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'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside fellow ''Star Fox'' fighter {{SSBU|Falco}} and the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Fox is classified as [[Fighter number|Fighter #07]]. | '''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside fellow ''Star Fox'' fighter {{SSBU|Falco}} and the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Fox is classified as [[Fighter number|Fighter #07]]. | ||
Mike West reprises his role from ''[[Super Smash Bros. 4]]'' with new voice clips, sounding more akin to his appearances in ''Star Fox Zero'' and ''Starlink: Battle for Atlas''. In the Japanese version, Fox is now voiced by {{s|Wikipedia|Takashi Ōhara}}, reprising his role from ''Star Fox 64 3D'' and ''Star Fox Zero'', replacing {{s|wikipedia|Kenji Nojima}} from ''[[ | Mike West reprises his role from ''[[Super Smash Bros. 4]]'' with new voice clips, sounding more akin to his appearances in ''Star Fox Zero'' and ''Starlink: Battle for Atlas''. In the Japanese version, Fox is now voiced by {{s|Wikipedia|Takashi Ōhara}}, reprising his role from ''Star Fox 64 3D'' and ''Star Fox Zero'', replacing {{s|wikipedia|Kenji Nojima}} from ''[[Brawl]]'' and ''Smash 4''. | ||
==Attributes== | ==Attributes== | ||
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Despite possessing moves with high knockback, he can struggle KOing the opponents. Up smash has high-end lag and is hard to land without a read or setup. Neutral aerial, which is used to KO confirm into up smash, can be predictable and only true combos at certain percentages without tumbling the opponent, unless it gets stale, while down aerial has high landing lag and can sometimes send the opponents at a different angle. Forward or down smash are also hard to land and deal unimpressive knockback at mid-high percentages, and the latter has low reach. Up aerial is predictable, has narrow hitboxes, can stale if used frequently and the second hit can sometimes even miss after hitting with the first one. Back aerial has a small hitbox, short duration, and is angled somewhat high, making it hard to land, especially on short characters. All of his KO moves deal unimpressive shield damage, and because the moves can stale on shield, this can make the opponent shield more often and cause his moves to KO even later. Fox Illusion stops on shield, which can make it punishable if used predictably. In addition, none of his throws are viable KO options, which further exacerbates the unreliability of KOing. Since he has high falling speed, high-end lag on his aerials and slow vertical recovery, edge guarding with Fox is risky and can put him in an even more vulnerable position. In addition, while [[rage]] can help with KOing to a certain extent, he doesn't benefit from it as much as heavier characters, who can usually survive for much longer and gain more rage in return. | Despite possessing moves with high knockback, he can struggle KOing the opponents. Up smash has high-end lag and is hard to land without a read or setup. Neutral aerial, which is used to KO confirm into up smash, can be predictable and only true combos at certain percentages without tumbling the opponent, unless it gets stale, while down aerial has high landing lag and can sometimes send the opponents at a different angle. Forward or down smash are also hard to land and deal unimpressive knockback at mid-high percentages, and the latter has low reach. Up aerial is predictable, has narrow hitboxes, can stale if used frequently and the second hit can sometimes even miss after hitting with the first one. Back aerial has a small hitbox, short duration, and is angled somewhat high, making it hard to land, especially on short characters. All of his KO moves deal unimpressive shield damage, and because the moves can stale on shield, this can make the opponent shield more often and cause his moves to KO even later. Fox Illusion stops on shield, which can make it punishable if used predictably. In addition, none of his throws are viable KO options, which further exacerbates the unreliability of KOing. Since he has high falling speed, high-end lag on his aerials and slow vertical recovery, edge guarding with Fox is risky and can put him in an even more vulnerable position. In addition, while [[rage]] can help with KOing to a certain extent, he doesn't benefit from it as much as heavier characters, who can usually survive for much longer and gain more rage in return. | ||
Overall, Fox is a glass cannon character. He can approach the opponents with his proficient movement and attack speed along with a decent damage output for a rushdown character, which allows him to quickly deal high damage to opponents and KO them with several of his finishers. However, the player must stay unpredictable and not let himself get punished, otherwise, he himself can suffer from high damaging combos and get | Overall, Fox is a glass cannon character. He can approach the opponents with his proficient movement and attack speed along with a decent damage output for a rushdown character, which allows him to quickly deal high damage to opponents and KO them with several of his finishers. However, the player must stay unpredictable and not let himself get punished, otherwise, he himself can suffer from high damaging combos and get KOd very early. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Fox has received a mix of buffs and nerfs in his transition to ''Ultimate''. His moveset has been | Possibly because of his top tier status in ''Super Smash Bros. 4'' (7th out of 55th tied with Sonic), Fox has received a mix of buffs and nerfs in his transition to ''Ultimate'', but his viability was relatively unchanged. His moveset has been revamped in several ways that, while leaving his core playstyle relatively unchanged, alter the way he has to execute said playstyle, and the revamped engine further compounds this, causing him to be a more polarized character. | ||
Fox's buffs primarily come from his moveset's improved versatility. [[Blaster]]'s shots travel farther and the move has less endlag, granting him a far better camping tool. His primary KO options in his [[forward smash|forward]] and [[up smash]] | Fox's buffs primarily come from his moveset's improved versatility. [[Blaster]]'s shots travel farther and the move has less endlag, granting him a far better camping tool. His primary KO options in his [[forward smash|forward]] and [[up smash]], as well as [[Fire Fox]], now have increased knockback, which has overall further improved his KO power. Down tilt had its knockback and angles altered, whereas dash attack has less ending lag, making both much more viable combo starters overall. In addition, [[Reflector]]'s startup has been cut in half and grants him [[intangibility]] (reminiscent of his ''Melee'' incarnation), allowing him to escape combos easier and edgeguard more safely. | ||
Fox also greatly benefits from many of the changes to ''Ultimate''{{'}}s gameplay mechanics. The universal increase to horizontal mobility has especially improved his previously lackluster air speed, while making his grounded speed even faster. The ability to use any attack out of a run drastically benefits his | Fox also greatly benefits from many of the changes to ''Ultimate''{{'}}s gameplay mechanics. The universal increase to horizontal mobility has especially improved his previously lackluster air speed, while making his grounded speed even faster. The ability to use any attack out of a run drastically benefits his boxing game and further improves his grounded moveset's utility and combo ability, giving him far more options than he had to pressure the opponent on the ground. The universal reduction to landing lag also improves his aerial game's combo ability by giving him, but most importantly, it improves his already great safety on shield -despite the reduced [[shieldstun]] on aerial attacks-. Finally, the revamped [[air dodge]] mechanics notably benefit his powerful juggling options. | ||
However, Fox has also received many glaring nerfs as well, the most significant ones being to his | However, Fox has also received many glaring nerfs as well, the most significant ones being to his survivabilty, the ability to combo into his finishers, and the ability to easily [[jostle|cross-up]]; many of the changes to gameplay mechanics further compound these issues. Fox is even lighter and his gravity now matches that of his ''Melee'' incarnation, worsening his already bad endurance, while both [[Fox Illusion]] and Fire Fox travel a shorter distance and Reflector now only allows stalling once, making him easier to edgeguard. All of this, combined with the ability to use only one air dodge before landing or getting hit, the smaller sizes in stages' edges, and the fact enough downwards velocity now causes opponents to be KOd faster from the bottom blast line, means Fox's survivability is much worse than before. Conversely, while Fox's KO potential was improved, he has also lost several KO confirms due to his moveset's worsened combo potential outside of down tilt and dash attack; [[forward tilt]]'s altered knockback reduces its combo and KO potential and almost completely removes its locking potential, one of down tilt's hitboxes that could lead into up aerial at high percentages was removed, and [[up tilt]] can no longer lead into KO setups as easily due to its altered knockback and its altered hitbox placements rendering it unable to hit opponents hanging on an edge or during their 2-frame vulnerability. Finally, the removal of [[frame canceling]] and the changes to [[reeling]] animations no longer being untechable have drastically worsened his down aerial's combo ability. | ||
Fox's dash attack, despite being faster, is now almost unable to cross-up opponents (unless they're small or thin) due to its higher shieldstun and the changes to jostling mechanics, and | Fox's dash attack, despite being faster, is now almost unable to cross-up opponents (unless they're small or thin) due to its higher shieldstun and the changes to jostling mechanics, and Fox Illusion can no longer bypass shields, making it much more difficult for him to recover back on-stage by crossing the opponent up, and instead making it much easier to punish him. Other nerfs also include the worsening of his already poor grab game, with his grabs having even less range, [[back throw]] being worse for edgeguarding, and the faster knockback physics completely removing down throw's combo potential when combined with its unfavorable angle and Fox's slower initial dash. Up smash's animation was also made faster with the hitbox duration unchanged, which while making it easier to hit opponents behind him, it also makes the clean hit slightly harder to land; the move also no longer grants intangibility to Fox's head during startup, making it a less effective anti-air. | ||
Lastly, the changes to [[perfect shield]]ing both benefit and hinder Fox. He arguably benefits from the revamped perfect shield the most, because of possessing very quick moves like up tilt or up smash, while perfect shield is ineffective against quick multi-hitting attacks like his down aerial. In contrast, it also | Lastly, the changes to [[perfect shield]]ing both benefit and hinder Fox. He arguably benefits from the revamped perfect shield the most, because of possessing very quick moves like up tilt or up smash, while perfect shield is ineffective against quick multi-hitting attacks like his down aerial. In contrast, it also it easier to retaliate against otherwise hard to punish moves, like his neutral aerial, forcing Fox to use his staple landing moves less predictably. | ||
Overall, Fox is a more polarized glass cannon | Overall, Fox is a more polarized glass cannon; most of his tremendous strengths and advantages remain, and some of his moves have increased utility, but his key weaknesses are also significantly more exploitable, and he has an even harder time getting out of disadvantage; all these changes result in Fox's moveset having many more and versatile options, but also mean he now has to play more carefully in order to gain or retain the advantage, and the revamped mechanics compound both points. Like in ''SSB4'', Fox continues to have a high amount of representation in the competitive scene, having achieved noteworthy results thanks to the efforts of notable players including {{Sm|Light|p=Connecticut}}, {{Sm|Paseriman}}, {{Sm|Lui$}}, {{Sm|ZD}}, and {{Sm|Eon}}. Because of this, his competitive reception has remained positive, as many players consider him as a top or high tier character. As a result, Fox is one of the few top tier veterans from said game alongside {{SSBU|Mario}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Sonic}}, and {{SSBU|Cloud}} who have been consistently placing well in tournaments so far. | ||
{{SSB4 to SSBU changelist|char=Fox}} | {{SSB4 to SSBU changelist|char=Fox}} | ||
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|neutralcount=2 | |neutralcount=2 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=1.7% | |neutral1dmg=1.7% | ||
|neutral2dmg=1% | |neutral2dmg=1% | ||
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|neutraldesc=Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time (frame 2) means that dash-canceling into jab is a solid approach option in neutral, is a good spot dodge punish option and is a reliable move for breaking non-true grounded combos. Compared to ''Smash 4'', the jab can lock and the rapid jab connects better, making it a more effective damage racking tool at almost any percentage. However, it can no longer jab cancel into other moves. Good combo finisher, most notably with early hit neutral aerial at low percentages. However, the rapid jab finisher has high ending lag, making it very punishable on shield. | |neutraldesc=Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time (frame 2) means that dash-canceling into jab is a solid approach option in neutral, is a good spot dodge punish option and is a reliable move for breaking non-true grounded combos. Compared to ''Smash 4'', the jab can lock and the rapid jab connects better, making it a more effective damage racking tool at almost any percentage. However, it can no longer jab cancel into other moves. Good combo finisher, most notably with early hit neutral aerial at low percentages. However, the rapid jab finisher has high ending lag, making it very punishable on shield. | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltname= | |ftiltname= | ||
|ftiltupdmg=7% | |ftiltupdmg=7% | ||
|ftiltsidedmg=6% | |ftiltsidedmg=6% | ||
|ftiltdowndmg=7% | |ftiltdowndmg=7% | ||
|ftiltdesc=A roundhouse kick with good startup (frame 6), very low ending lag and decent range making it good for spacing. However, it's not safe on shield if not spaced properly. Has [[transcendent priority]], which allows it to ignore or trade with other moves, but prevents it from canceling out projectiles. It can be angled up or down, both of which deal more damage and knockback than if not angled. Using this move repeatedly causes Fox to move slightly forward. Angling it down may hit the opponents hanging on the ledge. May cause [[tripping]] at low percentages. Using forward tilt at low percentages can combo into itself once more, at low-mid percentages can lead to dash attack and at mid percentages can lead to tech chase and jab lock opportunities. | |ftiltdesc=A roundhouse kick with good startup (frame 6), very low ending lag and decent range making it good for spacing. However, it's not safe on shield if not spaced properly. Has [[transcendent priority]], which allows it to ignore or trade with other moves, but prevents it from canceling out projectiles. It can be angled up or down, both of which deal more damage and knockback than if not angled. Using this move repeatedly causes Fox to move slightly forward. Angling it down may hit the opponents hanging on the ledge. May cause [[tripping]] at low percentages. Using forward tilt at low percentages can combo into itself once more, at low-mid percentages can lead to dash attack and at mid percentages can lead to tech chase and jab lock opportunities. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=8% (clean foot on grounded foe), 7% (clean/midfoot on aerial foe), 6% (clean leg/late foot on grounded foe; mid-leg/foot on aerial foe), 5% (late foot on aerial foe) | |utiltdmg=8% (clean foot on grounded foe), 7% (clean/midfoot on aerial foe), 6% (clean leg/late foot on grounded foe; mid-leg/foot on aerial foe), 5% (late foot on aerial foe) | ||
|utiltdesc=Fox plants his hands on the ground and does a scorpion kick with his right leg. It has extremely fast startup for a tilt (frame 3), which can make it a good option for surprising the opponents and is his most reliable option to use after perfect shielding. Compared to ''Smash 4'', the hitboxes are moved higher up, which makes it impossible to 2-frame punish but is better as an anti-air move. A purple trail indicates the hitbox, starting behind and ending in front of him. It's not safe on shield, making it punishable. Combos into itself along with jab, down tilt, forward tilt, up smash (at higher percents), neutral air, up air, back air, and several other moves. Fox's strongest tilt attack when sweetspotted, although it will only start KOing Mario at around 215% on Final Destination. | |utiltdesc=Fox plants his hands on the ground and does a scorpion kick with his right leg. It has extremely fast startup for a tilt (frame 3), which can make it a good option for surprising the opponents and is his most reliable option to use after perfect shielding. Compared to ''Smash 4'', the hitboxes are moved higher up, which makes it impossible to 2-frame punish but is better as an anti-air move. A purple trail indicates the hitbox, starting behind and ending in front of him. It's not safe on shield, making it punishable. Combos into itself along with jab, down tilt, forward tilt, up smash (at higher percents), neutral air, up air, back air, and several other moves. Fox's strongest tilt attack when sweetspotted, although it will only start KOing Mario at around 215% on Final Destination. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% (close), 7% (far) | |dtiltdmg=8% (close), 7% (far) | ||
|dtiltdesc=Fox spins while crouching, sweeping with his tail. Comes out on frame 7 and can 2-frame punish certain opponents if timed properly. One of his best combo starters due to the new launch angle - can lead to up smash, neutral air, down air, back air, forward air, and in case the opponent DIs towards Fox, up air. | |dtiltdesc=Fox spins while crouching, sweeping with his tail. Comes out on frame 7 and can 2-frame punish certain opponents if timed properly. One of his best combo starters due to the new launch angle - can lead to up smash, neutral air, down air, back air, forward air, and in case the opponent DIs towards Fox, up air. | ||
|dashname= | |dashname= | ||
|dashdmg=6% (clean), 4% (late) | |dashdmg=6% (clean), 4% (late) | ||
|dashdesc=A flying kick with great startup (frame 4) and low ending lag. Good approach option in neutral that can lead to a jab, up tilt, up smash, neutral air or down air follow-up. The late hit can combo into forward aerial at mid or up smash as a KO setup at higher percentages, while the early hit can follow up into forward or up aerial depending on the opponent's reaction. However, it stops on shield unless done at point-blank range, making it punishable. | |dashdesc=A flying kick with great startup (frame 4) and low ending lag. Good approach option in neutral that can lead to a jab, up tilt, up smash, neutral air or down air follow-up. The late hit can combo into forward aerial at mid or up smash as a KO setup at higher percentages, while the early hit can follow up into forward or up aerial depending on the opponent's reaction. However, it stops on shield unless done at point-blank range, making it punishable. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | |fsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | ||
|fsmashdesc=A butterfly kick. Fox's only non-special move that has more than 10 frames of startup (13 frames), but has decent ending lag compared to his other smash attacks, making it somewhat hard to punish on whiff, but is still punishable on shield. It has good range since Fox somersaults forward. It has a decent duration for a smash attack, making it reliable for punishing regular ledge getups. Has somewhat low base knockback for a forward smash, but decent knockback growth. KOs Mario at around 92% near the ledge and at around 127% at the center of Final Destination. The late hit is capable of hitting opponents on the ledge, while also having decent knockback near the ledge, KOing Mario at around 116% near the ledge of Final Destination, albeit failing to KO until around 160% at the center of Final Destination. | |fsmashdesc=A butterfly kick. Fox's only non-special move that has more than 10 frames of startup (13 frames), but has decent ending lag compared to his other smash attacks, making it somewhat hard to punish on whiff, but is still punishable on shield. It has good range since Fox somersaults forward. It has a decent duration for a smash attack, making it reliable for punishing regular ledge getups. Has somewhat low base knockback for a forward smash, but decent knockback growth. KOs Mario at around 92% near the ledge and at around 127% at the center of Final Destination. The late hit is capable of hitting opponents on the ledge, while also having decent knockback near the ledge, KOing Mario at around 116% near the ledge of Final Destination, albeit failing to KO until around 160% at the center of Final Destination. | ||
|usmashname=Flip Kick | |usmashname=Flip Kick | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | |usmashdmg={{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|11}} (late) | ||
|usmashdesc=A bicycle kick with good horizontal and great vertical range. One of Fox's primary KO moves. Very fast (frame 8), has high knockback and even has reliable KO setups to it, most notably falling late neutral aerial to up smash. However, due to the high ending lag, it is very punishable if shielded or whiffed. The late hit also has significantly weaker knockback and can only KO the opponents near the ledge at very high percentages. It can hit opponents standing on top of some platforms, like the lower platforms on Battlefield. The clean hit KOs Mario at around 107% on Final Destination. The late hit is hard to land because of up smash's short duration and launches opponents weakly at a horizontal angle. It KOs Mario at around 137% at the edge of Final Destination, and at around 180% at the center of Final Destination. | |usmashdesc=A bicycle kick with good horizontal and great vertical range. One of Fox's primary KO moves. Very fast (frame 8), has high knockback and even has reliable KO setups to it, most notably falling late neutral aerial to up smash. However, due to the high ending lag, it is very punishable if shielded or whiffed. The late hit also has significantly weaker knockback and can only KO the opponents near the ledge at very high percentages. It can hit opponents standing on top of some platforms, like the lower platforms on Battlefield. The clean hit KOs Mario at around 107% on Final Destination. The late hit is hard to land because of up smash's short duration and launches opponents weakly at a horizontal angle. It KOs Mario at around 137% at the edge of Final Destination, and at around 180% at the center of Final Destination. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|14}} (feet), {{ChargedSmashDmgSSBU|12}} (legs) | |dsmashdmg={{ChargedSmashDmgSSBU|14}} (feet), {{ChargedSmashDmgSSBU|12}} (legs) | ||
|dsmashdesc=A split kick. Quick start-up (frame 6) means this move can be used to cover rolls and ledge options and is Fox's most reliable 2-frame punish move. Sends the opponent at a semi-spike angle. His legs gain intangibility the moment the hitboxes are active (frames 6-7). However, its high ending lag makes it punishable if shielded or whiffed. KOs Mario at around 116% and 159% while near the ledge and at the center of Final Destination, respectively. | |dsmashdesc=A split kick. Quick start-up (frame 6) means this move can be used to cover rolls and ledge options and is Fox's most reliable 2-frame punish move. Sends the opponent at a semi-spike angle. His legs gain intangibility the moment the hitboxes are active (frames 6-7). However, its high ending lag makes it punishable if shielded or whiffed. KOs Mario at around 116% and 159% while near the ledge and at the center of Final Destination, respectively. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|6}} (late) | |nairdmg={{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|6}} (late) | ||
|nairdesc=A flying kick. Fox's fastest aerial attack, coming out on frame 4. Due to being a [[sex kick]], it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks at mid to high percentages, especially due to rather low landing lag (7 frames) coupled with Fox's quick falling speed and it can be relatively safe on shield if spaced properly. A great combo & pressure tool that all Fox mains would be wise to take advantage of. Auto-cancels from a full hop. Fox’s third strongest aerial when hit clean, albeit it only starts KOing Mario near the ledge of Final Destination at around 169%. | |nairdesc=A flying kick. Fox's fastest aerial attack, coming out on frame 4. Due to being a [[sex kick]], it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks at mid to high percentages, especially due to rather low landing lag (7 frames) coupled with Fox's quick falling speed and it can be relatively safe on shield if spaced properly. A great combo & pressure tool that all Fox mains would be wise to take advantage of. Auto-cancels from a full hop. Fox’s third strongest aerial when hit clean, albeit it only starts KOing Mario near the ledge of Final Destination at around 169%. | ||
|fairname=Tornado Kick | |fairname=Tornado Kick | ||
|fairdmg={{ShortHopDmgSSBU|1.7}} (hit 1), {{ShortHopDmgSSBU|1.2}} (hit 2), {{ShortHopDmgSSBU|1.7}} (hit 3), {{ShortHopDmgSSBU|2.7}} (hit 4), {{ShortHopDmgSSBU|4.8}} (hit 5); 2% (landing hit) | |fairdmg={{ShortHopDmgSSBU|1.7}} (hit 1), {{ShortHopDmgSSBU|1.2}} (hit 2), {{ShortHopDmgSSBU|1.7}} (hit 3), {{ShortHopDmgSSBU|2.7}} (hit 4), {{ShortHopDmgSSBU|4.8}} (hit 5); 2% (landing hit) | ||
|fairdesc=Does five roundhouse kicks in quick succession. Comes out on frame 7. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from noticeable landing lag (18 frames) and auto-cancels in a full hop, but with strict timing. When fast-fallen, hitting an opponent with any of the first four kicks will drag them towards the ground, allowing for Fox to combo into any of his tilts and smashes upon jab-locking. It can function as a pseudo meteor smash when fast-falling offstage with the opponent before the final hit, allowing him to gimp some opponents who have used their midair jump and can even possibly lead into Reflector, making the opponent even harder to recover, but it also puts Fox at higher risk for recovering back to the stage. It can also be used as a situational KOing option while near the upper blast zone at very high percentages. | |fairdesc=Does five roundhouse kicks in quick succession. Comes out on frame 7. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from noticeable landing lag (18 frames) and auto-cancels in a full hop, but with strict timing. When fast-fallen, hitting an opponent with any of the first four kicks will drag them towards the ground, allowing for Fox to combo into any of his tilts and smashes upon jab-locking. It can function as a pseudo meteor smash when fast-falling offstage with the opponent before the final hit, allowing him to gimp some opponents who have used their midair jump and can even possibly lead into Reflector, making the opponent even harder to recover, but it also puts Fox at higher risk for recovering back to the stage. It can also be used as a situational KOing option while near the upper blast zone at very high percentages. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|13}} | |bairdmg={{ShortHopDmgSSBU|13}} | ||
|bairdesc=A back kick. A good KO option at very high percentages due to decent startup (9 frames) low landing lag (9 frames), a semi-spike angle, and somewhat high knockback. It has a great auto-cancel window (frame 18), allowing Fox to use back aerial at the peak of short hop and fast fall while still auto-canceling before landing, making it a good pressure and spacing option and is relatively safe on shield if hit with the tip of the move, making the move somewhat hard to punish. Also great for catching horizontal recovery options, but it leaves Fox vulnerable offstage due to very high ending lag and Fox's high falling speed. It also has poor range and is angled high, making it somewhat hard to land. Fox can combo out of back air at low percentages due to its very generous autocancel window. KOs Mario at the ledge of Final Destination at around 118%, and around 155% at the center of Final Destination. | |bairdesc=A back kick. A good KO option at very high percentages due to decent startup (9 frames) low landing lag (9 frames), a semi-spike angle, and somewhat high knockback. It has a great auto-cancel window (frame 18), allowing Fox to use back aerial at the peak of short hop and fast fall while still auto-canceling before landing, making it a good pressure and spacing option and is relatively safe on shield if hit with the tip of the move, making the move somewhat hard to punish. Also great for catching horizontal recovery options, but it leaves Fox vulnerable offstage due to very high ending lag and Fox's high falling speed. It also has poor range and is angled high, making it somewhat hard to land. Fox can combo out of back air at low percentages due to its very generous autocancel window. KOs Mario at the ledge of Final Destination at around 118%, and around 155% at the center of Final Destination. | ||
|uairname=McCloud Flip | |uairname=McCloud Flip | ||
|uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2) | |uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2) | ||
|uairdesc=From a mid-air somersault, Fox attacks above him with a tail sweep followed by a heel kick. Comes out on frame 9. It can combo into itself and is great for juggling opponents while racking up quick damage. If hit with the tip of the first hit, there's a chance that the second hit will miss. While it can auto-cancel from a short hop, it can only be done on the first frame Fox jumps after a [[jumpsquat]]. Due to lower landing lag (13 frames) compared to ''Smash 4'' and the first hit of up aerial having set knockback, landing only the first hit on the grounded opponent can lead to other moves at any percentage, most notably up smash. Fox's strongest aerial in terms of knockback, and can KO Mario at his full jump height at around 125% and can even KO Mario on the ground starting at 143% on Final Destination if both hits connect in both cases. | |uairdesc=From a mid-air somersault, Fox attacks above him with a tail sweep followed by a heel kick. Comes out on frame 9. It can combo into itself and is great for juggling opponents while racking up quick damage. If hit with the tip of the first hit, there's a chance that the second hit will miss. While it can auto-cancel from a short hop, it can only be done on the first frame Fox jumps after a [[jumpsquat]]. Due to lower landing lag (13 frames) compared to ''Smash 4'' and the first hit of up aerial having set knockback, landing only the first hit on the grounded opponent can lead to other moves at any percentage, most notably up smash. Fox's strongest aerial in terms of knockback, and can KO Mario at his full jump height at around 125% and can even KO Mario on the ground starting at 143% on Final Destination if both hits connect in both cases. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-6), {{ShortHopDmgSSBU|3}} (hit 7); 1% (landing) | |dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-6), {{ShortHopDmgSSBU|3}} (hit 7); 1% (landing) | ||
|dairdesc=A corkscrew kick that hits multiple times in quick succession. The move auto-cancels almost immediately after its final hitbox ends, and has good startup (frame 5), making it useful for punishing mis-spaced moves out of shield and for getting Fox from the ledge back on stage. The last hit deals moderate diagonal knockback. It is a very useful combo starter, both with the landing hit and the final hit when auto-cancelled. When autocancelled, the opponent is launched diagonally upward and Fox can freely follow up with another aerial of his choice. When using its landing hitbox, the move can combo into tilts, jab, and into itself at low-mid percentages, and confirm a KO into his up smash at high percentages. While it has high landing lag (17 frames), it can be used as a mix-up in case the opponent expects and wants to perfect shield the neutral aerial or to shield poke. There's a chance the opponent will fall out of this move. | |dairdesc=A corkscrew kick that hits multiple times in quick succession. The move auto-cancels almost immediately after its final hitbox ends, and has good startup (frame 5), making it useful for punishing mis-spaced moves out of shield and for getting Fox from the ledge back on stage. The last hit deals moderate diagonal knockback. It is a very useful combo starter, both with the landing hit and the final hit when auto-cancelled. When autocancelled, the opponent is launched diagonally upward and Fox can freely follow up with another aerial of his choice. When using its landing hitbox, the move can combo into tilts, jab, and into itself at low-mid percentages, and confirm a KO into his up smash at high percentages. While it has high landing lag (17 frames), it can be used as a mix-up in case the opponent expects and wants to perfect shield the neutral aerial or to shield poke. There's a chance the opponent will fall out of this move. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his right arm. Has quick startup (frame 6), but has low range and moderate ending lag. | |grabdesc=Reaches out with his right arm. Has quick startup (frame 6), but has low range and moderate ending lag. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1% | |pummeldmg=1% | ||
|pummeldesc=A knee strike. | |pummeldesc=A knee strike. Very fast, but also weak. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=4% (hit), 3% (throw) | |fthrowdmg=4% (hit), 3% (throw) | ||
|fthrowdesc=Releases the opponent and quickly performs a cross, launching them forward. It can be used for tech chasing at mid percentages or putting the opponents offstage. Fox's strongest throw, but fails to KO Mario until around 212% at the very edge of {{SSBU|Final Destination}}. | |fthrowdesc=Releases the opponent and quickly performs a cross, launching them forward. It can be used for tech chasing at mid percentages or putting the opponents offstage. Fox's strongest throw, but fails to KO Mario until around 212% at the very edge of {{SSBU|Final Destination}}. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=2% (throw), 2% (Blaster shots) | |bthrowdmg=2% (throw), 2% (Blaster shots) | ||
|bthrowdesc=Throws the opponent backward and shoots them with three rapid shots from his Blaster. Due to its high angle and very weak knockback, it's not great at putting the opponents offstage. It can be used to set up tech chase on platforms at various percentages. | |bthrowdesc=Throws the opponent backward and shoots them with three rapid shots from his Blaster. Due to its high angle and very weak knockback, it's not great at putting the opponents offstage. It can be used to set up tech chase on platforms at various percentages. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=2% (throw), 2% (Blaster shots) | |uthrowdmg=2% (throw), 2% (Blaster shots) | ||
|uthrowdesc=Throws the opponent upward and shoots them with three rapid shots from his Blaster. It can be used to put the opponent on a platform or to follow up with up air if the opponent's reaction is read properly. Has weak knockback as it only starts KOing Mario at around 294% on Final Destination. | |uthrowdesc=Throws the opponent upward and shoots them with three rapid shots from his Blaster. It can be used to put the opponent on a platform or to follow up with up air if the opponent's reaction is read properly. Has weak knockback as it only starts KOing Mario at around 294% on Final Destination. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=2% (Blaster shots), 1% (throw) | |dthrowdmg=2% (Blaster shots), 1% (throw) | ||
|dthrowdesc=Slams the opponent onto the ground and fires three rapid, point-blank shots at them with his Blaster. Less reliable as a combo starter compared to ''Smash 4'' due to the changes of knockback, angle, hitstun and Fox's slower initial dash speed. Can follow up with an up smash, back air, neutral air, or forward air at low-mid percents depending on opponent's DI and/or if the opponent's reaction is read properly. | |dthrowdesc=Slams the opponent onto the ground and fires three rapid, point-blank shots at them with his Blaster. Less reliable as a combo starter compared to ''Smash 4'' due to the changes of knockback, angle, hitstun and Fox's slower initial dash speed. Can follow up with an up smash, back air, neutral air, or forward air at low-mid percents depending on opponent's DI and/or if the opponent's reaction is read properly. | ||
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|usname=Fire Fox | |usname=Fire Fox | ||
|usdmg=1.8% (charge loop), 16% (clean dash), 10% (late dash) | |usdmg=1.8% (charge loop), 16% (clean dash), 10% (late dash) | ||
|usdesc=Engulfs himself in an aura of [[flame]] before launching himself in a fiery tackle. Since this move is fire-based, it can detonate some items like Links' bombs. Travels a long distance, but has very high startup for both his charging flames and dash (20 and 43 frames, respectively), in addition to it being completely linear making Fox widely open for edgeguards. The trajectory of the move can be chosen before Fox launches himself, with up to 8 angles to choose from. After the move ends, Fox becomes helpless. It can be used to KO at high percents | |usdesc=Engulfs himself in an aura of [[flame]] before launching himself in a fiery tackle. Since this move is fire-based, it can detonate some items like Links' bombs. Travels a long distance, but has very high startup for both his charging flames and dash (20 and 43 frames, respectively), in addition to it being completely linear making Fox widely open for edgeguards. The trajectory of the move can be chosen before Fox launches himself, with up to 8 angles to choose from. After the move ends, Fox becomes helpless. It can be used to KO at high percents, however, this is risky due to the high ending lag. It can also stage spike reckless edgeguarders who got hit with Fire Fox. | ||
|dsname=Reflector | |dsname=Reflector | ||
|dspage=Reflector (Fox) | |dspage=Reflector (Fox) | ||
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|fsdesc=Upon activation, Fox shouts "It's go time!", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, "Star Fox- fire at will!" (saying "This is the end for you, Wolf!" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends. | |fsdesc=Upon activation, Fox shouts "It's go time!", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, "Star Fox- fire at will!" (saying "This is the end for you, Wolf!" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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*Holds out his left hand and makes a beckoning gesture with it while smirking. | *Holds out his left hand and makes a beckoning gesture with it while smirking. | ||
<gallery> | <gallery> | ||
SSBUFoxIdle1.gif|Fox's first idle pose | SSBUFoxIdle1.gif|Fox's first idle pose | ||
SSBUFoxIdle2.gif|Fox's second idle pose | SSBUFoxIdle2.gif|Fox's second idle pose | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
In stark contrast to pre-release ''Ultimate'', where it was speculated that Fox would be an unviable character, Fox initially saw a very positive reception due to all of the indirect benefits he received from the game's engine as well as phenomenal results from professionals such as {{Sm|Light|p=Connecticut}}, {{Sm|Lui$}}, {{Sm|Paseriman}}, and {{Sm|ZD}}. Light especially was a top 10 player in the first year of ''Ultimate'' and had consistently made top 8 at national tournaments. In the early metagame, most players believed that Fox was a top-tier character, with some arguing that he was a top 5 character. | |||
'' | As the metagame progressed, however, Fox's results have steadily dropped as players have either gotten less consistent results such as Light, completely dropped Fox such as {{Sm|Larry Lurr}}, or have picked up other characters to cover Fox's bad matchups such as Lui$. Fox's placement became a huge topic of debate, with some players such as {{Sm|Dark Wizzy}}, {{Sm|MKLeo}}, and {{Sm|Tweek}} continuing to rank him as a top 10/15 character while others, including Light and Larry Lurr themselves, claiming that he's "overrated" and believing that he is high-tier at best due to his major weaknesses. On the other hand, Fox's perception in Japan is more optimistic as most of their top players rank him among the top 10 in the game, with {{Sm|Zackray}} ranking him 7th and {{Sm|Paseriman}} ranking him 4th. | ||
In the online metagame, characters that require precision and strict reaction times are considered less viable. Due to this, Fox's results have dwindled significantly as all of Fox's best players have either temporarily dropped him or have not attended online tournaments at all. Despite receiving buffs during this period, Fox continued to see low results in the metagame, with players such as {{Sm|Light}} and Kola believing the character is not even top 20. | |||
Overall, despite lower representation and perception from the early metagame, Fox continues to see strong results after the pandemic period thanks to the efforts of Light and Paseriman. Fox is considered to be one of the seven top-tier veterans in ''Smash 4'' to place well in ''Ultimate'' despite their nerfs from ''Smash 4''. | |||
===Most historically significant players=== | |||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | |||
''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | |||
''See also: [[:Category:Fox professionals (SSBU)]]'' | |||
*{{Sm|Comet|USA}} - The best Fox player in the Midwest. Placed 3rd at {{Trn|Frosty Faustings XII 2020}}, 9th at {{Trn|Smash Out 2019}}, {{Trn|Combo Breaker 2019}}, {{Trn|Full Bloom 5}}, and 49th at {{Trn|Frostbite 2020}}. Ranked 1st on the [[Wisconsin Power Rankings]]. | |||
*{{Sm|Fwed|Canada}} - The best Fox player in Canada. Placed 3rd at {{Trn|LAN ETS 2019}}, 4th at {{Trn|Terry Christmas}}, 5th at {{Trn|Frostfire 2020}}, 7th at {{Trn|LAN ETS 2020}}, and 17th at {{Trn|DreamHack Montreal 2019}}. Currently ranked 23rd on the [[Smash Canada Rankings Ultimate]]. | |||
*{{Sm|JILL|Japan}} - One of the best Fox players in Japan. Placed 1st at {{Trn|Kurobra 19}}, 5th at {{Trn|TSC 12}}, 9th at {{Trn|Umebura SP 3}}, 25th at {{Trn|Kagaribi 4}}, and 49th at {{Trn|EVO Japan 2020}} with wins over {{Sm|Abadango}}, {{Sm|Eim}}, and {{Sm|Kuro}}. | |||
*{{Sm|Light|USA|p=Connecticut}} (#10) - The best Fox player in the world. Placed 1st at {{Trn|Super Smash Con: Fall Fest}}, 2nd at {{Trn|Glitch 7 - Minus World}} and {{Trn|Smash Ultimate Summit 4}}, 4th at both {{Trn|Mainstage}} and {{Trn|2GG: Kongo Saga}}, and 7th at {{Trn|EVO 2019}}. | |||
*{{Sm|Lui$|USA}} (#39) - Uses Fox as a secondary alongside {{SSBU|Palutena}} and is considered one of the best Fox players in the United States. Placed 7th at {{Trn|Super Smash Con 2019}}, 17th at {{Trn|Glitch 7 - Minus World}}, 33rd at {{Trn|Frostbite 2019}}, and 49th at {{Trn|EVO 2019}} with wins over players such as {{Sm|Shuton}}, {{Sm|ESAM}}, and {{Sm|WaDi}}. Currently ranked 1st on the [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]]. | |||
*{{Sm|Luisfer|El Salvador}} - The best Fox player in Central America. Placed 1st at {{Trn|First Hit!}} and {{Trn|Fight Together}}, 4th at {{Trn|Smash Legends 2}}, and 49th at {{Trn|GENESIS 7}} with a win over {{Sm|Ogey}}. Currently ranked 1st on the [[Gameshow Legends Rankings]]. | |||
*{{Sm|Paseriman|Japan}} - One of the best Fox players in the world. Placed 1st at {{Trn|Sumabato SP 11}}, 4th at {{Trn|EVO Japan 2020}}, 7th at {{Trn|EGS Cup 3}}, 9th at {{Trn|Frostbite 2020}} and 13th at {{Trn|Umebura SP 2}} with wins over players such as {{Sm|kameme}}, {{Sm|KEN}}, and {{Sm|Marss}}. Currently ranked 72nd on the [[Japan Player Rankings]]. | |||
*{{Sm|RyuKai|France}} - Placed 2nd at {{Trn|Smash Contest: DoKomi 2020}}, 5th at {{Trn|Bour'pif Arena 6}}, and 13th at both {{Trn|4 Seasons Tournament: Winter 2020}} and {{Trn|European SEL Clash}} with wins over players such as {{Sm|Leon}}, {{Sm|Otakuni}}, and {{Sm|Space}}. | |||
*{{Sm|Yass|France}} - One of the best Fox players in Europe. Placed 9th at both {{Trn|Return to Subspace 2}} and {{Trn|Massilia Winter Smash 2020}}, 13th at {{Trn|Ultimate Fighting Arena 2019}}, and 49th at {{Trn|Syndicate 2019}} with wins over players such as {{Sm|Raffi-X}}, {{Sm|Enki}}, and {{Sm|Otakuni}}. Currently ranked 12th on the [[French Power Rankings]]. | |||
*{{Sm|ZD|USA}} - One of the best Fox players in the United States. Placed 3rd at {{Trn|CEO Dreamland 2020}}, 9th at {{Trn|Glitch 7 - Minus World}}, 13th at {{Trn|Glitch 8 - Missingno}}, 25th at {{Trn|Frostbite 2019}}, and 33rd at {{Trn|GENESIS 6}} with wins over players such as {{Sm|Tweek}}, {{Sm|Marss}}, and {{Sm|Zackray}}. Formerly ranked in the Area 51 position on the [[Spring 2019 PGRU]]. | |||
=={{SSBU|Classic Mode}}: Spaceborne Smash== | =={{SSBU|Classic Mode}}: Spaceborne Smash== | ||
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|5||{{CharHead|Olimar|SSBU|hsize=20px}}||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}}''|| | |5||{{CharHead|Olimar|SSBU|hsize=20px}}||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}}''|| | ||
|- | |- | ||
|6||{{CharHead|Wolf|SSBU|hsize=20px}}||[[Venom]] ([[Ω form]])||''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''||Items do not appear | |6||{{CharHead|Wolf|SSBU|hsize=20px}}||[[Venom]] ([[Ω form]])||''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''||Items do not appear. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
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Fox was among the fighters that were gathered on the cliffside to defeat the army of [[Master Hand]]s. | Fox was among the fighters that were gathered on the cliffside to defeat the army of [[Master Hand]]s. | ||
During the opening cutscene, he was issuing orders to the other fighters while pointing his blaster at [[Galeem]]'s {{SSBU|Master Hand}} army, telling them "Don't let a single one [of the Master Hands] get away | During the opening cutscene, he was issuing orders to the other fighters while pointing his blaster at [[Galeem]]'s {{SSBU|Master Hand}} army, telling them "Don't let a single one [of the Master Hands] get away." ("{{ja|今日こそ決着をつけてやる!}}") Fox was also present on the cliffside when Galeem unleashed his beams of light. He was vaporised offscreen and was placed under Galeem's imprisonment alongside the other fighters (excluding {{SSBU|Kirby}}). A puppet fighter cloned from him is later seen along with ones cloned from {{SSBU|Simon}}, {{SSBU|Mario}}, and other fighters. | ||
Fox is unlocked near a heart-shaped lake. The player must defeat [[List of spirits (Fire Emblem series)|Nyna's spirit]] to access his unlock battle. Unlocking Fox will allow the player to access the red switch which opens the red gate leading towards the Temple of Light sub-area | Fox is unlocked near a heart-shaped lake. The player must defeat [[List of spirits (Fire Emblem series)|Nyna's spirit]] to access his unlock battle. Unlocking Fox will allow the player to access the red switch which opens the red gate leading towards the Temple of Light sub-area as well as clearing a path blocked by rocks. This makes him one of the few mandatory fighter unlocks. | ||
He is later seen again alongside {{SSBU|Mario}} and several other fighters, making their last stand against Galeem and [[Dharkon]]. In the bad ending where Galeem emerges victorious against Dharkon, Fox is among the fighters witnessing the world becoming engulfed in light, with {{SSBU|Samus}} and {{SSBU|Bowser}} by his side. | He is later seen again alongside {{SSBU|Mario}} and several other fighters, making their last stand against Galeem and [[Dharkon]]. In the bad ending where Galeem emerges victorious against Dharkon, Fox is among the fighters witnessing the world becoming engulfed in light, with {{SSBU|Samus}} and {{SSBU|Bowser}} by his side. | ||
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|''{{SSBUMusicLink|Star Fox|Star Fox Medley}}'' | |''{{SSBUMusicLink|Star Fox|Star Fox Medley}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]s== | ==[[Spirit]]s== | ||
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SSBUWebsiteBlackHole4.jpg|Throwing the Black Hole. | SSBUWebsiteBlackHole4.jpg|Throwing the Black Hole. | ||
SSBUWebsiteKrystal4.jpg|Running with [[Krystal]] on [[Yoshi's Story]]. | SSBUWebsiteKrystal4.jpg|Running with [[Krystal]] on [[Yoshi's Story]]. | ||
</gallery> | </gallery> | ||
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== Trivia == | == Trivia == | ||
*If Fox wins a match with Falco present, there's a chance he will say, "Better luck next time, Falco!" in one of his victory animations. However, this line was strangely not | *If Fox wins a match with Falco present, there's a chance he will say, "Better luck next time, Falco!", in one of his victory animations. However, this line was strangely not found in his [[Sound Test]], up until the update 8.0.0. He shares this distinction with Wolf, {{SSBU|Simon}}, {{SSBU|Palutena}}, and {{SSBU|Lucina}}. | ||
*Fox is the only character whose unlock column for Classic Mode includes at least one character who debuted in each game in the ''Smash'' series (whereas Mario and Kirby have no newcomers from ''Ultimate'' unlocked in their columns). | *Fox is the only character whose unlock column for Classic Mode includes at least one character who debuted in each game in the ''Smash'' series (whereas Mario and Kirby have no newcomers from ''Ultimate'' unlocked in their columns). | ||
**Not counting characters with opposite gender alternate costumes (like {{SSBU|Robin}} and {{SSBU|Corrin}}), Fox has the most female fighters in his unlock column, as his column features Peach, Daisy, and {{SSBU|Zero Suit Samus}} for unlockable characters. | **Not counting characters with opposite gender alternate costumes (like {{SSBU|Robin}} and {{SSBU|Corrin}}), Fox has the most female fighters in his unlock column, as his column features Peach, Daisy, and {{SSBU|Zero Suit Samus}} for unlockable characters. | ||
*Fox is the only starter in ''Ultimate'' who can perform | *Fox is the only starter in ''Ultimate'' who can perform [[Smash Taunt]]. | ||
*Despite Fox receiving an update on his design, the afterimages of his [[Fox Illusion]] still | *Despite Fox receiving an update on his design, the afterimages of his [[Fox Illusion]] still uses his design from ''Smash 4''. This is shared with Falco's [[Falco Phantasm]]. | ||
*Fox's fight with Wolf on Venom in his Classic Mode references his team's final fight with Star Wolf in ''Star Fox 64'' before Fox goes on to fight Andross. | *Fox's fight with Wolf on Venom in his Classic Mode references his team's final fight with Star Wolf in ''Star Fox 64'' before Fox goes on to fight Andross. | ||
**Additionally, his fight against [[Master Hand]] and [[Crazy Hand]] references the battle against Andross from the same game, where Fox must target his hands to attack him. | **Additionally, his fight against [[Master Hand]] and [[Crazy Hand]] references the battle against Andross from the same game, where Fox must target his hands to attack him. | ||
*Prior to 7.0.0, if Fox blocked an attack with his [[shield]], he would revert to his shielding pose from ''Smash 4''. This also happens with several other characters. | *Prior to 7.0.0, if Fox blocked an attack with his [[shield]], he would revert to his shielding pose from ''Smash 4''. This also happens with several other characters. | ||
**The pose itself affected Fox's hurtbox positioning, as it makes him stand upright rather than slouch, which [https://www.twitter.com/LocusSK/status/1205947527847010304 resulted in making it easier for opponents to shield stab vertically with a smaller shield]. | **The pose itself affected Fox's hurtbox positioning, as it makes him stand upright rather than slouch, which [https://www.twitter.com/LocusSK/status/1205947527847010304 resulted in making it easier for opponents to shield stab vertically with a smaller shield]. | ||
*Fox's entry on the official ''Super Smash Blog'' makes a reference to | *Fox's entry on the official ''Super Smash Blog'' makes a reference to Fox's down taunt in previous games, where he shouts "Come on!". However, in the context of ''Ultimate'', this reference is lost as Fox doesn't say "Come on!" during his down taunt anymore, now saying "Come at me!". | ||
*Fox is the only starter who unlocks all of the unlockable characters from | *Fox is the only starter who unlocks all of the unlockable characters from his universe in his unlock tree. | ||
{{SSBUCharacters}} | {{SSBUCharacters}} |