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{{Disambig2|Fox's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Fox McCloud}}
:''This article is about Fox's appearance in [[Super Smash Bros. Melee]]. For the character in other contexts, see [[Fox McCloud]].  Also, for information about Fox's [[clone]], see [[Falco (SSBM)]].''
{{Infobox Character
{{Infobox Character
|name = Fox
|name         = Fox
|image = [[File:Fox SSBM.jpg]]
|image       = [[File:Fox SSBM.jpg|Fox McCloud]]
|symbol = preBrawl
|symbol       = preBrawl
|game = SSBM
|game         = Melee
|ssbgame1 = SSB
|ssbgame1     = SSB
|ssbgame2 = SSBB
|ssbgame2     = Brawl
|ssbgame3 = SSB4
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = S
|tier         = S
|tierPAL = SS
|ranking     = 1
|ranking = 1
|rankingPAL = 1
}}
}}
'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable [[starter character]] in ''[[Super Smash Bros. Melee]]''.
{{cquote|''A wily fox that uses speed to keep enemies off balance.''|quotecite=Description from ''Melee's'' manual.}}
Announced at [[E3]] 2001, '''Fox''' ({{ja|フォックス}}, ''Fokkusu'' in Japanese) is a playable [[starter character|starter]] character in ''Super Smash Bros. Melee''. He is emblematic of speed and he can dominate foes with his rapid attacks, quick movement and overpowering offense in all areas of his game. He is placed 1st on the ''Melee'' [[tier list]] due to these advantages.


Shinobu Satouchi reprises his role as Fox in-game and in the Japanese [[Star Fox Smash Taunt]] and [[Adventure Mode]] scenes. In the English Smash Taunt and Adventure scenes, Fox is voiced by Steve Malpass.
Fox, true to being on the top of the tier list, is an extremely efficient fighter, with fast attacks, unparalleled comboing and damaging ability, and numerous options to approach the opponent. His aerial game is almost unsurpassed when [[SHFFL]]'d, and his [[shine]] combos are extremely effective. He can KO effectively on all four sides of the screen, and his high falling speed makes him resilient to vertical KOs. Despite being top tier, Fox is not flawless. He has an extremely high learning curve, requiring fast reflexes to properly use his shine and SHFFL combos. Additionally, his high falling speed makes him very easy to chain grab, he suffers from a poor recovery due to his low air speed and high falling speed, and his light weight makes him vulnerable to KOs. However, Fox is notable for being one of only four characters (the other three being {{SSB|Pikachu}}, {{SSBM|Falco}}, and {{SSBB|Meta Knight}}) in all of the Smash games to have no disadvantageous matchups.
 
Fox currently ranks 1st on the ''Melee'' [[tier list]], a moderate improvement from his already high 4th ranking in ''Smash 64'' and is his best placement in the series to date. He is emblematic of speed, possessing fast attacks that also give him excellent comboing and damaging abilities. Overall, he can dominate foes with his quick movement and overpowering offense in all areas of his game. He also boasts numerous approaching methods, giving him some of the best neutral game options among the entire cast. He has access to effective, long-distance recovery options in [[Fire Fox]] and [[Fox Illusion]]. He has KO options and setups at a wide variety of percentages, and his high falling speed makes him resilient to vertical KOs. His aerial game also includes several low-lag yet effective and powerful moves to complement his ground game, especially when [[SHFFL]]'d, and is incredibly effective at approaching and edgeguarding. The main reason for Fox's success, however, is his {{b|Reflector|Fox}} (also known as the "shine"), which is one of the most versatile tools in the game. Aside from its intended purpose, the Reflector activates on frame 1 (making it the fastest move in the game), has set knockback, and can be [[jump cancel]]ed; this allows for [[shine spike]] gimps, neutral stance resets, getup option mixups, and even combos when [[wavedash]]ing is incorporated.
 
Despite being ranked first, Fox is not flawless. One of Fox’s primary weaknesses is his rather short [[reach]], due to his lack of disjointed hitboxes outside of his Shine. As such, he gets outspaced by other top tiers, especially in aerial combat, though his fast movement can compensate for this. His high falling speed makes him very easy to combo and chaingrab off of a single conversion from the opponent, and his light weight can result in extremely early horizontal KOs if the player's [[DI]] is poor. Although he boasts long-distance recovery options, their linear paths makes it easier for certain characters like {{SSBM|Marth}} to predict his recovery path and [[edge guard]] or [[gimp]] him. Fox also has an extremely high technical learning curve, as most of his techniques require extremely nimble fingers and fast reaction time. Also, due to his aforementioned flaws, Fox is considered to be a glass cannon, where he could lose a stock if a single mistake is made, giving him a high cerebral learning curve. So while Fox has incredible fighting prowess and potential, many consider Fox to be arguably the hardest character to play as and master, requiring a lot of practice. Although Fox can rack up damage quickly, his combo game is rather unreliable, as many of his strings rely on tech-chasing and DI mixups rather than guaranteed hits. Fox also lacks a good combo finisher in his kit, as his shine spike is extremely situational and cannot be properly used to end his combos. Unlike other top tiers, such as {{SSBM|Falco}}, {{SSBM|Marth}}, {{SSBM|Sheik}}, and {{SSBM|Captain Falcon}}, who can net a kill off of starting a combo at mid percents, Fox's best option after a combo is to create an edgeguard situation (usually with his {{Mvsub|Fox|SSBM|back aerial}}), which gives the opponent a chance to recover. As such, Fox relies on getting a kill confirm at high percents to net KOs if he can't successfully edgeguard or shine spike his opponents.
 
Regardless, his pros greatly outweigh his cons. Fox’s excellent all-around offensive and defensive presence mixed with his blazing speed grant him a terrific matchup chart all-around.


==Attributes==
==Attributes==
Fox falls into a unique archetype: He is an exceptionally quick lightweight, yet he is equipped with a plethora of viable finishers. He has the second fastest [[dashing]] speed (which remedies his low [[air speed]] somewhat), tied with {{SSBM|Marth}} for the fastest [[walking]] speed, the third fastest [[falling speed]], the second fastest [[fast falling]] speed, fast [[dash-dancing]], and fast attacks. His low [[traction]] and fast jump (only 3 frames before he leaves the ground) gives him a fast, moderately long [[wavedash]].
Fox falls into a unique archetype: He is notoriously fast, yet he is equipped with a plethora of viable finishers. He has the second fastest dash speed, tied with Marth for the fastest walking speed, the fastest normal falling speed, the third fastest fast falling speed, fast [[dash-dancing]], and fast attacks. His low traction is balanced with his fast falling speed and low airspeed, all of which give him a fast, moderately long wavedash.


Fox's primary reason for his top-tier placing is his unparalleled comboing and damaging ability, helped by a powerful [[approach]] game. His fast fall and low, fast short hop contribute to an extremely quick [[SHFFL]], which can let him almost effortlessly start combos or act as a deadly approach option. Additionally, Fox's specials act as powerful ways to aid this; his [[Reflector (Fox)|Reflector]] comes out on frame 1, and makes for a potential combo starter, as well as a potential [[infinite]] combo with his [[waveshine infinite]], and his [[Blaster (Fox)|Blaster]] is an almost unstoppable damage-racking method, due to its long range, inability to cause [[hitstun]], high speed and its ability to be combined with Fox's [[short hop]] as part of the [[short hop laser]] technique. Additionally, a majority of Fox's attacks inflict significant damage while being very fast as well; his {{mvsub|Fox|SSBM|neutral aerial}}, {{mvsub|Fox|SSBM|back aerial}}, and tilts are especially notable in this regard, with the remainder of his aerials having little [[ending lag]].
One of the reasons why Fox is ranked 1st is his unparalleled comboing and damaging ability, helped by an powerful approach game. His fast fall and low, fast short hop contribute to an extremely quick [[Short hop fast fall l-cancel|SHFFL]], which can let him almost effortlessly start combos or act as a deadly approach option. Additionally, Fox's specials act as powerful ways to aid this; his Reflector makes for a potential combo starter, as well as a potential infinite combo with his [[waveshine infinite]], and his blaster is an almost unstoppable damage-racking method, due to its long range, inability to cause [[hitstun]], high speed and its ability to be combined with Fox's short hop as part of the [[short hop laser]] technique. Additionally, a majority of Fox's attacks inflict significant damage while being very fast as well; his neutral air, back air and tilts are especially notable in this regard, with the remainder of his aerials having little ending lag.


Additionally, despite his lightweight status and incredible frame-data, Fox's KO ability is also among the best in the game, with numerous powerful vertical finishers in his arsenal, most notably his {{mvsub|Fox|SSBM|up smash}} and {{mvsub|Fox|SSBM|up aerial}}, both of which are among the most powerful in the game with huge [[hitbox]]es. Fox's Reflector also makes for a valuable tool for KOing, due to its set, [[semi-spike]] knockback properties that makes it extremely useful for [[edgeguarding]] or [[gimp]]ing. Its instantaneous [[startup]] time and its ability to be jump-cancelled also means that it is of very low risk to use off the [[edge]]. While not the strongest, Fox's forward smash is an effective horizontal finisher at higher damage percentages, capable of KOing even heavyweights like Bowser under 150%.
Additionally, Fox's KO ability is also amazing, with plenty of powerful vertical finishers in his arsenal, most notable his up smash and up aerial, both of which are among the most powerful in the game with huge hitboxes. Fox's Reflector also makes for a valuable tool for KOing, due to its set, semi-spike knockback properties, which makes it extremely useful for edgeguarding. Additionally, its almost-instantaneous startup time (with only 1 frame of start-up, the attack is one of the fastest in the game), it is of very low risk to use off the edge.


While not the best, Fox's [[grab]] game is decent. His [[throw]]s' low knockback allow him to set up potentially lethal combos. His {{mvsub|Fox|SSBM|up throw}} can lead into a sweet spotted up aerial, one of Fox's primary KO methods, and can even [[chain throw]] [[fast faller]]s. His forward and back throws force opponents a fair distance off the stage, aptly setting up opportunities for Fox to use his smashes, aerials, or [[shine spike]]s to edgeguard. In rare situations, Fox can use his down throw to [[meteor smash]] his opponents off the edge of a stage. Despite this, Fox's grab range is average, though his high dashing speed gives him a potential method to "extend" its range. Fox also cannot reliably chain grab at higher percentages, though he retains his ability to hit most opponents out of his up throw with guaranteed aerials, depending on [[DI]].
While not the best, Fox's grab game is decent. His throws' low knockback allow him to set up potentially lethal combos. His up throw can lead into a sweet spotted up aerial, one of Fox's primary KO methods, and can even chain throw fast fallers. His forward and back throws force opponents a fair distance off the stage, aptly setting up opportunities for Fox to use his smashes, aerial, or shine spikes to edgeguard. In rare situations, Fox can use his down throw to meteor smash his opponents off the edge of a stage. Unfortunately, Fox's grab range is decidedly average. He cannot reliably chain grab at higher percentages as most of Fox's throws send opponents a considerable distance away from him, allowing anyone with good smash DI to escape combos.  


Despite being a top-tiered character and considered among the most powerful in ''Melee'', Fox is not completely infallible. Because he is a light fast faller, he suffers more hitstun but less vertical knockback. As such, nearly every character can juggle or chaingrab him for decent damage or even to KO percents with little chance for Fox to escape ({{SSBM|Marth}} and {{SSBM|Peach}} being notorious for having deadly chaingrab combos on Fox at {{SSBM|Final Destination}}). As a result, Fox can be considered somewhat of a glass cannon, as while his attack prowess is high, a single blunder by the player can cause the loss of a stock.
Fox, however, is not invincible, and his flaws can cause significant errors in tournament play. Notably, Fox's properties of being a fast faller with low airspeed causes him to be among the most easily chaingrabbed characters in the game, particularly by characters such as {{SSBM|Marth}} and {{SSBM|Peach}}. Additionally, Fox can be very easy to combo if the opponent moves fast enough, which is exacerbated by his poor air speed.


In addition to an ease of being comboed, Fox also suffers from a rather exploitable [[recovery]]. On paper, despite being a fast faller with poor air speed and the highest gravity value amongst the fighters, Fox has a good recovery overall, as his two options, [[Fire Fox]] and [[Fox Illusion]], both travel extremely long distances. He can also mix up his recovery options by angling Fire Fox in nearly any direction, shortening his Fox Illusion, or [[wall jump]]ing on certain stages, making the opponent second-guess themselves about where they should be on the stage to intercept Fox's recovery. However, such techniques are also extremely dangerous if incorrectly spaced, as if the opponent obtains the correct read or gets into a position where they can hit him out of his recovery, Fox will most likely not be able to recover again. A multitude of attacks can intercept both moves, such as {{SSBM|Mario}}'s [[Cape]] or {{SSBM|Falco}}'s down aerial, and top-tiered characters generally have the options to cover several of Fox's recovery options at once, or even chase Fox off-stage before he even has the chance to recover.
Fox also suffers from a poor recovery; his high falling speed makes him fall far before he can recover, and his low airspeed prevents him from moving closer to the edge. Fox's third jump of Fire Fox is relatively long, but it is also linear in nature and predictable; a multitude of attacks can easily intercept it, such as Mario's Cape. While Fox also has the ability to recover with [[Fox Illusion]], it too is linear and predictable in nature.


==Changes from ''[[Super Smash Bros.]]''==
==Moveset==
Fox received a mix of buffs and nerfs upon making the transition between games, but was buffed overall. Fox’s archetype as a fast faller is more pronounced with his [[fall speed]] and [[gravity]] significantly increasing. Fox now has stronger KO power, recovery, and movement options thanks to the introduction of [[wavedashing]]. Fox also received a [[side special]] move, known as [[Fox Illusion]], which can be used as an additional recovery option, allowing for recovery mix-ups and making up for his reduced air speed and increased falling speed. Another noteworthy buff is his [[Reflector (Fox)|Reflector]], as it can now be jump-cancelled, enabling him to perform advanced techniques such as [[waveshining]]. Reflector also no longer knocks down opponents whose [[weight]] is above 85 units, allowing for followups and even potential infinites.
====Ground moves====
 
=====Normal=====
Fox has also received notable nerfs, however. Although [[Blaster|Blaster's]] projectile travels faster and can fire rapidly, it deals less damage overall and no longer causes hitstun, making it slightly less effective for [[camping]]. This also means that Blaster can no longer be used to [[gimp]] opponents or lead into followups. Fox also suffered a big decrease in his air speed, limiting his recovery. Despite some of his moves becoming more powerful, some of his toolkit has become noticeably weaker: while his up smash is still a deadly finisher, its lower KOing power means that he will need to rack up more damage in order to close out stocks faster. Lastly, Fox's weight was tremendously decreased, hindering his horizontal endurance. While his higher falling speed and gravity make up for his vertical endurance, they make him even more susceptible to combos, and the inclusion of up and down throws have made him very susceptible to [[chain grab]]s.
*[[Neutral attack]]: Fox jabs forwards with his paw, followed by a short series of fast kicks. A versatile jab that can combo into several other attacks, including up smash (similar to ''SSB''). Very useful against shields, to jab reset, and into shine cancels. More useful against lightweights than heavyweights (such as Jigglypuff). The second jabs makes Fox move forward a bit. 2-4% damage on the first jab, 4% damage on the second jab, and 1% damage on the kicks.
 
*[[Dash attack]]: Fox runs forward and sticks a foot out. Low priority but good combo ability, especially into up smash. Very vulnerable to crouch canceling. 5-7% damage.
Overall, Fox's strengths largely outweigh his flaws, and the changes to ''Melee''{{'}}s mechanics greatly benefit him overall. As a result, he is considered to be one of the few characters that were truly buffed, alongside {{SSBM|Samus}} and {{SSBM|Jigglypuff}} and many believe that he is the greatest character in the game at his maximum potential. He has seen some of the best representation in [[tournament]]s with excellent results.
*[[Down tilt]]: Fox performs a sweeping tail lash. Moderately fast. Can combo at mid-percentages into aerials. It can also become a somewhat solid finisher at higher percentages. 10% damage.
 
*[[Forward tilt]]: Fox sticks a foot out to the side. This is best used for a quick close-ranged spacing move. 4-9% damage depending on how it's angled.
===Aesthetics===
*[[Up tilt]]: Fox performs a quick and surprisingly strong vertical back kick. It covers Fox's whole body; thus, it makes Fox and his vertically-aimed foot a hitbox. Its speed, power, and hitbox make it great for close-up spacing. It can easily combo into itself, up air, and up smash. Used as part as a chain-grab against fast-fallers with it being connected to his up throw. Begins to KO at around 120% on mostly the floaty lightweights. 9-12% damage.
*{{change|The graphical upgrades of the Nintendo GameCube give Fox a more proportionate build. He is taller and thinner, his fur is now orange and his boots are more detailed.}}
*{{change|Fox has a [[Smash Taunt]] that can be used [[Star Fox Smash Taunt|on Corneria or Venom]], accessible by tapping down on the [[Directional pad|directional pad]] for exactly 1 frame.}}
*{{change|Fox sports new voice clips and is much more vocal overall. He speaks in his taunt, Smash Taunt and victory poses.}}
*{{change|Fox received a new [[taunt]]. He leans back, moves his left hand up and down and yells "Come on!" ({{ja|かかってこい!|Kakatte koi!}}, ''Come at me!'' in the Japanese version).}}
**{{nerf|This new taunt has much more ending lag (FAF 60 → 110), making it riskier to use.}}
 
===Attributes===
*{{buff|Fox [[walk]]s much faster (1.2 (36) → 1.6).}}
*{{buff|Fox [[dash]]es faster (2 (60) → 2.2).}}
**{{nerf|However, Fox's initial dash is significantly slower (2.7 (81) → 1.9), no longer being the highest.}}
*{{buff|Fox's [[traction]] is higher (0.0667 (2) → 0.08), making it easier for him to punish [[out of shield]].}}
*{{nerf|Fox's [[air speed]] is much slower (1.2 (36) → 0.83), going from 3rd fastest out of 12 characters to the 7th slowest out of 26.}}
**{{buff|However, his aerial approach is much greater due to the fact that dashing now transfers momentum to air speeds, combined with Fox's lower short hop, as well as with him gaining the ability to fast fall while performing an aerial.}}
*{{buff|Fox's [[air acceleration]] has been unchanged (0.08 (2.4) → 0.08). Compared with the returning veterans, however, his air acceleration is significantly higher, going from the 4th lowest out of 12 characters to the 2nd highest out of 26.}}
*{{nerf|Fox [[jump]]s drastically lower (42.5 (1275) → 31.28), hindering his vertical recovery and ability to chase opponents above him.}}
**{{change|Fox's [[short hop]] is also drastically lower (22.8 (684) → 10.65), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to [[auto-cancel]] his aerials.}}
*{{change|Fox's [[gravity]] is drastically higher (0.133 (4) → 0.23). This has the same benefits and drawbacks as his higher falling speed as well as reducing the height of his [[jump]]s.}}
*{{change|Fox [[falling speed|fall]]s significantly faster (2 (60) → 2.8), to the point where it is now almost as high as his [[fast fall]]ing speed in the previous game. His increased falling speed aids his [[approach]] and pressure ability due to his very strong [[SHFFL]], and makes him harder to KO vertically, but makes him more susceptible to combos.}}
**{{nerf|Fox's [[fast fall]]ing speed is also faster (3.2 (96) → 3.4). However, the difference between his falling speed and fast falling speed is much lower (increase: 60% → 21.4%), which makes it more predictable when landing and gives him fewer options in the air.}}
*{{nerf|Fox is catastrophically lighter (100 (1) → 75), going from being the 6th heaviest out 12 characters to 5th lightest out of 26 characters, which drastically hinders his horizontal endurance. His increased falling speed and gravity give him greater vertical endurance despite this change but they make him even more susceptible to combos.}}
*{{nerf|Fox's snout and the darker portion of his tail now have hurtboxes. This make Fox easier to hit.}}
*{{buff|The introduction of [[air dodge]]s has immensely benefited Fox as it gives him access to [[wavedashing]] and wavelanding and his fast jumping and falling speed allow him to make excellent use of wavedashing.}}
*{{buff|The introduction of [[meteor cancel]]ling significantly improves Fox's endurance against meteor smashes while not hindering him as he does not possess a meteor smash.}}
*{{nerf|The removal of [[Teleport (SSB)|teleporting]] slightly hinders Fox's grounded approach, although his greater ground speed more than makes up for it.}}
 
===Ground Attacks===
*[[Neutral attack]]:
**{{buff|The first two hits of neutral attack have less startup lag (frame 3 (hit 1)/4 (hit 2) → 2/3), with their total durations reduced accordingly (FAF 18/20 → 17/19).}}
**{{buff|The first two hits transition faster (frame 10 (both) → 6 (hit 1)/7 (hit 2)).}}
**{{buff|The loop hits have less startup lag (frame 10 → 9).}}
**{{buff|The loop hits have a shorter ending animation (14 frames → 9).}}
**{{buff|The loop hits have gained an additional hitbox on Fox's leg.}}
**{{change|The loop hits angles have been slightly altered (80° → 78°).}}
**{{nerf|The second hit has a shorter duration (frames 4-6 → 3-4).}}
**{{nerf|The universal decrease to [[hitstun]] combined with the introduction of [[DI]] has hindered the first two hit's [[jab cancel]]ling potential although it still remains one of the most effective jab cancels in the game.}}
**{{nerf|The loop hits far hitbox has been moved closer to Fox (x offset: 8.33 → 5.08). Because of this, the far hitbox now covers the tip of Fox's foot, rather than being positioned completely in front of Fox.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has less startup lag (frame 6 → 5).}}
**{{buff|Forward tilt now has a hitbox which covers Fox's leg.}}
**{{buff|The down angled version deals more damage (8% → 9%) and no longer has weak set knockback (10 → 0).}}
**{{nerf|Forward tilt has a shorter duration (frames 6-13 → 5-8). As its total duration was unchanged, this increases its ending lag.}}
**{{nerf|Forward tilt has smaller hitboxes (3.33u/3.33u → 2.73u/3.12u/2.34u) and the far hitbox has been moved closer to Fox (x offset: 4.66 → 4.1).}}
**{{nerf|The far hitbox now has [[transcendent priority]], hindering forward tilt's safety when spaced.}}
**{{nerf|The up angled version deals less damage (11% → 9%).}}
**{{nerf|Forward tilt can no longer be angled slightly up or down.}}
*[[Up tilt]]:
**{{change|Up tilt has a new animation where Fox kicks backwards.}}
**{{buff|Up tilt has less startup lag (frame 6 → 5) with its total duration reduced accordingly (FAF 24 → 23).}}
**{{buff|Up tilt has altered knockback (0 (base), 150 (scaling) → 18/140), which makes it a better combo tool at lower percents while not significantly sacrificing its KO power.}}
**{{buff|Up tilt now has a sweetspot which deals more damage to grounded opponents (9% → 12%), significantly improving its KO potential despite its lower angle (80° → 110°).}}
***{{buff|Additionally, the grounded sweetspot launches opponents towards Fox, granting it setup potential.}}
***{{buff|Additionally, while the aerial sweetspot does not deal more damage, it does launch opponents at a more favorable angle (80° → 84°).}}
**{{nerf|Up tilt has a shorter duration (frames 6-13 → 5-11).}}
**{{nerf|Up tilt has smaller hitboxes (3.33u/5.82u → 5.08u/3.52u/3.12u).}}
**{{nerf|Up tilt has less combo potential overall not only due to the universal decrease to hitstun/the introduction of DI but also because the move hits behind Fox, making it more difficult for Fox to use many of his other attacks unless the grounded sweetspot connects.}}
*[[Down tilt]]:
**{{buff|Down tilt has less ending lag (FAF 30 → 28).}}
**{{change|Down tilt has received a middle hitbox which sends opponents at an 80° angle.}}
**{{nerf|Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).}}
**{{nerf|Down tilt deals less damage (12% → 10%), hindering its KO potential.}}
***{{nerf|Despite this, it still has worse combo potential overall due to the universal decrease to hitstun/the introduction of DI.}}
**{{nerf|Down tilt has smaller hitboxes (3.66u/3.66u → 2.73u/2.73u/3.12u) and the far hitbox has been moved closer to Fox (z offset: 6.66 → 5.47).}}
*[[Dash attack]]:
**{{buff|Dash attack has less startup (frame 5 → 4) and ending lag (FAF 41 → 36).}}
**{{buff|Dash attack now sends opponents vertically (361° → 72°) and it has increased base knockback (10 → 35 (clean), 20 (late)). When combined with its lower ending lag, this significantly improves its combo potential.}}
***{{nerf|However, its new angle hinders its edgeguarding potential.}}
**{{nerf|Dash attack has a shorter duration (frames 5-24 → 4-17).}}
**{{nerf|Dash attack deals less damage (10% → 7% (clean), 6% → 5% (late), hindering its KO potential.}}
***{{buff|However, this further improves its combo potential.}}
**{{nerf|The foot hitbox has been moved closer to Fox (x offset: 4.66 → 3.9 (clean)/3.12 (late)).}}
**{{nerf|The late hit has smaller hitboxes (3.82u/3.82u → 2.73u/2.73u).}}
*[[Forward smash]]:
**{{buff|Fox has a new forward smash: a tumbling-spinning back kick from a turning leap that moves him forward. It has less ending lag (FAF 52 → 40) than his previous forward smash.}}
**{{buff|Forward smash now consists of three hitboxes rather than one, improving its range overall despite its smaller hitboxes (4.66u → 3.52u/3.12u/2.34u).}}
**{{nerf|Forward smash deals less damage (17% (clean), 13% (late) → 15%/12%) and knockback (0 (base), 120 (scaling) → 10/105 (clean), 2/100 (late)), hindering its KO potential.}}
**{{nerf|Forward smash has a shorter duration (frames 12-24 → 12-22).}}
*[[Up smash]]:
**{{buff|Up smash deals more damage (16% (clean), 8% (late) → 18%/13%). The late hit's knockback was not compensated, significantly improving its KO potential.}}
**{{buff|Up smash has much less ending lag (FAF 60 → 42).}}
**{{nerf|Up smash has more startup lag with a shorter duration (frames 6-9 (clean)/10-21 (late) → 7-9/10-17).}}
**{{nerf|The clean hit deals less knockback (25 (base), 140 (scaling) → 30/112), hindering its KO potential despite its increased damage (although it is still one of the strongest up smashes in the game).}}
**{{nerf|Due to his snout gaining a hurtbox, Fox's snout is now exposed while his head is intangible, making up smash's head intangibility less effective.}}
*[[Down smash]]:
**{{buff|Down smash deals more damage (14% → 15%).}}
**{{buff|Down smash has less ending lag (FAF 50 → 46).}}
**{{buff|Down smash has larger hitboxes (4.33u/4.33u → 4.69u/4.69u) which have been positioned slightly further out (x offset: 3/3 → 3.02/3.02).}}
**{{nerf|Down smash deals less knockback (35 (base), 80 (scaling) → 20/65), hindering its edgeguarding and KO potential despite its higher damage.}}
**{{nerf|Down smash now has sourspots on the top of Fox's legs which deal less damage (14% → 12%), knockback (35 (base), 80 (scaling) → 20/65) and do not semi-spike (25° → 361°).}}
**{{nerf|Down smash now only grants intangibility to Fox's legs during its first active frame rather than throughout its entire startup (frames 1-6 → 6). This removes down smash's ability to be used to avoid low hitting attacks.}}
 
===Aerial Attacks===
*{{buff|All aerials except back aerial have less landing lag (16 frames → 15 (neutral), 30 frames → 22 (forward), 40 frames → 18 (up/down)).}}
*{{nerf|All aerials except back aerial [[auto-cancel]] later (frame 32 → 37 (neutral), frame 24 → 49 (forward), frame 24 → 31 (down), frame 14 → 26 (up)). When combined with his lower short hop and higher gravity, Fox can no longer auto-cancel any of his aerials out of a short hop.}}
**{{nerf|When combined with the weakening of [[L-cancel]]ling, this significantly hinders the safety and combo potential of Fox's aerials although his aerial pressure is even greater than before due to his faster falling speed and his ability to fast fall during an aerial.}}
*[[Neutral aerial]]:
**{{change|Neutral aerial has a slightly altered animation; Fox faces more away from his kicking-direction akin to his dash attack, and tucks in his right leg differently.}}
**{{buff|Neutral aerial has more overall utility due to Fox's lower jumps and higher gravity, making it a much more effective approach and pressure tool.}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 42).}}
**{{nerf|The clean hit deals less damage (14% → 12%) without full compensation on its base knockback (0 → 10).}}
*[[Forward aerial]]:
**{{change|Fox has a new forward aerial; he spin kicks rapidly at a slanted-upward angle exactly five times to his right.}}
**{{buff|It is a multi hitting attack which overall deals more damage than his old forward aerial (12% (clean)/8% (late) → 7% (hit 1)/5% (hit 2)/6% (hit 3)/4% (hit 4)/3% (hit 5)/23.28% (total)).}}
**{{buff|Forward aerial's foot hitbox has been positioned further forward (x offset: 4 → 4.69) which along with its new animation, slightly increases forward aerial's vertical range.}}
***{{nerf|However, the new animation also decreases its horizontal range despite this.}}
**{{nerf|Each hit is fairly slow, they still launch opponents horizontally and they have strong knockback for a multi hit, making the move incredibly unreliable (as opposed to be very consistent).}}
**{{nerf|The final hit only received an increase to its base knockback (0 → 50), hindering its KO potential.}}
**{{nerf|Despite it now being a weaker multi hit, forward aerial has significantly less combo potential due to the universal decrease to hitstun/introduction of DI/weakening of L-cancelling.}}
**{{nerf|Each hit has a fairly short duration which along with the long gap between each hit, makes forward aerial much more awkward to land.}}
**{{nerf|Forward aerial has more ending lag (FAF 40 → 53) and a longer animation (39 frames → 59).}}
***{{nerf|As a result of these changes, forward aerial has lost almost all of the utility it had in the previous game, now being Fox's worst move by far.}}
*[[Back aerial]]:
**{{change|Back aerial has an altered animation: Fox's body is more upright while performing the move, with his legs being positioned in a less straight angle. As its hitboxes were not adjusted, this improves back aerial's vertical range but reduces its horizontal range.}}
**{{buff|Back aerial deals more damage (12% (clean back), 8% (front/late) → 15%/9%) improving its KO potential.}}
**{{buff|Back aerial has less ending lag (FAF 40 → 38).}}
**{{buff|Back aerial auto-cancels earlier (frame 28 → 24).}}
***{{nerf|However, it no longer auto-cancels as soon as its hitboxes are no longer active.}}
**{{nerf|Back aerial has a shorter duration (frames 4-27 → 4-19).}}
**{{nerf|Back aerial has more landing lag (15 frames → 20).}}
*[[Up aerial]]:
**{{buff|Up aerial's first hit deals more damage (2% → 5%), increasing its overall damage potential (15% → 16%).}}
**{{buff|The second hit has less startup lag with a longer duration (frames 12-13 → 11-14).}}
**{{buff|The second hit has more base knockback but less knockback scaling (0 (base), 135 (scaling) → 40/116). This makes it safer on hit at lower percents and improves its overall KO potential, especially near the upper blastzone.}}
**{{buff|Up aerial has less ending lag (FAF 40 → 36).}}
**{{nerf|The first hit has more startup lag with a shorter duration (frames 6-11 → 8-9).}}
***{{buff|However, this improves its ability to link into the second hit.}}
**{{nerf|The first hit has much lower set knockback (100 → 30), which when combined with the universal decrease to hitstun and the weakening of L-cancelling has completely removed its combo ability and removes its infinite.}}
**{{nerf|Up aerial has smaller hitboxes (5.33u/5.66u → 4.3u/4.3u.4.3u (hit 1), 5.66u/6.16u → 3.66u/4.89u/4.89u (hit 2) and the foot hitbox has been positioned closer to Fox (x offset: 3.66 → 3.12 (hit 1)/0 (hit 2)). This hinders its juggling potential, as well as its ability to hit opponents below Fox (especially the first hit when combined with its increased startup lag).}}
*[[Down aerial]]:
**{{buff|Down aerial's upper hitbox deals more damage (2% → 3%), which increases the move's maximum damage potential (14% → 19.38%).}}
**{{change|Down aerial's angle has been slightly altered (-70° → 290°).}}
**{{nerf|Down aerial has more startup lag (frame 4 → 5).}}
***{{buff|However, its total duration was unchanged, decreasing its ending lag by one frame.}}
**{{nerf|The foot hitbox has been moved closer to Fox (z offset: 3.33 → 0), decreasing its range.}}
**{{nerf|Due to the universal decrease to hitstun, down aerial deals less hitstun (20 frames → 15 frames average). When combined with the weakening of L-cancelling and its worse auto-cancel window, this hinders down aerial's followup potential. Most notably, Fox can no longer land a guaranteed up smash on characters who weight more than 82 units.}}
***{{buff|However despite this, the move is no longer dangerously punishable on hit when not L-cancelled due to its much lower landing lag.}}
 
===Throws/other attacks===
*[[Grab]]:
**{{buff|Fox has been given a [[pummel]], an [[up throw|up]] and a [[down throw]], providing him with more options during and after a grab. Fox's up throw in particular is considered the best up throw in the game due to it's chaingrab and damage racking capabilities, and easy and quick KO setups. His down throw is also useful as a [[Tech-chasing|Tech-chaser]].}}
**{{nerf|Grabs have more startup lag (frame 6 → 7 (standing), 12 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}}
**{{nerf|Fox's main grabbox is smaller (4.33u → 3.91u) and it is not positioned as far out which along with grab's new animation, reduces its range.}}
**{{buff|Fox's grabs have a longer duration (frame 6 → 7-8/12-13) and Fox now has a new grabbox which is closer to him, making it easier for him to grab opponents inside of him.}}
*[[Forward throw]]:
**{{buff|Forward throw now has an initial hit, which deals 4%. This allows forward throw to build up more damage on the grabbed opponent, as well as hit bystanders if they are close enough.}}
**{{buff|As with all throws, forward throw gains [[invincibility]] sooner (frame 4 → 1).}}
***{{nerf|However because of this, Fox is no longer invincible when he is throwing his opponent.}}
**{{change|Fox releases his opponent from forward throw one frame later (frame 10 → 11), with the new hitbox occurring on frame 10 instead.}}
**{{nerf|Forward throw deals less damage (12% → 3%) without full compensation on its knockback (80 (base), 60 (scaling) → 35/130), greatly hindering its already below average KO potential, especially at the ledge.}}
*[[Back throw]]:
**{{buff|Fox has a new back throw where he now throws his opponent behind him and shoots them with 3 lasers. These new lasers (theoretically) improve back throw's damage racking potential.}}
***{{nerf|However, these lasers can be avoided with DI, making the throw deal a measly 2% if this occurs.}}
**{{buff|As with all throws, back throw gains invincibility sooner (frame 4 → 1).}}
***{{nerf|However, it has less invincibility (frames 4-12 → 1-8).}}
**{{change|Fox releases his opponent from back throw much sooner (frame 19 → 9).}}
***{{buff|This makes back throw harder to DI.}}
***{{nerf|However, this also increases its ending lag as its total duration was not fully compensated (FAF 40 → 39).}}
**{{change|Back throw is now weight dependent.}}
***{{buff|This makes the throw faster against lighter characters, granting it less ending lag than its ''Smash 64'' counterpart when used on the lightest characters.}}
***{{nerf|However, this makes the throw slower against heavier characters.}}
**{{nerf|Back throw deals much less damage (15% → 2% (throw)/2% (lasers)/7% (total)) without full compensation on the throw's knockback scaling (60 → 85), immensely hindering its KO potential.}}
**{{nerf|Back throw launches opponents at a higher angle (45° → 56°), which further hinders its edgeguarding potential along with its drastically reduced knockback.}}
**{{nerf|Back throw has lost its collateral hitbox. While the lasers can hit bystanders, they deal no knockback, making them much less effective than the previous collateral hitbox.}}
*[[Floor attack]]s:
**{{buff|Floor attacks have increased intangibility (frames 1-24 (front)/1-23 (back) → 1-26 (both)).}}
**{{buff|Floor attacks no longer have set knockback (60 (set), 100 (scaling) → 80 (base)/50), with Fox's floor atatcks no longer being the weakest in the game.}}
*Front floor attack:
**{{buff|Front floor attack has larger hitboxes (3u/4u → 6.25u/3.91u/3.91u).}}
**{{buff|Front floor attack now anti-rebounding priority.}}
**{{nerf|Front floor attack has a shorter duration (frames 19-21 (back)/25-27 (front) → 19-20/25-26).}}
*Back floor attack:
**{{buff|Back floor attack has larger hitboxes (3u/4u → 7.03u/3.91u/3.91u (front), 4.69u/6.25u/6.25u (back)).}}
**{{buff|Back floor attack now has transcendent priority.}}
*[[Edge attack]]s:
**{{buff|Edge attacks deal more damage (4% → 8%/6%).}}
**{{buff|Edge attacks deal more shield damage (0 → 1).}}
**{{nerf|Edge attacks have decreased set knockback (100 → 90).}}
*Fast edge attack:
**{{buff|Fast edge attack has larger hitboxes (4.66u/2.5u → 4.69u/4.69u/4.69u).}}
**{{nerf|Fast edge attack has decreased intangibility (frames 1-22 → 1-21).}}
**{{nerf|Fast edge attack has more startup lag with a shorter duration (frames 24-39 → 25-34).}}
*Slow edge attack:
**{{buff|Slow edge attack has larger hitboxes (4.66u/2.5u → 3.12u/4.69u/4.69u).}}
**{{buff|Slow edge attack has less startup (frame 69 → 57) and ending lag (FAF 90 → 70).}}
**{{nerf|Slow edge attack has decreased intangibility (frames 1-60 → 1-53).}}
**{{nerf|Slow edge attack has a shorter duration (frames 69-75 → 57-59).}}
 
===Special Moves===
*[[Blaster (Fox)|Blaster]]:
**{{change|"Blaster Shot" has been renamed to simply "Blaster".}}
**{{buff|Blaster has much less startup (frame 25 (ground)/15 (aerial) → 12/10) and ending lag (FAF 55 (ground)/45 (aerial) → 41/37).}}
**{{buff|Blaster's repeat window has been altered (frames 29-54 (ground)/15-44 (aerial) → 4-16/4-14). This means that Fox no longer has to perform frame perfect inputs in order to shoot lasers as quickly as possible, as well as preventing Fox from potentially firing another laser in a situation where it could be fatal.}}
**{{buff|Blaster now has three separate animations, a beginning, middle and ending animation. The middle animation is 10 frames long, allowing Fox to shoot lasers every 10 frames, regardless of if he is in the air or on the ground.}}
**{{buff|Fox can now fast fall while performing Blaster.}}
**{{buff|The lasers travel faster.}}
**{{buff|The lasers now consist of four larger hitboxes (0.66u → 1.17u/1.17u/1.17u/1.56u).}}
***{{buff|Altogether, these changes significantly speed up Fox's rate of fire and they generally improve Fox's approach with lasers although despite these changes, Fox can still only fire two lasers in a short hop due to his much lower short hop.}}
**{{nerf|The lasers deals less damage (6% → 3%).}}
**{{nerf|The lasers no longer cause hitstun on opponents (1 (set), 100 (scaling) → 0/0). This makes lasers ineffective for stopping opponents' approaches, as well as removing their setup and edgeguarding potential.}}
***{{buff|However, when combined with Fox's greater firing rate, this makes lasers a great damaging racking option against [[shield break]]s and [[Rest]].}}
**{{nerf|The lasers no longer have an infinite duration, now only lasting 34 frames.}}
*[[Fox Illusion]]:
**{{change|Like all of the other characters, Fox has a side special. In his case, it is [[Fox Illusion]]. Fox Illusion gives him an additional [[recovery]] option, and also makes his horizontal recovery considerably quicker.}}
*[[Fire Fox]]:
**{{buff|Fire Fox now has hitboxes while it is charging, which leaves Fox much less vulnerable and increases Fire Fox's maximum damage potential (16% → 2% (hits 1-7)/14% (hit 8)/25% (total)).}}
**{{buff|Fire Fox has a larger hitbox (3u → 4u).}}
**{{buff|Fire Fox travels further and faster, improving it's recovery potential.}}
**{{buff|Fox can now grab the ledge while charging Fire Fox. When combined with the fact that ledge intangibility is no longer cancelled when letting go of the ledge, this also allows Fox to safely stall at the ledge where he will be completely intangible if timed correctly, allowing him to stall or setup [[edgehog]]s and shine spikes.}}
**{{buff|Fox can now grab ledges from behind after dashing with Fire Fox.}}
**{{buff|Fire Fox has less landing lag (12 frames → 6/3).}}
**{{nerf|Fire Fox's dash deals less damage (16% → 14%) hindering its KO potential.}}
**{{nerf|Fire Fox can no longer be edge cancelled after the dash.}}
**{{nerf|Fox's slower air speed, faster falling speed and higher gravity makes his free fall significantly less effective for recovering, which was previously Fox's best method to recover.}}
*[[Reflector (Fox)|Reflector]]:
**{{change|Reflector has a new hold animation where Fox now shakes while his reflector is constantly flashing, rathering than just standing still with his arms up.}}
**{{buff|Reflector has a larger hitbox (6u → 8u).}}
**{{buff|Reflector can now be jump-cancelled, which, along with the introduction of wavedashing and jump cancelled grabs, significantly improves its utility outside of landing.}}
***{{buff|This also means Fox can quickly followup a grounded shine without having to go through the normal short hop animation, making shine a faster option to use in the neutral.}}
**{{buff|Due to the changes to the [[tumble]] threshold, Reflector will no longer knock down characters who weight over 85 units, which grants it incredible combo potential on a majority of the cast, leading into an up smash, a grab or even another shine for a potential infinite.}}
***{{nerf|However this along with the universal reduction to hitstun/the introduction of DI and the introduction of wall teching has hindered Fox's shine spiking potential (although it is still an incredible edgeguarding tool and the ability to jump cancel the shine allows to be used at even lower stage positions than it could before).}}
**{{buff|Fox can now drop through platforms while using Reflector.}}
***{{buff|This can be used to set up a Shine mine where the reflector will be active on frames 2-3 but in a random set up position on stage. This can be used as a niche edgeguarding technique.}}
***{{buff|Overall, these changes combined with Fox's greater mobility grant Shine even greater utility than it already had.}}
**{{nerf|Reflector no longer auto-cancels on landing. While this allows Fox to keep holding out reflector when he lands to reflect projectiles, this also makes the move much more punishable if he lands with it.}}
***{{nerf|This along with the changes to shields have hindered its shield pressuring potential, with shine no longer being able to lead into a guaranteed shield break (although it still remains one of the best shield pressuring tools in the game).}}
**{{nerf|Reflector has a smaller reflection hitbox (11.66u → 8.5u).}}
**{{nerf|Reflector has a lower reflection multiplier (1.8x → 1.5x), regaining its multiplier from the Japanese version of ''Smash 64''.}}
**{{nerf|Reflector has more ending lag after reflecting a projectile (FAF 25 → 39).}}
 
==Version history==
Fox has received a bunch of nerfs in the [[PAL]] version of ''Melee'', being arguably the most nerfed character. The nerfs mainly impact his survivability. He is lighter and his recovery less effective, and his KO power is slightly weaker on some of his moves. Additionally, although this is not a direct nerf, Fox is no longer able to [[waveshine]] {{SSBM|Marth}}, due to the latter's reduced weight.
Despite this, his tournament viability is not severely affected, as he is also ranked 1st on the [[PAL tier list]] (though recently, this has become more debatable).


'''PAL'''
=====[[Smash attack]]s=====
*{{nerf|Fox is lighter (75 → 73), which hinders his endurance.}}
*[[Forward smash]]: Fox performs a flying hook kick. Has moderately low knockback (Extremely low base knockback, 10) for a smash, though is fast, and is actually quite reliable at higher percentages (Very high scaling, 105), KOing usually around 120%. This move does 12-15% uncharged, 16-20% fully charged.
**{{buff|However, this allows him to tech out of {{SSBM|Falco}}'s down throw.}}
*[[Up smash]]: Fox performs a back flip kick. This move is very fast, and when used on the ground while facing the foe, it has very high vertical knockback. It is very reliable at mid-high damages. Shine into up smash is very useful for KOs. 18% uncharged, 24% full. Hitting an opponent behind Fox does 13-17% damage. Often considered the best Up Smash in the game due to its extreme speed, extreme power, and decent range.
*{{nerf|Dash attack's late hit has a shorter duration (10 frames → 9) and sends opponents at a less vertical angle (72° → 55°).}}
*[[Down smash]]: Fox does a split, hitting on both of his sides. It is fast and has moderate knockback. Useful for edgeguarding and spacing. 15% uncharged, 20% full. Oddly enough, the hitboxes of this move covers Fox's entire body. This makes it hard to punish.
*{{nerf|Up smash's clean hit deals less damage (18% → 17%) and knockback (30 (base), 112 (scaling) → 26/108), noticeably hindering its KO potential.}}
*{{nerf|Down smash's sweetspots deal 2% less damage (15% 13%) and send enemies at a slightly higher angle (25° → 30°), significantly hindering its KO and egdeguarding potential.}}
*{{nerf|[[Fire Fox]]'s main hitbox is smaller (4u → 3u), much like its ''Smash 64'' counterpart.}}
*{{nerf|Fire Fox's main hitbox deals 2% less damage (14% → 12%), hindering its KO potential.}}
*{{nerf|Fire Fox's initial speed is greater (3.8 → 4.2) however, it starts losing speed sooner (6 frames → 2) and its maximum momentum to stop has been increased (0.1 → 0.114). Because of this, Fire Fox loses speed sooner and at a faster rate. As a result, it travels about 75% the distance, hindering its recovery potential.}}
*{{change|Fire Fox is coded to have more landing lag (18 frames → 20) although this has no effect, as the move still only has 3 frames of landing lag.}}


==Moveset==
=====Other attacks=====
[[File:FoxAerialAttacksSSBM.png|thumb|Fox's aerial attacks]]
*[[Ledge attack]]- Climbs up and sticks his feet out in a similar fashion to his forward smash in {{g|SSB}}. 8% damage
''For a gallery of Fox's hitboxes, see [[Fox (SSBM)/Hitboxes|here]].''
*100% ledge attack- Slowly climbs then very suddenly thrusts out his foot. 8% damage
{{MovesetTable
*[[Floor attack]]- Kicks on both sides. 6% damage
|game=SSBM
|neutralinf=y
|neutralcount=2
|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}})
|neutral1dmg=4%
|neutral2dmg=4%
|neutralinfdmg=1% (loop)
|neutraldesc=A quick jab that can combo into several other attacks, including an up smash. Very useful against shields, to [[jab reset]], and into shine cancels. The second jab makes Fox move forward a bit and is followed by a flurry of rapid kicks. Its combo ability into other moves makes it the best jab in the game.
|ftiltname=Fox Kick ({{ja|フォックスウィップ|Fokkusu Uippu}}, ''Fox Whip'')
|ftiltdmg=9%
|ftiltdesc=Sticks his foot out to the side. This is best used for a quick close-ranged [[spacing]] move. This move can be aimed up or down.
|utiltname=Back Kick ({{ja|フリップキック|Furippu Kikku}}, ''Flip Kick'')
|utiltdmg=12% (foot grounded), 9% (leg & foot aerial)
|utiltdesc=Performs a quick and surprisingly strong vertical back kick. It covers Fox's whole body; thus, it makes Fox and his vertically-aimed foot a hitbox. Its speed, power, and hitbox make it great for close-up spacing. It can easily combo into itself, up air, and up smash. Used as part as a [[chain-grab]] against fast-fallers with it being connected to his up throw. Begins to KO at around 120% on mostly the floaty lightweights. Fox's foot deals more damage on grounded opponents.
|dtiltname=Fox Sweep ({{ja|フォックステイル|Fokkusu Teiru}}, ''Fox Tail'')
|dtiltdmg=10%
|dtiltdesc=Performs a sweeping tail lash. Moderately fast. Can combo at mid-percentages into aerials. It can also become a somewhat solid finisher at higher percentages.
|dashname=Jumping Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}}, ''Jump Side Kick'')
|dashdmg=7% (clean), 5% (late)
|dashdesc=Runs forward and sticks his leg out. Good combo ability, especially into an up smash. Very vulnerable to [[crouch canceling]].
|fsmashname=Roundhouse Kick ({{ja|レッグショット|Reggu Shotto}}, ''Leg Shot'')
|fsmashdmg={{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|12}} (late)
|fsmashdesc=Performs a flying hook kick. Has rather low knockback (extremely low base knockback - 10) for a smash attack, though it is fast, and is actually quite reliable at higher percentages (very high knockback scaling - 105), KOing usually at around 120%.
|usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault Kick'')
|usmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (clean NTSC/PAL), {{ChargedSmashDmgSSBM|13}} (late)
|usmashdesc=Performs a bicycle kick. This move is very fast, and when used on the ground while facing the foe, it has very high vertical knockback. It is very reliable at mid-high damages. Shine into up smash is very useful for KOs. Considered one of the best up smashes in the game due to its extreme speed, extreme power, decent range, and ability to be easily set up into it. It is the second most powerful up smash in the game, behind {{SSBM|Pikachu}}'s. Fox's head is intangible during the early part of the animation.
|dsmashname=Fox Split ({{ja|グラウンドキック|Guraundo Kikku}}, ''Ground Kick'')
|dsmashdmg={{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (feet NTSC/PAL), {{ChargedSmashDmgSSBM|12}} (legs)
|dsmashdesc=Does a split kick, hitting on both of his sides. It is fast and has moderate knockback, sending opponents on a [[semi-spike]] trajectory. Useful for [[edgeguarding]] and spacing. Both of Fox's legs are intangible near the start of the move.
|nairname=Flying Kick ({{ja|フォックスキック|Fokkusu Kikku}}, ''Fox Kick'')
|nairdmg=12% (clean), 9% (late)
|nairdesc=Sticks his foot out, a simple [[sex kick]]. A very quick aerial, good against shields and great power when it first comes out. One of the best neutral airs in the game due to its combo ability and reliable setups into shine.
|fairname=Tornado Kick ({{ja|トルネードシャフト|Torunēdo Shafuto}}, ''Tornado Shaft'')
|fairdmg=7% (hit 1), 5% (hit 2), 6% (hit 3), 4% (hit 4), 3% (hit 5)
|fairdesc=Kicks forward five times. Good knockback when all hits connect. Regrettably, this move is very awkward due to the short amount of forward distance, short range of the move, and bad physics of the kicks being chained together. All hits are extremely hard to connect without a good set-up, especially on lighter characters.
|bairname=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}})
|bairdmg=15% (clean right leg), 9% (clean left leg, late)
|bairdesc=Does a quick no-look kick backwards while recovering in a turn, with sex kick properties. Great knockback on early hit, and one of Fox's best edgeguarding and KO moves.
|uairname=McCloud Flip ({{ja|テイル&レッグ|Teiru ando Reggu}}, ''Tail & Leg'')
|uairdmg=5% (hit 1), 13% (hit 2)
|uairdesc=Whips his tail up and kicks immediately after. A very high knockback move, good vertical finisher, can combo out of an up throw on virtually everyone. It and his up smash give Fox an advantage against light, floaty characters, notably {{SSBM|Jigglypuff}} and {{SSBM|Kirby}}. Can be Smash DI'd out of however. Considered to be one of the best up airs in the game due to it's juggling prowess, speed, power, and ability to be comboed into.
|dairname=Air Drill ({{ja|エアドリル|Ea Doriru}})
|dairdmg=2-3% (hits 1-7)
|dairdesc=Spins around, drilling downwards with his extended foot. Useful as a [[SHFFL]]'d approach option, with combo potential into moves like up tilt, up smash, and shine. It is the weakest [[spike]] in the game, with weak set knockback.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|pummelname=Knee ({{ja|つかみニーバット|Tsukami Nībatto}}, ''Grab Kneebutt'')
|pummeldmg=3%
|pummeldesc=Knees opponent.
|fthrowname=Elbow Bash ({{ja|スマッシュエルボー|Sumasshu Erubō}}, ''Smash Elbow'')
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=Punches the opponent forward. Despite its generally poor combo ability, it can chain-grab on some heavy characters. It is best used for forcing opponents offstage, setting up an edgeguard.
|bthrowname=Skeet Blaster ({{ja|クローズレンジブラスターH|Kurōzu Renji Burasutā Ecchi}}, ''Close Range Blaster H'')
|bthrowdmg=2% (throw), 2% (shots)
|bthrowdesc=Throws backwards and shoots the opponent with his Blaster. Used mainly for setting up edgeguards off-stage, though really not many other uses besides mixing up a Fox player's throw game.
|uthrowname=Star Blaster ({{ja|クローズレンジブラスターV|Kurōzu Renji Burasutā Vī}}, ''Close Range Blaster V'')
|uthrowdmg=2% (throw), 2% (shots)
|uthrowdesc=Throws the opponent into the air and shoots them with his Blaster. It can chain-grab fast fallers at lower percentages and combo into moves such as up tilt, up aerial, and up smash. Often considered the best up throw in the game due to its easy kill setups (notably up throw to up air), its chaingrab ability, and its juggle potential (up air juggles after up throw).
|dthrowname=Floor Blaster ({{ja|クローズレンジブラスターダウン|Kurōzu Renji Burasutā Daun}}, ''Close Range Blaster Down'')
|dthrowdmg=1% (shots), 1% (throw)
|dthrowdesc=Throws the opponent into the ground and shoots them with his Blaster. Has [[meteor smash]] properties, and if performed at the edge of a stage or platform, can send the opponent plummeting down. This is useful as a mixup at high percents or as a tech chase into a KO move. However, this also allows it to be meteor cancelled or teched, and faces competition with up throw, which has true combo followups on the majority of the cast.
|floorfname= 
|floorfdmg=6%
|floorfdesc=Gets up and kicks on both sides.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Punches forwards, then kicks backwards.
|edgefname= 
|edgefdmg=6% (body), 8% (legs)
|edgefdesc=Throws himself onto the stage with both feet sticking out.
|edgesname= 
|edgesdmg=6% (body), 8% (legs)
|edgesdesc=Slowly gets up and kicks in front.
|nsname=Blaster
|nspage=Blaster (Fox)
|nsdmg=2-3%
|nsdesc=Fox fires a laser from his Blaster. The fastest projectile used by any character in the game, but does not make opponents flinch, unlike in the previous game. It is mainly used from long range as [[Short hop laser|short hop lasers]] to build up damage. If used on the ground, there is ending lag. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|ssname=Fox Illusion
|ssdmg=7%
|ssdesc=Fox dashes forward, leaving an afterimage behind him. A fairly quick but linear horizontal recovery move. Can be shortened at three different distances by pressing the B button again on specific frames.
|usname=Fire Fox
|usdmg=2% (charge loop), 14%/12% (dash NTSC/PAL)
|usdesc=Fox charges up in flames and blasts off in a direction, which can be controlled with the [[control stick]]. Unreliable as an attack due to the charge time, but can damage opponents during this. Less predictable than Illusion given its ability to change angles, but still a linear move. Techniques such as changing the angle and sweetspotting can keep Fox's opponent guessing. Has next to no landing lag, making it hard to punish on landing. Its distance was nerfed in the PAL version of Melee.
|dsname=Reflector
|dspage=Reflector (Fox)
|dsdmg=5% (startup), 1.5x damage for reflected projectiles
|dsdesc=Informally referred to as the Shine, it reflects any projectiles that hit it back at the opponent who fired them for 1.5x damage and knockback. This move has low base knockback, but is an extremely useful [[semi-spike]] as it can push opponents offstage while [[edgeguarding]], to prevent them from recovering. Due to the set knockback, it has guaranteed followups on much of the cast at any percentage. The move can be jump cancelled to avoid the ending lag, allowing Fox to quickly jump up off stage, and it also gives him access to the [[waveshine]] technique. Reflector is invincible and active on the first frame of the animation. Arguably the best down special in the game (along with Falco's), if not, one of the best moves overall.
}}


===Stats===
====[[Aerial]]s====
'''NTSC'''
*[[Neutral aerial]]: Sticks the entire foot out. [[Sex Kick]] properties. A very quick aerial. Very good against shields and great power when it first comes out. 12% damage.
{{Attributes
*[[Forward aerial]]: Fox kicks forward five times. Good knockback when all hits connect. Regrettably, this move is very awkward due to the short amount of forward distance, short range of the move, and bad physics of the kicks being chained together. All hits are extremely hard to connect without a good set-up, especially on lighter characters. Approximately 17% damage when all hits connect.
|cast = 26
*[[Back aerial]]: Fox does a quick no-look kick backwards. Sex kick properties. Great knockback when it first comes out. One of Fox's best edgeguarding moves. 9-15% damage.
|weight = 75
*[[Up air]]: Fox whips his tail up and kicks immediately after.  A very high knockback move, good vertical finisher, can combo out of up throw on virtually everyone. Can be Smash DI'd out of however. Two hits, 17% total.
|rweight = 22
*[[Down aerial]]: Fox spins around, drilling downwards with his feet. It can combo into up smash and out of up tilt. Useful into shines as well. It is the weakest [[spike]] in the game, giving almost no knockback when it is used on an opponent. However, when it is used on a wire frame, it sends them strongly diagonally downwards, like a spike. Using this move will not win any of the meteor smash bonuses with it, and meteor smashes send opponents purely downwards, and not diagonally downwards like a spike, giving proof that it is a spike. 19% damage when all hits connect.
|dash = 1.9
|rdash = 2-3
|run = 2.2
|rrun = 2
|walk = 1.6
|rwalk = 1-2
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 0.83
|rair = 19-20
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.06
|raddaccel = 2-3
|gravity = 0.23
|rgravity = 1
|fall = 2.8
|rfall = 3
|ff = 3.4
|rff = 3
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 31.28
|rjumpheight = 17
|shorthop = 10.65
|rshorthop = 23
|djump = 40.204
|rdjump = 2
}}


'''PAL'''
====[[Grab]]s & [[throw]]s====
{{Attributes
*[[Pummel]]: A quick knee jab to the opponent. 2-3% damage
|cast = 26
*[[Down throw]]: Fox throws the opponent into the ground and shoots him/her with his blaster. This throw does not make opponents bounce off the ground like other down throws (except Falco) because it is a meteor smash. Not useful due to being able to tech out of it, but players can read techs for KOs. Can lead into up-tilt or his Reflector. It meteor smashes over a ledge if his body is partially overlapping it. 5% damage.
|weight = 73
*[[Back throw]]: Fox throws backwards and shoots the opponent with his blaster. Used mainly for setting up edgeguards off-stage, though really not many other uses besides mixing up a Fox player's throw game. 7% damage.
|rweight = 23
*[[Forward throw]]: Fox punches the opponent forward; furthermore, this is Fox's only throw that does not involve him shooting his opponent with his blaster. Despite its generally poor combo ability, it can chain-grab on some heavy characters. Although, it is best used for edge-guarding. 7% damage.
|dash = 1.9
*[[Up throw]]: Fox uses his laser and throws the opponent into the air. It can easily combo into up tilt, up aerial, and up smash. If wavedashes are properly used between throws, it can also chain-grab fast fallers at lower percentages; however, it can be Smash DI'd out of the chain-grab. 7% damage.
|rdash = 2-3
|run = 2.2
|rrun = 2
|walk = 1.6
|rwalk = 1-2
|trac = 0.08
|rtrac = 7-13
|airfric = 0.02
|rairfric = 4-9
|air = 0.83
|rair = 18-20
|baseaccel = 0.02
|rbaseaccel = 2-23
|addaccel = 0.06
|raddaccel = 2-3
|gravity = 0.23
|rgravity = 1
|fall = 2.8
|rfall = 3
|ff = 3.4
|rff = 3
|jumpsquat = 3
|rjumpsquat = 1-7
|jumpheight = 31.28
|rjumpheight = 17
|shorthop = 10.65
|rshorthop = 23
|djump = 40.204
|rdjump = 2
}}


===[[Announcer]] call===
===[[Special move]]s===
[[File: Fox Announcer SSBM.wav]]
{{Special Moves|char=Fox|game=SSBM}}


===[[Taunt]]===
===[[Taunt]]===
{{Taunt/SSBM|char=Fox|desc=Fox crouches and says "Come on!", beckoning with his left hand. With Japanese as the set language, he says {{ja|かかってこい!|Kakatte koi!}} (Come at me!)|desc-smash=Fox can do a [[Star Fox's Conversations|Star Fox conversation]] that can only be used on [[Corneria]] or [[Venom]] by quickly tapping Down on the [[control pad]] (for one frame). This taunt can only be used once per match.}}
===[[Idle pose]]===
{{Idle|desc=Slightly looks towards his right side and twitches his ears.|image=Fox Idle Pose Melee.gif}}
===[[Crowd cheer]]===
{{Crowd
|char=Fox
|game=Melee
|desc-us=Gooooooo Fox!
|desc-jp=Fox! *claps three times*
|pitch-us=Group chant
|pitch-jp=Male}}


===[[Victory pose]]s===
*Fox crouches and says "Come on!", gesturing with an open hand for others to come to him. Switching the language to Japanese will cause him to say "kakatte koi!" instead (which means the same thing).
{{Victory/SSBM
|victory-theme=StarFoxThemeMelee.ogg
|victory-desc=A rendition of a portion of the main theme of ''Star Fox 64''.
|desc-1=Swirls gun into holster and says, "Mission Complete!"; {{ja|作戦終了!|Sakusen shūryō!}} which translates to "Operation complete!"
|desc-2=Points his Blaster to his left, kneels down and points his Blaster to his right, stands up and says, "Mission Complete!"; {{ja|これより帰還する。|Kore yori kikansuru.}} which roughly translates to "On my way back from here."
:*If the language is set to Japanese and Fox wins against {{SSBM|Falco}}, he may say {{ja|気にするなよ、ファルコ。|Kinisuru na yo, Faruko.}}, which roughly translates to "Don't worry about it, Falco."
|desc-3=Crosses his arms while closing his eyes, quickly looks upward while raising his tail and says, "Mission Complete!"; {{ja|作戦終了!|Sakusen shūryō!}} which translates to "Operation complete!" This is his based off his character chosen animation and taunt from ''[[Super Smash Bros.]]''
|char=Fox}}


==In [[competitive play]]==
'''[[Smash Taunt]]''': Fox can do a [[Star Fox's Conversations|Star Fox conversation]] that can only be used on [[Corneria]] or [[Venom]] by quickly tapping Down on the Control pad. This taunt can only be used once per match.
===Most historically significant players===
{{cleanup|The write-ups for players need to be rewritten to better explain how they are historically significant.}}
<!--This character has a twenty 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 -->


:''See also: [[:Category:Fox players (SSBM)]]''
==[[Character matchups (SSBM)|Matchups]]==
*{{Sm|Armada|Sweden}} - One of the [[Five Gods]]. He initially developed Fox as a counterpick to the {{SSBM|Jigglypuff}} matchup (instead of his usual {{SSBM|Peach}}), but his Fox eventually saw use against a variety of matchups and players. His Fox is often described as a perfect balance of aggressive and passive play, and he is the namesake of the "Armada Shine," a perfectly timed [[shine spike]] against an opposing Fox while charging their {{Mvsub|Fox|SSBM|up special}}.
{{SSBMMatchupTable|fox=yes}}
*{{Sm|Chillin|USA}} - Widely credited as the inventor of the Fox metagame during ''Melee''{{'}}s early lifetime, Chillin was known for pioneering many of Fox's essential techniques, such as [[waveshine]] combos and falling {{Mvsub|Fox|SSBM|up aerial}}s, as well as taking sets off of {{Sm|Ken}}, the best player in the world at the time.
*{{Sm|Cody Schwab|USA}} - The best Fox player in the world in the post-[[Netplay]] era as well as one of the best players in the world during this time, notably ranking first in [[SSBMRank 2023|2023]]. He is known for his impressive utilization of Fox's recovery options, as well as his prowess in the {{SSBM|Jigglypuff}} and {{SSBM|Marth}} matchups.
*{{Sm|Colbol|USA}} - One of the best Fox players in the world, known for placing 10th on the [[SSBMRank 2014]], and his 5th place finish at {{Trn|Apex 2014}}, which was one of the strongest placings for a solo Fox main at the time.
*{{Sm|Druggedfox|USA}} - Known for his heavy reaction and punished based playstyle. Among his significant results include 13th place at {{Trn|EVO 2016}}, 17th at {{Trn|Super Smash Con 2016}}, 9th at {{Trn|UGC Smash Open}}.
*{{Sm|Fiction|USA}} - Best solo Fox main in SoCal before switching to {{SSBM|Falco}} in 2021.
*{{Sm|Hax$|USA}} - Originally a Captain Falcon main until his switch to Fox in 2014, achieving 8th on the [[SSBMRank 2014]] with only Fox. Widely renown for his extremely technical Fox playstyle, frequently using the notoriously difficult [[multishine]]s in competitive matches, as well as inventing the Haxdash technique.
*{{Sm|Ice|Germany}} - While active, was known as one of the best players in Europe behind Armada and {{Sm|Leffen}}, and had numerous top eight finishes in North American tournaments, including 3rd at {{Trn|The Big House 6}}.
*{{Sm|Jman|USA}} - Jman was known for peaking at just below the skill of the [[Five Gods]] during his prime from 2009 to 2011, having taken sets off of Mang0, Mew2King, and {{Sm|PPMD}}, and was the strongest solo Fox main since Chillin. Inventor of the Jman Shine.
*{{Sm|KDJ|USA}} - Triple-mained with Marth and Sheik before retiring. Considered one of the strongest ''Melee'' players in the pre-''Brawl'' era.
*{{Sm|Leffen|Sweden}} - Widely regarded as one of the greatest Fox players of all time, and following his rise to dominance in 2015, became the first solo Fox main ever to become a consistent tournament threat. His 3rd place on the [[SSBMRank 2015]] was the highest ever finish for a solo Fox main on a global rankings. Known for his strong neutral game, consistent execution of [[ledgedash]]es and other advanced techniques, and his prowess in the {{SSBM|Peach}} matchup, especially vs. Armada.
*{{Sm|Lucky|USA}} - One of the best solo Fox mains in SoCal, known for his extensive consistent placements and longevity throughout the 2010s, with victories over Hungrybox, Mang0, Mew2King, and PPMD.
*{{Sm|Mang0|USA}} - One of the Five Gods, known for switching from Jigglypuff to Fox along with a Falco co-main. Mang0 is known for his free-flowing combo game and heavily read-based playstyle. His victories at {{Trn|EVO 2013}} and {{Trn|EVO 2014}} (using primarily Fox) are regarded as two of the most significant supermajor wins for Fox in the game's history.
*{{Sm|Mew2King|USA}} - One of the Five Gods. While more known for his {{SSBM|Marth}} and {{SSBM|Sheik}}, Mew2King achieved consistent top eight placings in majors throughout 2006 with solo Fox, and continued to use the character as strong secondary in certain matchups, particularly against {{SSBM|Jigglypuff}}.
*{{Sm|moky|Canada}} - One of the best Fox players in the post-Netplay era and is also Canada's best player during this time, peaking at 4th on the [[SSBMRank 2023]]. He is often considered one of the best ''Melee'' players who have yet to win a major, having placed 3rd at a variety of majors in the post-Netplay era. He is well known for his exceptional tech chasing ability.
*{{Sm|PC Chris|USA}} - One of the best ''Melee'' players in the pre-''Brawl'' era, with multiple first place finishes during his prime, most notably at {{Trn|MLG Las Vegas 2006}}. Dual mained {{SSBM|Falco}} and Fox.
*{{Sm|Plup|USA}} - Co-mains with Sheik. Usually uses Fox against Jigglypuff, but sometimes has solo Fox showings, mostly at smaller tournaments.
*{{Sm|Ryan Ford|Canada}} - One of the best players in Canada. Has wins on {{Sm|n0ne}}, {{Sm|Drephen}}, and {{Sm|Soonsay}}.
*{{Sm|SFAT|USA}} - Best Fox main in NorCal and one of the top Fox players in the world, known for consistently placing top ten in global rankings throughout the 2010s.
*{{Sm|Silent Wolf|USA}} - Formerly the [[Pacific Northwest]]'s best player before retiring, known for his highly technical playstyle and proficiency in the {{SSBM|Peach}} matchup.


===Tier placement and history===
Fox has been a top-tiered character, along with {{SSBM|Falco}} and {{SSBM|Sheik}}, since the very first ''Melee'' tier list, and has never fallen below third place. However, he was not at the top of the list for the first seven revisions, as Sheik was then considered to be the best character in the game. Many of the top players in the early metagame, including {{Sm|Ken}} and {{Sm|Azen}}, used Fox only as a secondary for specific matchups; solo Fox mains such as {{Sm|Chillin}}, on the other hand, were not as successful nationally. Eventually, more dedicated Fox mains, such as {{Sm|PC Chris}}, {{Sm|FASTLIKETREE}}, {{Sm|KoreanDJ}}, and {{Sm|Mew2King}}, began to revitalize his metagame by pushing Fox's technical ceiling. They began placing within the top 8 of [[Major League Gaming|MLG]]-sponsored tournaments, and their consistency and dominance in the scene resulted in Sheik's dethroning from first to third place on the eighth revision of the tier list in July of 2006, with Fox taking the top spot. Later that year, PC Chris and KoreanDJ placed 1st and 2nd, respectively, at the [[MLG Las Vegas 2006|MLG Las Vegas]] national championships, using Fox primarily in Grand Finals, which cemented his position on the list.


During the ''Brawl'' era, however, some smashers began to dispute Fox's standing on the tier list. They argued that Fox was only the best character theoretically, and that other characters had become much more consistent than him over these years of play. Many of Fox's best players had retired, with the exception of Mew2King, who began using other characters more often. There were certainly still many solo Fox mains in the top cut of ''Melee'' players, but without the strongest players of the MLG era spearheading further Fox development, few of them could actually win supermajor-level events. Players began developing rigorous counterplay to Fox, such as [[SDI]]-ing out of his up throw to up aerial combo, making it extremely difficult for newer players to find tournament success with him. Of the "[[The Five Gods|Five Gods]]" who rose to prominence in the era, only the aforementioned Mew2King and {{Sm|Mango}} used Fox during this time; the latter did not even start as a Fox main, making his name with {{SSBM|Jigglypuff}} and Falco.
==In single-player modes==
===In [[Classic Mode]]===
Fox can appear in ordinary one-on-one matches, as an opponent or ally in team battles (paired up with either Falco, Captain Falcon, Donkey Kong or Samus), or as an opponent in the metal fight. In these cases, Fox either appears on [[Venom]] or [[Corneria]]; in the team battles, he appears on Big Blue when with Captain Falcon, on Brinstar with Samus, and on Kongo Jungle with Donkey Kong.


Without updates to the tier list for years after 2010, Fox seemingly remained at the top; however, Mango's dominance with Falco, as well as many top 10-level Falco mains emerging such as {{Sm|Zhu}} and fellow "God" {{Sm|PPMD}}, made many believe that Falco would become the superior character. Although solo Fox mains showed glimpses of brilliance, such as {{Sm|Jman}}'s top 3 finish at [[Apex 2009]], none of them could match the overall consistency of the Five Gods until Mango himself picked Fox up in 2011. Once Mango began succeeding with solo Fox in 2013, however, opinions on Fox began to change once again; after Mango's victories at [[Kings of Cali 2]], [[Zenith 2013]], [[IMPULSE 2013]], and [[EVO 2013]] with nearly only Fox, the [[Smash Back Room]] panelists voted Fox as 1st on the eleventh tier list, albeit by a small margin (an average rank of 1.39 to Falco's 1.68) due to lingering opinions about Falco from years past. These notions would soon completely fade as metagame trends resulted in more Fox usage at the top level than had ever been seen before. He became the most common character in doubles matches by far, and the most common character in singles matches as well.
===In [[Adventure Mode]]===
Fox appears in Stage 6 of the Adventure Mode, on Corneria; in the stage, the player has to fight against Fox once, then a second time. In the second time, however, the stage features "trigger happy" Arwings, which fire at the stage considerably more often. Additionally, Fox returns with a different [[Palette swap]].


The meteoric rise of {{Sm|Leffen}} in 2014 and 2015 as a solo Fox main, along with Mango's continued dominance, solidified many players' opinions about Fox's place at the top of the metagame. Many players who mained a lower-ranked character, most notably {{Sm|Hax}}, even abandoned their former character in favor of using only Fox, and other players, such as {{Sm|Armada}}, picked up Fox as a co-main to alleviate trouble against certain opponents. This heavily increased presence led panelists to rank Fox as decisively 1st on the tier list, which caused him to be placed in his own tier at the top of the most recent tier list (much akin to {{SSB|Pikachu}} in the previous iterations of the ''64'' tier list or {{SSBB|Meta Knight}} in ''Brawl''). However, his tier placement was met with some backlash; community members argued that designating Fox as "SS-tier" implied that he was overwhelmingly superior to the rest of the cast, when the true power gap between the top 3 characters was not actually that large, and that Fox was merely the most common and clear #1 out of them.
===In [[All-Star Mode]]===
In All-Star Mode, Fox and his allies are fought on the stage [[Corneria]].
===In [[Event Matches]]===
Falco appears in the following event matches:


Starting in 2017, the rise of {{Sm|Hungrybox}} and {{Sm|Zain}} as contenders for #1 in the world caused some in the ''Melee'' community to re-evaluate Fox's status as the undisputed best in the game. Zain's dominance over Fox professionals with his Marth, in particular, called into serious question the pre-existing notion that Fox had no losing matchups. As the technical requirement of the game at a competitive level continued to grow, many players viewed the stamina aspect of playing over a long tournament as growing in importance, citing that Fox players tend to burn out in later stages due to having to play a technically demanding character across many sets, and that such external factors should be taken into consideration on a tier list.
*'''[[Event 13: Yoshi's Egg]]''': As {{SSBM|Yoshi}}, the player must protect the [[Yoshi's Egg]] item from harm for 55 seconds from a team of Fox, Donkey Kong and Pikachu on the [[Rainbow Cruise]] stage.
*'''[[Event 20: All-Star Match 2]]''': Fox is the last opponent the player must fight in this series of staged battles. Their character battles him on the [[Corneria]] stage, and the player's character has 2 stock while Fox has 1. With a timer of four minutes, the player must defeat him and the other four characters with the overall time and life they have: Samus, {{SSBM|Link}}, [[Zelda (SSBM)|Zelda]], [[Captain Falcon (SSBM)|Captain Falcon]].
*'''[[Event 23: Slippy's Invention]]''': In this event, the player must fight against Fox and Falco on Venom, in a standard two stock match; however, the two are under the effects of a Cloaking Device during the entire match, though they can still be damaged.
*'''[[Event 36: Space Travelers]]''': As Ness, the player must defeat five opponents in a row: Samus, Kirby, Fox, Captain Falcon, and Falco. In the first three opponents, the fights are done on Onett; after this, the player is then sent to Battlefield to fight against the last two.
*'''[[Event 43: Birds of Prey]]''': In this event, the player, as Fox, must fight against a team of Falco and Captain Falcon on the stage [[Big Blue]]. Everyone has two lives, but there is also a time limit of two minutes.


However, Fox players have continued to redevelop their character equally as hard in response; starting in 2022, top Fox mains such as {{Sm|Mang0}} and {{Sm|Cody Schwab}} began consistently defeating Zain and Hungrybox in tournament once more, with Cody being the highest ranked solo Fox main on the [[2022 SSBMRank]]. Today, most community members view Fox as the best character in the game, clearly ahead of Marth, Jigglypuff, and Falco, as he has overall the strongest matchup spread against the other top tiers.
===Ending images===
<center><gallery>
File:FoxClassicMode.jpg|Classic Mode.
File:FoxAdventureMode.jpg|Adventure Mode.
File:FoxAllStarMode.jpg|All-Star mode.
</gallery></center>


====PAL viability====
==Changes from ''[[SSB]]'' to ''Melee''==
Fox was nerfed in the PAL version of ''Melee''. While his nerfs seem insignificant, they actually affect his matchups more than most other nerfed characters. The nerf to his up smash allows several characters to barely survive in that version where they would not have been able to in NTSC, forcing Fox mains to learn later KO percentages for it; at those percentages, however, some up smash setups are no longer guaranteed. Fox's nerfed recovery also weakens his off-stage game, as he can no longer travel as far off-stage to intercept enemies, and hinders his survivability, especially against characters who retain their edgeguarding ability, such as Sheik and Marth. The nerf to his weight exacerbates his decreased survivability, but as a positive note, allows him to escape combos more easily.
Fox generally did not get nerfed or buffed as a character in ''Melee'', as he still remains very high on the tier list (Despite him not being buffed or nerfed, he is higher on ''Melee''`s tier list than he is on ''SSB''`s; 1st in ''Melee'' and 3rd in ''SSB'', though he is considered ''2nd'' to most people).  


Fox's matchups against other top-tiered characters become slightly less advantageous in PAL. For example, many professionals believe that Falco wins against Fox overall, as Fox's nerfs allow Falco to survive much longer and KO Fox earlier, while Falco himself is not significantly hindered by his own PAL nerfs. Fox's matchup against Marth, in particular, is much harder, as he is no longer guaranteed a grab out of a [[waveshine]] due to Marth's weight changes. Thus, Fox needs to work much harder for a grab setup, hindering his damage racking ability against equally skilled players. However, Marth retains his fantastic punish game against fastfallers and has a much easier time edgeguarding Fox due to his aforementioned recovery nerfs. Along with harder matchups against Peach and even Captain Falcon, some PAL professionals have vouched that Falco or Marth is the best in that particular version of ''Melee'' instead. Regardless, Fox still performs very well in PAL regions of ''Melee'', and maintains first place in his own tier on the most recent PAL tier list.
In terms of buffs, Fox's Fire Fox now travels farther and faster, and it can now damage opponents while it charges, making it safer to use; the addition of [[Fox Illusion]] also strongly aids his recovery. His new Blaster also has rapid fire capabilities, improving his approach significantly. He also has faster and stronger attacks (with the exception of his Forward smash). He can now jump out of his shine after the first 4 frames and with the introduction of [[wavedashing]] gives him access to his [[Shine]] combos. His increased falling speed (the third highest in ''Melee'') has made his [[SHFFL]]`ing ability arguably the best SHFFL in ''Melee''.


Fox players who travel to attend large tournaments, such as {{Sm|Leffen}}, are forced to adjust to these changes in gameplay, which can be an obstacle when fighting in a foreign country or continent. A handful of these players own copies of both the PAL and NTSC versions of the game to allow practice before international tournaments, mainly to practice executing certain Fox-specific setups that are impossible in the PAL version but present in the NTSC version, or to practice accommodating for the lack of these setups with backup strategies.
Fox's nerfs are primarily due to his new physics; his air speed is now one of the slowest in the game (the sixth slowest to be exact) instead of the third fastest, and he is now considerably lighter in weight, making him more vulnerable to KOs. His Blaster also no longer produces hit stun. His Up aerial is more difficult to connect. Forward Smash is much weaker in terms of knockback.


==In 1-P Mode==
In terms of cosmetic changes, Fox now has a new taunt (his taunt in ''Smash 64'' is now being used for one of his victory taunts in ''Melee''), a different forward smash, a new forward aerial, and new throw animations (his forward and back throws were removed in ''Melee''). His new voice samples are also more energetic in sound.
==={{SSBM|Classic Mode}}===
In Classic Mode, Fox can appear as an ordinary opponent, an ally or opponent in team battles, alongside {{SSBM|Falco}}, {{SSBM|Captain Falcon}}, {{SSBM|Donkey Kong}} or {{SSBM|Samus}}, or as a metal opponent. In Fox's appearances, he appears on [[Corneria]] or [[Venom]] as a regular opponent, and on {{SSBM|Battlefield}} as a metal opponent. In team battles, he appears on {{SSBM|Mute City}} with Captain Falcon, on {{SSBM|Kongo Jungle}} with Donkey Kong, and on [[Brinstar]] with Samus.


===[[Adventure Mode]]===
==PAL Differences==
Fox appears on Stage 6 of the Adventure Mode on Corneria. In the first part of the stage, the player battles Fox, who will try and avoid the player. After defeating Fox once, the player will have to face him again, this time on offense donning his [[Alternate costume (SSBM)#Fox|red costume]] and featuring "trigger happy" Arwings, which fire at the stage considerably more often. Additionally, there is a chance that the player will fight {{SSBM|Falco}} instead of Fox, if the former is unlocked.
Like other characters, Fox has received some changes in the PAL version of Melee. While he can tech out of Falco's down throw and his forward aerial has more range on its hitbox, Fox is slightly lighter (making him lighter than {{SSBM|Kirby}}) and his smash attacks were all weakened.
==Trophy Descriptions==
In addition to the normal trophy about Fox as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Fox on any difficulty:


===[[All-Star Mode]]===
:'''Fox''' ''(Classic)''
Fox and his allies are fought on [[Corneria]].
:"''Fox McCloud is the leader of a band of adventurers-for-hire known as Star Fox. Fox and his fellow pilots Peppy, Slippy, and Falco patrol the Lylat system in their mother ship, the Great Fox. From the cockpit of his Arwing, Fox leads the ceaseless pursuit of the evil scientist Andross, who doomed Fox's father."''


===[[Event Matches]]===
:'''Fox''' ''(Adventure)''
Fox is featured in the following event matches:
:''Fox is among the quickest and nimblest of the Smash Bros. characters. His speed is offset by low firepower, however, and he's better at one-on-one fights than melees with multiple foes. His Blaster is unique: it does damage but it doesn't make enemies flinch. His Fox illusion is best used as a surprise attack.''
*'''[[Event 13: Yoshi's Egg]]''': As {{SSBM|Yoshi}}, the player must protect the [[Yoshi's Egg]] item from harm for 55 seconds against a team of Fox, {{SSBM|Donkey Kong}} and {{SSBM|Pikachu}} on [[Rainbow Cruise]].
:*B: Blaster
*'''[[Event 20: All-Star Match 2]]''': Fox is the last opponent to be fought in this series of staged battles. Their character battles him on the [[Corneria]] stage. With a timer of four minutes, the player must defeat him along with {{SSBM|Samus}}, {{SSBM|Link}}, {{SSBM|Zelda}}, and {{SSBM|Captain Falcon}}.
:*Smash B: Fox Illusion
*'''[[Event 23: Slippy's Invention]]''': The player chooses any character and must defeat Fox and {{SSBM|Falco}}, who are permanently under the effects of a [[Cloaking Device]], in a two-stock match on [[Venom]].
*'''[[Event 36: Space Travelers]]''': The player uses Ness and must defeat Samus, {{SSBB|Kirby}}, Fox, Captain Falcon, and Falco. The player battles the first three characters on [[Fourside]] and battles the last two on {{SSBM|Battlefield}}.
*'''[[Event 43: Birds of Prey]]''': The player uses Fox and must defeat a team consisting of Falco and Captain Falcon in a two-stock match on [[Big Blue]].


===[[Congratulations screen#Super Smash Bros. Melee|Ending Images]]===
:'''Fox''' ''(All-Star)''
:''Fox falls quickly, so he's a tough target to strike from below; however, this advantage can work against him when he goes flying sideways. You can use the Control Stick to set the direction of the Fire Fox technique while it's charging up. On a side note, Fox is also much lighter than he was in the N64 Super Smash Bros. game.''
:*Up & B: Fire Fox
:*Down & B: Reflector
<centeR>
<gallery>
<gallery>
FoxClassicMode.jpg|Classic Mode
File:Fox Trophy Melee.png|Classic
FoxAdventureMode.jpg|Adventure Mode
File:Fox3.jpg|Adventure
FoxAllStarMode.jpg|All-Star mode
File:Fox2.jpg|All-Star
</gallery>
</gallery>
</center>


==[[Trophies]]==
==[[Palette swap (SSBM)#Fox|Costumes]]==
In addition to the normal trophy about Fox as a character, there are two trophies about him as a fighter, unlocked by completing both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Fox on any difficulty:
[[File:Fox Palette (SSBM).png|frame|center|Fox's changeable clothing in SSBM]]
 
{{Trophy/Fighter
|name=Fox McCloud
|image=Fox Trophy Melee.png
|mode=Classic
|desc=Fox McCloud is the leader of a band of adventurers-for-hire known as Star Fox. Fox and his fellow pilots Peppy, Slippy, and Falco patrol the Lylat system in their mother ship, the Great Fox. From the cockpit of his Arwing, Fox leads the ceaseless pursuit of the evil scientist Andross, who doomed Fox's father.
|gamelist-ntsc={{Trophy games|game1={{iw|lylatwiki|Star Fox|game}}|release1=3/93}}
|gamelist-pal={{Trophy games|game1=Starwing}}
|game=Melee
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Fox McCloud
|image=Fox Trophy (Smash).png
|mode=Adventure
|desc=Fox is among the quickest and nimblest of the Smash Bros. characters. His speed is offset by low firepower, however, and he's better at one-on-one fights than melees with multiple foes. His Blaster is unique: it does damage, but it doesn't make enemies flinch. His Fox Illusion is best used as a surprise attack.
|gamelist=:B: Blaster
:Smash B: Fox Illusion
|game=Melee
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Fox McCloud
|image=Fox Trophy (Smash 2).png
|mode=All Star
|desc=Fox falls quickly, so he's a tough target to strike from below; however, this advantage can work against him when he goes flying sideways. You can use the Control Stick to set the direction of the Fire Fox technique while it's charging up. On a side note, Fox is also much lighter than he was in the N64 Super Smash Bros. game.
|gamelist=:Up & B: Fire Fox
:Down & B: Reflector
|game=Melee
}}
{{clrl}}
 
==[[Alternate costume (SSBM)#Fox|Alternate costumes]]==
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=4|[[File:Fox Palette (SSBM).png]]
|-
|{{Head|Fox|g=SSBM|s=25px}}
|{{Head|Fox|g=SSBM|s=25px|cl=Red}}
|{{Head|Fox|g=SSBM|s=25px|cl=Blue}}
|{{Head|Fox|g=SSBM|s=25px|cl=Green}}
|}
 
==Gallery==
<center>
<gallery>
SSBM Fox HQ.jpg|Official artwork of Fox.
SSBMWebsiteFox1.jpg|[[Idle pose|Idling]] on [[Venom]].
SSBMWebsiteFox2.jpg|Using his [[back throw]] on [[Pokémon Stadium]].
FoxBlasterMelee.jpg|Readying his {{b|Blaster|Fox}} on [[Onett]].
Fire Fox Move.jpg|Using [[Fire Fox]] on [[Fountain of Dreams]].
Fox Illusion Move.jpg|Using [[Fox Illusion]] on Pokémon Stadium.
FoxReflectorMelee.jpg|[[Reflector (Fox)|Reflecting]] [[Charizard]]'s Flamethrower on [[Brinstar]].
PeachClassicMode.jpg|[[Teeter]]ing on a [[ledge]] on {{SSBM|Kongo Jungle}}.
FalcoClassicMode.jpg|Lying next to {{SSBM|Falco}} on [[Corneria]].
CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on Corneria.
FalcoAdventureMode.jpg|Posing with Falco on Pokémon Stadium.
MarioAllStarMode.jpg|Knocked back by {{SSBM|Mario}}'s [[neutral aerial]] on Fountain of Dreams.
BowserAllStarMode.jpg|[[Taunt]]ing {{SSBM|Bowser}} on [[Temple]].
DrMarioAllStarMode.jpg|[[Stun]]ned next to {{SSBM|Dr. Mario}} on [[Princess Peach's Castle]].
DonkeyKongAllStarMode.jpg|Using Blaster on {{SSBM|Donkey Kong}} on Corneria.
CaptainFalconAllStarMode.jpg|Posing with Captain Falcon on {{SSBM|Final Destination}}.
NessAllStarMode.jpg|Using Blaster on {{SSBM|Ness}} on Pokémon Stadium.
</gallery>
</center>


==Trivia==
==Trivia==
*Fox is one of the only characters in ''Melee'' that can do a wall infinite, along with {{SSBM|Ness}}, {{SSBM|Pikachu}}, {{SSBM|Link}}, and {{SSBM|Pichu}}.
*Fox is one of the only characters in ''Melee'' that can do a wall infinite, along with [[Ness (SSBM)|Ness]], [[Pikachu (SSBM)|Pikachu]], and [[Pichu (SSBM)|Pichu]].
*Fox is the only character to have completely lost his [[forward throw|forward]] and [[back throw]]s from ''[[Super Smash Bros.]]'' to ''Melee''. {{SSB|Kirby}} and {{SSB|Jigglypuff}} both gained new forward throws in ''Melee'', but their former forward throws were moved to be their [[up throw]]s instead.
*Fox is the only character to have completely lost his [[forward throw|forward]] and [[back throw|back]] throws from ''[[Super Smash Bros.]]'' to ''Melee''. {{SSB|Kirby}} and {{SSB|Jigglypuff}} both gained new forward throws in ''Melee'', but their former forward throws were moved to be their [[up throw]]s instead.
*Fox is the only character in ''Melee'' with two soft-damage groans.
*For all three victory poses, Fox is the only character in ''Melee'' who says exactly the same quote - "Mission Complete."
*In ''Melee'', Fox uses his tail as a support while firing his Blaster, but not in later games.
*Fox is the only character in ''Melee'' with two medium-damage groans.
*Fox in ''Melee'' and {{SSBB|Meta Knight}} in ''Brawl'' are the only characters to have ever been in the SS tier.
*Contrary to popular belief, Fox`s taunt in ''SSB'' is not used for one of his victory taunts in ''Melee''. It was simply replaced by a new one.
**Fox in ''Melee'' is currently the only veteran to be ranked at the very top of the tier list ({{SSB4|Sheik}} in ''Smash 4'' was ranked #1 in early tier lists, but has since moved down to 4th).
 
==External links==
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/0707/index.html Fox's page at Smabura-Ken] ([[smashwiki:26TP/Fox|Translation]])
{{SSBMCharacters}}
{{SSBMCharacters}}
{{EnemiesAdvSSBM}}
{{EnemiesAdvSSBM}}
{{Star Fox}}
{{Star Fox}}
[[Category:Fox (SSBM)| ]]
[[Category:Characters (SSBM)]]
[[Category:Star Fox universe]]
[[Category:Trophies (SSBM)]]
[[Category:Trophies (SSBM)]]
[[es:Fox (SSBM)]]

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