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{{ArticleIcons|melee=y|featured=y}}
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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]].''
{{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
|ssbgame3     = SSB4
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = S
|tier         = SS
|tierPAL = SS
|tierPAL     = SS
|ranking = 1
|ranking     = 1
|rankingPAL = 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.''|cite=Description from ''Melee's'' manual.}}
Announced at [[E3]] 2001, '''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') 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.
True to his position, Fox is an extremely efficient fighter with fast attacks, excellent comboing and damaging ability, long recovery options, and numerous approaching methods boasting some of the best neutral game options among the entire cast. 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. Fox's main tool in his success, however, is his [[Reflector (Fox)|Reflector]] (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.


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 top tier, Fox is not flawless. 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 a very long recovery distance, he only has linear recovery options, which makes it easier for certain characters like {{SSBM|Marth}} to predict his recovery path and edgeguard 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 process and potential, many consider Fox to be arguably the hardest character to play as and master, requiring a lot of practice.


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 outshine his cons, and Fox is notable for being one of only four characters in the series (the other three being {{SSB|Pikachu}} in ''Smash 64'', {{SSBM|Falco}} in ''Melee'', and {{SSBB|Meta Knight}} in ''Brawl'') to have no disadvantageous matchups, with only three ({{SSBM|Falco}}, {{SSBM|Marth}} and {{SSBM|Samus}}) being considered even.
 
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 exceptionally quick, 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 normal [[falling speed]], tied with {{SSBM|Captain Falcon}} for 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'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]].
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]] 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]].


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 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%.


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 [[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]].
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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.
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.


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.
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's recovery is among the best in the game, 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 and shortening his Fox Illusion, 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 has the option of [[wall jump]]ing in an attempt to further his recovery attempts; this technique, however, is situational, as there are very few positions where wall jumping would be more beneficial to him than simply recovering conventionally.
 
==Changes from ''[[Super Smash Bros.]]''==
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.
 
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.


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.
==Changes from ''[[Smash 64]]'' to ''Melee''==
Fox received a mix of buffs and nerfs upon making the transition between games but was buffed overall, with an increase in K.O power, recovery, and movement options.


===Aesthetics===
===Aesthetics===
*{{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 received a new [[taunt]].}}
*{{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 also received new voice samples that sound more energetic.}}
*{{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===
===Attributes===
*{{buff|Fox [[walk]]s much faster (1.2 (36) → 1.6).}}
*{{buff|Fox has an increase in his initial dash frames, which makes his dash dance significantly better.}}
*{{buff|Fox [[dash]]es faster (2 (60) → 2.2).}}
*{{buff|Fox walks significantly faster (0.45 → 1.6).}}
**{{nerf|However, Fox's initial dash is significantly slower (2.7 (81) → 1.9), no longer being the highest.}}
*{{change|Fox has significantly increased [[falling speed]] (60 → 2.8). His increased falling speed aids his [[approach]] due to his very strong [[SHFFL]], and makes him harder to KO vertically, but makes him more susceptible to combos.}}
*{{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 (36 0.83), going from among the fastest in ''Smash 64'' to among the slowest in ''Melee''.}}
*{{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.}}
*{{nerf|Fox is significantly lighter (100 → 75 (NTSC)/73 (PAL)), making him much easier to KO horizontally.}}
**{{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===
===Ground Attacks===
*[[Neutral attack]]:
*{{buff|Dash attack has more combo ability.}}
**{{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|Fox has a new up tilt where he kicks behind and above himself. It has stronger knockback and has better combo potential.}}
**{{buff|The first two hits transition faster (frame 10 (both) → 6 (hit 1)/7 (hit 2)).}}
*{{nerf|Down tilt has less combo ability.}}
**{{buff|The loop hits have less startup lag (frame 10 → 9).}}
*{{buff|New forward smash: a tumbling-spinning back kick from a turning leap that moves him forward. It is slightly quicker.}}
**{{buff|The loop hits have a shorter ending animation (14 frames → 9).}}
*{{nerf|New forward smash has much weaker knockback and deals 2% less damage (17% → 15%).}}
**{{buff|The loop hits have gained an additional hitbox on Fox's leg.}}
*{{buff|Up smash deals 2% more damage (16% → 18%).}}
**{{change|The loop hits angles have been slightly altered (80° → 78°).}}
*{{buff|Down smash deals 1% more damage (14% → 15%).}}
**{{nerf|The second hit has a shorter duration (frames 4-6 → 3-4).}}
*{{nerf|Down smash doesn't [[semi-spike]] as effectively due to its reduced knockback.}}
**{{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===
===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)).}}
*{{buff|Neutral aerial has stronger knockback and more overall utility.}}
*{{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|Neutral aerial does less damage (14% 12%).}}
**{{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.}}
*{{change|Neutral aerial has an altered animation; Fox faces more away from his kicking-direction akin to his dash attack, and tucks in his right leg differently. The hitbox via the leg placement is also somewhat more horizontal.}}
*[[Neutral aerial]]:
*{{change|Fox has a new forward aerial; he spin kicks rapidly at a slanted-upward angle exactly five times to his right.}}
**{{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|New forward aerial has more damage potential (12% → 17%).}}
**{{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.}}
*{{nerf|New forward aerial is much weaker and has much less utility. It also fails to link properly at times due to the bad physics on the attack, especially on lighter characters.}}
**{{buff|Neutral aerial has less ending lag (FAF 50 → 42).}}
*{{buff|Back aerial has a bigger hitbox aimed slightly higher and does more knockback. It also does 3% more damage (12% 15%).}}
**{{nerf|The clean hit deals less damage (14% → 12%) without full compensation on its base knockback (0 → 10).}}
*{{change|Back aerial has an altered animation: Fox's upper body is more upright even during the ending turn (altering the pertaining hurtbox), with his left leg pointing more diagonally-downward and being a bit bent (which shrinks the pertaining hitbox).}}
*[[Forward aerial]]:
*{{buff|Up aerial does 1% more damage (15% → 16%) and has increased knockback.}}
**{{change|Fox has a new forward aerial; he spin kicks rapidly at a slanted-upward angle exactly five times to his right.}}
*{{nerf|Up aerial is more difficult to [[sweetspot]], and is much less useful during aerial approaches due to Fox's lower air speed. The first hit's set knockback is also slightly lower, and has less ability to be followed up with other aerials.}}
**{{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|Down aerial has less [[landing lag]] making it much harder to punish.}}
**{{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===
===Grabs and Throws===
*[[Grab]]:
*{{buff|Fox has been given an up and a down throw, providing him with more options after a 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|New forward and back throws have much weaker knockback to the point where they cannot K.O. reliably.}}
**{{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===
===Special Moves===
*[[Blaster (Fox)|Blaster]]:
*{{buff|[[Blaster (Fox)|Blaster]] fires much faster, and has rapid-fire capabilities, improving his approach.}}
**{{change|"Blaster Shot" has been renamed to simply "Blaster".}}
*{{nerf|Blaster no longer causes [[hitstun]] on opponents and deals less damage (6% → 3%), making it less effective for stopping opponents' approaches. Laser followups and setups are also no longer possible due to this.}}
**{{buff|Blaster has much less startup (frame 25 (ground)/15 (aerial) → 12/10) and ending lag (FAF 55 (ground)/45 (aerial) → 41/37).}}
*{{change|[[Fox Illusion]] gives him an additional [[recovery]] option, and also makes his horizontal recovery considerably quicker.}}
**{{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|[[Reflector (Fox)|Reflector]] can now be jump-cancelled, which, along with the introduction of [[waveshining]], allows shine combos. This also means Fox can quickly followup a grounded shine without having to go through the normal short hop animation; it can be sped up using a wavedash or simply a [[wavedrop]].}}
**{{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|[[Fire Fox]] can damage opponents while charging (leaving Fox less vulnerable), and it travels further and faster. It can also be used near the edge when Fox is facing it to quickly grab the edge, allowing him to stall or setup [[edgehog]]s and shine spikes.}}
**{{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==
===PAL differences===
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.
Like other characters, Fox has received some changes in the [[PAL]] version of ''Melee'', which nerfed him overall, but it does not severely affect his tournament viability, as he is also ranked 1st on the [[PAL tier list]].
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'''
*{{buff|Weight no longer 75, so he can tech out of {{SSBM|Falco}}'s down throw.}}
*{{nerf|Fox is lighter (75 → 73), which hinders his endurance.}}
*{{nerf|[[Weight]] reduced from 75 to 73, making Fox now lighter than {{SSBM|Kirby}}.}}
**{{buff|However, this allows him to tech out of {{SSBM|Falco}}'s down throw.}}
*{{nerf|Up smash deals 1% less damage and has noticeably less base knockback and knockback scaling.}}
*{{nerf|Dash attack's late hit has a shorter duration (10 frames → 9) and sends opponents at a less vertical angle (72° → 55°).}}
*{{nerf|Down smash deals 2% less damage and sends enemies on a slightly higher angle, making it easier to [[DI]].}}
*{{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|[[Fire Fox]]'s strong hitbox is slightly smaller, deals 2% less damage and travels less distance.}}
*{{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==
==Moveset==
Line 297: Line 101:
|neutralinf=y
|neutralinf=y
|neutralcount=2
|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}})
|neutralname= 
|neutral1dmg=4%
|neutral1dmg=4%
|neutral2dmg=4%
|neutral2dmg=4%
|neutralinfdmg=1% (loop)
|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.
|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. It's 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'')
|ftiltname= 
|ftiltdmg=9%
|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.
|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'')
|utiltname= 
|utiltdmg=12% (foot grounded), 9% (leg & foot aerial)
|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.
|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'')
|dtiltname= 
|dtiltdmg=10%
|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.
|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'')
|dashname= 
|dashdmg=7% (clean), 5% (late)
|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]].
|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'')
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBM|15}} (clean), {{ChargedSmashDmgSSBM|12}} (late)
|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%.
|fsmashdesc=Performs a flying hook kick. Has moderately low knockback (extremely low base knockback - 10) for a smash, 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'')
|usmashname=Flip Kick
|usmashdmg={{ChargedSmashDmgSSBM|18}}/{{ChargedSmashDmgSSBM|17}} (clean NTSC/PAL), {{ChargedSmashDmgSSBM|13}} (late)
|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.
|usmashdesc=Performs a backflip 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. Widely considered the best u-smash in the game due to its extreme speed, extreme power, decent range, and ability to be easily set up into it. However, it is actually the second most powerful u-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'')
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBM|15}}/{{ChargedSmashDmgSSBM|13}} (feet NTSC/PAL), {{ChargedSmashDmgSSBM|12}} (legs)
|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.
|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'')
|nairname= 
|nairdmg=12% (clean), 9% (late)
|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.
|nairdesc=Sticks his foot out, a simple [[sex kick]]. A very quick aerial, good against shields and great power when it first comes out. Arguably the best nair 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'')
|fairname= 
|fairdmg=7% (hit 1), 5% (hit 2), 6% (hit 3), 4% (hit 4), 3% (hit 5)
|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.
|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}})
|bairname= 
|bairdmg=15% (clean right leg), 9% (clean left leg, late)
|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.
|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. Also one of the best back airs in the game.
|uairname=McCloud Flip ({{ja|テイル&レッグ|Teiru ando Reggu}}, ''Tail & Leg'')
|uairname= 
|uairdmg=5% (hit 1), 13% (hit 2)
|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.
|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 u-smash give Fox an advantage against light, floaty characters, notably {{SSBM|Jigglypuff}} and {{SSBM|Kirby}}. Can be Smash DI'd out of however. Widely considered to be the best up air 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}})
|dairname= 
|dairdmg=2-3% (hits 1-7)
|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.
|dairdesc=Spins around, drilling downwards with his extended foot. Useful as [[SHFFL]]'d approach, with combo potential into moves like uptilt, upsmash, and shine. It is the weakest [[spike]] in the game, with weak set knockback.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=
|grabdesc=
|pummelname=Knee ({{ja|つかみニーバット|Tsukami Nībatto}}, ''Grab Kneebutt'')
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Knees opponent.
|pummeldesc=Knees opponent.
|fthrowname=Elbow Bash ({{ja|スマッシュエルボー|Sumasshu Erubō}}, ''Smash Elbow'')
|fthrowname= 
|fthrowdmg=4% (hit 1), 3% (throw)
|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.
|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'')
|bthrowname= 
|bthrowdmg=2% (throw), 2% (shots)
|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.
|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'')
|uthrowname= 
|uthrowdmg=2% (throw), 2% (shots)
|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).
|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 up air), its chaingrab ability, and it's 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'')
|dthrowname= 
|dthrowdmg=1% (shots), 1% (throw)
|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.
|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 straight down. However, this also allows it to be meteor cancelled or teched, and so tends to be overshadowed by upthrow, which has true combo followups on the majority of the cast. However, it can be used as a mixup on high percent opponent, or techchased into a KO move.
|floorfname= 
|floorfname= 
|floorfdmg=6%
|floorfdmg=6%
Line 370: Line 174:
|nspage=Blaster (Fox)
|nspage=Blaster (Fox)
|nsdmg=2-3%
|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]].
|nsdesc=Fox fires a laser from his Blaster. The fastest projectile used by any character in the game, but it does not make opponents flinch, unlike in the previous game. It is mainly used from long range as [[Short hop laser|short hop lasers]] or short hop double lasers to camp and bring up damage for an u-throw into uair combo or a u-smash. If used on the ground, there is ending lag. This attack has [[Priority#Transcendent_priority|transcendent priority]].
|ssname=Fox Illusion
|ssname=Fox Illusion
|ssdmg=7%
|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.
|ssdesc=Fox dashes forward, leaving an afterimage behind him. A fairly quick but linear horizontal recovery move. Can be shortened at different distances by pressing the B button again on specific frames.
|usname=Fire Fox
|usname=Fire Fox
|usdmg=2% (charge loop), 14%/12% (dash NTSC/PAL)
|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.
|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. Can damage opponents during the charging. Less predictable than illusion given the ability to angle, but still a fairly linear recovery. Techniques such as mangling and sweetspotting give it potent mixups. Has next to no landing lag making it hard to punish on landing and is overall considered the best Recovery Up B in the game due to its distance and mixup potential. It was nerfed in the PAL version of melee however.
|dsname=Reflector
|dsname=Reflector
|dspage=Reflector (Fox)
|dspage=Reflector (Fox)
|dsdmg=5% (startup), 1.5x damage for reflected projectiles
|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.
|dsdesc=Informally referred to as the Shine, it reflects any projectiles that hit it right back at the opponent who fired them for 1.5x damage and knockback. This move has low set knockback, but is an extremely useful [[semi-spike]] as it can drag opponents offstage while [[edgeguarding]], to prevent them from recovering - it stuns them as well. 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 offstage (after using a spike, for example), and it also gives him access to the [[waveshine]] technique. Fox has invincibility on the first frame of the animation. Considered one of the best moves in the entire game and the best Down B in the game along with Falco's.  
}}
 
===Stats===
'''NTSC'''
{{Attributes
|cast = 26
|weight = 75
|rweight = 22
|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'''
{{Attributes
|cast = 26
|weight = 73
|rweight = 23
|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 = 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===
[[File: Fox Announcer SSBM.wav]]
===[[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.}}
{{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 pose]]===
{{Idle|desc=Slightly looks towards his right side and twitches his ears.|image=Fox Idle Pose Melee.gif}}
{{Idle|desc=Slightly looks towards his right side and twitches his ears.|image=Fox Idle Pose Melee.png}}


===[[Crowd cheer]]===
===[[Crowd cheer]]===
Line 480: Line 205:
|victory-theme=StarFoxThemeMelee.ogg
|victory-theme=StarFoxThemeMelee.ogg
|victory-desc=A rendition of a portion of the main theme of ''Star Fox 64''.
|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-1=Swirls gun into holster and says, "Mission Complete!"; {{ja|作成資料。|Sakusei shiryō.}} which translates to "Data documented."
|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."
|desc-2=Looks at the top left of the screen and says "Mission Complete!"; {{ja|作成資料。|Sakusei shiryō.}} which translates to "Data documented."
:*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=Looks at both sides and says, "Mission Complete!"; {{ja|これより感謝の。|Kore yori kansha no.}} which roughly translates to "No thanks from this."
|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.]]''
:*If the language is set to Japanese and Fox wins against {{SSBM|Falco}}, he may say {{ja|きにする, ファルコ。|Ki ni suru, Faruko.}}, which roughly translates to "No worries, Falco."
|char=Fox}}
|char=Fox}}


==In [[competitive play]]==
==In [[competitive play]]==
===Most historically significant players===
===[[Character matchups (SSBM)|Matchups]]===
{{cleanup|The write-ups for players need to be rewritten to better explain how they are historically significant.}}
{{SSBMMatchupTable|fox=yes}}
<!--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 -->
As one of the only two characters in the game to not have any disadvantageous matchups (the other being {{SSBM|Falco}}), Fox has, undisputably, the best matchup spread in ''Melee''. He has only three matchups that are even, while he [[soft counter]]s six characters, [[counter (matchup)|counter]]s seven, and [[hard counter]]s nine (second most in the game, behind {{SSBM|Sheik}}). Fox has many advantages that help him against any character, such as his quick, versatile [[combo]] ability, great aerial attacks, and his very effective [[shine]] techniques, including a potential [[waveshine infinite]] that, even if performed to a limited degree, can shut down a large portion of the cast. Fox, however, does suffer from flaws; his very high [[falling speed]] and very low [[air speed]] undermine his otherwise relatively long recovery, making him predictable off the stage and easy to [[gimp]] and [[edgeguard]] by characters such as Falco, {{SSBM|Jigglypuff}} and {{SSBM|Marth}}. With his said falling speed, characters such as Marth can easily [[chaingrab]] him, and his light weight attribute makes him easy for characters such as {{SSBM|Samus}} to KO horizontally.


:''See also: [[:Category:Fox players (SSBM)]]''
===Notable players===
*{{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}}.
:''See also: [[:Category:Fox professionals (SSBM)]]''
*{{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===
====Active====
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.
*{{Sm|Aisengobay|Brazil}}
*{{Sm|Armada|Sweden}} - One of the five gods and Europe's best player. {{SSBM|Peach}} main with a strong Fox as a co-main.
*{{Sm|Cactuar|USA}}
*{{Sm|Chillin|USA}} - Arguably the first notable top Fox main. A pioneer of Fox's meta. Best Fox main in MD/VA.
*{{Sm|Colbol|USA}} - Best Fox main in Florida
*{{Sm|DJ Nintendo|USA}}
*{{Sm|Druggedfox|USA}} - Ranked 1st on the [[Georgia Melee Power Rankings]]; 13th place at [[EVO 2016]], 17th at [[Super Smash Con 2016]], 9th at [[UGC Smash Open]]
*{{Sm|Fiction|USA}} - One of the best Fox mains in SoCal. Was in the Top 25 of the [[2014 SSBMRank]].
*{{Sm|Forward|USA}}
*{{Sm|Fuzzyness|UK}} - Second best player in the UK.
*{{Sm|HomeMadeWaffles|USA}}
*{{Sm|Ice|Germany}} - Best player in Germany.
*{{Sm|Javi|Mexico}} - Best player in Mexico.
*{{Sm|Kels|USA}}
*{{Sm|KJH|USA}} - Top 3 in Michigan.
*{{Sm|Kounotori|Japan}} - Top 3 in Japan.
*{{Sm|Leffen|Sweden}} - Europe's best solo-Fox.
*{{Sm|Lovage|USA}}
*{{Sm|Lucky|USA}} - Best solo-Fox main in SoCal.
*{{Sm|Mango|USA}} - Undisputed best player in SoCal.
*{{Sm|Mew2King|USA}} - One of the five gods. Also mains {{SSBM|Marth}} and {{SSBM|Sheik}}.
*{{Sm|Mike Haze|USA}} - One of the best Fox mains in SoCal.
*{{Sm|Professor Pro|UK}} - Best player in the UK.
*{{Sm|Redd|USA}}
*{{Sm|Rudolph|Japan}} - Japan's best Fox player (who primarily mains Marth). Ranked 52nd on the [[2016 SSBMRank]].
*{{Sm|Ryan Ford|Canada}} - Best Canadian Fox main.
*{{Sm|SFAT|USA}} - Best Fox main in NorCal.
*{{Sm|Silent Wolf|USA}} - The Northwest's best player. Ranked 11th on the [[2015 SSBMRank]].
*{{Sm|Weon-X|Canada}}
*{{Sm|Westballz|USA}} - Falco main with a strong Fox secondary.
*{{Sm|Zgetto|Netherlands}} - Best Dutch Fox main.


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.
====Inactive====
*{{Sm|Hax|USA}} - Originally a {{SSBM|Captain Falcon}} main until his switch to Fox. Regarded as the most technical Fox player. Currently on hiatus due to hand pain and insomnia.
*{{Sm|Jman|USA}} - The first [[Apex 2009|Apex]] champion for ''Melee''.
*{{Sm|KDJ|USA}}
*{{Sm|Masashi|Japan}} - A Japanese ''Melee'' player from the pre-''Brawl'' era known for not [[wavedashing]]. Now only plays {{forwiiu}} as {{SSB4|Cloud}}.
*{{Sm|PC Chris|USA}} - One of the best ''Melee'' players in the pre-''Brawl'' era. Also mained {{SSBM|Falco}}
*{{Sm|Remen|Netherlands}} - One of the best players in the Netherlands. Has switched to maining Falco.
*{{Sm|ZeRo|Chile}} - Best Chilean Fox main. Now only plays {{forwiiu}} as {{SSB4|Diddy 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.
===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. In the early metagame, although dedicated Fox professionals such as {{Sm|Thunders}} and {{Sm|Chillin}} showed early signs of great technical ability, they were considered far too inconsistent; many of the top players of that era, including {{Sm|Ken}} and {{Sm|Azen}}, used Fox only as a secondary for specific matchups, and only a few dedicated mains made any impact with him in serious tournament settings.


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.
Eventually, more dedicated Fox mains, such as {{Sm|PC Chris}}, {{Sm|FASTLIKETREE}}, {{Sm|KoreanDJ}}, and {{Sm|Mew2King}} began to revitalize his metagame, incorporating much higher levels of technical skill that not many had seen before. These players began placing within the top 8 of [[Major League Gaming|MLG]]-sponsored tournaments, and their consistency and dominance against the majority of other top professional players resulted in Sheik's dethroning from first to third place on the eighth revision of the tier list in July of 2006. 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 both sets of grand finals. This cemented Fox's position on the tier list, and since then, he has never fallen from the top spot.


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.
Some smashers, however, are currently disputing Fox's standing on the tier list. Although Fox has one of the most developed metagames and the largest notable player base in ''Melee'' by far, his players are unable to win as many tournaments as professionals of characters below him, because he is one of the hardest characters to play consistently at the top level; even the best Fox professionals frequently lose in important tournament matches due to technical errors or mistimed reads. Additionally, the Fox matchup is almost universally known, making it extremely difficult for newer players to find tournament success with him. However, due to {{Sm|Mango}}'s victories at [[EVO 2013]], [[MLG Anaheim 2014]], and [[EVO 2014]] with almost only Fox, as well as his amazing raw potential, Fox's spot on the tier list is currently considered secure.


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.
Recent trends in the metagame have seen a major increase in the usage of Fox; he is by far the most common character in doubles matches, and the most common character in singles matches as well. Many players who mained a lower-tiered character, most notably {{Sm|Hax}}, have abandoned their former character in favor of using only Fox, and other players, such as {{Sm|Armada}}, switch to Fox when they are having trouble against certain opponents. This overwhelming presence has lead to Fox being 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, two of the "[[The Five Gods|gods]]" &mdash; {{Sm|PPMD}}, who uses {{SSBM|Falco}}/{{SSBM|Marth}}, and {{Sm|Hungrybox}}, who uses {{SSBM|Jigglypuff}} &mdash; have not recently used Fox against high-level opponents in tournaments.


====PAL viability====
====PAL viability====
Line 533: Line 277:
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 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.


==In 1-P Mode==
==In [[Solo#1-P Mode|1-P Mode]]==
==={{SSBM|Classic Mode}}===
==={{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.
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.
Line 551: Line 295:
*'''[[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]].
*'''[[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|Congratulations Screens]]===
===[[Congratulations screen#Super Smash Bros. Melee|Ending Images]]===
<gallery>
<gallery>
FoxClassicMode.jpg|Classic Mode
FoxClassicMode.jpg|Classic Mode
FoxAdventureMode.jpg|Adventure Mode
FoxAdventureMode.jpg|Adventure Mode
FoxAllStarMode.jpg|All-Star Mode
FoxAllStarMode.jpg|All-Star mode
</gallery>
</gallery>


==[[Trophies]]==
==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 both [[Adventure Mode|Adventure]] and [[All-Star]] modes respectively with Fox on any difficulty:
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:


{{Trophy/Fighter
:'''Fox'''
|name=Fox McCloud
:''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.''
|image=Fox Trophy Melee.png
:*[[lylatwiki: Star Fox (game)|Star Fox]] [03/93]
|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
:'''Fox''' [<span style="color:#FF0000">Smash</span>]
|name=Fox McCloud
:''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.''
|image=Fox Trophy (Smash).png
:*B: Blaster
|mode=Adventure
:*Smash B: Fox Illusion
|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
:'''Fox''' [<span style="color:#0000FF">Smash</span>]
|name=Fox McCloud
:''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.''
|image=Fox Trophy (Smash 2).png
:*Up & B: Fire Fox
|mode=All Star
:*Down & B: Reflector
|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>
<center>
<gallery>
<gallery>
SSBM Fox HQ.jpg|Official artwork of Fox.
Fox Trophy Melee.png|Classic
SSBMWebsiteFox1.jpg|[[Idle pose|Idling]] on [[Venom]].
Fox Trophy (Smash).png|100px|[<span style="color:#FF0000">Smash</span>]
SSBMWebsiteFox2.jpg|Using his [[back throw]] on [[Pokémon Stadium]].
Fox Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>]
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>
</gallery>
</center>
</center>
==[[Alternate costume (SSBM)#Fox|Alternate costumes]]==
[[File:Fox Palette (SSBM).png|frame|center|Fox's alternate costumes in ''Melee'']]


==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 {{SSBM|Ness}}, {{SSBM|Pikachu}}, {{SSBM|Link}}, and {{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]]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 in ''Melee'' with two soft-damage groans.
*Fox is the only character in ''Melee'' with two soft-damage yells.
*In ''Melee'', Fox uses his tail as a support while firing his Blaster, but not in later games.
*Fox is one of 3 characters to ever be placed in their own tier over the rest of the cast, the other two being {{SSBB|Meta Knight}} in ''Brawl'', and {{SSB|Pikachu}} in ''Super Smash Bros''.
*Fox in ''Melee'' and {{SSBB|Meta Knight}} in ''Brawl'' are the only characters to have ever been in the SS tier.
**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:Trophies (SSBM)]]
[[Category:Star Fox universe]]
[[es:Fox (SSBM)]]
[[Category:Fox (SSBM)]]

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