Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first!
Notices
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters.
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted.
Check out our project page for ongoing projects that SmashWiki needs help with.
Super Smash Bros.

Fox (SSB)/Neutral attack: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
mNo edit summary
 
Line 21: Line 21:


[[Category:Fox (SSB)]]
[[Category:Fox (SSB)]]
[[Category:Neutral attacks (SSB)]]
[[Category:Natural combos]]
[[Category:Natural combos]]
[[Category:Neutral attacks (SSB)]]

Latest revision as of 23:05, November 29, 2015

Overview[edit]

Hitboxes of the entire combo.

Fox does two quick, generic paw jabs, then a series of rapid kicks. First and second hits deal 4% damage each, while the kicks deal 1% each.

The first hit does extremely little knockback that is noticeable at percentages around 100% and above, but at such percentages, it can be followed up with a variety of moves outside the following hits of the jab, thanks to the hitstun it produces. It can easily lead into an up smash at around 100% to secure a KO (anywhere on the stage), as well as a forward smash at around 120% (anywhere on the stage, but much more effective near the edge), and a down smash at around 90% (near the edge), being an effective way to set up the semi-spike edgeguard. Against floaty characters or characters with close to floaty falling speeds, an up aerial can also be used at around 130% for a KO, as well as a short hopped shine to start some sort of combo. Additionally, at low to high percentages, the move can jab cancel into itself and the second hit repeatedly to rack up damage and/or set up a grab. At percentages just under KO percentages, it can combo the opponent while walking when used repeatedly (in a similar way to a lock in Brawl, but the opponent is under hitstun instead), then lead straight into the usual up smash for a KO. The move isn't easy to land against an opponent playing defensively due to its rather short range (as with most jabs in the game), though if one can land it, it proves to be an effective way to combo straight into a KO move or a move to get the opponent offstage.

The second hit is faster than the first, but it's usefulness is almost nullified by the first hit being more useful in almost every other aspect. Generally, only the first hit is used for combos, though as explained above, the first and second hits can jab cancel into themselves repeatedly to rack up damage and/or set up a grab.

The looping infinite is generally not used competitively, due to being laggy, dealing very minimal damage, being very easy to punish, and having almost no followup options.

For technical data of each individual hit, see:


Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.