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'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable [[starter character]] in ''[[Super Smash Bros. Melee]]''. | Announced at [[E3]] 2001, '''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable [[starter character]] in ''[[Super Smash Bros. Melee]]''. | ||
Shinobu Satouchi reprises his role as Fox | His Japanese voice actor, Shinobu Satouchi, reprises his role as Fox across all versions of the game, providing new and more energetic voice clips. | ||
Fox currently ranks 1st on the ''Melee'' [[tier list]], | Fox currently ranks 1st on the ''Melee'' [[tier list]], his best placement in the series to date. He is emblematic of speed, possessing fast attacks that also give him excellent comboing and damaging abilities. Overall, he can dominate foes with his quick movement and overpowering offense in all areas of his game. He also boasts numerous approaching methods, giving him some of the best neutral game options among the entire cast. He has access to effective, long-distance recovery options in [[Fire Fox]] and [[Fox Illusion]]. He has KO options and setups at a wide variety of percentages, and his high falling speed makes him resilient to vertical KOs. His aerial game also includes several low-lag yet effective and powerful moves to complement his ground game, especially when [[SHFFL]]'d, and is incredibly effective at approaching and edgeguarding. The main reason for Fox's success, however, is his {{b|Reflector|Fox}} (also known as the '''shine'''), which is one of the most versatile tools in the game. Aside from its intended purpose, the Reflector activates on frame 1 (making it the fastest move in the game), has set knockback, and can be [[jump cancel]]ed; this allows for [[shine spike]] gimps, neutral stance resets, getup option mixups, and even combos when [[wavedash]]ing is incorporated. | ||
Despite being ranked first, Fox is not flawless. One of Fox’s primary weaknesses is his rather short [[reach]], due to his lack of disjointed hitboxes outside of his Shine. As such, he gets outspaced by other top tiers, especially in aerial combat, though his fast movement can compensate for this. His high falling speed makes him very easy to combo and chaingrab off of a single conversion from the opponent, and his light weight can result in extremely early horizontal KOs if the player's [[DI]] is poor. Although he boasts long-distance recovery options, their linear paths makes it easier for certain characters like {{SSBM|Marth}} to predict his recovery path and [[edge guard]] or [[gimp]] him. Fox also has an extremely high technical learning curve, as most of his techniques require extremely nimble fingers and fast reaction time. Also, due to his aforementioned flaws, Fox is considered to be a glass cannon, where he could lose a stock if a single mistake is made, giving him a high cerebral learning curve. So while Fox has incredible fighting prowess and potential, many consider Fox to be arguably the hardest character to play as and master, requiring a lot of practice. Although Fox can rack up damage quickly, his combo game is rather unreliable, as many of his strings rely on tech-chasing and DI mixups rather than guaranteed hits. Fox also lacks a good combo finisher in his kit, as his shine spike is extremely situational and cannot be properly used to end his combos. Unlike other top tiers, such as {{SSBM|Falco}}, {{SSBM|Marth}}, {{SSBM|Sheik}}, and {{SSBM|Captain Falcon}}, who can net a kill off of starting a combo at mid percents, Fox's best option after a combo is to create an edgeguard situation (usually with his {{Mvsub|Fox|SSBM|back aerial}}), which gives the opponent a chance to recover. As such, Fox relies on getting a kill confirm at high percents to net KOs if he can't successfully edgeguard or shine spike his opponents. | Despite being ranked first, Fox is not flawless. One of Fox’s primary weaknesses is his rather short [[reach]], due to his lack of disjointed hitboxes outside of his Shine. As such, he gets outspaced by other top tiers, especially in aerial combat, though his fast movement can compensate for this. His high falling speed makes him very easy to combo and chaingrab off of a single conversion from the opponent, and his light weight can result in extremely early horizontal KOs if the player's [[DI]] is poor. Although he boasts long-distance recovery options, their linear paths makes it easier for certain characters like {{SSBM|Marth}} to predict his recovery path and [[edge guard]] or [[gimp]] him. Fox also has an extremely high technical learning curve, as most of his techniques require extremely nimble fingers and fast reaction time. Also, due to his aforementioned flaws, Fox is considered to be a glass cannon, where he could lose a stock if a single mistake is made, giving him a high cerebral learning curve. So while Fox has incredible fighting prowess and potential, many consider Fox to be arguably the hardest character to play as and master, requiring a lot of practice. Although Fox can rack up damage quickly, his combo game is rather unreliable, as many of his strings rely on tech-chasing and DI mixups rather than guaranteed hits. Fox also lacks a good combo finisher in his kit, as his shine spike is extremely situational and cannot be properly used to end his combos. Unlike other top tiers, such as {{SSBM|Falco}}, {{SSBM|Marth}}, {{SSBM|Sheik}}, and {{SSBM|Captain Falcon}}, who can net a kill off of starting a combo at mid percents, Fox's best option after a combo is to create an edgeguard situation (usually with his {{Mvsub|Fox|SSBM|back aerial}}), which gives the opponent a chance to recover. As such, Fox relies on getting a kill confirm at high percents to net KOs if he can't successfully edgeguard or shine spike his opponents. | ||
Regardless, his pros greatly outweigh his cons | Regardless, his pros greatly outweigh his cons, and 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 | 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 [[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'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]] 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]]. | ||
Additionally | 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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==Changes from ''[[Super Smash Bros.]]''== | ==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 | 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 new special move, known as [[Fox Illusion]], which can be used as an alternate 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 | Fox has also received notable nerfs, however. Although [[Blaster|Blaster's]] projectile travels faster and can fire rapidly, it deals less damage overall and can no longer deal knockback, 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 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 significantly 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 | Overall, Fox's strengths clearly 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 immense representation in [[tournament]]s with excellent results. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The graphical upgrades of the Nintendo GameCube give Fox a more proportionate build. He is taller and thinner | *{{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]]. He leans back, moves his left hand up and down and yells "come on".}} | |||
*{{change|Fox received a new [[taunt]]. He leans back, moves his left hand up and down and yells " | |||
**{{nerf|This new taunt has much more ending lag (FAF 60 → 110), making it riskier to use.}} | **{{nerf|This new taunt has much more ending lag (FAF 60 → 110), making it riskier to use.}} | ||
*{{change|Fox also received new voice samples that sound more energetic.}} | |||
===Attributes=== | ===Attributes=== | ||
*{{buff|Fox [[walk]]s | *{{buff|Fox [[walk]]s significantly faster (1.35 (45) → 1.6).}} | ||
*{{buff|Fox [[dash]]es faster ( | *{{buff|Fox [[dash]]es significantly faster (1.8 (60) → 2.2).}} | ||
**{{nerf|However, Fox's initial dash is significantly slower (2. | **{{nerf|However, Fox's initial dash is significantly slower (2.43 (81) → 1.9), no longer being the highest.}} | ||
*{{buff|Fox's [[traction]] is higher (0. | *{{buff|As with most of the returning veterans, Fox's [[traction]] is higher (0.06 (2) → 0.08), making it easier for him to punish [[out of shield]].}} | ||
*{{nerf|Fox's [[air speed]] is much slower (1. | *{{nerf|Fox's [[air speed]] is much slower (1.08 (36) → 0.83), going from third fastest out of 12 characters to the 7th slowest out of 26.}} | ||
**{{buff|However, his aerial approach is much greater due to the fact that | **{{buff|However, his aerial approach is much greater due to the fact that jumps now carry momentum from a dash, combined with Fox's lower short hop, as well as with him gaining the ability to fast fall while performing an aerial.}} | ||
*{{ | *{{nerf|As with the returning veterans, Fox [[jump]]s drastically lower (38.25375 (1275.125) → 27.62875), hindering his vertical recovery and ability to chase opponents above him.}} | ||
**{{buff|Fox's lower [[short hop]] significantly 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.}} | |||
**{{ | ***{{nerf|However, this also hinders his ability to [[auto-cancel]] his aerials.}} | ||
*{{change|Fox's [[gravity]] | *{{change|Fox's [[gravity]] has almost been doubled (0.12 (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 | *{{change|Fox [[falling speed|fall]]s drastically faster (1.8 (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 | **{{nerf|Fox's [[fast fall]]ing speed is higher (2.88 (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), | *{{nerf|Fox is catastrophically lighter (100 (1) → 75), drastically hindering 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.}} | *{{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 [[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.}} | ||
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**{{buff|Down tilt has less ending lag (FAF 30 → 28).}} | **{{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.}} | **{{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 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|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|Despite this, it still has worse combo potential overall due to the universal decrease to hitstun/the introduction of DI.}} | ||
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===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|All aerials except back aerial have less landing lag (16 frames → 15 (neutral), 30 frames → 22 (forward), 40 frames → 18 (up/down)).}} | ||
*{{nerf|All aerials except back aerial [[auto-cancel]] later (frame 32 → 37 (neutral), frame 24 → 49 (forward), frame 24 → 31 (down), frame 14 → 26 (up)). When combined with his lower short hop and higher gravity, Fox can no longer auto-cancel any of his aerials out of a short hop.}} | *{{nerf|All aerials except back aerial [[auto-cancel]] later (frame 32 → 37 (neutral), frame 24 → 49 (forward), frame 24 → 31 (down), frame 14 → 26 (up)). When combined with his lower short hop and higher gravity, Fox can no longer auto-cancel any of his aerials out of a short hop.}} | ||
**{{nerf|When combined with the weakening of [[L-cancel]]ling, this significantly hinders the safety and combo potential of Fox's aerials although his aerial pressure is even greater than before due to his faster falling speed and his ability to fast fall during an aerial.}} | **{{nerf|When combined with the weakening of [[L-cancel]]ling, this significantly hinders the safety and combo potential of Fox's aerials although his aerial pressure is even greater than before due to his faster falling speed and his ability to fast fall during an aerial.}} | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Neutral aerial has a slightly altered animation; Fox faces more away from his kicking-direction akin to his dash attack, and tucks in his right leg differently.}} | **{{change|Neutral aerial has a slightly altered animation; Fox faces more away from his kicking-direction akin to his dash attack, and tucks in his right leg differently.}} | ||
**{{buff|Neutral aerial has more overall utility due to Fox's lower jumps and higher gravity, making it a much more effective approach and pressure tool.}} | **{{buff|Neutral aerial has more overall utility due to Fox's lower jumps and higher gravity, making it a much more effective approach and pressure tool.}} | ||
**{{buff|Neutral aerial has less ending lag (FAF 50 → 42).}} | **{{buff|Neutral aerial has less ending lag (FAF 50 → 42).}} | ||
**{{nerf|The clean hit deals less damage (14% → 12%) without full compensation on its base knockback (0 → 10).}} | **{{nerf|The clean hit deals less damage (14% → 12%) without full compensation on its base knockback (0 → 10).}} | ||
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**{{nerf|The final hit only received an increase to its base knockback (0 → 50), hindering its KO potential.}} | **{{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|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|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|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 | ***{{nerf|As a result of these changes, forward aerial has lost almost all of the utility it had in the previous game, now being one of Fox's worst moves.}} | ||
*[[Back aerial]]: | *[[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.}} | **{{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 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 has less ending lag (FAF 40 → 38).}} | ||
**{{buff|Back aerial auto-cancels earlier (frame 28 → 24).}} | **{{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|However, it no longer auto-cancels as soon as its hitboxes are no longer active.}} | ||
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**{{nerf|Back aerial has more landing lag (15 frames → 20).}} | **{{nerf|Back aerial has more landing lag (15 frames → 20).}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial's first hit deals more damage (2% → 5%), increasing its overall damage potential (15% → 16%).}} | **{{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 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|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.}} | ||
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**{{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).}} | **{{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]]: | *[[Down aerial]]: | ||
**{{buff|Down aerial's upper hitbox deals more damage (2% → 3%), which increases the move's maximum damage potential (14% → 19.38%).}} | **{{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°).}} | **{{change|Down aerial's angle has been slightly altered (-70° → 290°).}} | ||
**{{nerf|Down aerial has more startup lag (frame 4 → 5).}} | **{{nerf|Down aerial has more startup lag (frame 4 → 5).}} | ||
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***{{nerf|However, this makes the throw slower against heavier 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 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 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.}} | **{{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: | *[[Floor attack]]s: | ||
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**{{nerf|The lasers no longer have an infinite duration, now only lasting 34 frames.}} | **{{nerf|The lasers no longer have an infinite duration, now only lasting 34 frames.}} | ||
*[[Fox Illusion]]: | *[[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]]: | *[[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 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 has a larger hitbox (3u → 4u).}} | ||
**{{buff|Fire Fox travels further and faster | **{{buff|Fire Fox travels further and faster.}} | ||
**{{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 | **{{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 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|Fox can now grab ledges from behind after dashing with Fire Fox.}} | ||
**{{buff|Fire Fox has less landing lag (12 frames → 6/3).}} | **{{buff|Fire Fox has less landing lag (12 frames → 6/3).}} | ||
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***{{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).}} | ***{{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|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|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.}} | ***{{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|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|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 lower reflection multiplier (1.8x → 1.5x), regaining its multiplier from the Japanese version of ''Smash 64''.}} | **{{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).}} | **{{nerf|Reflector has more ending lag after reflecting a projectile (FAF 25 → 39).}} | ||
==Version history== | ==Version history== | ||
Fox has received a bunch of nerfs in the [[PAL]] version of ''Melee'', being arguably the most nerfed character. The nerfs mainly impact his survivability | 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, as he is lighter and his recovery less effective, and slightly weaken the KO power of some of his moves. Additionally, although this is not a direct nerf, Fox is no longer able to [[waveshine]] {{SSBM|Marth}}, due to the latter's reduced weight. | ||
Despite this, his tournament viability is not severely affected, as he is also ranked 1st on the [[PAL tier list]] (though recently, this has become more debatable). | 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). | ||
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|neutralinf=y | |neutralinf=y | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |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. Its combo ability into other moves makes it the best jab in the game. | ||
|ftiltname= | |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= | |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= | |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= | |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= | |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 rather low knockback (extremely low base knockback - 10) for a smash attack, though it is fast, and is actually quite reliable at higher percentages (very high knockback scaling - 105), KOing usually at around 120%. | ||
|usmashname=Flip Kick | |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 bicycle kick. This move is very fast, and when used on the ground while facing the foe, it has very high vertical knockback. It is very reliable at mid-high damages. Shine into up smash is very useful for KOs. Considered one of the best up smashes in the game due to its extreme speed, extreme power, decent range, and ability to be easily set up into it. It is the second most powerful up smash in the game, behind {{SSBM|Pikachu}}'s. Fox's head is intangible during the early part of the animation. | ||
|dsmashname= | |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= | |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. One of the best neutral airs in the game due to its combo ability and reliable setups into shine. | ||
|fairname= | |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= | |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. | ||
|uairname= | |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 up smash give Fox an advantage against light, floaty characters, notably {{SSBM|Jigglypuff}} and {{SSBM|Kirby}}. Can be Smash DI'd out of however. Considered to be one of the best up airs in the game due to it's juggling prowess, speed, power, and ability to be comboed into. | ||
|dairname= | |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 a [[SHFFL]]'d approach option, with combo potential into moves like up tilt, up smash, and shine. It is the weakest [[spike]] in the game, with weak set knockback. | ||
|grabname=Grab | |grabname=Grab | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Knees opponent. | |pummeldesc=Knees opponent. | ||
|fthrowname= | |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= | |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= | |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 to up air), its chaingrab ability, and its juggle potential (up air juggles after up throw). | ||
|dthrowname= | |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 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. | ||
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|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 | |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, and thus considered one of the best Down B's in the game (along with Falco's). | ||
}} | }} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Notable players=== | ||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
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:''Any number following the Smasher name indicates placement on the [[2019 MPGR]], which recognizes the official top 100 players in the world in [[Super Smash Bros. Melee]].'' | |||
:''See also: [[:Category:Fox | :''See also: [[:Category:Fox professionals (SSBM)]]'' | ||
*{{Sm| | ====Active==== | ||
*{{Sm| | =====Ranked===== | ||
*{{Sm| | *{{Sm|Colbol|USA}} (#54) - One of the best Fox players in the world. Placed 9th at {{Trn|CEO 2019}}, 1st at {{Trn|Fight Pitt 9}}, and 3rd at {{Trn|Come to Papa 3}}. Has wins over {{Sm|Gahtzu}}, {{Sm|Stango}}, and {{Sm|Magi}} | ||
*{{Sm| | *{{Sm|Fiction|USA}} (#12) - Best solo-Fox main in SoCal. | ||
*{{Sm| | *{{Sm|iBDW|USA}} (#9) - Top player from New York, placed 4th at {{Trn|Smash Summit 8}} and {{Trn|CEO 2019}} with wins over players like {{Sm|Hungrybox}}, {{Sm|Mango}}, and {{Sm|Leffen}}. | ||
*{{Sm| | *{{Sm|Ice|Germany}} (#51) - Second best player in Germany. | ||
*{{Sm| | *{{Sm|Leffen|Sweden}} (#2) - World's best solo-Fox. | ||
*{{Sm| | *{{Sm|Lucky|USA}} (#20) - One of the best solo-Fox mains in SoCal. | ||
*{{Sm| | *{{Sm|Mango|USA}} (#3) - One of the five gods. He formerly mained Fox but now primarily uses him as a counterpick against Jigglypuff. He is the undisputed best player in SoCal. | ||
*{{Sm| | *{{Sm|Mew2King|USA}} (#10) - One of the [[Five Gods]]; began as a Fox main and dominated in 2006-2007 primarily using Fox and Marth. Now primarily uses {{SSBM|Marth}} and {{SSBM|Sheik}}, but still uses Fox for {{SSBM|Jigglypuff}}. | ||
*{{Sm|moky|Canada}} (#14) - The best fox player in Canada. Placed 7th at {{Trn|Get On My Level 2019}}, 5th at {{Trn|Shine 2019}}, and 9th at {{Trn|The Big House 9}} with wins over {{Sm|Plup}}, {{Sm|S2J}}, and {{Sm|Leffen}}. | |||
*{{Sm|Plup|USA}} (#8) - Co-mains with Sheik. Usually uses Fox against Jigglypuff, but sometimes has solo Fox showings, mostly at smaller tournaments. | |||
*{{Sm|Professor Pro|UK}} (#34) - Best player in the UK. Has wins on {{Sm|S2J}}, {{Sm|Fiction}}, {{Sm|Swedish Delight}}, {{Sm|ChuDat}}, and {{Sm|Ice}}. | |||
*{{Sm|Ryan Ford|Canada}} (#71) - One of the best players in Canada. Has wins on {{Sm|n0ne}}, {{Sm|Drephen}}, {{Sm|MoG}}, and {{Sm|Soonsay}}. | |||
*{{Sm|SFAT|USA}} (#11) - Best Fox main in NorCal and one of the top Fox players in the world. | |||
=====Unranked===== | |||
*{{Sm|Cactuar|USA}} - An old-school Fox player from Tristate, renowned in the community for his general game knowledge. | |||
*{{Sm|Chillin|USA}} - Arguably the first notable top Fox main. A pioneer of Fox's meta. One of the best Fox mains in MD/VA. | |||
*{{Sm|Lovage|USA}} - More known as a commentator nowadays. Still has one of the strongest Foxes on the West Coast, with a recent set win over {{Sm|Leffen}}. | |||
*{{Sm|Zgetto|Netherlands}} - Best Dutch Fox main. | |||
*{{Sm|JAVI|Mexico}} - One of the best players in Mexico, known for his dark horse performance at [[Apex 2012]], where he defeated {{Sm|PPMD}}. He was formerly ranked 37th on the [[2016 SSBMRank]]. | |||
====Inactive==== | |||
*{{Sm|Armada|Sweden}} - One of the five gods and Europe's best player. {{SSBM|Peach}} main with a strong Fox as a co-main. He retired from competitive singles on October 2018, but is still active in doubles. | |||
*{{Sm|Crush|USA}} - Best Fox in New England. He entered a few local tournaments under the tags of "Kimba" and "Bagheera" in June 2019, but hasn't been active since going on hiatus in June 2018. | |||
*{{Sm|Druggedfox|USA}} - Unranked in his homestate due to inactivity; 13th place at [[EVO 2016]], 17th at [[Super Smash Con 2016]], 9th at [[UGC Smash Open]]. Still active in doubles. | |||
*{{Sm|Hax$|USA}} (#19) - Originally a Captain Falcon main until his switch to Fox. Regarded as the most technical Fox player. Uses the B0XX to compete. Has since been banned from tournaments. | |||
*{{Sm|Jman|USA}} - The first [[Apex 2009|Apex]] champion for ''Melee''. | |||
*{{Sm|KDJ|USA}} - Triple-mained with Marth and Sheik before retiring. Considered one of the strongest ''Melee'' players in the pre-''Brawl'' era. | *{{Sm|KDJ|USA}} - Triple-mained with Marth and Sheik before retiring. Considered one of the strongest ''Melee'' players in the pre-''Brawl'' era. | ||
*{{Sm| | *{{Sm|Masashi|Japan}} - A Japanese ''Melee'' player from the pre-''Brawl'' era once ranked 1st in Japan. Now only plays [[Super Smash Bros. Ultimate|Ultimate]] as {{SSBU|Cloud}}. | ||
*{{Sm|PC Chris|USA}} - One of the best ''Melee'' players in the pre-''Brawl'' era. Dual mained {{SSBM|Falco}} and Fox. | |||
*{{Sm|Silent Wolf|USA}} - Formerly the Northwest's best player before retiring. Ranked 20th on the [[2016 SSBMRank]]. | |||
*{{Sm|PC Chris|USA}} - One of the best ''Melee'' players in the pre-''Brawl'' era | |||
*{{Sm|Silent Wolf|USA}} - Formerly the | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
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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. | The meteoric rise of {{Sm|Leffen}} in 2014 and 2015 as a solo Fox main, along with Mango's continued dominance, solidified many players' opinions about Fox's place at the top of the metagame. Many players who mained a lower-ranked character, most notably {{Sm|Hax}}, even abandoned their former character in favor of using only Fox, and other players, such as {{Sm|Armada}}, picked up Fox as a co-main to alleviate trouble against certain opponents. This heavily increased presence led panelists to rank Fox as decisively 1st on the tier list, which caused him to be placed in his own tier at the top of the most recent tier list (much akin to {{SSB|Pikachu}} in the previous iterations of the ''64'' tier list or {{SSBB|Meta Knight}} in ''Brawl''). However, his tier placement was met with some backlash; community members argued that designating Fox as "SS-tier" implied that he was overwhelmingly superior to the rest of the cast, when the true power gap between the top 3 characters was not actually that large, and that Fox was merely the most common and clear #1 out of them. | ||
In the modern metagame, the rise of {{Sm|Hungrybox}} and {{Sm|Zain}} as contenders for #1 in the world have made the ''Melee'' community re-evaluate Fox's status as the undisputed best in the game. Zain's dominance over Fox professionals with his Marth, in particular, has 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 grows, many players view 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. Regardless of this discussion, most of the community still places Fox in the highest tier, still citing his great potential and the ever-growing volume of top Fox players. However, many of them now believe that he shares this tier with Jigglypuff and Marth, and should no longer stand alone at the top. | |||
====PAL viability==== | ====PAL viability==== | ||
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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. | ||
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*'''[[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|Ending Images]]=== | ||
<gallery> | <gallery> | ||
FoxClassicMode.jpg|Classic Mode | FoxClassicMode.jpg|Classic Mode | ||
FoxAdventureMode.jpg|Adventure Mode | FoxAdventureMode.jpg|Adventure Mode | ||
FoxAllStarMode.jpg|All-Star | FoxAllStarMode.jpg|All-Star mode | ||
</gallery> | </gallery> | ||
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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: | ||
:'''Fox''' | |||
:''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.'' | |||
:*''[[lylatwiki: Star Fox (game)|Star Fox]]'' 03/93 | |||
:'''Fox''' [<span style="color:#FF0000">Smash</span>] | |||
:''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.'' | |||
:*B: [[Blaster]] | |||
:*Smash B: [[Fox Illusion]] | |||
:'''Fox''' [<span style="color:#0000FF">Smash</span>] | |||
:''Fox falls quickly, so he's a tough target to strike from below; however, this advantage can work against him when he goes flying sideways. You can use the Control Stick to set the direction of the Fire Fox technique while it's charging up. On a side note, Fox is also much lighter than he was in the N64 Super Smash Bros. game.'' | |||
:*Up & B: [[Fire Fox]] | |||
:*Down & B: [[Reflector]] | |||
: | |||
<center> | |||
| | <gallery> | ||
Fox Trophy Melee.png|Classic | |||
| | Fox Trophy (Smash).png|100px|[<span style="color:#FF0000">Smash</span>] | ||
Fox Trophy (Smash 2).png|[<span style="color:#0000FF">Smash</span>] | |||
| | </gallery> | ||
</center> | |||
==[[Alternate costume (SSBM)#Fox|Alternate costumes]]== | ==[[Alternate costume (SSBM)#Fox|Alternate costumes]]== | ||
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<gallery> | <gallery> | ||
SSBM Fox HQ.jpg|Official artwork of Fox. | SSBM Fox HQ.jpg|Official artwork of Fox. | ||
PeachClassicMode.jpg|Standing on a [[ledge]] on {{SSBM|Kongo Jungle}}. | |||
PeachClassicMode.jpg| | |||
FalcoClassicMode.jpg|Lying next to {{SSBM|Falco}} on [[Corneria]]. | FalcoClassicMode.jpg|Lying next to {{SSBM|Falco}} on [[Corneria]]. | ||
CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on Corneria. | CaptainFalconClassicMode.jpg|Knocked back by {{SSBM|Captain Falcon}}'s [[Falcon Kick]] on Corneria. | ||
FalcoAdventureMode.jpg|Posing with Falco on Pokémon Stadium. | FalcoAdventureMode.jpg|Posing with Falco on [[Pokémon Stadium]]. | ||
MarioAllStarMode.jpg|Knocked back by {{SSBM|Mario}}'s [[neutral aerial]] on Fountain of Dreams. | MarioAllStarMode.jpg|Knocked back by {{SSBM|Mario}}'s [[neutral aerial]] on [[Fountain of Dreams]]. | ||
BowserAllStarMode.jpg|[[Taunt]]ing {{SSBM|Bowser}} on [[Temple]]. | BowserAllStarMode.jpg|[[Taunt]]ing {{SSBM|Bowser}} on [[Temple]]. | ||
DrMarioAllStarMode.jpg|[[Stun]]ned next to {{SSBM|Dr. Mario}} on [[Princess Peach's Castle]]. | DrMarioAllStarMode.jpg|[[Stun]]ned next to {{SSBM|Dr. Mario}} on [[Princess Peach's Castle]]. | ||
DonkeyKongAllStarMode.jpg|Using Blaster on {{SSBM|Donkey Kong}} on Corneria. | DonkeyKongAllStarMode.jpg|Using {{b|Blaster|Fox}} on {{SSBM|Donkey Kong}} on Corneria. | ||
CaptainFalconAllStarMode.jpg|Posing with Captain Falcon on {{SSBM|Final Destination}}. | CaptainFalconAllStarMode.jpg|Posing with Captain Falcon on {{SSBM|Final Destination}}. | ||
NessAllStarMode.jpg|Using Blaster on {{SSBM|Ness}} on Pokémon Stadium. | NessAllStarMode.jpg|Using Blaster on {{SSBM|Ness}} on Pokémon Stadium. | ||
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*Fox is the only character in ''Melee'' with two soft-damage groans. | *Fox is the only character in ''Melee'' with two soft-damage groans. | ||
*In ''Melee'', Fox uses his tail as a support while firing his Blaster, but not in later games. | *In ''Melee'', Fox uses his tail as a support while firing his Blaster, but not in later games. | ||
*Fox, {{SSBM|Zelda}}, and {{SSBM|Mewtwo}} are the only characters whose artwork when selecting them differs when selecting their costumes. | |||
**In Fox and Zelda's cases, their renders when selecting their alternate costumes match their official artworks, but their render when selecting them is unique. | |||
*Fox in ''Melee'' and {{SSBB|Meta Knight}} in ''Brawl'' are the only characters to have ever been in the SS tier. | *Fox in ''Melee'' and {{SSBB|Meta Knight}} in ''Brawl'' are the only characters to have ever been in the SS tier. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |