Fox (SSB): Difference between revisions

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==Combos, Tactics, and Tricks==
==Combos, Tactics, and Tricks==


==Down tilt/Up tilt/Jab==
===Down tilt/Up tilt/Jab===
The [[down tilt]], [[up tilt]], and [[jab]] are great ways to start combos. It is very effective (and common) to either perform a Z-cancelled drill kick ([[down aerial]]) into a DTilt/UTilt/jab or perform a DTilt/UTilt/jab THEN a drill kick and repeat the combo. If using the down tilt, your SHZed ADA ('''S'''hort '''H'''opped '''Z'''-cancelled '''A'''erial '''D'''own '''A''') will be able to still combo the opponent until the opponent's percentage is ~40%; you can still chain the DTilt into a full hopped ADA from there until the percentage is ~100%. Also, a UTilt is typically used to chain itself again and again until ~70% in which the opponent can escape (light characters can escape earlier). A jab is typically used at ~90% to send the opponent in the air a short distance and then finish them off with a DSmash (at ~90%), USmash (at ~100%), and FSmash (at ~120%). It should be noted that one can chain a [[down tilt|d-tilt]] into a [[down aerial|dair]] again and again and then proceed with a [[up tilt|u-tilt]]-dair combo and then [[jab]]-dair until well over 270%, which by that time one can KO the opponent with almost any attack. This tactic is really difficult and should not be attempted unless you are sure you can pull it off. It is not recommended either since you should be able to KO the opponent at a much lower percentage than 270% and because your opponents might get angry at you for [[sandbagging]].
The [[down tilt]], [[up tilt]], and [[jab]] are great ways to start combos. It is very effective (and common) to either perform a Z-cancelled drill kick ([[down aerial]]) into a DTilt/UTilt/jab or perform a DTilt/UTilt/jab into a drill kick and repeat the combo. If using the down tilt, your SHZed ADA ('''S'''hort '''H'''opped '''Z'''-cancelled '''A'''erial '''D'''own '''A''') will be able to still combo the opponent until the opponent's percentage is ~40%; you can still chain the DTilt into a full hopped ADA from there until the percentage is ~100%. Also, a UTilt is typically used to chain itself again and again until ~70% in which the opponent can escape (light characters can escape earlier). A jab is typically used at ~90% to send the opponent in the air a short distance and then finish them off with a DSmash (at ~90%), USmash (at ~100%), and FSmash (at ~120%). It should be noted that one can chain a [[down tilt|d-tilt]] into a [[down aerial|dair]] again and again and then proceed with a [[up tilt|u-tilt]]-dair combo and then [[jab]]-dair until well over 270%, which by that time one can KO the opponent with almost any attack. This tactic is really difficult and should not be attempted unless you are sure you can pull it off. It is not recommended either since you should be able to KO the opponent at a much lower percentage than 270% and because your opponents might get angry at you for [[sandbagging]].


===Off-the-Wall Chaingrabs===
===Off-the-Wall Chaingrabs===

Revision as of 21:16, March 13, 2007

Template:Character

This page is about Fox's SSB appearance. For information about his Melee appearance, see here. For information about his Brawl appearance, see here.

Fox McCloud (Japanese フォックス・マクラウド, Fokkusu Makuraudo) is the main character from Star Fox series and a character in all three Super Smash Games. In both SSB and Melee he is available from the start.

Fox appears in SSB as a speedy but weak character. His speed is unmatched in almost every aspect. His attacks tend to have less knockback than other character's, however, this gives him excellent juggling abilities.

Pros and Cons

Pros

  • 2nd fastest dash
  • Fast roll
  • Has a good projectile (Blaster)
  • Can reflect projectiles
  • Has the shine, which can be used to spike
  • Can juggle well
  • Has many combos
  • Powerful Uair
  • Versatile Jab
  • Good short hop

Cons

  • Light character
  • Falls quickly
  • Predictable third jump
  • Low priority on his attacks

Moveset

A Attacks

  • A - Jab-4%
  • Rapid A - Double Jab + Kicks-4%, 4%, then 1% per kick

*Can be adjusted upwards or downwards for different %'s. Max is 12%, min is 8%

  • Nair - Aerial "Sex" Kick-14%*
  • Fair - Spin Kick-12%
  • Bair - Splits Kick-12% for either front or back
  • Dair - Drill Kick-2% per hit, up to 7 hits
  • Uair - Flip Kick-2% 1st hit, 13% second hit

*At the beginning of the move, damage decreases thereafter.

B Attacks

  • B - Blaster-6%
  • Down B - Deflector/Shine-5%*
  • Up B - Firefox-16%

*Damages only at the beginning

Throws

Combos, Tactics, and Tricks

Down tilt/Up tilt/Jab

The down tilt, up tilt, and jab are great ways to start combos. It is very effective (and common) to either perform a Z-cancelled drill kick (down aerial) into a DTilt/UTilt/jab or perform a DTilt/UTilt/jab into a drill kick and repeat the combo. If using the down tilt, your SHZed ADA (Short Hopped Z-cancelled Aerial Down A) will be able to still combo the opponent until the opponent's percentage is ~40%; you can still chain the DTilt into a full hopped ADA from there until the percentage is ~100%. Also, a UTilt is typically used to chain itself again and again until ~70% in which the opponent can escape (light characters can escape earlier). A jab is typically used at ~90% to send the opponent in the air a short distance and then finish them off with a DSmash (at ~90%), USmash (at ~100%), and FSmash (at ~120%). It should be noted that one can chain a d-tilt into a dair again and again and then proceed with a u-tilt-dair combo and then jab-dair until well over 270%, which by that time one can KO the opponent with almost any attack. This tactic is really difficult and should not be attempted unless you are sure you can pull it off. It is not recommended either since you should be able to KO the opponent at a much lower percentage than 270% and because your opponents might get angry at you for sandbagging.

Off-the-Wall Chaingrabs

Conventional chaingrabbing doesn't exist in SSB due to high knockback of the grabs; however, certain characters can use the wall to repeatedly grab the opponent. Fox can do this very easily to several characters on Hyrule Castle. This tactic involves grabbing when one is slightly left of the structure on the far right side of the stage, bouncing the character off the side of the elevated area, using a short hop Z-canceled down aerial, grabbing, etc.

Short Hop Double Laser

Main article: Short Hop Laser

If one's reflexes allow it, one can use Fox's laser twice in a short hop. This is useful for one's approach and counter-approach. Also, unlike in SSBM, Fox's lasers stun and do 6% damage, falling down to 3% after repeated use (compared to Melee's 3% down to 1% after repeated use).

Shine Canceling

In SSB, Fox's Shine cannot be jump canceled. Instead, one can cancel the Shine by landing during it (sometimes referred to as land-canceling). This is done by jumping and then using the Shine, but enough altitude must be gained so that the Shine's attack frames come out before landing.