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{{ | {{disambig2|Fox's appearance in ''Super Smash Bros. Melee''|the character in other contexts|Fox McCloud}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Fox | |name = Fox | ||
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|ssbgame4 = SSBU | |ssbgame4 = SSBU | ||
|availability = [[Starter character|Starter]] | |availability = [[Starter character|Starter]] | ||
|tier = | |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]] 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. Fox's main tool in his 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 | Despite being ranked first, 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 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 process and potential, many consider Fox to be arguably the hardest character to play as and master, requiring a lot of practice. | ||
Regardless, his pros greatly outweigh his cons | Regardless, his pros greatly outweigh 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. | ||
==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 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]] | 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 | 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 | 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, 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. | ||
==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||
Fox received a mix of buffs and nerfs upon making the transition between games | Fox received a mix of buffs and nerfs upon making the transition between games but was buffed overall. Fox is still a fast faller but to an even greater extent with his [[fall speed]] and especially his [[gravity]] being increased significantly. Fox has seen an increase in K.O. power, recovery, and movement options, all 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. This buff alongside the introduction of wavedashing eventually became the birth of a new technique known as [[waveshining]]. When successfully performing a waveshine, Fox can easily follow-up into a range of many different attacks which makes up for the fact that Reflector no longer [[auto-cancel]]s on landing. Reflector also no longer knocks down opponents whose [[weight]] is above 85 units which allows for followups and even potential infinites. | ||
Fox has also received notable nerfs, however | Fox has also received notable nerfs, however, with one being his [[Blaster]]. Although 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 the increase in K.O. power some of his moves received, some moves also have reduced K.O. power most notably his throws and smash attacks (although his smash attacks have less ending lag and his up smash is still a super effective K.O. move). Lastly, Fox's weight was significantly decreased hindering his horizontal endurance. While his higher falling speed and gravity more than 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 (although his own up throw is arguably the best in the game). | ||
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. His has seen immense representation in [[tournament]]s with excellent results. His effectiveness at a human level however has become somewhat debatable in recent memory due to his immense level of execution resulting in some people believing that he is not the best character in the game at a human level believing that simpler and more consistent characters such as Jigglypuff are more worthy of that title. | ||
===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 (0.45 → 1.6).}} | ||
*{{buff|Fox [[dash]]es faster | *{{buff|Fox [[dash]]es significantly faster (60 → 2.2).}} | ||
*{{nerf|Fox's initial dash is much slower (81 → 1.9), no longer being the highest.}} | |||
*{{buff|Fox | **{{buff|However, it covers more distance despite this and Fox has an increase in his initial dash frames, which makes his dash dance significantly better.}} | ||
*{{ | *{{change|Fox has significantly increased [[falling speed]] (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.}} | ||
*{{change|Fox's [[gravity]] is drastically higher (4.0 → 0.23). This has the same benefits and drawbacks as his higher falling speed as well as reducing the height of his [[jump]]s.}} | |||
**{{nerf|As a result, Fox's jumps are lower.}} | |||
*{{buff|Fox's [[fast fall]]ing speed is higher (96 → 3.4).}} | |||
*{{nerf|Fox's [[air speed]] is much slower (36 → 0.83), going from third fastest out of 12 characters in ''Smash 64'' to the 7th slowest out of 26 in ''Melee''.}} | |||
*{{change|Fox's [[gravity]] is drastically higher (0 | **{{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, as well as with him gaining the ability to fast fall while performing an aerial.}} | ||
*{{ | *{{nerf|Fox is significantly lighter (100 → 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.}} | ||
*{{change|Fox's [[short hop]] is lower.}} | |||
*{{nerf|Fox is | **{{buff|This 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.}} | |||
*{{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 | *{{buff|The introduction of [[air dodge]]s has immensely benefitted 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.}} | *{{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.}} | *{{nerf|The removal of [[Teleport (SSB)|teleporting]] slightly hinders Fox's grounded approach, although his greater ground speed more than makes up for it.}} | ||
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**{{buff|The loop hits have gained an additional hitbox on Fox's leg.}} | **{{buff|The loop hits have gained an additional hitbox on Fox's leg.}} | ||
**{{change|The loop hits angles have been slightly altered (80° → 78°).}} | **{{change|The loop hits angles have been slightly altered (80° → 78°).}} | ||
**{{nerf|The second hit has a shorter duration (frames 4-6 → 3 | **{{nerf|The second hit has a shorter duration (frames 4-6 → 2-3).}} | ||
**{{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 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.}} | **{{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.}} | ||
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**{{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 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|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 up angled version deals less damage (11% → 9%).}} | **{{nerf|The up angled version deals less damage (11% → 9%).}} | ||
**{{nerf|Forward tilt can no longer be angled slightly up or down.}} | **{{nerf|Forward tilt can no longer be angled slightly up or down.}} | ||
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**{{buff|Up tilt has less startup lag (frame 6 → 5) with its total duration reduced accordingly (FAF 24 → 23).}} | **{{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 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 | **{{buff|Up tilt now has a sweetspot which deals more damage to grounded oppenents (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, 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°).}} | ***{{buff|Additionally, while the aerial sweetspot does not deal more damage, it does launch opponents at a more favorable angle (80° → 84°).}} | ||
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*[[Down tilt]]: | *[[Down tilt]]: | ||
**{{buff|Down tilt has less ending lag (FAF 30 → 28).}} | **{{buff|Down tilt has less ending lag (FAF 30 → 28).}} | ||
**{{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).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{ | **{{buff|Fox has a new forward aerial; he spin kicks rapidly at a slanted-upward angle exactly five times to his right. It is a multi hitting attack which overall deals more damage than his old forward aerial (12% (clean)/8% (late) → 7% (hit 1)/5% (hit 2)/6% (hit 3)/4% (hit 4)/3% (hit 5)/23.28% (total)).}} | ||
**{{buff|Forward aerial's foot hitbox has been positioned further forward (x offset: 4 → 4.69) which along with its new animation, slightly increases forward aerial's vertical range.}} | **{{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|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|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|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 | **{{nerf|Despite it now being a weaker multi hit, forward aerial has significantly less combo potential due to the universal decrease to hitstun/introduction to 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|The first hit has more startup lag with a shorter duration (frames 6-11 → 8-9).}} | **{{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.}} | ***{{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 | **{{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.}} | ||
**{{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).}} | ||
***{{buff|However, its total duration was unchanged, decreasing its ending lag by one frame.}} | ***{{buff|However, its total duration was unchanged, decreasing its ending lag by one frame.}} | ||
**{{nerf|The foot hitbox has | **{{nerf|The foot hitbox now has a neutral position in the z axis (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.}} | **{{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 | ***{{buff|However despite this, the move is no longer dangerous punishable on hit when not L-cancelled due to its much lower landing lag.}} | ||
===Throws/other attacks=== | ===Throws/other attacks=== | ||
*[[Grab]]: | *[[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]].}} | **{{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| | **{{nerf|[[Grab]]s 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.}} | **{{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.}} | **{{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.}} | ||
Line 207: | Line 205: | ||
***{{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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**{{buff|Slow edge attack has larger hitboxes (4.66u/2.5u → 3.12u/4.69u/4.69u).}} | **{{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).}} | **{{buff|Slow edge attack has less startup (frame 69 → 57) and ending lag (FAF 90 → 70).}} | ||
**{{nerf| | **{{nerf|Fast edge attack has decreased intangibility (frames 1-60 → 1-53).}} | ||
**{{nerf| | **{{nerf|Fast edge attack has a shorter duration (frames 69-75 → 57-59).}} | ||
===Special Moves=== | ===Special Moves=== | ||
*[[Blaster (Fox)|Blaster]]: | *[[Blaster (Fox)|Blaster]]: | ||
**{{buff|Blaster has much less startup (frame 25 (ground)/15 (aerial) → 12/10) and ending lag (FAF 55 (ground)/45 (aerial) → 41/37).}} | **{{buff|Blaster has much less startup (frame 25 (ground)/15 (aerial) → 12/10) and ending lag (FAF 55 (ground)/45 (aerial) → 41/37).}} | ||
**{{buff|Blaster's repeat window has been altered (frames 29-54 (ground)/15-44 (aerial) → 4-16/4-14). This means that Fox no longer has to perform frame perfect inputs in order to shoot lasers as quickly as possible, as well as preventing Fox from potentially firing another laser in a situation where it could be fatal.}} | **{{buff|Blaster'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.}} | ||
Line 248: | Line 245: | ||
**{{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).}} | ||
Line 265: | Line 262: | ||
***{{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|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.}} | **{{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 | ***{{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).}} | ||
== | ===PAL differences=== | ||
Fox has received | 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]] (although in recent years, this has become far more debatable). | ||
*{{nerf|Fox is lighter (75 → 73), making Fox now lighter than {{SSBM|Kirby}}. This hinders his endurance.}} | |||
*{{nerf|Fox is lighter (75 → 73), | **{{buff|However, this also allows him to tech out of {{SSBM|Falco}}'s down throw.}} | ||
**{{buff|However, this allows him to tech out of {{SSBM|Falco}}'s down throw.}} | |||
*{{nerf|Dash attack's late hit has a shorter duration (10 frames → 9) and sends opponents at a less vertical angle (72° → 55°).}} | *{{nerf|Dash attack's late hit has a shorter duration (10 frames → 9) and sends opponents at a less vertical angle (72° → 55°).}} | ||
*{{nerf|Up smash | *{{nerf|Up smash deals 1% less damage and has noticeably less knockback (30 (base), 112 (scaling) → 26/108).}} | ||
*{{nerf|Down smash's sweetspots deal 2% less damage (15% → 13%) and send enemies at a slightly higher angle (25° → 30°), | *{{nerf|Down smash's sweetspots deal 2% less damage (15% → 13%) and send enemies at a slightly higher angle (25° → 30°), making it easier to [[DI]] and making it less effective for edgeguarding.}} | ||
*{{nerf|[[Fire Fox]]'s main hitbox is smaller (4u → 3u), much like its ''Smash 64'' counterpart.}} | *{{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 main hitbox deals 2% less damage (14% → 12%), hindering its KO potential.}} | ||
Line 297: | Line 291: | ||
|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. | |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= | |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 | |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 | |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. | |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. 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= | |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. | |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= | |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. Also one of the best back airs in the game. | ||
|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 | |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= | |dairname= | ||
|dairdmg=2-3% (hits 1-7) | |dairdmg=2-3% (hits 1-7) | ||
|dairdesc=Spins around, drilling downwards with his extended foot. Useful as | |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 | |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 | |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= | |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 | |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% | ||
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|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 | |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 and is overall considered the best Recovery Up B in the game due to its distance and mix-up potential. Its distance was nerfed in the PAL version of Melee. | ||
|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 | |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). | ||
}} | }} | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | |||
|char=Fox | |||
|game=Melee | |||
|desc-us=Gooooooo Fox! | |||
|desc-jp=Fox! *claps three times* | |||
| | |pitch-us=Group chant | ||
|pitch-jp=Male}} | |||
| | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===[[Character matchups (SSBM)|Matchups]]=== | ||
{{ | {{SSBMMatchupTable|fox=yes}} | ||
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's universally strong tools, such as his quick, versatile [[combo]] ability, great aerial attacks, and his very effective [[shine]] techniques, allow him to compete against any character. He even has very oppressive tools in certain matchups, such as a potential [[waveshine infinite]] that, even if performed to a limited degree, can shut down a large portion of the cast. However, Fox's 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. | |||
====Current metagame==== | |||
It is still widely agreed that Fox has the best overall matchup spread in the game. However, there has recently been significant debate over his matchup against {{SSBM|Marth}}. Some professionals argue that Marth has an easier time playing the matchup; they claim that Fox only has a true advantage at [[TAS]] levels of play, and that Marth beats Fox at the human level. Such professionals usually cite Marth's surprisingly high win rate in his favor against Fox in top-level tournament play, and the incredible prowess that top professional Marth players such as {{Sm|Mew2King}} and {{Sm|Zain}} have against Fox, with not many Fox players showing that level of dominance against Marth players. Nonetheless, the general perception of the community still suggests that the matchup is considered even for the time being. | |||
===Notable players=== | |||
*{{Sm| | <!--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.--> | ||
*{{Sm| | |||
*{{Sm| | ''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]].'' | ||
*{{Sm| | |||
*{{Sm| | ====Active==== | ||
*{{Sm| | =====Ranked===== | ||
*{{Sm| | *{{Sm|AbsentPage|USA}} (#27) - The best player in Minnesota, and a top Midwest player, known for being one of the fastest improving players globally. Also uses Sheik and Marth as secondaries. | ||
*{{Sm| | *{{Sm|billybopeep|USA}} (#52) - One of the best Fox players from Texas. Placed 9th at {{Trn|Low Tier City 7}}, 25th at {{Trn|Mainstage}} and {{Trn|The Big House 9}}, and 33rd at {{Trn|GENESIS 7}}. Has wins on {{Sm|S2J}}, {{Sm|Shroomed}}, and {{Sm|MikeHaze}}. | ||
*{{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|FatGoku|USA}} (#39) - One of the best Fox players in the world. Placed 9th at {{Trn|GENESIS 6}}, 9th at {{Trn|The Kid, the Goat, and the Mang0}}, and 13th at {{Trn|Fight Pitt 9}}. Has wins over {{Sm|Duck}}, {{Sm|ChuDat}}, and {{Sm|2saint}}. | ||
*{{Sm|Fiction|USA}} (#12) - Best solo-Fox main in SoCal. | |||
*{{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. | |||
*{{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|Ice|Germany}} (#51) - Second best player in Germany. | |||
*{{Sm|Jerry|USA}} (#59) - One of the best Fox players in the world. Placed 13th at {{Trn|Pound 2019}}, 25th at {{Trn|The Script 2}}, and 4th at {{Trn|The Gang Steals The Script}}. Has wins over {{Sm|Lucky}}, {{Sm|KJH}}, and {{Sm|SFAT}}. | |||
*{{Sm|Joyboy|USA}} (#69) - One of the best Fox players in New England. Placed 9th at {{Trn|SUPERBOU 3}} and 33rd at {{Trn|GENESIS 6}} and {{Trn|Shine 2019}}. Has wins on {{Sm|Swedish Delight}}, {{Sm|Kevin Maples}}, and {{Sm|Slox}}. | |||
*{{Sm|KJH|USA}} (#29) - Top 3 in Michigan. Known for his Fox Privilege YouTube series showcasing his knowledge of useful Fox techniques. | |||
*{{Sm|Leffen|Sweden}} (#2) - World's best solo-Fox. | |||
*{{Sm|Lucky|USA}} (#20) - One of the best solo-Fox mains in SoCal. | |||
*{{Sm|Kevin Maples|USA}} (#64) - One of the best Fox players in MDVA. Placed 9th at {{Trn|Shine 2019}} and 33rd at {{Trn|Super Smash Con 2019}} and {{Trn|Mainstage}}. Has wins on {{Sm|SFAT}}, {{Sm|2saint}}, and {{Sm|Professor Pro}}. | |||
*{{Sm|Mango|USA}} (#3) - One of the five gods. He is the undisputed best player in SoCal. | |||
*{{Sm|Medz|USA}} (#32) - One of the best Fox players in the world and one of {{Sm|Axe}}'s training partners. Placed 7th at {{Trn|The Kid, the Goat, and the Mang0}} and 9th at {{Trn|Saving Mr. Lombardi}}. Has wins over {{Sm|Spud}}, {{Sm|PewPewU}}, and {{Sm|KJH}}. | |||
*{{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|MikeHaze|USA}} (#33) - One of the best Fox players in the world. Placed 17th at {{Trn|Smash 'N' Splash 5}}, 17th at {{Trn|Pound 2019}}, and 13th at {{Trn|Full Bloom 5}}. Has wins over {{Sm|Fiction}}, {{Sm|Kalamazhu}}, and {{Sm|Captain Faceroll}}. | |||
*{{Sm|moky|Canada}} (#14) - The best 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|Nicki|Germany}} (#83) - Best player in Germany. | |||
*{{Sm|Panda|USA}} (#97) - The best Fox player in Washington. Placed 5th at {{Trn|GENESIS: BLACK}}, 17th at {{Trn|CEO 2019}}, and 25th at {{Trn|GENESIS 7}}. Has wins on {{Sm|Axe}}, {{Sm|Tai}}, and {{Sm|Nut}}. | |||
*{{Sm|Plup|USA}} (#8) - Co-mains with Sheik. Usually uses Fox against Jigglypuff, but sometimes has solo Fox showings, mostly at smaller tournaments. | |||
*{{Sm|Pricent|Norway}} (#89) - Best player in Norway. | |||
*{{Sm|Professor Pro|UK}} (#34) - Best player in the UK. | |||
*{{Sm|Ryan Ford|Canada}} (#71) - One of the best players in Canada. | |||
*{{Sm|SFAT|USA}} (#11) - Best Fox main in NorCal and one of the top Fox players in the world. | |||
*{{Sm|Slox|USA}} (#56) - One of the best Fox players in the world. Placed 9th at {{Trn|Pound 2019}}. Has wins over {{Sm|Jerry}}, {{Sm|Swedish Delight}}, and {{Sm|Hax$}}. | |||
*{{Sm|Soonsay|Canada}} (#98) - One of the best players from Canada. Placed 9th at {{Trn|Mango's Birthday Bash}}, 17th at {{Trn|Full Bloom 5}} and {{Trn|Super Smash Con 2019}}, and 49th at {{Trn|The Big House 9}}. Has wins on {{Sm|moky}}, {{Sm|n0ne}}, and {{Sm|Rishi}}. | |||
*{{Sm|Westballz|USA}} (#26) - Falco main with a strong Fox secondary. | |||
*{{Sm|Zamu|USA}} (#48) - One of the best Fox players in the Midwest. Has placed 1st at {{Trn|Awakening 5}}, double eliminating {{Sm|Trif}}, and 5th at {{Trn|Fête}}. | |||
=====Unranked===== | |||
*{{Sm|Alex19|USA}} - One of the most iconic Fox players in the USA, with strong showings at SoCal locals and many combo videos to his name. Placed in the top 100 several times on SSBMRank. | |||
*{{Sm|Bobby Frizz|USA}} - The best player in Kansas, with wins over some notable Top 100 players including {{Sm|Lucky}}. | |||
*{{Sm|Cactuar|USA}} - An old-school Fox player from Tristate, renowned in the community for his general game knowledge. | |||
*{{Sm|Cal|USA}} - A new, rapidly improving Fox who gained fame by winning the Forsaken Bracket at [[Red Bull Smash Gods and Gatekeepers]]. | |||
*{{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|Kels|USA}} - One of the strongest players in the Midwest. | |||
*{{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|MilkMan|USA}} - One of the best Fox mains in MD/VA. | |||
*{{Sm|MINT|Northern Ireland}} - One of the best players in the UK. Placed 7th at {{trn|Fête}} and 9th at {{Trn|DreamHack Rotterdam}} and {{Trn|Valhalla III}}. Has wins on {{Sm|Professor Pro}}, {{Sm|Pipsqueak}}, and {{Sm|bobby big ballz}}. | |||
*{{Sm|null|USA}} - One of the best players in SoCal. Placed 7th at {{Trn|GENESIS: BLACK}} and {{Trn|Rising Stars at EGLX 2019}} and 13th at {{Trn|Saving Mr. Lombardi 2}}. Has wins on {{Sm|Lucky}}, {{Sm|Fiction}}, and {{Sm|Captain Faceroll}}. | |||
*{{Sm|Pipsqueak|Sweden}} - One of the best players in Sweden. Placed 4th at {{Trn|SUPERBOU 3}} and 9th at {{Trn|DreamHack Rotterdam}} and {{Trn|Valhalla III}}. Has wins on {{Sm|Ice}}, {{Sm|Pricent}}, and {{Sm|Joyboy}}. | |||
*{{Sm|Redd|USA}} - One of the best players in MD/VA. | |||
*{{Sm|Rik|USA}} - Co-mains Fox with Falco, placed 17th at {{Trn|Full Bloom 5}} and 25th at {{Trn|Super Smash Con 2018}}. | |||
*{{Sm|Smashdaddy|USA}} - Has defeat {{Sm|Axe}}, {{Sm|Westballz}}, and {{Sm|Lucky}} while placing 33rd at {{Trn|The Big House 8}} and 49th at {{Trn|EVO 2018}} | |||
*{{Sm|Sora|Australia}} - The second best player in Australia/New Zealand. Has wins on {{Sm|Professor Pro}}, {{Sm|Kurv}}, and {{Sm|Zeo}}. | |||
*{{Sm|Tiramisu|USA}} - One of the best players in New England. Has wins on {{Sm|Kalvar}}, {{Sm|Drephen}}, and {{Sm|Bladewise}}. | |||
*{{Sm|Zgetto|Netherlands}} - Best Dutch Fox main. | |||
*{{Sm|Weon-X|Canada}} - One of the best players in Canada. | |||
*{{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|CDK|USA}} - A notable Fox from SoCal. Was formerly ranked as high as #46 on SSBMRank. | |||
*{{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|Darktooth|USA}} - Player from New York who has placed 25th at {{Trn|Shine 2018}} and {{Trn|EVO 2018}}, with wins over {{Sm|KJH}} and {{Sm|ChuDat}}. | |||
*{{Sm|Druggedfox|USA}} - Unranked in his homestate due to activity; 13th place at [[EVO 2016]], 17th at [[Super Smash Con 2016]], 9th at [[UGC Smash Open]]. Still active in doubles. | |||
*{{Sm|DJ Nintendo|USA}} - Although more known for his other characters, such as his {{SSBM|Bowser}}, Fox is his strongest and most consistent character for tournament sets deeper in the bracket. Primarily a doubles player. | |||
*{{Sm|Fuzzyness|UK}} - Formerly the second best player in the UK. Known mostly for his world record speedruns in ''Melee''{{'}}s single player modes. | |||
*{{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| | *{{Sm|PC Chris|USA}} - One of the best ''Melee'' players in the pre-''Brawl'' era. Mained {{SSBM|Falco}}, but had a very good Fox secondary. | ||
*{{Sm|Relno|USA}} - Most technical Fox player in the world. Known for exceptionally fast and creative movement, he dominated the tech skill competition at STR2016. Currently on hiatus. | |||
*{{Sm|Remen|Netherlands}} - One of the best players in the Netherlands. Has switched to maining Falco. | |||
*{{Sm| | *{{Sm|Silent Wolf|USA}} - The Northwest's best player. Ranked 20th on the [[2016 SSBMRank]]. | ||
*{{Sm| | *{{Sm|Syrox|USA}} - The best player in Colorado. Gained significant notoriety through his Netplay skill and [[Eden]] run, where he showcased incredible technical proficiency. Currently inactive due to hand injuries. | ||
*{{Sm| | *{{Sm|ZeRo|Chile}} - Best Chilean Fox main. Now mostly inactive in the ''Smash'' competitive scene, although he has shown interest in playing ''Melee'' competitively again. | ||
*{{Sm| | |||
*{{Sm| | |||
===Tier placement and history=== | ===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. | 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. | ||
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. | |||
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 missed 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. | |||
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]]" — {{Sm|PPMD}}, who uses {{SSBM|Falco}}/{{SSBM|Marth}}, and {{Sm|Hungrybox}}, who uses {{SSBM|Jigglypuff}} — have not recently used Fox against high-level opponents in tournaments. | |||
====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> | ||
== | ==Trophies== | ||
In addition to the normal trophy about Fox as a character | 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 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 groans. | ||
* | *Fox is the only [[veteran]] character to currently be placed first on the tier list. The other three characters who are currently first on the tier list are all newcomers in the game they hold the top position in. | ||
*Fox | *Fox, {{SSBM|Zelda}}, and {{SSBM|Mewtwo}} are the only characters whose artwork when selecting them differs when selecting their costumes. | ||
**Fox | **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. | ||
{{SSBMCharacters}} | {{SSBMCharacters}} | ||
{{EnemiesAdvSSBM}} | {{EnemiesAdvSSBM}} |