Fox (SSB)

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This article is about Fox's appearance in Super Smash Bros. For other uses, see Fox McCloud.
Fox McCloud
Fox McCloud
StarFoxSymbol.svg
Universe Star Fox
Appears in SSB
SSBM
SSBB
Availability Starter
Tier High (4)


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 starting character in all three Super Smash Bros. games.

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.

Description

Following his dead father's footsteps as the young leader of the Star Fox Team, Fox McCloud's piloting of the super-high-performance combat ship ARWING for the Lylatian System is still fresh in our memories. His one weakness may be his difficulty earning the trust of his teammates.

Works: Star Fox (SNES), Star Fox 64 (N64)

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 edge-guard (Shine spike)
  • Amazing combo potential; can zero-to-death combo
  • Powerful Uair
  • Versatile Jab
  • Good short hop

Cons

  • Light character
  • Falls quickly
  • Predictable third jump
  • Low priority on his attacks
  • Subpar recovery; easy to edge-guard

Normal Moves

  • 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.

Throws

Special Moves

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-canceled 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-canceled Aerial Down A) will still be able to 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%).

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, unlike in SSBM, 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.