]s and [[juggle]]s, [[lock]]s, and [[chain throw]]s, some of which (including {{SSBB|Pikachu}}'s and {{SSBB|Sheik}}'s) can bring Fox to KO percentage from zero [[damage]], if not [[zero death]]ing him outright. Additionally, Fox's attacks are very poor on [[shield]], with high [[ending lag]], low [[shield stun]], and insufficient reach to hit opposing shields safely. Fox also has poor horizontal aerial movement and mobility, a tendency to over-rely on his [[up smash]] to KO, and a projectile without any [[flinch]]. Nonetheless, Fox's offensive prowess tends to outweigh his significant flaws, with his [[matchup]]s being above average overall (despite a few [[Counter (matchup)#Hard counter|hard counters]]), along with above average [[tournament]] results (which are significantly better in Japan, where he ranks 7th on the [[Japanese tier list|tier list]]).
 
Fox is currently ranked at 15th place on the [[tier list]], placing him in the middle of the C tier, a noticeable drop from his position at the top of the ''Melee'' tier list, and also his worst placement in the series. Fox maintains his incredible movement, fast frame data, high damage output, effective setup moves (especially his [[down aerial]]), and a very fast [[up smash]] with enough strength and [[reach]] to KO the majority of characters reliably under 100%. Additionally, Fox possesses the fastest [[projectile]] in ''Brawl'' in his {{b|Blaster|Fox}} (which is also [[transcendent]]), a decent [[recovery]] with respectable mixup options, and an effective semi-spike and defensive stalling tactic in his {{b|Reflector|Fox}}. Fox is notoriously frail, however, sustaining the fourth most [[knockback]] in ''Brawl'', with rather poor vertical endurance (despite strong vertical [[momentum cancelling]] abilities), and among the worst horizontal endurance. His endurance problems are exacerbated by his extreme [[falling speed]] and acceleration, which leave him heavily vulnerable to [[combo]]s and [[juggle]]s, [[lock]]s, and [[chain throw]]s, some of which (including {{SSBB|Pikachu}}'s and {{SSBB|Sheik}}'s) can bring Fox to KO percentage from zero [[damage]], if not [[zero death]]ing him outright. Additionally, Fox's attacks are very poor on [[shield]], with high [[ending lag]], low [[shield stun]], and insufficient reach to hit opposing shields safely. Fox also has poor horizontal aerial movement and mobility, a tendency to over-rely on his [[up smash]] to KO, and a projectile without any [[flinch]]. Nonetheless, Fox's offensive prowess tends to outweigh his significant flaws, with his [[matchup]]s being above average overall (despite a few [[Counter (matchup)#Hard counter|hard counters]]), along with above average [[tournament]] results (which are significantly better in Japan, where he ranks 7th on the [[Japanese tier list|tier list]]).


==Attributes==
==Attributes==
Fox is a lightweight who boasts impressive mobility, having the 3rd fastest dashing speed and the second fastest walking speed in the game (with {{SSBB|Marth}} having the fastest walking speed). Almost all of his attacks come out quickly and combo with each other. Fox's excellent speed is counter-balanced by the small and short reaching hitboxes in most of his attacks. This can complicate approaches, and his Blaster doesn't make up for that because it doesn't make opponents flinch. However, it is able to force approaches, unless the opponent has a lasting reflector, an absorbing move such as [[PSI Magnet]], or their [[crouch]] is low enough to avoid it.
Fox is a very light character who moves at very high speeds, clocking in as the 3rd fastest runner and 2nd fastest walker in the game (with {{SSBB|Marth}} being the fastest). Almost all of his attacks come out quickly and combo with each other. Fox's excellent speed is counter-balanced by the small and short reaching hitboxes in most of his attacks. This can complicate approaches, and his Blaster doesn't make up for that because it doesn't make opponents flinch. However, it is able to force approaches, unless the opponent has a lasting reflector, an absorbing move such as [[PSI Magnet]], or their [[crouch]] is low enough to avoid it.


One of Fox's primary advantages is his impressive KO power. His up smash is a fast and powerful vertical finisher, and is also his only move that can KO reliably under 100%. It's a good move due to its high knockback scaling, impressive speed for a smash attack, and respectable reach. It can also be [[combo]]'d into, most notably from a down aerial. Up aerial is also a great finisher; it can KO quickly when used near the upper blast line and is useful in juggling situations to close stocks early. Fox's impressive vertical KO options can be dangerous to characters with poor vertical endurance or momentum cancelling.
His up smash is a powerful vertical killer, and is also his only move that can KO reliably under 100%. It's a good move due to its high knockback scaling, speed, and reach. It can also be [[combo]]'d into, most notably from a down aerial. His forward aerial can add extra height to Fox's jump, due to producing a hovering effect if used shortly after jumping (known as Foxcoptering) - this can extend his recovery and allow him to quickly recover vertically, which isn't possible with his primary vertical recovery move ([[Fire Fox]]). His back air has high horizontal knockback. As far as specials go, Fox's Blaster can easily build damage from a distance, refresh stale moves if it hits, and steal KOs. Fox's Reflector not only reflects projectiles, but can [[semi-spike]] opponents when used in the air, making it a useful tool for [[gimp]]ing poor and/or slow recoveries, and also slows Fox's aerial movement. The jump cancel has been replaced with a dash cancel, allowing a continuous shine volley across the stage (it works best at 70% and above depending on the character). As far as recovery goes, [[Fox Illusion]] can be used to gain a horizontal boost, and can also be canceled before completion to trick opponents, as opposed to Fire Fox, which comes off much slower but can move vertically. However, Fire Fox is easily edgeguarded, due to leaving Fox vulnerable during the charge required to use the move (though it can damage opponents if they get too close). Fox is also able to [[wall jump]], [[boost grab]], and [[DACUS]] (though his [[Slide smash|sliding up smash]] doesn't gain much less distance than his DACUS).


Fox his a variety of other useful moves besides his finishers. His forward aerial can add extra height to Fox's jump, due to producing a hovering effect if used shortly after jumping (known as Foxcoptering) - this can extend his recovery and allow him to quickly recover vertically, which isn't possible with his primary vertical recovery move ([[Fire Fox]]). His back air has high horizontal knockback and a generous auto-cancel window. As far as specials go, Fox's Blaster can easily build damage from a distance, refresh stale moves if it hits, and steal KOs in a Time match. Fox's Reflector not only reflects projectiles, but can [[semi-spike]] opponents when used in the air, making it a useful tool for [[gimp]]ing poor and/or slow recoveries, and also slows Fox's aerial movement. The jump cancel has been replaced with a dash cancel, allowing a continuous shine volley across the stage (it works best at 70% and above depending on the character). As far as recovery goes, [[Fox Illusion]] can be used to gain a horizontal boost, and can also be canceled before completion to trick opponents, as opposed to Fire Fox, which comes off much slower but can move vertically. However, Fire Fox is easily edgeguarded, due to leaving Fox vulnerable during the charge required to use the move (though it can damage opponents if they get too close). Fox is also able to [[wall jump]], [[boost grab]], and [[DACUS]] (though his [[Slide smash|sliding up smash]] doesn't gain much less distance than his DACUS).
Fox's most notable attribute, as well as the most notorious, is his short jump in relation to the rest of the Brawl cast (much like {{SSBB|Jigglypuff}} having the slowest falling speed in the game). His falling speed acceleration is the fastest, and his falling speed is the third fastest in the game (which is unusual for a character as light as he is). It has advantages and some hindrances, all of which must be known to make the best use of Fox. Some advantages of such speed are that it makes him difficult to [[juggle]] and KO vertically. However, his extreme falling speed acceleration is what makes him very susceptible to certain [[chaingrab]]s (particularly {{SSBB|Pikachu}}'s buffered d-throw chaingrab that has a [[0-death]] on Fox) and locks (like {{SSBB|Sheik}}'s f-tilt lock). His fast falling speed also shortens his recovery.


Fox's most notable attribute, as well as the most notorious, is his short jump in relation to the rest of the Brawl cast (much like {{SSBB|Jigglypuff}} having the slowest falling speed in the game). Fox possesses the third fastest [[falling speed]] in the game (which is unusual for a character as light as he is), as well as having the higher [[gravity]] by quite a margin. It has advantages and some hindrances, all of which must be known to make the best use of Fox. Some advantages of such speed are that it makes him difficult to [[juggle]] and gives him strong vertical [[momentum canceling]]. However, his extreme gravity results in him barely travelling anywhere when he is hit by vertical hitting moves which do not inflict [[tumble]]. This results in him being very susceptible to certain [[chaingrab]]s (particularly {{SSBB|Pikachu}}'s buffered d-throw chaingrab that has a [[0-death]] on Fox) and well as low knockback moves which can string into themselves multiple times (most notably {{SSBB|Sheik}}'s forward tilt). His high gravity also makes him sustain more knockback once he enters tumble, which along with his low weight, makes his endurance among the absolute worst in ''Brawl''.
The end result is that Fox is a glass cannon. He has difficulty approaching characters with strong defensive games or the ability to space effectively, forcing him to rely on his Blaster to approach if needed, which some characters can avoid rather effortlessly. His combination of a very low weight (seventh lightest character), very high knockback sustained (fourth highest), very fast overall falling speed (third fastest normal falling speed and fastest accelerated falling speed), mediocre air speed, and mediocre recovery for his weight create a tendency to KO at low percentages. However, he has many quick moves, a very strong offensive game, and once the opponent is knocked back he has flexible follow up options, but his speed can make him tough to control.


Another of Fox's weaknesses regards his transition from ''Melee'' to ''Brawl''; ''Brawl''{'}s general gameplay changes hinder Fox more than they help him. The introduction of hitstun cancelling as well as the cast's universally decreased falling speeds greatly reduce the potency of Fox's combo game like most characters. This means Fox can struggle to rack up damage and approach as effectively as he could in ''Melee''. Fox's only strong damage racking tool at lower percents is his up tilt which while effective, can be SDIed out of. The changes to air dodges also hinders Fox, as it not only hinders his combo ability, but it also removes his ability to [[wavedash]], which was one of his most vital movement options. The removal of DI against non tumble hitstun also immensely hinders Fox, as it means that he is now susceptible to inescapable chain grabs, as well as making it much more difficult to escape moves which chain into themselves multiple times (although this does also benefit his up tilt).
==Changes from ''Melee'' to ''Brawl''==
While Fox technically received more [[buff]]s than [[nerf]]s, the nerfs he did receive were enough to significantly nerf him overall in comparison to ''Melee''. All the traits that made Fox excel in the previous game are still intact: his excellent mobility, great frame data, the ability to force approaches thanks to his Blaster, and his impressive and effective KO and damage racking ability (though the damage output on some of his attacks were toned down slightly).  


Lastly, Fox has a poor grab game. The blaster shots fired from his up and back throws are very easily avoided with successful DI, while up throw now struggles to combo because of its higher ending lag, combined with the cast's slower falling speeds. Back throw lacks KO potential and it has a poor launch angle for setting up edgeguards. Down throw is a decent setup throw which deals good damage but unlike Falco's, it does not have any guaranteed follow ups. While forward throw is Fox's strongest throw, it cannot KO before 150% at the edge. Because of it's glaring problems, Fox's grab game is very inconsistent and unreliable.
However, he is much more frail than in ''Melee'' thanks to the changes in the knockback formula, despite being heavier. The reduced range on [[Blaster]] has weakened his ability to zone and force approaches. The most severe nerf was to his [[Reflector]]: it has slower start-up and can no longer be jump-cancelled, greatly weakening Fox's close-range pressure ability and combo game. His general combo game is far worse: down throw can no longer [[tech-chase]], up throw is ineffective for combos and chain-grabs due to the slower fall speeds, and the aforementioned changes to his reflector have removed all previously possible follow-ups, and such changes are exacerbated by the addition of [[hitstun]] cancelling. His KO'ing ability is weaker: up smash and up air, his two best finishers in ''Melee,'' have had their damage and knockback reduced, and they are also more difficult to combo into in the new physics and with the loss of Fox's Shine combos.


The end result is that Fox is a glass cannon. He can have difficulty approaching characters with superior range, forcing him to rely on his Blaster to approach if needed, which some characters can avoid rather effortlessly. His combination of being very light, and having very high falling speed and extreme gravity, along with an exploitable recovery gives him extremely poor endurance, especially against characters who can abuse his falling speed/gravity. However, he has excellent mobility on the ground, many quick and highly damaging moves, a very strong offensive game due to his speed and attack power, and once the opponent is knocked back he has flexible follow up options, but his speed can make him tough to control. Fox is overall a very fragile character who is very difficult to play and master but once he is mastered, he can be very difficult for most of the cast to deal with. This makes him a very solid character, although he does possess near unwinnable matchups against certain characters.
Overall, while Fox's nerfs outweigh his buffs, he's still considered a viable character (especially in Japan) with only a few match-ups that are considered major disadvantages, which is more than what can be said for most of the ''Melee'' veterans.
 
==Changes from ''[[Super Smash Bros. Melee]]''==
Fox was notorious for being considered by many to be the best character in ''Melee'' with some players even seeing him as [[broken]] due to his infamous dominance. As a result of this, Fox has been significantly nerfed overall despite technically receiving more buffs. All the traits that made Fox excel in the previous game are still intact: his excellent mobility, great frame data, the ability to force approaches with his Blaster, and his impressive and effective KO and damage racking ability (though the damage output on some of his attacks were toned down slightly). Some of his moves have seen improvements to their speed and some of his moves have seen various adjustments to either make them more reliable or to increase their utility such as his forward and down aerials. His aerials in general have lower landing lag and more lenient [[auto-cancel]] windows making the removal of [[L-canceling]] a fairly small loss for him compared to other veterans. His recovery has also been improved as his air speed is faster, his falling speed/gravity are lower, [[Fox Illusion]] travels more distance, his double jump is higher and he can use his forward aerial to increase the height of his jumps making him harder to edgeguard overall.
 
However, the changes to ''Brawl'''s mechanics have severely harmed him. He is much more frail than in ''Melee'' due to the changes in the knockback formula making his vertical endurance in particular significantly worse, despite being heavier. The introduction of [[hitstun canceling]] hinders him overall as while it makes him less susceptible to combos, it also significantly hinders his followup potential. The removal of [[DI]] against moves which don't put opponents into [[tumble]] also significantly hinders him as it makes him far more susceptible to inescapable [[chain grab]]s and [[lock]]s most notably from {{SSBB|Pikachu}} and {{SSBB|Sheik}}. The removal of [[wavedashing]] also severely harms him more than almost any other veteran as he was one of the characters who could abuse it the most due to his fast jumpsquat as well as his [[Reflector]] which could be jump cancelled.
 
As for his direct nerfs, the reduced range on [[Blaster]] has weakened his ability to zone and force approaches. His new back aerial is slower, has a shorter duration and has less range hindering its spacing potential. His general combo game is far worse: down throw can no longer [[tech-chase]], up throw is ineffective for combos and chain-grabs due to the slower fall speeds as well as its greatly increased ending lag. His KO'ing ability is weaker: up smash and up aerial, his two best finishers in ''Melee,'' have had their damage and knockback reduced as well as being slower, and they are also more difficult to combo into in the new physics and with the loss of Fox's Shine combos although his up smash is still a very strong vertical finisher and Fox still has ways to combo into it mainly with his down aerial although he can also potentially combo into it for a kill with his late neutral aerial or even his reflector at specific percents.
 
The most severe nerf was to his [[Reflector]]. While it has seen some improvements such as having lower ending lag, stronger stalling capabilities, increased intangibility and has altered knockback preventing it from knocking down lighter characters at lower percents, it has slower start-up and can no longer be jump-cancelled hindering its safety. The removal of wavedashing drastically harms Reflector's utility as wavedashing was what gave Shine its incredible followup potential making the main reason why the move was so oppressive in ''Melee''.
 
Overall, while Fox's buffs do not compensate from the nerfs he received from ''Brawl'''s new mechanics as well as the nerfs some of his key moves received, he's still considered a viable character who only has a few extremely bad matchups and he is still overall stronger compared to most other ''Melee'' veterans.


===Aesthetics===
===Aesthetics===
*{{change|Fox's design is now a mix between his design in ''Star Fox Assault'' and ''Star Fox Command''. Fox also looks more detailed due to the boost in graphics.}}
*{{change|Fox's design is now a mix between his design in ''Star Fox Command'' and ''Star Fox Assault''. Fox also looks more detailed due to the boost in graphics.}}
*{{change|Fox has a new idle stance. He now takes on a fighting stance and hops in place rapidly. In addition, Fox has two new idle animations; one where he takes a Tae-Kwon-Do-esque fighting stance, and the other where he does a beckoning gesture with his hand.}}
*{{change|Fox has a new idle stance. He now takes on a fighting stance and hops in place rapidly. In addition, Fox has two new idle animations; one where he takes a Tae-Kwon-Do-esque fighting stance, and the other where he does a beckoning gesture with his hand.}}  
*{{change|Some of Fox's attacks received a slight tweak in animation; Fox's feet enlarge during the rapid hitting of his jab and during the kicks of his forward aerial as two examples.}}
*{{change|Some of Fox's attacks received a slight tweak in animation; Fox's feet enlarge during the rapid hitting of his jab and during the kicks of his forward aerial as two examples.}}
*{{change|Fox's previous [[taunt]] has been moved to his down taunt.}}
*{{change|Fox's previous [[taunt]] has been moved to his down taunt.}}
*{{change|Fox has received two new Alternate Costumes, Dark Fox & White jumpsuit.}}


===Attributes===
===Attributes===
*{{buff|Fox is [[Weight|heavier]] (75 → 80).}}
*{{nerf|Fox is [[Weight|heavier]] (75 → 80). However, due to ''Brawl''{{'}}s changes to the knockback formula (knockback is now also based on a character's [[gravity]]), his vertical endurance is still drastically worse, to the point he has the 5th worst vertical endurance out of 39 characters without [[momentum canceling]], and the 11th worst with momentum canceling, whereas in ''Melee'', he had the 6th best vertical endurance out of 26 characters.}}
**{{nerf|However, due to ''Brawl''{{'}}s changes to the knockback formula (knockback is now also based on a character's [[gravity]]), his vertical endurance is still drastically worse, to the point he has the 5th worst vertical endurance out of 39 characters without [[momentum canceling]], and the 11th worst with momentum canceling, whereas in ''Melee'', he had the 6th best vertical endurance out of 26 characters.}}
*{{nerf|Fox [[walk]]s slower (1.6 → 1.45), going from being tied with {{SSBM|Marth}} for the fastest to behind {{SSBB|Marth}} for the second fastest.}}
*{{nerf|Fox [[walk]]s slower (1.6 → 1.45), going from being tied with {{SSBM|Marth}} for the fastest to behind {{SSBB|Marth}} for the second fastest.}}
*{{nerf|Fox [[dash]]es slower (2.2 → 2.08).}}
*{{nerf|Fox [[dash]]es slower (2.2 → 2.08).}}
**{{buff|His initial dash is slightly faster (2.02 → 2.1) now being the fastest in the game.}}
*{{nerf|Fox's [[air speed]] is faster (0.83 → 0.89). However, due to dashes no longer transferring momentum to air speeds, his aerial approach is significantly slower, going from the 2nd fastest out of 26 characters in ''Melee'' with dash momentum (only behind {{SSBM|Captain Falcon}}), to tied for the 27th fastest out of 39 characters in ''Brawl''.}}
*{{buff|Fox's [[air speed]] is faster (0.83 → 0.89) improving his recovery and ability to escape aerial pressure.}}
*{{buff|Fox's additional [[air acceleration]] is higher (0.06 → 0.08), increasing the total amount (0.08 → 0.09) despite his base air acceleration being lower (0.02 → 0.01). Relative to the cast however, his air acceleration has gone from the 2nd highest out of 26 characters to the 13th highest out of 39 characters.}}
**{{nerf|However, due to dashes no longer transferring momentum to air speeds, his aerial approach is significantly slower, going from the 2nd fastest out of 26 characters in ''Melee'' with dash momentum (only behind {{SSBM|Captain Falcon}}), to tied for the 27th fastest out of 39 characters in ''Brawl''.}}
*{{buff|Fox's additional [[air acceleration]] is higher (0.06 → 0.08), increasing the total amount (0.08 → 0.09) despite his base air acceleration being lower (0.02 → 0.01). However, it is much lower relative to the cast, going from the 2nd highest out of 26 characters to just the 13th highest out of 39.}}
*{{nerf|Fox's [[traction]] is slightly lower (0.08 → 0.06), especially when comparing with the returning veterans, now going from the 7th highest in Melee to the 11th highest. This makes it harder for him to punish out of shield. Given the lack of wavedashing in the game, it does not provide any benefits whatsoever.}}
*{{nerf|Fox's [[traction]] is slightly lower (0.08 → 0.06), especially when comparing with the returning veterans, now going from the 7th highest in Melee to the 11th highest. This makes it harder for him to punish out of shield. Given the lack of wavedashing in the game, it does not provide any benefits whatsoever.}}
*{{change|As with the returning veterans, Fox's [[falling speed]] was reduced (2.8 → 1.831). Compared to the returning veterans, however, Fox falls slower (although he still has the 3rd highest falling speed). While worsening his endurance, it improves his recovery and makes him harder to combo.}}
*{{change|As with the returning veterans, Fox's [[falling speed]] was reduced (2.8 → 1.831). Compared to the returning veterans, however, Fox falls slower (although he still has the 3rd highest falling speed). While worsening his endurance, it improves his recovery and makes him harder to combo on.}}
*{{change|Fox's gravity is lower (0.23 → 0.175) though it is still the highest in the game.}}
*{{change|Fox's gravity is lower (0.23 → 0.175) though it is still the highest in the game.}}
*{{buff|Fox's midair jump height has been increased, now having the fourth highest midair jump in the game. This significantly improves his recovery.}}
*{{buff|Fox's midair jump height has been increased, now having the fourth highest midair jump in the game. This significantly improves his recovery.}}
*{{nerf|[[Jumpsquat]] is one frame slower (3 → 4 frames).}}
*{{nerf|[[Jumpsquat]] is one frame slower (3 → 4 frames).}}
*{{buff|Spot dodge has a longer duration (frames 2-15 → 2-20).}}
*{{nerf|Spot dodge has more ending lag (frame 23 → 26).}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral attack's second hit has less startup lag (frame 3 → 2) and ending lag (frame 19 → 18). The neutral infinite's hits also have shorter gaps between them (7 → 4 frames), a different angle (78° → [[Sakurai angle|361°]]) and less knockback (10 (base)/80 (scaling) → 5/3 (base)/20 (scaling)), allowing them to connect more reliably, in addition to a new sweetspot at close range that deals more damage (1% → 2%).}}
**{{buff|Holding the attack button will now make Fox repeat the first hit of the attack until it connects with an opponent.}}
*{{nerf|[[Neutral attack]]'s first two hits deal less damage (4% → 2%) and knockback (0 (base)/100 (scaling) → 10/20 (hit 1), 25/30 (hit 2)), and have altered angles (70° → 35°/80°/20° (hit 1), 80°/80°/20° (hit 2)). While this allows them to connect into the neutral infinite more effectively, it also drastically reduces their [[jab cancel]]ing potential, hindering the move's utility at high percents.}}
**{{buff|Neutral attack's second hit has less startup lag (frame 3 → 2) and ending lag (frame 19 → 18). The neutral infinite's hits also have shorter gaps between them (7 → 4 frames), a different angle (78° → [[Sakurai angle|361°]]) and less knockback (10 (base)/80 (scaling) → 5/3 (base)/20 (scaling)), allowing them to connect more reliably, in addition to a new sweetspot at close range that deals more damage (1% → 2%).}}
*{{buff|[[Forward tilt]] has less ending lag (frame 27 → 24).}}
**{{nerf|Neutral attack's first two hits deal less damage (4% → 2%) and knockback (0 (base)/100 (scaling) → 10/20 (hit 1), 25/30 (hit 2)), and have altered angles (70° → 35°/80°/20° (hit 1), 80°/80°/20° (hit 2)). While this allows them to connect into the neutral infinite more effectively, it also drastically reduces their [[jab cancel]]ing potential, hindering the move's utility at high percents.}}
*{{nerf|Forward tilt has more startup with a shorter duration (frames 5-8 → 6-8), and deals less damage (9% → 8% (up)/6% (non-angled)/7% (down)), although its knockback has been compensated (0 (base)/100 (scaling) → 10/110).}}
*[[Forward tilt]]:
*{{buff|Fox has a new [[up tilt]]: a fast scorpion kick via him bending all the way down with both hands on the ground. It has more reach in front of Fox, and less startup with a longer duration (frames 5-11 → 3-10).}}
**{{buff|Forward tilt has less ending lag (frame 27 → 24).}}
*{{nerf|Up tilt deals less damage (12%/9% → 10%/8%) with less knockback (18 (base)/140 (scaling) → 22/18 (base)/110 (scaling)), no longer being among the strongest up tilts in the game (it was the third strongest up tilt in ''Melee''). It also has more ending lag (frame 23 → 28), making it less effective for juggling overall despite having faster startup. Furthermore, the introduction of [[hitstun canceling]] removes its combo potential beyond low percents.}}
**{{nerf|Forward tilt has more startup with a shorter duration (frames 5-8 → 6-8), and deals less damage (9% → 8% (up)/6% (non-angled)/7% (down)), although its knockback has been compensated (0 (base)/100 (scaling) → 10/110).}}
*{{nerf|[[Down tilt]] deals less damage (10% → 9%/8%/7%), has lower knockback scaling (125 → 100), and its inner hitboxes send opponents at lower angles (70° → 45°/65°), significantly hindering its combo and KO potential.}}
*[[Up tilt]]:
*{{nerf|[[Dash attack]]'s late hit has a shorter duration (frames 8-17 → 8-15).}}
**{{buff|Fox has a new up tilt: a fast scorpion kick via him bending all the way down with both hands on the ground. It has more reach in front of Fox, and less startup with a longer duration (frames 5-11 → 3-10).}}
*{{change|Dash attack's angle has been altered (72° → 70°).}}
**{{nerf|Up tilt deals less damage (12%/9% → 10%/8%) with less knockback (18 (base)/140 (scaling) → 22/18 (base)/110 (scaling)), no longer being among the strongest up tilts in the game (it was the third strongest up tilt in ''Melee''). It also has more ending lag (frame 23 → 28), making it less effective for juggling overall despite having faster startup. Furthermore, the introduction of [[hitstun canceling]] removes its combo potential beyond low percents.}}
*{{buff|[[Forward smash]] has a new animation, where Fox tumble-vaults over via swinging his legs more vertically in an overhead arc upon turning, turns his upper body more forward sooner and kicks more with the side of his foot instead of with his heel (making it more akin to a pseudo-butterfly kick). This gives it much more vertical range.}}
*[[Down tilt]]:
*{{nerf|Forward smash has more startup with a shorter duration (frames 12-22 → 14-19), and more ending lag (frame 40 → 42). Its clean hit also has less knockback scaling (105 → 96), hindering its KO potential.}}
**{{nerf|Down tilt deals less damage (10% → 9%/8%/7%), has lower knockback scaling (125 → 100), and its inner hitboxes send opponents at lower angles (70° → 45°/65°), significantly hindering its combo and KO potential.}}
*{{buff|Up smash has slightly more range. The introduction of [[DACUS]] also improves its utility for approaching.}}
*[[Dash attack]]:
*{{nerf|[[Up smash]] has more startup with a shorter duration (frames 7-17 → 8-15), and more ending lag (frame 42 → 47). Its clean hit also deals less damage (18% → 17%) with considerably reduced knockback scaling (112 → 96), significantly hindering its KO potential and no longer being one of the strongest up smashes in the game.}}
**{{nerf|Dash attack's late hit has a shorter duration (frames 8-17 → 8-15).}}
*{{change|Up smash's clean hit now has a [[slash]] effect instead of a normal effect. It has also gained an additional hitbox that deals less damage than the rest (17% → 15%); however, due to it being very small, located below Fox's feet, lasting only one frame and having the lowest ID out of them, it is extremely difficult to land and provides no significant coverage, making its addition largely negligible.}}
**{{change|Dash attack's angle has been altered (72° → 70°).}}
*{{change|Up smash has a new charging animation where Fox kneels down with his right hand planted on the ground.}}
*[[Forward smash]]:
*{{buff|Down smash has significantly increased base knockback (20 → 50), restoring some of its power from ''Smash 64'' and making it much better at edgeguarding and KOing. Fox also kneels down a bit more when charging it; this somewhat shrinks his hurtbox.}}
**{{buff|Forward smash has a new animation, where Fox tumble-vaults over via swinging his legs more vertically in an overhead arc upon turning, turns his upper body more forward sooner and kicks more with the side of his foot instead of with his heel (making it more akin to a pseudo-butterfly kick). This gives it much more vertical range.}}
*{{nerf|Down smash's sweetspots deal less damage (15% → 14%).}}
**{{nerf|Forward smash has more startup with a shorter duration (frames 12-22 → 14-19), and more ending lag (frame 40 → 42). Its clean hit also has less knockback scaling (105 → 96), hindering its KO potential.}}
*[[Up smash]]:
**{{buff|Up smash has slightly more range. The introduction of [[DACUS]] also improves its utility for approaching.}}
**{{nerf|Up smash has more startup with a shorter duration (frames 7-17 → 8-15), and more ending lag (frame 42 → 47). Its clean hit also deals less damage (18% → 17%) with considerably reduced knockback scaling (112 → 96), significantly hindering its KO potential and no longer being one of the strongest up smashes in the game although it still has above average power.}}
**{{change|Up smash's clean hit now has a [[slash]] effect instead of a normal effect. It has also gained an additional hitbox that deals less damage than the rest (17% → 15%); however, due to it being very small, located below Fox's feet, lasting only one frame and having the lowest ID out of them, it is extremely difficult to land and provides no significant coverage, making its addition largely negligible.}}
**{{change|Up smash has a new charging animation where Fox kneels down with his right hand planted on the ground.}}
*[[Down smash]]:
**{{buff|Down smash has significantly increased base knockback (20 → 50), restoring some of its power from ''Smash 64'' and making it much better at edgeguarding and KOing. Fox also kneels down a bit more when charging it; this somewhat shrinks his hurtbox.}}
**{{nerf|Down smash's sweetspots deal less damage (15% → 14%).}}


===Aerial attacks===
===Aerial attacks===
*{{change|All aerials except up aerial have decreased landing lag (15/7 frames → 9 (neutral), 22/11 frames → 18 (forward), 20/10 frames → 15 (back), 18/9 frames → 12 (down)). Due to the removal of [[L-canceling]], however, their landing lag is not fully compensated.}}
*{{change|All aerials except up aerial have decreased landing lag (15/7 frames → 9 (neutral), 22/11 frames → 18 (forward), 20/10 frames → 15 (back), 18/9 frames → 12 (down)). Due to the removal of [[L-canceling]], however, their landing lag is not fully compensated.}}
*{{buff|All aerials except down aerial [[auto-cancel]] earlier (frame 37 → 32 (neutral), frame 49 → 45 (forward), frame 23 → 15 (back), frame 26 → 25 (up)). Neutral, forward, back and up aerials can now auto-cancel in a short hop.}}
*{{buff|All aerials except down aerial [[autocancel]] earlier (frame 37 → 32 (neutral), frame 49 → 45 (forward), frame 23 → 15 (back), frame 26 → 25 (up)). Forward, back and up aerials can now autocancel in a short hop.}}
*[[Neutral aerial]]:
*{{nerf|Neutral aerial deals less damage (12% (clean)/9% (late) → 9%/6%), reducing its knockback to the point it is no longer a viable KO move at high percents. It also has a shorter duration (frames 4-7 (clean)/8-31 (late) → 4-6/7-25).}}
**{{nerf|Neutral aerial deals less damage (12% (clean)/9% (late) → 9%/6%), reducing its knockback to the point it is no longer a viable KO move at high percents. It also has a shorter duration (frames 4-7 (clean)/8-31 (late) → 4-6/7-25).}}
*{{buff|[[Forward aerial]] has been drastically improved. Its hits launch at a higher angle (361° → 75°), all after the first come out faster (frames 16-18, 24-26, 33-35, 43-45 → 13-14, 19-20, 26-27, 32-33), and the move now produces a "hover" effect, which can be used to increase the height of Fox's jumps (especially his midair jump). This allows it to connect all hits more reliably and extend Fox's recovery. Lastly, it has less ending lag (frame 53 → 50), and drastically increased knockback on its last hit (50 (base)/100 (scaling) → 60/140).}}
**{{buff|Neutral aerial's lower damage however improves the late hit's follow up potential at higher percents.}}
*{{nerf|Forward aerial's first and third hits deal less damage (7%/6% → 6%/5%), decreasing the move's total amount (23.38% → 23%) despite the changes to [[stale-move negation]]. The first hit also has more startup (frame 6 → 7), and all hits have a shorter duration (3 → 2 frames).}}
*[[Forward aerial]]:
*{{buff|Fox has a new back aerial: a face-away-backwards-hooking-kick slanted upward at the same angle as his prior back aerial (which recovers into the back turning motion much quicker). It has increased base knockback (0 → 20) and now semi-spikes when sweetspotted (361° → 30°), significantly improving its edgeguarding potential, as well as its KO potential despite its knockback scaling being lowered (100 → 85).}}
**{{buff|Forward aerial has been drastically improved. Its hits launch at a higher angle (361° → 75°), all after the first come out faster (frames 16-18, 24-26, 33-35, 43-45 → 13-14, 19-20, 26-27, 32-33), and the move now produces a "hover" effect, which can be used to increase the height of Fox's jumps (especially his midair jump). This allows it to connect all hits more reliably and extend Fox's recovery. Lastly, it has less ending lag (frame 53 → 50), and drastically increased knockback on its last hit (50 (base)/100 (scaling) → 60/140).}}
*{{nerf|Back aerial has more startup with a much shorter duration (frames 4-19 → 9-11), increased ending lag (frame 38 → 49), and less reach, reducing its effectiveness for approaching.}}
**{{nerf|Forward aerial's first and third hits deal less damage (7%/6% → 6%/5%), decreasing the move's total amount (23.38% → 23%) despite the changes to [[stale-move negation]]. The first hit also has more startup (frame 6 → 7), and all hits have a shorter duration (3 → 2 frames).}}
*{{nerf|[[Up aerial]] has more startup (frame 8 → 9), its second hit has a shorter duration (frames 11-14 → 12-14), and deals less damage (13% → 11%) with significantly less knockback (40 (base)/116 (scaling) → 30/100), now requiring opponents to be around 140% or near the upper blast line to KO, instead of reliably KOing under 100% regardless of their proximity to the upper blast line. It also has increased landing lag (18 → 22 frames).}}
*[[Back aerial]]:
*{{buff|[[Down aerial]] deals more total damage (19.38% → 21%) due to the changes to stale-move negation. It additionally no longer has [[set knockback]] (30 (set)/100 (scaling) → 33 (base)/40 (scaling)), and Fox can use it offstage more safely due to his much slower falling speed, improving its edgeguarding ability.}}
**{{change|Fox has a new back aerial: a face-away-backwards-hooking-kick slanted upward at the same angle as his prior back aerial (which recovers into the back turning motion much quicker).}}
*{{nerf|Down aerial can now be [[meteor cancel]]ed, hindering its [[gimp]]ing potential.}}
**{{buff|It has increased base knockback (0 → 20) and now semi-spikes when sweetspotted (361° → 30°), significantly improving its edgeguarding potential, as well as its KO potential despite its knockback scaling being lowered (100 → 85).}}
*{{change|Down aerial's angle has been altered (290° → 285°).}}
**{{nerf|Back aerial has more startup with a much shorter duration (frames 4-19 → 9-11), increased ending lag (frame 38 → 49), and less reach, reducing its effectiveness for approaching.}}
*[[Up aerial]]:
**{{nerf|Up aerial has more startup (frame 8 → 9), its second hit has a shorter duration (frames 11-14 → 12-14), and deals less damage (13% → 11%) with significantly less knockback (40 (base)/116 (scaling) → 30/100), now requiring opponents to be around 140% or near the upper blast line to KO, instead of reliably KOing under 100% regardless of their proximity to the upper blast line. It also has increased landing lag (18 → 22 frames).}}
*[[Down aerial]]:
**{{buff|Down aerial deals more total damage (19.38% → 21%) due to the changes to stale-move negation. It additionally no longer has [[set knockback]] (30 (set)/100 (scaling) → 33 (base)/40 (scaling)) improving its followup potential at higher percents despite the removal of L-canceling, and Fox can use it offstage more safely due to his much slower falling speed, improving its edgeguarding ability.}}
**{{nerf|Down aerial can now be [[meteor cancel]]ed, hindering its [[gimp]]ing potential.}}
**{{change|Down aerial's angle has been altered (290° → 285°).}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (frame 31 → 30 (standing), frame 41 → 40 (dash)).}}
*{{buff|Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (frame 31 → 30 (standing), frame 41 → 40 (dash)).}}
*[[Pummel]]:
*{{buff|[[Pummel]] is much faster (24 → 9 frames).}}
**{{buff|Pummel is much faster (24 → 9 frames).}}
*{{nerf|Pummel deals less damage (3% → 1%).}}
**{{nerf|Pummel deals less damage (3% → 1%).}}
*{{buff|Forward and back throws launch at lower angles (45° → 40° (forward), 56° → 45° (back)), improving their edgeguarding ability.}}
*{{buff|Forward and back throws launch at lower angles (45° → 40° (forward), 56° → 45° (back)), improving their edgeguarding ability.}}
*{{buff|Back and up throws deal more total damage (7.46% → 8%) due to the changes to stale-move negation.}}
*{{buff|Back and up throws deal more total damage (7.46% → 8%) due to the changes to stale-move negation.}}
*{{nerf|Up throw has more ending lag (frame 39 → 50). When combined with the slower fall speeds and changes to hitstun, this has severely harmed up throw's utility, as it can no longer true combo into aerials or [[chain grab]] fast-fallers.}}
*{{nerf|The slower fall speeds and changes to hitstun have greatly harmed up throw's utility, as it can no longer true combo into aerials or [[chain grab]] fast-fallers.}}
*[[Down throw]]:
*{{buff|Down throw's shots deal more damage (1% → 2%), which along with the changes to stale-move negation increases the move's total damage (4.73% → 9%).}}
**{{buff|Down throw's shots deal more damage (1% → 2%), which along with the changes to stale-move negation increases the move's total damage (4.73% → 9%).}}
*{{nerf|[[Down throw]] is no longer a [[meteor smash]] (270° → 60°), and has lower knockback (150 (base)/40 (scaling) → 85/100), removing its ability to [[tech-chase]] and thus making it much harder to set up follow-ups with the move, especially with the changes to hitstun. This also removes its ability to [[one-hit KO]] at the ledge if the opponent did not meteor cancel.}}
**{{nerf|Down throw has more ending lag (frame 44 → 55).}}
*{{buff|[[Edge attack]]s have more set knockback (90 → 110).}}
**{{nerf|Down throw is no longer a [[meteor smash]] (270° → 60°), and has lower knockback (150 (base)/40 (scaling) → 85/100), removing its ability to [[tech-chase]] and thus making it much harder to set up follow-ups with the move, especially with its higher ending lag and the changes to hitstun. This also removes its ability to [[one-hit KO]] at the ledge if the opponent did not meteor cancel.}}
*{{buff|Slow edge attack deals more damage (8%/6% → 10%).}}
*[[Edge attack]]:
**{{change|Edge attacks have new longer animations although their interruptibility was compensated.}}
**{{buff|Edge attacks have more set knockback (90 → 110) and intangibility (frames 1-12 → 1-23 (fast), frames 1-53 → 1-58 (slow)).}}
**{{buff|Slow edge attack has less startup lag (frame 57 → 56) and deals more damage (8%/6% → 10%).}}
**{{nerf|Fast edge attack has a shorter duration (frames 25-34 → 25-32).}}


===Special moves===
===Special moves===
*{{b|Blaster|Fox}}:
*{{buff|Fox can now shoot three lasers in a short hop, due to his lower falling speed and gravity.}}
**{{buff|Blaster has less startup (frame 12 (ground)/10 (air) → 11/9) and ending lag on the ground (frame 41 → 39).}}
*{{nerf|{{b|Blaster|Fox}} shots travel roughly half the distance they previously did in ''Melee'', greatly hindering their range, and deal less damage after traveling a long enough distance (3% → 2%).}}
**{{buff|Fox can now shoot three lasers in a short hop, due to his lower falling speed and gravity.}}
*{{buff|[[Fox Illusion]] travels more distance, improving its recovery potential.}}
**{{nerf|Fox can no longer control his horizontal aerial momentum while firing a laser with his Blaster.}}
*{{nerf|Fox Illusion deals less damage (7% → 4%).}}
**{{nerf|Blaster shots travel roughly half the distance they previously did in ''Melee'', greatly hindering their range, and deal less damage after traveling a long enough distance (3% → 2%).}}
*{{buff|[[Fire Fox]]'s charging hits launch opponents towards Fox (70° → 110°) and have less knockback (40 (base)/40 (scaling) → 28/30), allowing them to connect more reliably. The full move also deals more total damage (25.66% → 28%) due to the changes to stale-move negation.}}
*[[Fox Illusion]]:
*{{nerf|Fire Fox's dash now has a clean and late hit instead of dealing consistent damage throughout (14% → 14% (clean)/8% (late)), with the clean hit having a shorter duration (frames 43-72 → 43-46 (clean)/47-72 (late)), making it less reliable as a combo finisher. It also travels a shorter distance, somewhat hindering Fox's recovery.}}
**{{buff|Fox Illusion travels more distance, improving its recovery potential.}}
*{{buff|{{b|Reflector|Fox}} can be dropped faster (effectively reducing ending lag), which leaves Fox less vulnerable after reflecting a projectile and makes it much easier for him to halt his aerial momentum and stall in the air while losing very little height. It also reflects projectiles earlier (frame 4 → 2), and no longer has set knockback (80 (set)/100 (scaling) → 60 (base)/30 (scaling)), preventing it from knocking down lighter characters until higher percents and making [[shine spike]]s gradually harder to recover from on higher percents. Lastly, the move can now be canceled with a [[roll]] or [[sidestep]] when successfully reflecting a projectile.}}
**{{nerf|Fox Illusion deals less damage (7% → 4%).}}
*{{nerf|Reflector can no longer be jump canceled, which combined with the removal of wavedashing completely removes Fox's shine combos. Its hitbox also has more startup lag (frame 1 → 6), deals less damage against aerial opponents (5% → 4%), and launches at a higher angle (0° → 10°), which coupled with the slower falling speeds in ''Brawl'' hinders its gimping potential despite its increased knockback.}}
*[[Fire Fox]]:
*{{change|Fox has a [[Final Smash]]: [[Landmaster]]. Upon using the Final Smash, Fox jumps into the air and comes back down in a Landmaster. The Landmaster is a huge land assault vehicle that can hover, fire its cannon, and perform a {{s|wikipedia|barrel roll}}. After 18 seconds, the Landmaster will disappear.}}
**{{buff|Fire Fox's charging hits launch opponents towards Fox (70° → 110°) and have less knockback (40 (base)/40 (scaling) → 28/30), allowing them to connect more reliably. The full move also deals more total damage (25.66% → 28%) due to the changes to stale-move negation.}}
**{{nerf|Fire Fox's dash now has a clean and late hit instead of dealing consistent damage throughout (14% → 14% (clean)/8% (late)), with the clean hit having a shorter duration (frames 43-72 → 43-46 (clean)/47-72 (late)), making it less reliable as a combo finisher. It also travels a shorter distance, somewhat hindering Fox's recovery.}}
**{{change|Fox now consistently says "Fire!" when using Fire Fox.}}
*{{b|Reflector|Fox}}:
**{{buff|Reflector can be dropped faster (frame 21 → 4) (effectively reducing ending lag), which leaves Fox less vulnerable after reflecting a projectile and makes it much easier for him to halt his aerial momentum and stall in the air while losing very little height. It also reflects projectiles earlier (frame 4 → 2), has a longer duration (frame 1 → 3-4), has increased intangibility (frame 1 → 1-4) and no longer has set knockback (80 (set)/100 (scaling) → 60 (base)/30 (scaling)), preventing it from knocking down lighter characters until higher percents and making [[shine spike]]s gradually harder to recover from on higher percents. Lastly, the move can now be canceled with a [[roll]] or [[sidestep]] when successfully reflecting a projectile.}}
**{{nerf|Reflector can no longer be jump canceled, which combined with the removal of wavedashing removes almost all of Fox's shine combos as well as hindering its safety. Its hitbox also has more startup lag (frame 1 → 3), deals less damage against aerial opponents (5% → 4%), and launches at a higher angle (0° → 10°), which coupled with the slower falling speeds in ''Brawl'' hinders its gimping potential despite its increased knockback.}}
**{{change|Reflector now uses a unique sound effect instead of the sound effect of grabbing an item.}}
*[[Landmaster]]:
**{{change|Fox has a [[Final Smash]]: Landmaster. Upon using the Final Smash, Fox jumps into the air and comes back down in a Landmaster. The Landmaster is a huge land assault vehicle that can hover, fire its cannon, and perform a {{s|wikipedia|barrel roll}}. After 18 seconds, the Landmaster will disappear.}}


==Moveset==
==Moveset==
''For a gallery of Fox's hitboxes, see [[Fox (SSBB)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBB
|game=SSBB
|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}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=2%
|neutral2dmg=2%
|neutralinfdmg=1-2%
|neutralinfdmg=1-2%
|neutraldesc=Punches twice, followed by a flurry of kicks.
|neutraldesc=Punches twice, followed by a flurry of kicks.
|ftiltname=Fox Whip ({{ja|フォックスウィップ|Fokkusu Uippu}})
|ftiltname= 
|ftiltangles=3
|ftiltangles=3
|ftiltupdmg=8%
|ftiltupdmg=8%
Line 172: Line 123:
|ftiltdowndmg=7%
|ftiltdowndmg=7%
|ftiltdesc=Kicks his leg out. Can be angled.
|ftiltdesc=Kicks his leg out. Can be angled.
|utiltname=Back Kick ({{ja|フリップキック|Furippu Kikku}}, ''Flip Kick'')
|utiltname= 
|utiltdmg=10% (foot), 8% (leg)
|utiltdmg=10% (foot), 8% (leg)
|utiltdesc=A fast scorpion kick that covers Fox's back. Can juggle at low percentages.
|utiltdesc=A fast scorpion kick that covers Fox's back. Can juggle at low percentages.
|dtiltname=Fox Tail ({{ja|フォックステイル|Fokkusu Teiru}})
|dtiltname= 
|dtiltdmg=9% (close), 8% (mid), 7% (far)
|dtiltdmg=9% (close), 8% (mid), 7% (far)
|dtiltdesc=A quick tail whip.
|dtiltdesc=A quick tail whip.
|dashname=Jump Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}})
|dashname= 
|dashdmg=7% (clean), 5% (late)
|dashdmg=7% (clean), 5% (late)
|dashdesc=Jumps slightly off the ground and performs a running kick.
|dashdesc=Jumps slightly off the ground and performs a running kick.
|fsmashname=Leg Shot ({{ja|レッグショット|Reggu Shotto}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|12}} (late)
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|12}} (late)
|fsmashdesc=A powerful spinning jump kick.
|fsmashdesc=A powerful spinning jump kick.
|usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault Kick'')
|usmashname=Flip Kick
|usmashdmg={{ChargedSmashDmgSSBB|17}} (clean sweetspot), {{ChargedSmashDmgSSBB|15}} (clean sourspot), {{ChargedSmashDmgSSBB|13}} (late)
|usmashdmg={{ChargedSmashDmgSSBB|17}} (clean sweetspot), {{ChargedSmashDmgSSBB|15}} (clean sourspot), {{ChargedSmashDmgSSBB|13}} (late)
|usmashdesc=A flip kick. The attack is weaker when it hits opponents behind Fox. Considered the strongest up smash out of the three ''Star Fox'' characters.
|usmashdesc=A flip kick. The attack is weaker when it hits opponents behind Fox. Considered the strongest up smash out of the three ''Star Fox'' characters.
|dsmashname=Ground Kick ({{ja|グラウンドキック|Guraundo Kikku}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|14}} (feet), {{ChargedSmashDmgSSBB|12}} (legs)
|dsmashdmg={{ChargedSmashDmgSSBB|14}} (feet), {{ChargedSmashDmgSSBB|12}} (legs)
|dsmashdesc=A split kick that hits both sides of him. His legs are intangible for the duration of the attack.
|dsmashdesc=A split kick that hits both sides of him. His legs are intangible for the duration of the attack.
|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 [[sex kick]] that loses power the longer it's out. The move can [[lock]] opponents.
|nairdesc=A [[sex kick]] that loses power the longer it's out. The move can [[lock]] opponents.
|fairname=Tornado Kick ({{ja|トルネードシャフト|Torunēdo Shafuto}}, ''Tornado Shaft'')
|fairname= 
|fairdmg=6% (hit 1), 5% (hits 2-3), 4% (hit 4), 3% (hit 5)
|fairdmg=6% (hit 1), 5% (hits 2-3), 4% (hit 4), 3% (hit 5)
|fairdesc=Performs five kicks in succession. Fox "hovers" whenever he performs all five kicks, useful for gaining distance when recovering.
|fairdesc=Performs five kicks in succession. Fox "hovers" whenever he performs all five kicks, useful for gaining distance when recovering.
|bairname=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}})
|bairname= 
|bairdmg=15% (sweetspot), 9% (sourspot)
|bairdmg=15% (sweetspot), 9% (sourspot)
|bairdesc=A slow back kick, sending opponents at a [[semi-spike]] trajectory. Its sweetspot is on his right extended leg with the sourspot being on his left.
|bairdesc=A slow back kick, sending opponents at a [[semi-spike]] trajectory. Its sweetspot is on his right extended leg with the sourspot being on his left.
|uairname=McCloud Flip ({{ja|テイル&レッグ|Teiru ando Reggu}}, ''Tail & Leg'')
|uairname= 
|uairdmg=5% (hit 1), 11% (hit 2)
|uairdmg=5% (hit 1), 11% (hit 2)
|uairdesc=Flips himself upward for a tail whip and follow-up kick. Considered one of Fox's best air finishers if both hits connect.
|uairdesc=Flips himself upward for a tail whip and follow-up kick. Considered one of Fox's best air finishers if both hits connect.
|dairname=Air Drill ({{ja|エアドリル|Ea Doriru}})
|dairname= 
|dairdmg=3% (hits 1-7)
|dairdmg=3% (hits 1-7)
|dairdesc=A spinning drill kick that hits multiple times in succession. It can [[meteor smash]], but it's hardly noticeable at lower percentages due to its very weak power. It does a good amount of damage, and if the whole move connects right before landing on the stage (possible with a short hop down aerial), it can immediately lead into an up tilt, grab, or down or up smash. Down aerial to up tilt combos are very useful and common in Fox's [[metagame]]. Overall, considered one of Fox's most useful moves.
|dairdesc=A spinning drill kick that hits multiple times in succession. It can [[meteor smash]], but it's hardly noticeable at lower percentages due to its very weak power. It does a good amount of damage, and if the whole move connects right before landing on the stage (possible with a short hop down aerial), it can immediately lead into an up tilt, grab, or down or up smash. Down aerial to up tilt combos are very useful and common in Fox's [[metagame]]. Overall, considered one of Fox's most useful moves.
|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%
|pummeldmg=1%
|pummeldesc=Knees the opponent.
|pummeldesc=Knees the opponent.
|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=Punches the opponent forward.
|fthrowdesc=Punches the opponent forward.
|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 foe backwards and then fires three shots with his Blaster. Shots can be avoided using [[DI]].
|bthrowdesc=Throws the foe backwards and then fires three shots with his Blaster. Shots can be avoided using [[DI]].
|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 foe upwards and fires three shots with his Blaster. Shots can be avoided using [[SDI]].
|uthrowdesc=Throws the foe upwards and fires three shots with his Blaster. Shots can be avoided using [[SDI]].
|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=2% (shots), 1% (throw)
|dthrowdmg=2% (shots), 1% (throw)
|dthrowdesc=Tosses the opponent downward, then jumps up fires four very quick Blaster shots downward onto them.
|dthrowdesc=Tosses the opponent downward, then jumps up fires four very quick Blaster shots downward onto them.
Line 255: Line 206:
|fsdesc=Summons his Landmaster. It's overall the most balanced out of all the three, its only drawback being its air mobility.
|fsdesc=Summons his Landmaster. It's overall the most balanced out of all the three, its only drawback being its air mobility.
}}
}}
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 80
|rweight    = 33
|dash      = 2.1
|rdash      = 1
|run        = 2.08
|rrun      = 3
|walk      = 1.45
|rwalk      = 2
|trac      = 0.06
|rtrac      = 11-16
|airfric    = 0.015
|rairfric  = 6-12
|air        = 0.89
|rair      = 27-28
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.08
|raddaccel  = 10-17
|gravity    = 0.175
|rgravity  = 1
|fall      = 1.831
|rfall      = 3
|ff        = 2.5634
|rff        = 4
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 34.25401786
|rjumpheight= 15
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
|ellag      = 3
|rellag    = 1-29
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Fox English Announcer SSBB.wav|English/Japanese
</gallery>
===[[Wii Remote selection sound]]===
{{SelectSound|char=Fox|desc=Fox says "Come on!" like one of his taunts, but in a different tone.}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable"
{{Crowd
|-
|char=Fox
!{{{name|}}}
|game=Brawl
!Cheer (English)
|desc-us=Fox Fox *clap x3*
!Cheer (Japanese)
|desc-jp=Fox! *clap x3*
!Cheer (German)
|pitch-us=Group chant
!Cheer (Korean)
|pitch-jp=Group chant}}
|-
 
! scope="row"|Cheer
===[[Wii Remote selection sound]]===
|[[File:Fox Cheer English SSBB.ogg|center]]||[[File:Fox Cheer Japanese SSBB.ogg|center]]||[[File:Fox Cheer German SSBB.ogg|center]]||rowspan="4"|[[File:Fox Cheer Korean SSBB.ogg|center]]
{{SelectSound|char=Fox|desc=Fox says "Come on!" like one of his taunts, but in a different tone.}}
|-
! scope="row"|Description
|Fox - Fox - *clap clap clap* || Fox! - *clap x 3* || Fox! Fox! *claps 3 times*
|-
!{{{name|}}}
!Cheer (French)
!Cheer (Italian)
!Cheer (Spanish)
|-
! scope="row"|Cheer
|[[File:Fox Cheer French SSBB.ogg|center]]||[[File:Fox Cheer Italian SSBB.ogg|center]]||[[File:Fox Cheer Spanish SSBB.ogg|center]]
|-
! scope="row"|Description
|Fox ! Fox ! *claps 3 times* || Fooooox! *claps 3 times* || Fox! *claps 3 times* || Fox!
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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|desc-up=Goes into shooting position with his Blaster at 2 different angles, then points it at the screen saying "Mission Complete". In Japanese, he says "{{ja|作戦完了!|Sakusen kanryō!}}" (''Operation complete!'')
|desc-up=Goes into shooting position with his Blaster at 2 different angles, then points it at the screen saying "Mission Complete". In Japanese, he says "{{ja|作戦完了!|Sakusen kanryō!}}" (''Operation complete!'')
|desc-left=Flips his Blaster in the holster and says "This is Fox. Returning to base" and puts his hand on his hip. In Japanese, he will say {{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, returning feedback here.'')
|desc-left=Flips his Blaster in the holster and says "This is Fox. Returning to base" and puts his hand on his hip. In Japanese, he will say {{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, returning feedback here.'')
:*If Falco is present after a match, he will instead 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 will instead say "Better luck next time, Falco".  
|desc-right=Flips his tail up and looks to the side with a smug (prideful) expression on his face with his arms crossed, akin to his character selection animation in ''Smash 64''.
|desc-right=Flips his tail up and looks to the side with a smug (prideful) expression on his face with his arms crossed, akin to his character selection animation in ''Smash 64''.
|char=Fox}}
|char=Fox}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|fox=yes}}
According to [[character matchup (SSBB)|the current SmashBoards matchup chart for ''Brawl'']], Fox's matchup spread has the seventeenth highest unweighted rank and has a weighted total of -58, seventeenth highest overall. Fox has mostly positive matchups, despite being [[hard counter]]ed by three characters. He is also soft countered by seven characters and even with eight characters. He [[soft counter]]s ten characters, [[counter (matchup)|counter]]s seven characters, and hard counters only {{SSBB|Ganondorf}}. Fox is notably hard countered by {{SSBB|Pikachu}} and {{SSBB|Sheik}} as they can take advantage of his extremely fast [[falling speed]] acceleration attribute. Pikachu can perform a "[[0-death]]" [[chain grab]] on him by using its down throw to rack up damage in excess of 100%, then using a [[Thunderspike]] to KO, while Sheik can rack up 50%+ damage with her forward tilt. The {{SSBB|Ice Climbers}} also hard counter Fox, as he lacks safe options to [[approach]] without getting [[grab]]bed. On the positive side, Fox has a winning matchup against King Dedede, a character known to counter almost every character below him on the tier list. He also has a good matchup against {{SSBB|Meta Knight}}, being able to counter his strong recovery using his vertical attacking prowess.<ref>https://www.youtube.com/watch?v=JZx5Ase4aHA</ref> Fox's amazing speed and effective KOing options allows him to counter many characters that are below him on the tier list.
===Notable players===
===Notable players===
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Fox professionals (SSBB)]]''
:''See also: [[:Category:Fox players (SSBB)]]''
*{{Sm|C.R.Z.|UK}} - Best Fox in Europe.
*{{Sm|Karamity|Japan}}
*{{Sm|Karamity|Japan}}
*{{Sm|MegaFox|USA}}
*{{Sm|MegaFox|USA}}
Line 373: Line 262:
*{{Sm|TKD|Mexico}} - Best American Fox.
*{{Sm|TKD|Mexico}} - Best American Fox.
*{{Sm|Trevonte|USA}} - One of the best Fox players in the world during Brawl's lifespan.
*{{Sm|Trevonte|USA}} - One of the best Fox players in the world during Brawl's lifespan.
*{{Sm|Trump|USA}} - Considered to be one of the best Fox mains in the USA, with wins over {{Sm|MVD}}, {{Sm|Seibrik}}, {{Sm|Hungrybox}}, {{Sm|Purple Guy}}, {{Sm|ESAM}}, and {{Sm|RedHalberd}}.
*{{Sm|Trump|USA}} - Considered to be one of the best fox mains in the USA, with wins over {{Sm|MVD}}, {{Sm|Seibrik}}, {{Sm|Hungrybox}}, {{Sm|Purple Guy}}, {{Sm|ESAM}}, and {{Sm|RedHalberd}}.
*{{Sm|Yui|Japan}} - Best Fox in Japan and one of the best in the world. He has wins over players such as {{Sm|RAIN}}, {{Sm|Kakera}}, {{Sm|Earth}} and {{Sm|Brood}}
*{{Sm|Yui|Japan}} - Best Fox in Japan. Took a set off {{Sm|Brood}} and {{Sm|Earth}}'s Sheik
*{{Sm|Zeton|USA}}
*{{Sm|Zeton|USA}}


===Tier placement and history===
===Tier placement and history===
At the start of ''Brawl''{{'}}s ultimate metagame, players immediately began noticing the nerfs Fox received from ''Melee'' to ''Brawl''. Although he technically received more buffs than nerfs, the nerfs he received significantly outweighed the buffs. Fox's combo game, [[Reflector]], grab game, [[Blaster]], and K.O. ability were all nerfed. Not only that, but Fox also fairs much worse in ''Brawl''<nowiki>'</nowiki>s engine in comparison to ''Melee.'' The introduction of [[hitstun canceling]] hinders him overall as while it makes him less susceptible to combos, it also significantly hinders his follow-up potential. The removal of [[DI]] against moves which don't put opponents into [[tumble]] also significantly hinders him as it makes him far more susceptible to inescapable [[chain grab]]s and [[lock]]s most notably from {{SSBB|Pikachu}} and {{SSBB|Sheik}}. The removal of [[wavedashing]] also severely harms him more than almost any other veteran as he was one of the characters who could abuse it the most due to his fast jumpquat as well as his [[Reflector]] which could be jump canceled. While Fox was never seen as a bad character, the nerfs were drastic enough for him to be significantly lower than his iteration from ''Melee'' as he was ranked as a mid/low-mid tier character amongst the first few tier lists, with his lowest ranking being the 24th place in the second tier list.
Fox has both risen and fallen on the tier list over time. He started out at position 19 on the first tier list before falling to being below the top 20 (the lowest placing being at spot 24 on the second tier list) until the fifth tier list came out in which he rose to position 16, and stayed in the 15th-16th place since then.
 
Over time though, Fox's perception would be greatly improved with more representation from players such as {{Sm|TKD}}, {{Sm|Trevonte}}, {{Sm|Trump}} and {{Sm|Yui}} who began to show that the character had a lot of potentials. With many advanced techs such as [[Short hop laser]] and [[Reflector]] stalling, Fox began seeing some success in tournaments with Yui and TKD performing very well in their respected regions, {{Sm|Trevonte}} getting 17th at Genesis 2, and {{Sm|Trump}} getting 2nd at CEO 2011. Also, it was discovered that Fox had a plethora of good matchups versus many of the top and high tiers such as {{SSBB|Snake}}, {{SSBB|Diddy Kong}}, {{SSBB|Olimar}}, {{SSBB|Falco}}, {{SSBB|Zero Suit Samus}}, {{SSBB|Lucario}} {{SSBB|King Dedede}} and even {{SSBB|Meta Knight}}. Fox also notably did amazing versus nearly every character that is placed below him (with the exception of {{SSBB|Sheik}}). By the 5th tier list, Fox rose up to 16th and went up to 15th by the last tier list. However, some players argued that this was too low for Fox and that he should have been ranked even higher. Japan in particular believes that Fox is a top-tier character as they have him ranked 7th on their tier list (although this is highly debatable). None-of-the-less, Fox is considered to be a viable character that can perform well in tournaments but has a few poor matchups that can give him trouble versus certain characters.
 
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Fox can appear as an opponent or ally in Stage 7 along with {{SSBB|Falco}}, {{SSBB|Wolf}}, and {{SSBB|Captain Falcon}} on [[Lylat Cruise]]. Fox can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 7.
 
===[[All-Star Mode]]===
In All-Star Mode, Fox is fought in Stage 16 alongside {{SSBB|Falco}} and {{SSBB|Wolf}} on [[Lylat Cruise]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 2: Landmaster Ignition]]''': The player controls Fox with a [[Smash Ball]] ready and must survive against {{SSBB|Meta Knight}} and {{SSBB|Sheik}}. Fox must rely on his [[Landmaster]] as his opponents will take less knockback from all his regular attacks.
*'''[[Event 10: All-Star Battle Regulars]]''': Fox is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 23: Molten Norfair]]''': {{SSBB|Samus}} must survive the lava wave on [[Norfair]] by getting inside the safety capsule while fending off against Fox and {{SSBB|Captain Falcon}}.
*'''[[Event 38: The Wolf Hunts the Fox]]''': The player controls {{SSBB|Wolf}} and must defeat Fox and {{SSBB|Falco}} on [[Lylat Cruise]].
 
====Co-Op Events====
*'''[[Co-Op Event 19: Shadow of Andross]]''' Both players control Fox and Falco and must defeat Wolf on Lylat Cruise while an [[Andross]] [[Assist Trophy]] is used against them.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Congratulations Screens]]===
<center>
<gallery>
Fox Congratulations Screen Classic Mode Brawl.png|Classic Mode
Fox Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
[[File:Subspace fox.PNG|thumb|250px|Fox in ''[[SSE]]''.]]
[[File:Subspace fox.PNG|thumb|250px|Fox in ''[[SSE]]'']]
An [[Arwing]] is seen engaging the battleship [[Halberd]], but is soon struck and begins to fall toward it. This causes {{SSBB|Kirby}} and {{SSBB|Peach}}/{{SSBB|Zelda}} to be blown overboard in its wake.
An [[Arwing]] is seen engaging the battleship [[Halberd]], but is soon struck and begins to fall toward it. This causes {{SSBB|Kirby}} and {{SSBB|Zelda}}/{{SSBB|Peach}} to be blown overboard in its wake.


It is later shown that the Arwing crash-landed at the edge of a jungle, near a lake. {{SSBB|Diddy Kong}} discovers the Arwing, but [[Rayquaza]] rises from the lake and territorially attacks the Arwing with an Energy Ball, setting it aflame. As Diddy is snatched up by the provoked Pokémon, Fox is ejected from the cockpit of the burning Arwing and proceeds to effortlessly rescue Diddy from the clutches of the serpentine Pokémon using his [[Fox Illusion]] and {{b|Reflector|Fox}}. After the two defeat the giant Pokémon, Fox attempts to leave, but is dragged back by Diddy and follows him deeper into the jungle. Soon, they fight a [[Shadow Bug]] clone of Bowser and defeat it. Suddenly, the real {{SSBB|Bowser}} fires his [[Dark Cannon]] at them, and Fox barely dodges the shot. Although Diddy is eager to fight Bowser, Fox knows that they can't survive against his Dark Cannon, so he grabs Diddy and jumps off a cliff.
It is later shown that the Arwing crash-landed at the edge of a jungle, near a lake. {{SSBB|Diddy Kong}} discovers the Arwing, but [[Rayquaza]] rises from the lake and territorially attacks the Arwing with an Energy Ball, setting it aflame. As Diddy is snatched up by the provoked Pokémon, Fox is ejected from the cockpit of the burning Arwing and proceeds to effortlessly rescue Diddy from the clutches of the serpentine Pokémon using his [[Fox Illusion]] and {{b|Reflector|Fox}}. After the two defeat the giant Pokémon, Fox attempts to leave, but is dragged back by Diddy and follows him deeper into the jungle. Soon, they fight a [[Shadow Bug]] clone of Bowser and defeat it. Suddenly, the real {{SSBB|Bowser}} fires his [[Dark Cannon]] at them, and Fox barely dodges the shot. Although Diddy is eager to fight Bowser, Fox knows that they can't survive against his Dark Cannon, so he grabs Diddy and jumps off a cliff.
Line 428: Line 289:


===Exclusive [[sticker]]s===
===Exclusive [[sticker]]s===
The following stickers can either be only used by Fox or by a select few including him.
The following stickers can either be only used by Fox, or by a select few characters including Fox:
*Andrew Oikonny: Launch Resistance +7
*Andrew: Launch Resistance +7
*Arwing: [Leg] Attack +6
*Arwing: [Leg] Attack +6
*Falco (Star Fox 64): [Weapon] Attack +11
*Falco (Star Fox 64): [Weapon] Attack +11
Line 449: Line 310:
*Wolfen (Star Fox: Assault): [Tail] Attack +30
*Wolfen (Star Fox: Assault): [Tail] Attack +30


==[[Trophies]]==
==In [[Event Matches]]==
===Solo Events===
*'''[[Event 2: Landmaster Ignition]]''': The player controls Fox with a [[Smash Ball]] ready and must survive against {{SSBB|Meta Knight}} and {{SSBB|Sheik}}. Fox must rely on his [[Landmaster]] as his opponents will take less knockback from all his regular attacks.
*'''[[Event 10: All-Star Battle Regulars]]''': Fox is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 23: Molten Norfair]]''': {{SSBB|Samus}} must survive the lava wave on [[Norfair]] by getting inside the safety capsule while fending off against Fox and {{SSBB|Captain Falcon}}.
*'''[[Event 38: The Wolf Hunts the Fox]]''': The player controls {{SSBB|Wolf}} and must defeat Fox and {{SSBB|Falco}} on [[Lylat Cruise]].
 
===Co-op Events===
*'''[[Co-Op Event 19: Shadow of Andross]]''' Both players control Fox and Falco and must defeat Wolf on Lylat Cruise while an [[Andross]] [[Assist Trophy]] is used against them.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
==Trophies==
Fox's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Fox.
Fox's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Fox.


{{Trophy/Fighter
===Trophy descriptions===
|name=Fox
:'''Fox'''
|image=Fox - Brawl Trophy.png
::''The leader of the commando unit for hire known as Star Fox. He uses both the team's mother ship, the Great Fox, and his personal Arwing fighter to challenge the evil scientist Andross. He made his name as an ace pilot but has lately shown himself also to be an adventurer with a knack for hand-to-hand combat.''
|mode=Classic
 
|desc=The leader of the commando unit for hire known as Star Fox. He uses both the team's mother ship, the Great Fox, and his personal Arwing fighter to challenge the evil scientist Andross. He made his name as an ace pilot but has lately shown himself also to be an adventurer with a knack for hand-to-hand combat.
{{Trophy games|console1=SNES|game1_pal=Starwing|game1_ntsc=[[lylatwiki:Star Fox|Star Fox]]|console2=DS|game2=[[lylatwiki:Star Fox Command|Star Fox Command]]}}
|gamelist-ntsc={{Trophy games|console1=SNES|game1={{iw|lylatwiki|Star Fox|game}}|console2=DS|game2={{iw|lylatwiki|Star Fox Command}}}}
 
|gamelist-pal={{Trophy games|console1=SNES|game1=Starwing|console2=DS|game2=Star Fox Command}}
:'''Landmaster (Fox)'''
|game=Brawl
::''Fox's Final Smash. Climb aboard the Landmaster tank, the ultrahigh-performance, antiair, rolling combat vehicle of Team Star Fox. Just like in the Star Fox series, the cannon can be used to blast foes, and the tank can roll over enemies. The jets beneath the main body can be used to hover. Between its firepower and mobility, this tank knows no equal.''
}}
 
{{clrl}}
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}


{{Trophy/Fighter
<center>
|name=Landmaster (Fox)
<gallery>
|image=Landmaster (Fox) - Brawl Trophy.png
Fox - Brawl Trophy.png|Classic Mode trophy
|desc-ntsc=Fox's Final Smash. Climb aboard the Landmaster tank, the ultrahigh-performance, antiair, rolling combat vehicle of Team Star Fox. Just like in the Star Fox series, the cannon can be used to blast foes, and the tank can roll over enemies. The jets beneath the main body can be used to hover. Between its firepower and mobility, this tank knows no equal.
Landmaster (Fox) - Brawl Trophy.png|[[Landmaster]] trophy
|desc-pal=Fox's Final Smash. Climb aboard the Landmaster tank, the ultrahigh-performance, anti-air, rolling combat vehicle of Team Star Fox. Just like in the Star Fox series, the cannon can be used to blast foes, and the tank can roll over enemies. The jets beneath the main body can be used to hover. Between its firepower and mobility, this tank knows no equal.
</gallery>
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
</center>
|game=Brawl
}}
{{clrl}}


==[[Alternate costume (SSBB)#Fox|Alternate costumes]]==
==[[Alternate costume (SSBB)#Fox|Alternate costumes]]==
Line 485: Line 354:
|{{Head|Fox|g=SSBB|s=25px|cl=White}}
|{{Head|Fox|g=SSBB|s=25px|cl=White}}
|}
|}
==Gallery==
<gallery>
Fire Fox charging Brawl.jpg|Charging [[Fire Fox]] on [[Lylat Cruise]].
SSBBDojoFox2.jpg|Using his [[forward throw]] on {{SSBB|Mario}} on {{SSBB|Battlefield}}.
SSBBDojoFox3.jpg|Landing on Battlefield.
FoxIllusion.jpg|Using [[Fox Illusion]] on {{SSBB|Link}} on [[Halberd]].
</gallery>


==Trivia==
==Trivia==
Line 511: Line 372:
{{SSBBCharacters}}
{{SSBBCharacters}}
{{Star Fox}}
{{Star Fox}}
[[Category:Fox (SSBB)| ]]
[[Category:Star Fox universe]]
[[es:Fox (SSBB)]]
[[Category:Fox (SSBB)]]
[[Category:Trophies (SSBM)]]

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