Fox (SSBM): Difference between revisions
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(Added non-special move names from the Official Strategy Guide.) |
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|neutralinf=y | |neutralinf=y | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname=Jab | ||
|neutraldesc=A quick jab, followed by a versatile jab that can combo into several other attacks, including 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, followed by a versatile jab that can combo into several other attacks, including 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. | ||
|neutral1dmg=2-4% | |neutral1dmg=2-4% | ||
|neutral2dmg=4% | |neutral2dmg=4% | ||
|neutralinfdmg=1% (Each) | |neutralinfdmg=1% (Each) | ||
|ftiltname= | |ftiltname=Fox Kick | ||
|ftiltangles=3 | |ftiltangles=3 | ||
|ftiltupdmg=4-9% | |ftiltupdmg=4-9% | ||
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|ftiltdowndmg=4-9% | |ftiltdowndmg=4-9% | ||
|ftiltdesc=Sticks foot out to the side. This is best used for a quick close-ranged spacing move. | |ftiltdesc=Sticks foot out to the side. This is best used for a quick close-ranged spacing move. | ||
|utiltname= | |utiltname=Back Kick | ||
|utiltdmg=9-12% | |utiltdmg=9-12% | ||
|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. | |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. | ||
|dtiltname= | |dtiltname=Fox Tail | ||
|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=Jumping Side Kick | ||
|dashdmg=5-7% | |dashdmg=5-7% | ||
|dashdesc=Runs forward and sticks a foot out. Good combo ability, especially into up smash. Very vulnerable to crouch canceling. | |dashdesc=Runs forward and sticks a foot out. Good combo ability, especially into up smash. Very vulnerable to crouch canceling. | ||
|fsmashname= | |fsmashname=Roundhouse Kick | ||
|fsmashdmg={{ChargedSmashDmgSSBM|15}} | |fsmashdmg={{ChargedSmashDmgSSBM|15}} | ||
|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%. | |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%. | ||
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|usmashdmg={{ChargedSmashDmgSSBM|18}} (Front), {{ChargedSmashDmgSSBM|13}} (Back) | |usmashdmg={{ChargedSmashDmgSSBM|18}} (Front), {{ChargedSmashDmgSSBM|13}} (Back) | ||
|usmashdesc=Performs a back flip 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. Often considered the best u-smash in the game due to its extreme speed, extreme power, and decent range. However, it is actually the second most powerful u-smash in the game, behind {{SSBM|Pikachu}}'s. | |usmashdesc=Performs a back flip 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. Often considered the best u-smash in the game due to its extreme speed, extreme power, and decent range. However, it is actually the second most powerful u-smash in the game, behind {{SSBM|Pikachu}}'s. | ||
|dsmashname= | |dsmashname=Fox Split | ||
|dsmashdmg={{ChargedSmashDmgSSBM|15}} | |dsmashdmg={{ChargedSmashDmgSSBM|15}} | ||
|dsmashdesc=Does a split, 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. | |dsmashdesc=Does a split, 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. | ||
|nairname= | |nairname=Flying Kick | ||
|nairdmg=12% maximum | |nairdmg=12% maximum | ||
|nairdesc=Sticks foot out, simple [[sex kick]]. A very quick aerial. Very good against shields and great power when it first comes out. | |nairdesc=Sticks foot out, simple [[sex kick]]. A very quick aerial. Very good against shields and great power when it first comes out. | ||
|fairname= | |fairname=Tornado Kick | ||
|fairdmg=17% (Total) | |fairdmg=17% (Total) | ||
|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=Reverse Spin Kick | ||
|bairdmg=9-15% | |bairdmg=9-15% | ||
|bairdesc=Does a quick no-look kick backwards, with sex kick properties. Great knockback when it first comes out, and one of Fox's best edgeguarding moves. | |bairdesc=Does a quick no-look kick backwards, with sex kick properties. Great knockback when it first comes out, and one of Fox's best edgeguarding moves. | ||
|uairname= | |uairname=McCloud Flip | ||
|uairdmg=17% (Total) | |uairdmg=17% (Total) | ||
|uairdesc=Whips his tail up and kicks immediately after. A very high knockback move, good vertical finisher, can combo out of up throw on virtually everyone. It and the u-smash give Fox an advantage against light, floaty characters, notably {{SSBM|Jigglypuff}} and {{SSBM|Kirby}}. Can be Smash DI'd out of however. | |uairdesc=Whips his tail up and kicks immediately after. A very high knockback move, good vertical finisher, can combo out of up throw on virtually everyone. It and the u-smash give Fox an advantage against light, floaty characters, notably {{SSBM|Jigglypuff}} and {{SSBM|Kirby}}. Can be Smash DI'd out of however. | ||
|dairname= | |dairname=Air Drill | ||
|dairdmg=19% (Total) | |dairdmg=19% (Total) | ||
|dairdesc=Spins around, drilling downwards with his feet. It can combo into up smash and out of up tilt. Useful into shines as well. It is the weakest spike in the game, giving almost no knockback when it is used on an opponent, and the knockback being set. However, when it is used on a [[Fighting Wire Frames|wire frame]] or a handicapped opponent, it sends them strongly diagonally downwards, like a spike. Using this move will not win any of the meteor smash bonuses with it, and it sends the opponent diagonally downwards and not straight down, giving proof that it is a spike. Hits 7 times. | |dairdesc=Spins around, drilling downwards with his feet. It can combo into up smash and out of up tilt. Useful into shines as well. It is the weakest spike in the game, giving almost no knockback when it is used on an opponent, and the knockback being set. However, when it is used on a [[Fighting Wire Frames|wire frame]] or a handicapped opponent, it sends them strongly diagonally downwards, like a spike. Using this move will not win any of the meteor smash bonuses with it, and it sends the opponent diagonally downwards and not straight down, giving proof that it is a spike. Hits 7 times. | ||
|grabname= | |grabname=Grab | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname=Knee | ||
|pummeldmg=2-3% | |pummeldmg=2-3% | ||
|pummeldesc=Knees opponent. | |pummeldesc=Knees opponent. | ||
|fthrowname= | |fthrowname=Elbow Bash | ||
|fthrowdmg=7% | |fthrowdmg=7% | ||
|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=Skeet Blaster | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
|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=Star Blaster | ||
|uthrowdmg=7% | |uthrowdmg=7% | ||
|uthrowdesc=Throws the opponent into the air and shoots them with his Blaster. It can easily combo into up tilt, up aerial, and up smash. If [[Wavedashing|wavedashes]] are properly used between throws, it can also chain-grab fast fallers at lower percentages; however, it can be Smash DI'd out of the chain-grab. | |uthrowdesc=Throws the opponent into the air and shoots them with his Blaster. It can easily combo into up tilt, up aerial, and up smash. If [[Wavedashing|wavedashes]] are properly used between throws, it can also chain-grab fast fallers at lower percentages; however, it can be Smash DI'd out of the chain-grab. | ||
|dthrowname= | |dthrowname=Floor Blaster | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=Throws the opponent into the ground and shoots them with his blaster. This throw does not make opponents bounce off the ground like other down throws (except {{SSBM|Falco}} who also uses this throw) because it sends opponents straight downward, meaning that it can meteor smash over the ledge if Fox's body is partially overlapping it. Not useful due to being able to tech out of it, but players can read techs for KOs. Can lead into u-tilt or a shine. | |dthrowdesc=Throws the opponent into the ground and shoots them with his blaster. This throw does not make opponents bounce off the ground like other down throws (except {{SSBM|Falco}} who also uses this throw) because it sends opponents straight downward, meaning that it can meteor smash over the ledge if Fox's body is partially overlapping it. Not useful due to being able to tech out of it, but players can read techs for KOs. Can lead into u-tilt or a shine. |
Revision as of 20:25, July 9, 2015
- This article is about Fox's appearance in Super Smash Bros. Melee. For the character in other contexts, see Fox McCloud.
Fox in Super Smash Bros. Melee | |
---|---|
Universe | Star Fox |
Other playable appearances | in SSB in Brawl in SSB4 |
Availability | Starter |
Tier | S (1) |
“ | A wily fox that uses speed to keep enemies off balance. | ” |
—Description from Melee's manual. |
Announced at E3 2001, Fox (フォックス, Fox) is a playable starter character in Super Smash Bros. Melee. He is emblematic of speed and he can dominate foes with his rapid attacks, quick movement and overpowering offense in all areas of his game. He is placed 1st on the Melee tier list due to these advantages.
True to his position, Fox is an extremely efficient fighter, with fast attacks, excellent comboing and damaging ability, long recovery options, and numerous options to approach the opponent, boasting some of the best neutral game options among the entire cast. 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 Reflector (also known as the shine), which is one of the most versatile tools in the game. Aside from its intended purpose, it is the fastest move in the game, has set knockback, and can be jump canceled; this allows for shine spike gimps, neutral stance resets, getup option mixups, and even combos when wavedashing is incorporated. Despite being top tier, Fox is not flawless. He has an extremely high technical learning curve, as most of his techniques require extremely nimble fingers and fast reaction time. Additionally, he also has a very high cerebral learning curve as Fox players must be wary of making even a single mistake. Fox's 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 a very long recovery distance, he only has linear recovery options, which makes it easier for certain characters like Marth to predict his recovery path and edgeguard or gimp him.
Regardless, his pros greatly outshine his cons, and Fox is notable for being one of only four characters in the series (the other three being Pikachu in Smash 64, Falco in Melee, and Meta Knight in Brawl) to have no disadvantageous matchups, with only three (Falco, Marth and Samus) being considered even.
Attributes
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 Marth for the fastest walking speed, the third fastest normal falling speed, tied with 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 makes for a potential combo starter, as well as a potential infinite combo with his waveshine infinite, and his 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 neutral aerial, back aerial, and tilts are especially notable in this regard, with the remainder of his aerials having little ending lag.
Additionally, Fox's KO ability is also among the best in the game, with numerous powerful vertical finishers in his arsenal, most notably his up smash and up aerial, both of which are among the most powerful in the game with huge hitboxes. 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 gimping. 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 throws' low knockback allow him to set up potentially lethal combos. His up throw can lead into a sweet spotted up aerial, one of Fox's primary KO methods, and can even chain throw fast fallers. 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 spikes 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, as most of Fox's throws send opponents a considerable distance away from him, allowing players with good SDI to escape combos.
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 (Marth and Peach being notorious for having deadly chaingrab combos on Fox at 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, Fox's recovery is one of 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 and shortening his Fox Illusion, 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 is almost certain not to recover. A multitude of attacks can intercept both moves, such as Mario's Cape or 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. Fox has the option of wall jumping in an attempt to further his recovery attempts; this technique, however, is situational, as there are very few positions where wall jumping would be more beneficial to him than simply recovering conventionally.
Changes from Smash 64 to Melee
Fox received a mix of buffs and nerfs upon making the transition between games but was overall buffed, with an increase in K.O power, recovery, and movement options.
Aesthetics
- Fox received a new taunt.
- Fox also received new voice samples that sound more energetic.
Attributes
- An increase in his initial dash frames makes his dash dance significantly better.
- Increased falling speed aids his approach due to his very strong SHFFL, and makes him harder to KO vertically.
- This makes him more susceptible to combos, however.
- Air speed is much slower, going from among the fastest in Smash 64 to among the slowest in Melee.
- Much lighter, making him generally easier to KO horizontally.
Ground Attacks
- Up Smash deals 2% more damage (From 16 to 18%).
- Down Smash deals 1% more damage (From 14 to 15%).
- New up tilt has stronger knockback and is better at comboing.
- Dash attack has more combo ability.
- New forward smash is slightly quicker.
- Down tilt has less combo ability.
- New forward smash has much weaker knockback and deals 2% less damage (From 17% to 15%).
- Down smash doesn't semi-spike as effectively due to its reduced knockback.
Aerial Attacks
- New Fair has more damage potential(From 12 to 17%).
- Up air does 1% more damage (From 15 to 16%) and has increased knockback.
- Neutral aerial has stronger knockback and more overall utility.
- Back aerial has a bigger hitbox and does more knockback. It also does 3% more damage (from 12 to 15%).
- Down aerial has less landing lag.
- Neutral air does less damage (From 14 to 12%).
- New forward aerial is much weaker and has much less utility.
- Up aerial is more difficult to sweetspot, and is much less useful during aerial approaches due to Fox's lower air speed. The first hit's set knockback is also slightly lower, and has less ability to be followed up with other aerials.
Grabs and Throws
- Fox has been given an up and a down throw, providing him with more options after a grab.
- New back throw has much weaker knockback to the point where it cannot K.O. reliably.
- New forward throw, in which Fox punches the opponent forward.
Special Moves
- Blaster fires much faster, and has rapid-fire capabilities, improving his approach.
- Fox Illusion gives him an additional recovery option, and also makes his horizontal recovery considerably quicker.
- Reflector can now be jump-cancelled, which, along with the introduction of waveshining, allows shine combos. This also means Fox can quickly followup a grounded shine without having to go through the normal short hop animation; it can be sped up using a wavedash or simply a wavedrop.
- Fire Fox can damage opponents while charging (leaving Fox less vulnerable), and it travels further and faster. It can also be used near the edge when Fox is facing it to quickly grab the edge, allowing him to stall or setup edgehogs and shine spikes.
- Blaster no longer causes hitstun on opponents and deals less damage (from 6 to 3% per laser), making it less effective for stopping opponents' approaches. Laser followups and setups are also no longer possible due to this.
PAL differences
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.
- Weight no longer 75, so he can tech out of Falco's down throw.
- Weight reduced from 75 to 73, making Fox now lighter than Kirby.
- Up smash deals 1% less damage and has noticeably less base knockback and knockback scaling.
- Down smash deals 2% less damage and sends enemies on a slightly higher angle, making it easier to DI.
- Fire Fox's strong hitbox is slightly smaller, deals 2% less damage and travels less distance.
Moveset
For a gallery of Fox's hitboxes, see here.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Jab | 2-4% | A quick jab, followed by a versatile jab that can combo into several other attacks, including 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. | |
4% | ||||
1% (Each) | ||||
Forward tilt | ↗ | Fox Kick | 4-9% | Sticks foot out to the side. This is best used for a quick close-ranged spacing move. |
→ | 4-9% | |||
↘ | 4-9% | |||
Up tilt | Back Kick | 9-12% | 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. | |
Down tilt | Fox Tail | 10% | 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. | |
Dash attack | Jumping Side Kick | 5-7% | Runs forward and sticks a foot out. Good combo ability, especially into up smash. Very vulnerable to crouch canceling. | |
Forward smash | Roundhouse Kick | 15% | 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%. | |
Up smash | Flip Kick | 18% (Front), 13% (Back) | Performs a back flip 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. Often considered the best u-smash in the game due to its extreme speed, extreme power, and decent range. However, it is actually the second most powerful u-smash in the game, behind Pikachu's. | |
Down smash | Fox Split | 15% | Does a split, 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. | |
Neutral aerial | Flying Kick | 12% maximum | Sticks foot out, simple sex kick. A very quick aerial. Very good against shields and great power when it first comes out. | |
Forward aerial | Tornado Kick | 17% (Total) | 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. | |
Back aerial | Reverse Spin Kick | 9-15% | Does a quick no-look kick backwards, with sex kick properties. Great knockback when it first comes out, and one of Fox's best edgeguarding moves. | |
Up aerial | McCloud Flip | 17% (Total) | Whips his tail up and kicks immediately after. A very high knockback move, good vertical finisher, can combo out of up throw on virtually everyone. It and the u-smash give Fox an advantage against light, floaty characters, notably Jigglypuff and Kirby. Can be Smash DI'd out of however. | |
Down aerial | Air Drill | 19% (Total) | Spins around, drilling downwards with his feet. It can combo into up smash and out of up tilt. Useful into shines as well. It is the weakest spike in the game, giving almost no knockback when it is used on an opponent, and the knockback being set. However, when it is used on a wire frame or a handicapped opponent, it sends them strongly diagonally downwards, like a spike. Using this move will not win any of the meteor smash bonuses with it, and it sends the opponent diagonally downwards and not straight down, giving proof that it is a spike. Hits 7 times. | |
Grab | Grab | — | ||
Pummel | Knee | 2-3% | Knees opponent. | |
Forward throw | Elbow Bash | 7% | 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. | |
Back throw | Skeet Blaster | 7% | 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. | |
Up throw | Star Blaster | 7% | Throws the opponent into the air and shoots them with his Blaster. It can easily combo into up tilt, up aerial, and up smash. If wavedashes are properly used between throws, it can also chain-grab fast fallers at lower percentages; however, it can be Smash DI'd out of the chain-grab. | |
Down throw | Floor Blaster | 5% | Throws the opponent into the ground and shoots them with his blaster. This throw does not make opponents bounce off the ground like other down throws (except Falco who also uses this throw) because it sends opponents straight downward, meaning that it can meteor smash over the ledge if Fox's body is partially overlapping it. Not useful due to being able to tech out of it, but players can read techs for KOs. Can lead into u-tilt or a shine. | |
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Gets up and kicks on both sides. | ||
Floor attack (back) Floor getups (back) |
6% | Gets up and kicks on both sides. | ||
Edge attack (fast) Edge getups (fast) |
8% | Throws himself onto the stage with both feet sticking out. | ||
Edge attack (slow) Edge getups (slow) |
8% | Slowly gets up and kicks in front. | ||
Neutral special | Blaster | 3% per laser | Fox fires a laser from his Blaster. The fastest projectile used by any character in the game, but it does not make opponents flinch, unlike in the previous game. It is mainly used from long range as short hop lasers or short hop double lasers to camp and bring up damage for an u-throw into uair combo or a u-smash. If used on the ground, there is ending lag. This attack has transcendent priority. | |
Side special | Fox Illusion | 7% | Fox dashes forward, leaving an afterimage behind him. Fox's quickest and safest horizontal recovery move. If B is quickly pressed again just after starting the move, it will be canceled and Fox will not dash forward. However, if this is done in midair, he keeps his momentum. transcendent priority when used in the air. | |
Up special | Fire Fox | 11% (Charging, Total), 12% (Blast-off) | Fox charges up in flames and blasts off in a direction, this can be controlled with the Control Stick. Unreliable as an attack due to the charge time. Can damage opponents during the charging. The charging stage of this attack hits 7 times. This move should only be used for vertical recovery, or to safely get onto the stage while going over an attacking opponent. | |
Down special | Reflector | 5% (Contact), 1.5x Damage of the reflected projectile | Informally referred to as the Shine, it reflects any projectiles that hit it right back at the opponent who fired them for 1.5x damage and knockback. This move has low set knockback, but is an extremely useful semi-spike as it can drag opponents offstage while edgeguarding, to prevent them from recovering - it stuns them as well. Due to the set knockback, it can be done at any percentage. This knocks opponent onto the ground on the stage, and can follow up with a move such as a u-tilt, u-smash, or another shine. The move can be jump cancelled to avoid the ending lag, allowing Fox to quickly jump up offstage (after using a spike, for example), and it also gives him access to the waveshine technique, wavedashing out of the shine. |
Taunt
- Fox crouches and says "Come on!", gesturing with an open hand for others to approach him. Switching the language to Japanese will cause him to say "kakatte koi!" as well (which means the same thing).
Smash Taunt: Fox can do a Star Fox conversation that can only be used on Corneria or Venom by quickly tapping Down on the Control pad (for one frame). This taunt can only be used once per match.
Victory Theme
A rendition of a portion of the main theme of Star Fox 64.
In Competitive play
Matchups
Avg. | |||||||||||||||||||||||||||
As one of the only two characters in the game to not have any disadvantageous matchups (the other being Falco), Fox has, undisputably, the best matchup spread in Melee. He has only three matchups that are even, while he soft counters six characters, counters seven, and hard counters nine. Fox has many advantages that help him against any character, such as his quick, versatile combo ability, great aerial attacks, and his very effective shine techniques, including a potential waveshine infinite that, even if performed to a limited degree, can shut down a large portion of the cast. Fox, however, does suffer from flaws; his 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, Jigglypuff and 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 Samus to KO.
Notable players
- See also: Category:Fox professionals (SSBM)
Active
- Aisengobay
- Armada
- Cactuar
- Chillin
- Colbol
- DancingQueen90
- Dark
- DJ Nintendo
- Eggm
- Fiction
- Fuzzyness
- Hax
- Ice
- Javi
- Jman
- Kels
- KDJ
- Leffen
- Lovage
- Lucky
- Mango
- Mew2King
- Pasi
- PC Chris
- Professor Pro
- Ralph
- Redd
- Ryan Ford
- Santiago
- SFAT
- Silent Wolf
- Weon-X
- ZeRo
- Zgetto
Inactive
Tier placement and history
Fox has been a top-tiered character, along with Falco and 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 Thunders and Chillin showed early signs of great technical ability, they were considered far too inconsistent; many of the top players of that era, including Ken and 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 PC Chris, FASTLIKETREE, KoreanDJ, and 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 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 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 mistimed 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 Mango's recent 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 Hax, have switched to using Fox completely in favor of their former character, and other players, such as Armada, switch to Fox when they are having trouble against certain opponents. PPMD, who uses Falco, is the only one of the "gods" who has not recently used Fox against high-level opponents in tournaments.
PAL viability
Like several other top-tiered characters, Fox was nerfed in the PAL version of Melee. While his nerfs seem insignificant, they actually affect his matchups more than most other nerfed characters. The nerf to his up smash allows several characters to barely survive in that version where they would not have been able to in NTSC, forcing Fox mains to learn later KO percentages for it; at those percentages, however, some up smash setups are no longer guaranteed. Fox's nerfed recovery also weakens his off-stage game, as he can no longer travel as far off-stage to intercept enemies, and hinders his survivability, especially against characters who retain their edgeguarding ability, such as Sheik and Marth. The nerf to his weight exacerbates his decreased survivability, but as a positive note, allows him to escape combos more easily.
Fox's matchups against other top-tiered characters become slightly less advantageous in PAL. For example, many professionals believe that Falco wins against Fox overall, as Fox's nerfs allow Falco to survive much longer and KO Fox earlier, while Falco himself is not significantly hindered by his own PAL nerfs. Fox's matchup against Marth, in particular, is much harder, as he is no longer guaranteed a grab out of a waveshine due to Marth's weight changes. Thus, Fox needs to work much harder for a grab setup, hindering his damage racking ability against equally skilled players. However, Marth retains his fantastic punish game against fastfallers and has a much easier time edgeguarding Fox due to his aforementioned recovery nerfs. Along with harder matchups against Peach and even Captain Falcon, some PAL professionals have vouched that Falco or Marth is the best in that particular version of Melee instead. Regardless, Fox still performs very well in PAL regions of Melee, and not only maintains first place on the most recent PAL tier list, but is ranked in his own tier at the top of the list (much akin to Pikachu in 64 or Meta Knight in Brawl).
Fox players who travel to attend large tournaments, such as 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 single-player modes
In Classic Mode
Fox can appear in ordinary one-on-one matches, as an opponent or ally in team battles (paired up with either Falco, Captain Falcon, Donkey Kong or Samus), or as an opponent in the metal fight. In these cases, Fox either appears on Venom or Corneria; in the team battles, he appears on Mute City when with Captain Falcon, on Brinstar with Samus, on Kongo Jungle with Donkey Kong, and on Battlefield in the metal battle.
In Adventure Mode
Fox appears in Stage 6 of the Adventure Mode, on Corneria; in the stage, the player has to fight against Fox once, then a second time. In the second time, however, the stage features "trigger happy" Arwings, which fire at the stage considerably more often. Additionally, Fox returns with a different Palette swap.
In All-Star Mode
In All-Star Mode, Fox and his allies are fought on the stage Corneria.
In Event Matches
Fox appears in the following event matches:
- Event 13: Yoshi's Egg: As Yoshi, the player must protect the Yoshi's Egg item from harm for 55 seconds from a team of Fox, Donkey Kong and Pikachu on the Rainbow Cruise stage.
- Event 20: All-Star Match 2: Fox is the last opponent the player must fight in this series of staged battles. Their character battles him on the Corneria stage, and the player's character has 2 stock while Fox has 1. With a timer of four minutes, the player must defeat him and the other four characters with the overall time and life they have: Samus, Link, Zelda, Captain Falcon.
- Event 23: Slippy's Invention: In this event, the player must fight against Fox and Falco on Venom, in a standard two stock match; however, the two are under the effects of a Cloaking Device during the entire match, though they can still be damaged.
- Event 36: Space Travelers: As Ness, the player must defeat five opponents in a row: Samus, Kirby, Fox, Captain Falcon, and Falco. In the first three opponents, the fights are done on Onett; after this, the player is then sent to Battlefield to fight against the last two.
- Event 43: Birds of Prey: In this event, the player, as Fox, must fight against a team of Falco and Captain Falcon on the stage Big Blue. Everyone has two lives, but there is also a time limit of two minutes.
Ending images
Japanese Quotes
When Fox wins a battle and Language is set to Japanese he says one of these three quotes
- "作成完了!"(Sakusei kanryō!) which can roughly translate to "Mission Complete!"
- 作成資料。" (Sakusei shiryō.) perfectly translates to "Data Gathered."
- これより感謝の。" (Kore yori konsha no.) roughly translates to "It was unforgiving."
If Fox taunts in Japanese, he says "Come on!" or "かかってこい!" (Kakatte koi!) which roughly translates to "Bring it on!"
Trophy Descriptions
In addition to the normal trophy about Fox as a character, there are two trophies about him as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Fox on any difficulty:
- Fox (Classic)
- "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."
- Game: Star Fox [03/93]
- Fox (Adventure)
- 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 (All-Star)
- 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
- Fox3.jpg
Adventure
- Fox2.jpg
All-Star
Alternate costumes
Trivia
- Fox is one of the only characters in Melee that can do a wall infinite, along with Ness, Pikachu, Link, and Pichu.
- Fox is the only character to have completely lost his forward and back throws from Super Smash Bros. to Melee. Kirby and Jigglypuff both gained new forward throws in Melee, but their former forward throws were moved to be their up throws instead.
- For all three victory poses, Fox is the only character in Melee who says the same quote - "Mission Complete."
- Fox is the only character in Melee with two soft-damage yells.
- Contrary to popular belief, Fox's taunt in Smash 64 is not used for one of his victory taunts in Melee. It was simply replaced by a new one.
- Fox is the only character to be ranked #1 on a tier list to be ranked at a lower position on the first version of that list.
Fighters in Super Smash Bros. Melee | |
---|---|
Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |
Star Fox universe | |
---|---|
Fighters | Fox (SSB · SSBM · SSBB · SSB4 · SSBU) · Falco (SSBM · SSBB · SSB4 · SSBU) · Wolf (SSBB · SSBU) |
Assist Trophies | Andross · Krystal |
Stages | Sector Z · Corneria · Venom · Lylat Cruise · Orbital Gate Assault |
Items | Smart Bomb |
Other | Leon Powalski · Panther Caroso · Peppy Hare · ROB 64 · Slippy Toad |
Vehicles | Arwing · Great Fox · Landmaster · Wolfen |
Trophies, Stickers, and Spirits | Trophies (SSBM · SSBB · SSB4) · Stickers · Spirits |
Music | Brawl · SSB4 · Ultimate |
Masterpiece | Star Fox 64 |