SSBM/Fox: Difference between revisions

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|name=Fox
|name=Fox
|discord=9rp6qNR
|discord=9rp6qNR
|vods=https://vods.co/melee/character/Fox
|vods=https://vods.co/melee?selection=13
|cookbook=https://melee.cookbook.gg/Fox
|cookbook=https://melee.cookbook.gg/Fox
|image=SSBM_Fox_Portrait.png
|image=SSBM_Fox_Portrait.png
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}}
}}


=="A" Moves Analysis==
==Ground Moves==
====Ground moves====
===== <span class="invisible-header">Jab</span> =====
=====Normal=====
{{MoveData
*[[Neutral attack]]: Fox jabs forwards with his paw, followed by a short series of fast kicks. A versatile jab that can combo into several other attacks, including up smash (similar to ''SSB''). Very useful against shields, to jab reset, and into shine cancels. More useful against lightweights than heavyweights (such as Jigglypuff). The second jabs makes Fox move forward a bit. 2-4% damage on the first jab, 4% damage on the second jab, and 1% damage on the kicks.
|name=Jab
*[[Dash attack]]: Fox runs forward and sticks a foot out. Low priority but good combo ability, especially into up smash. Very vulnerable to crouch canceling. 5-7% damage.
|input=Jab (5AAA)
*down Tilt: Fox performs a sweeping tail lash. Moderately fast. Can combo at mid-percentages into aerials. It can also become a somewhat solid ground killer at higher percentages. 10% damage.
|subtitle= Catch these paws
*side Tilt: Fox sticks a foot out to the side. This is best used for a quick close-ranged spacing move. 4-9% damage depending on how its angled.
|image=
*up Tilt: Fox 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. It can start killing around 120% on mostly the floaty lightweights. 9-12% damage.
|data=
{{AttackData-SSBM
|version=Jab 1
|factive=2
|active=2-3
|recovery=13
|iasa=16
|onshield=-10
|landlag=
|autocancel=
|damage=4%
|bkb=0
|kbg=100
|angle=70
|effect=Normal
|description= Oddly, comes out a frame earlier than its animation would indicate. Can set up for an Usmash or aerial at kill percent.
}}
{{AttackData-SSBM
|version=Jab 2
|factive=2
|active=2-3
|recovery=15
|iasa=18
|onshield=-13
|landlag=
|autocancel=
|damage=4%
|bkb=0
|kbg=100
|angle=70
|effect=Normal
|description=A niche mixup on shield. Sets up for the same followups as Jab 1.
}}
{{AttackData-SSBM
|version=Rapid Jab
|factive=9
|active=2 per hit
|recovery=9 (finisher)
|iasa=
|onshield=
|landlag=
|autocancel=
|damage=1%
|bkb=10
|kbg=80
|angle=78
|effect=Normal
|description= Don't use this move.
}}
}}


=====[[Smash attack]]s=====
===== <span class="invisible-header">Dash Attack</span> =====
*[[Side smash]]: Fox performs a flying hook kick. Has moderately low knockback for a smash, though is fast, and is actually quite reliable at higher percentages, KOing usually around 120%. This move does 12-15% uncharged, 16-20% fully charged.
{{MoveData
*[[Up smash]]: Fox 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 kills. 18% uncharged, 24% full. Hitting an opponent behind Fox does 13-17% damage.
|name=Jumping Side Kick
*[[Down smash]]: Fox does a split, hitting on both of his sides. It is fast and has moderate knockback. Useful for edgeguarding and an excellent spacing/killing move. 15% uncharged, 20% full.
|input=d.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=4
|active=4-7 (clean) / 8-17 (late)
|recovery=19
|iasa=36
|onshield=0
|landlag=
|autocancel=
|damage=Clean: 7%/ Late: 5%
|bkb=Clean: 35/ Late: 20
|kbg=90
|angle=72
|effect=Normal
|description= Quick startup and long active frames make it a useful whiff punish tool, albeit a risky one. Like jab, leads into Usmash or aerials at kill percent.
}}
}}


=====Other attacks=====
===== <span class="invisible-header">fTilt</span> =====
*[[Ledge attack]]- Climbs up and sticks his feet out in a similar fashion to his forward smash in Super Smash Bros. 8% damage
{{MoveData
*100% ledge attack- Slowly climbs then very suddenly thrusts out his foot. 8% damage
|name=Fox Kick
*[[Floor attack]]- Kicks on both sides. 6% damage
|input=fTilt (t.6A)
====Aerials====
|subtitle=
*Neutral air: Sticks the entire foot out. [[Sex Kick]] properties. A very quick aerial. Very good against shields and great power when it first comes out. 12% damage.
|image=
*Forward air: Fox 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. Approximately 17% damage when all hits connect.
|data=
*Back air: Fox does a quick no-look kick backwards. Sex kick properties. Great knockback when it first comes out. One of Fox's best edgeguarding moves. 9-15% damage.
{{AttackData-SSBM
*Up air: Fox whips his tail up and kicks immediately after.  A very high knockback move, good vertical killer, can combo out of up throw on virtually everyone. Can be Smash DI'd out of however. Two hits, 17% total.
|factive=5
*Down air: Fox 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. However, when it is used on a wire frame, it sends them strongly diagonally downwards, like a spike. Using this move will not win any of the meteor smash bonuses with it, and meteor smashes send opponents purely downwards, and not diagonally downwards like a spike, giving proof that it is a spike. 19% damage when all hits connect.
|active=5-8
|recovery=18
|iasa=
|onshield=-15
|landlag=
|autocancel=
|damage=9%
|bkb=0
|kbg=100
|angle=361
|effect=Normal
|description=Quick poke. Essentially outclassed by all of Fox's other moves, but has niche use as an edgegaurding tool.
}}
}}


====[[Grab]]s & [[throw]]s====
===== <span class="invisible-header">uTilt</span> =====
*[[Pummel]]: A quick knee jab to the opponent. 2-3% damage
{{MoveData
*[[Down throw]]: Fox throws the opponent into the ground and shoots him/her with his blaster. This throw does not make opponents bounce off the ground like other down throws (except Falco) because it is a meteor smash. Not useful due to being able to tech out of it, but you can read techs for kills. Can lead into up-tilt or his Reflector. It meteor smashes over a ledge if his body is partially overlapping it. 5% damage.
|name=Back Kick
*[[Back throw]]: Fox 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. 7% damage.
|input=uTilt (t.8A)
*[[Forward throw]]: Fox punches the opponent forward; furthermore, this is Fox's only throw that does not involve him shooting his opponent with his blaster. Despite its generally poor combo ability, it can chain-grab on some heavy characters. Although, it is best used for edge-guarding. 7% damage.
|subtitle= 12% sweetspot ONLY hits grounded opponents.
*[[Up throw]]: Fox uses his laser and throws the opponent into the air. It can easily combo into up tilt, up aerial, and up smash. It can also chain-grab fast fallers at lower percentages; however, it can be Smash DI'd out of the chain-grab. 7% damage.
|image=
|data=
{{AttackData-SSBM
|factive=5
|active=5-11
|recovery=17
|iasa=23
|onshield=-11
|landlag=
|autocancel=
|damage=Sweetspot: 12% / Sourspot: 9%
|bkb= 18
|kbg=140
|angle=Sweetspot: 110 / Sourspot: 84
|effect=Normal
|description= A best in class tool for antiairing and stuffing approaches. Works as a mid-percentage combo extender on fastfallers, a kill confirm launcher on midweights into Uair, or a quick, safe vertical kill move on floaties. Fast, difficult to punish, and rewarding; it's an excellent option on a character infamous for having excellent options.
}}
}}


=="B" Moves List==
===== <span class="invisible-header">dTilt</span> =====
===Move Analysis===
{{MoveData
*Neutral B
|name=Tail Sweep
In [[Super Smash Bros. Melee|''Melee'']], Fox's Blaster is quite different from the original; it has a faster rate of fire and traveling speed is drastically increased, but the Blaster has absolutely no knockback or hitstun and does 1%-3% damage per shot. This is one of the few moves in the game that can never, under any circumstances, provide a KO, except for stealing other players' KO's. It is mainly used from long range (As short hop lasers or short hop double lasers) to camp and help bring up damage for an [[up throw]]→[[up aerial]] combo or [[up smash]]. It should never be used while standing as there is ending lag.
|input=dTilt (t.2A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=7
|active=7-9
|recovery=20
|iasa=28
|onshield=-15
|landlag=
|autocancel=
|damage=10%
|bkb=25
|kbg=125
|angle= 70 (inner) / 80 (middle) / 90 (outer)
|effect=Normal
|description= Another vertical launcher; can be useful against characters holding the ledge or during edgeguards. Leads into aerials or can kill off the top outright.
}}
}}


*Side B
===== <span class="invisible-header">fSmash</span> =====
The '''Fox Illusion''' is Fox's side special move. Performing the attack sends Fox darting forwards with ridiculous speed, which causes an afterimage effect and hurts any enemies in his path. The move first appeared in ''[[Super Smash Bros. Melee]]'', and returns ''[[Super Smash Bros. Brawl]]''.
{{MoveData
|name=Roundhouse Kick
|input=fSmash (s.6A)
|subtitle= That ain't Falco
|image=
|data=
{{AttackData-SSBM
|factive=12
|active=12-16 (clean) / 17-22 (late)
|recovery=17
|iasa=
|onshield=-17
|landlag=
|autocancel=
|damage=Clean: 15% / Late: 12%
|bkb=Clean: 10 / Late: 2
|kbg=Clean: 105 / Late: 100
|angle=361
|effect=Normal
|description= Generally only used for edgegaurding, although even there it is generally outclassed by Dsmash.  
}}
}}


It deals little damage (3%) and has very little knockback, but can knock an enemy upward. The dash is so fast that if used facing an edge at the end of a stage, the attack will cause Fox to dart over the ledge, resulting in going into the helpless state, and usually causing a self-destruct.  
===== <span class="invisible-header">uSmash</span> =====
{{MoveData
|name=Flip Kick
|input=uSmash (s.8A)
|subtitle= "He needs it"
|image=
|data=
{{AttackData-SSBM
|factive=7
|active=7-9 (clean) / 10-17 (late)
|recovery=26
|iasa=
|onshield=-26
|landlag=
|autocancel=
|damage=Clean: 18% / Late: 13%
|bkb=Clean: 30 / Late: 10
|kbg=Clean: 112 / Late: 100
|angle=Clean: 80 / Late: 361
|effect=Normal
|description= Has a well-earned reputation of being a brutal vertical kill option. Fox has multiple ways to confirm into it against every character, making him extraordinarily threatening at high percent.
}}
}}


The move may also be used by players as a useful recovery technique, since the move can quickly cover about half of the length of Final Destination and makes up for Fire Fox's easily being edge-guarded. However, unlike Fire Fox, Fox Illusion normally halts all momentum after a dash, which can sometimes give less recovery than Fire Fox.
===== <span class="invisible-header">dSmash</span> =====
{{MoveData
|name=Fox Split
|subtitle= Outer hitboxes are the sweetspot, inner hitboxes are the sourspot.
|input=dSmash (s.2A)
|image=
|data=
{{AttackData-SSBM
|factive=6
|active=6-10
|recovery=39
|iasa=46
|onshield=-32
|landlag=
|autocancel=
|damage=Sweet: 15 / Sour: 12
|bkb=20
|kbg=65
|angle=Sweet: 25 / Sour: 361
|effect=Normal
|description= Low angle makes it a nice tool for calling out attempts to grab ledge.  
}}
}}


====Special use====
==Aerial Moves==
Fox Illusion can be cancelled with the special button. In each of these cancellations, the characters keep their horizontal momentum in the air. There are three points during the startup lag frames which the player can cause the dash to cancel in which these moves can be cancelled, but it is most easily done with Fox, due to his longer beginning lag. The first part for cancellation is right before he starts the dash. Fox will move just about 3 feet as if attempting to stop himself from dashing, stalling out if in midair. The second part is in mid-dash; canceling the attack now will send him slightly less than the normal Illusion distance, but his momentum will still carry him forward. The last part is right before the dash is completed and if you try to cancel now, Fox will move slightly farther than the normal illusion distance due to leftover momentum. However, with practice, the player can control exactly when Fox will cancel. Since all three types of canceled Illusions can hurt the opponent, this is both useful to pseudo-wavedash while attacking (due to its sliding properties of landing on the ground), which can save him from punishment, as well as recovery, thanks to momentum leftover from the attack.
===== <span class="invisible-header">nAir</span> =====
{{MoveData
|name=Flying Kick
|input=nAir (j.5A)
|subtitle= True combos into getting back thrown offstage.
|image=
|data=
{{AttackData-SSBM
|factive=4
|active=Clean: 4-7 / Late: 8-31
|recovery=10
|iasa=42
|onshield=0
|landlag=15/7
|autocancel=4, 36
|damage=Clean: 12% / Late: 9%
|bkb=Clean: 10 / Late: 0
|kbg=100
|angle=361
|effect=Normal
|description=One of Fox's staple buttons for approaching, pressure, and followups, though exploitable if overused, especially against crouch-cancel. Leads into essentially all of Fox's grounded followups or another shorthop aerial, excellent when paired with shine against shield, great for landing out of a fullhop; the applications go on and on.
}}
}}


*Up B
===== <span class="invisible-header">fAir</span> =====
When he uses it, Fox charges the move while being surrounded by flames (''Melee'' and ''Brawl'' only), and then he flies in the direction inputted on the control stick or d-pad. The move has a fire effect throughout the entire move.  
{{MoveData
|name=Tornado Kick
|input=fAir (j.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=6
|active=6-8, 16-18, 24-26, 33-35, 43-45
|recovery=8
|iasa=53
|onshield=-6
|landlag=22/11
|autocancel=<6, 49>
|damage=Clean: 7%, 5%, 6%, 4%, 3%
|bkb=Hits 1-4: 10 / Hit 5: 50
|kbg=100
|angle=361
|effect=Normal
|description=Essentially only used as a combo extender in situations where Fox's other aerials won't work, such as to link into an Usmash against Jigglypuff around 60%.
}}
}}


Fire Fox is Fox's primary vertical [[recovery]] move. The attack can deal around 28% damage, provided the opponent is hit by both the charge-up and recovery. Fire Fox, out of all the Star Fox characters' recoveries, covers the greatest distance. However, unlike Wolf and Falco's versions, Fox's Fire Fox only hits opponents once, not having many multiple hits during charge-up or after being executed. It is highly likely to return to the ledge of the stage by using Fire Fox to recover, due to its long traveling distance.
===== <span class="invisible-header">bAir</span> =====
{{MoveData
|name=Reverse Spin Kick
|input=bAir (j.4A)
|subtitle= Oppression from above
|image=
|data=
{{AttackData-SSBM
|factive=4
|active=4-7 (clean) / 8-19 (late)
|recovery=28
|iasa=38
|onshield=-2
|landlag=20/10
|autocancel=<3, 23>
|damage=Clean: 15% / Late: 9%
|bkb=0
|kbg=100
|angle=361
|effect=Normal
|description=Fast, active, big, damaging, safe, rewarding with both combos and edgeguards, and on the character that turns jumping into a 10-way mixup. Fox's Bair is imfamous for its dominance, since it forces opponents to respect his jumps regardless of the situation and tends to net him extra damage regardless of where it hits. To top it all off, it's startup, active frames, and strength give it excellent option coverage offstage, making it one of his best tools for closing out stocks.
}}
}}


*Down B
===== <span class="invisible-header">uAir</span> =====
Fox's Reflector creates a blue hexagonal shield around himself. Fox can keep the Reflector active for as long as he wants, and using it in midair slows his falling speed (this works by reducing his air speed and resetting his downwards acceleration). If he used the Reflector rapidly and repeatedly in midair, Fox can negate all downward momentum and stall in one place in midair. The reflector multiplies a projectile's damage and knockback by 1.5 when reflected. If the projectile is reflected several times, his reflector may break, similar to a shield breaking. The Reflector is often used for shine spikes, which involve using the Reflector's damaging properties to knock recovering enemies downwards. It is also extremely useful against bosses, considering most of their attacks are projectiles.
{{MoveData
|name=McCloud Flip
|input=uAir (j.8A)
|subtitle="HE NEEDS IT"
|image=
|data=
{{AttackData-SSBM
|factive=8
|active=8-14
|recovery=0
|iasa=36
|onshield=Clean: -5/Clean: -2
|landlag=18
L-cancelled=9
|autocancel=<8, 24>
|damage=Clean: 13 / Late: 5
|bkb=Clean: 40 / Late: 0
|kbg=Clean: 116 / Late: 120
|angle=Clean: 85 / Late: 92
|effect=Normal
|description=* Placeholder
}}
}}


In ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]'', the Reflector caused a sound effect identical to the sound effect used for picking up items. Because of this, Fox made a different sound when he grabbed items. In ''Super Smash Bros. Brawl'', the Reflector's sound effect was changed.
===== <span class="invisible-header">dAir</span> =====
{{MoveData
|name=Air Drill
|input=dAir (j.2A)
|subtitle= "Oh? You're holding down?"
|image=
|data=
{{AttackData-SSBM
|factive=5
|active=5-27
|recovery=22
|iasa=
|onshield=Clean: -6% / Late: -7%
|landlag=18 </br>
L-cancelled=9
|autocancel=
|damage=Clean: 3% / Late: 2%
|bkb=0
|kbg=100
|angle=290
|effect=Normal
|description=* Placeholder
}}
}}


While in the shine, Fox's falling speed is altered: Fox falls and accelerates more slowly. This is the reason that Chillin Dashing works. In ''Brawl'', Fox can effectively hover in the air by repeatedly using his reflector. The slowed falling speed, mixed with the damaging aspect of the Reflector, can prevent Fox being juggled. Fox can also turn in midair when spamming his shine. However, shine-spiking in ''Brawl'' is much less useful due to a combination of the reflector's damage affected knockback, longer recoveries and floatiness.
==Special Moves==
===== <span class="invisible-header">Blaster</span> =====
{{MoveData
|name=Blaster
|input=nB (5B) (Air OK)
|subtitle=because the fastest character in the game shouldn't have to approach
|image=
|data=
{{AttackData-SSBM
|factive=10
|active=33
|recovery=26
|iasa=
|onshield=
|landlag=
|autocancel= all
|damage=3
|bkb=0
|kbg=0
|angle=
|effect=Normal
|description= Extremely potent tool to force approaches. It's the fastest and most noncommittal projectile in the game, but has no knockback or hitstun whatsoever, so any use within an opponents range is likely to be punished. Still, from fullscreen it's an extremely potent tool against slow characters, especially when combined with Fox's mobility.
}}
}}


==Combos==
===== <span class="invisible-header">Falco Phantasm</span> =====
==Frame Data==
{{MoveData
==Strategies==
|name=Fox Illusion
===Shine Spike===
|input=sideB (4/6B) (Air OK)
The Shine spike is one of Fox's edge-guarding techniques. It consists of using Fox's down B to spike an opponent who is already off of the stage, down and away, to prevent their recovery. The Shine spike is especially effective, because the Shine has set knockback and stun, making it as capable at zero percent as it is at three hundred percent. Also, since the move slows Fox's vertical movement, it allows him to easily recover after spiking.
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


===Wave Shine===
===== <span class="invisible-header">Fire Fox</span> =====
====How to Waveshine====
{{MoveData
A '''wavedash''' can be performed anytime a character is on the ground and can jump. The shine can be canceled by jumping shortly after it is initiated. Therefore, it is possible to jump out of the shine into a wavedash.
|name=Fire Fox
|input=sideB (4/6B) (Air OK)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


To waveshine, use the shine, then jump cancel into a wavedash out of it.
===== <span class="invisible-header">Reflector</span> =====
{{MoveData
|name=Reflector (Shine)
|input=downB (8B) (Air OK)
|subtitle= Y'all know this one
|image=
|data=
{{AttackData-SSBM
|factive=1
|active=1
|recovery=39
|jumpcancel= 4-21
|onshield=+1
|invul=1
|reflect=4-21
|damage=5
|bkb=80
|kbg=0
|angle=0
|effect=Normal
|description=The most popular choice for 'best move in the game', and for good reason. It's the cornerstone of Fox's pressure and punish game. Frame 1 startup and invul along with the instant JC make this move an ungodly wakeup option, out of shield tool, blockstring fodder, and general panic scramble button. Additionally, it's +1 on shield when JC'd optimally, leading to strong tick throw pressure (dubbed the 'Shinegrab') or simply jumping away to reset with another button. It's fixed knockback and 0 degree angle make it one of the best crouch cancel busters in the game, and ALSO make it one of the most deadly edgegaurding tools. When used on the ground, against lightweights it causes a knockdown, while on heavier characters it leaves them standing, giving Fox more than enough time to wavedash into another shine (the "Waveshine"), a jab, a Dtilt, grab or Usmash for a kill. A shockingly versatile move, limited only by it's range and the player's execution.
}}
}}


It is often easier to use the X button/Y buttons instead of the Control Stick because it is considered harder to wavedash with only the control-stick. The logic is that to jump with the Control Stick requires the stick to go up. To wavedash, the succeeding angle is angled towards the ground. This makes for more complicated manual motions, and should be avoided in order to achieve a speedy waveshine.
==Grabs & Throws==
===== <span class="invisible-header">Grab</span> =====
{{MoveData
|name=Grab
|input=Grab (Z)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


====Uses of the Waveshine====
===== <span class="invisible-header">Dash Grab</span> =====
The waveshine is generally used for combos with Fox. However, some characters fall over when shined. This presents a problem, and generally these characters are immune to waveshine combos. Note that if these characters crouch-cancel the shine, they will not fall over and can be treated as normal waveshine. Also, using an attack after the wavedash can cause a character who has fallen over to be "forced" to stand up (most noticeably a [[neutral attack]]). This is referred to as "Thunder's Combo."
{{MoveData
|name=Grab
|input=d.Z
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


A waveshine can be followed up by many attacks. The choice of attacks depends on how far the opponent is pushed away. For example, [[Peach (SSBM)|Peach]] is not pushed away very far at all, but [[Luigi (SSBM)|Luigi]] is pushed very far away. As such, Fox's choice of move following a waveshine against Luigi is more limited.
===== <span class="invisible-header">Pummel</span> =====
{{MoveData
|name=Knee
|input=g.A
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


Some of the most useful attacks used in conjunction are the [[up smash]], [[grab]], [[down aerial]], or even another shine. Waveshining plays a vital part in Fox's infinite combo.
===== <span class="invisible-header">Elbow Bash</span> =====
{{MoveData
|name=Elbow Bash
|input=g.6
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


====Waveshined Laser====
===== <span class="invisible-header">Skeet Blaster</span> =====
The Waveshined Laser is a very useful technique because it's a good defense and a good offense. To do this, use Reflector, Wavedash backwards without facing behind the player, and shoot as many Lasers that they want to shoot.
{{MoveData
|name=Skeet Blaster
|input=g.4
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=0
|active=0
|recovery=0
|iasa=0
|onshield=0
|landlag=0
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


Waveshining is also a popular mixup when pillaring an opponent's shield. The waveshine allows the Falco player to move behind an opponent's shield to not get shieldgrabbed.
===== <span class="invisible-header">Star Blaster</span> =====
{{MoveData
|name=Star Blaster
|input=g.8
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=
|active=
|recovery=
|iasa=
|onshield=
|landlag=
|autocancel=<0 0>
|damage=Clean: 0 / Late: 0
|bkb=Clean: 0 / Late: 0
|kbg=0
|angle=0
|effect=Normal
|description=* Placeholder
}}
}}


For both Fox and Falco, the waveshine can be used as a method of spacing and avoiding the lag after a Shine.
===== <span class="invisible-header">Floor Blaster</span> =====
 
{{MoveData
===Waveshine Infinite===
|name=Floor Blaster
A '''Waveshine infinite''' is an infinite which uses the waveshine. The only character able to perform the Waveshine infinite combo is [[Fox (SSBM)|Fox]]. The Waveshine Infinite can not be done with [[Falco (SSBM)|Falco]], as his Shine has vertical [[knockback]]. To do all variations of the infinite, the player must be able to L-cancel, Waveshine, and Short-Hop.
|input=g.2
 
|subtitle=
There are two general types of the Waveshine infinite. One can infinite an opponent either against a wall, which is generally easier, or on a flat surface, without a wall. Both types of infinite have multiple ways to perform them.
|image=
 
|data=
One that is often talked about is the Drillshine infinite. In order to Drillshine infinite combo, the player uses Fox's [[down aerial]] and L-cancel it into his Shine and wavedash out of it. Then, the player repeats. This combo is extremely hard to pull off and takes a considerable amount of practice.
{{AttackData-SSBM
 
|factive=33
There is also an infinite combo when the player gets on the edge, triple jump (so they just hit the edge again, when they just move into it without actually finishing it and firing), fall, shine, jump cancel the shine, and repeat.
|active=0
 
|recovery=10
====Limitations====
|iasa=
The damage sustained from the infinite combo can be 999%, thus the name "infinite combo." Characters like [[Link (SSBM)|Link]], [[Peach (SSBM)|Peach]], and [[Zelda (SSBM)|Zelda]] cannot escape this if the Fox player is skilled enough. On the down side, most characters cannot be infinite combo'd. Most characters slide too far (from the Shine) in order to be caught again by the down aerial. Some characters are even knocked down from the Shine, and unfortunately, the player can't infinite combo a character if he/she is on the ground.
|onshield=
 
|landlag=
====Wall infinites====
|autocancel=
This combo works on characters that don't fall over from Fox's shine. Against most walls, Fox can string together L-canceled down aerials into the shine. At this point, Fox can either jump cancel the shine and start another down aerial, or Waveshine out of it and start another down aerial. Both of these variations will work. The repetition of this drill-shine-drill-shine input results in an infinite combo. Note also that the down aerial may be short-hopped or full jumped.
|damage=10
 
|bkb=150
====Land infinite====
|kbg=40
Waveshine into another shine and repeat, hitting the opponent each time. Can only be done against characters that only go about as far as Fox's wavedash allows him to.
|angle=270
 
|effect=Normal
====IJC Shine====
|description=Generally only used to setup mixup situations when Uthrow won't combo.  
This is very similar to the other infinites, except that it doesn't include Fox's SH(FF)L'd down aerials. It is performed by shining, jump-canceling the shine, and before leaving the ground, shining again (ad infinitum). The IJC Shine is widely recognized as the most difficult non-glitch technique to perform, as it requires frame perfect precision.
}}
 
}}
It also is possible to SDI during the 4 frames before Fox leaves the ground, as seen in many of SuperDoodleMan's works. Considering that it is possible to double and triple shine on flat land, this may allow Fox to IJC Shine anyone, regardless of stage layout.
 
====Wall infinite====
The wavedash is used only to cancel the lag of the shine, and should be done so that Fox does not move forward. It is also possible to infinite against a wall by Waveshining, then using the down aerial on  an opponent, followed by another shine to repeat the process. This can also be done by jumping out of the shine instead of Waveshining. As the down aerial is easily SDI'd, this is not as popular of a method, as it is much easier to escape. Another much harder method is to jump cancel the shine and shffl an up aerial so that only the first hit connects, then immediately shining. This is not a practical method, as it is very difficult to perform multiple times, and can also be escaped with good [[DI]]. However, it is possible to "infinite" someone using this method on Corneria, where normal wall infinites are not possible. The last possible way to wall infinite someone is to repeatedly multishine someone against a wall.
 
Against characters that fall down upon being hit by the shine, the only possible way to infinite them against a wall is to multishine. When a character that is lying on the floor is hit by the shine, he is pushed along the floor, and stands up when he stops sliding. If the character does not tech the first shine, he can be kept in the animation of sliding on the floor by repeatedly shining him again before he has a chance to get up. This requires consistent multishining, and is thus very difficult to perform.
 
Stages Wall Infinite is possible on: Princess Peach's Castle, Pokémon Stadium, Onett, Icicle Mountain, Brinstar Depths, Hyrule Temple, Green Greens, and Fourside.
 
====Wall-less infinite====
The wall-less infinite is performed by shining an opponent, chasing them with a wavedash, and following up with either a down aerial or another shine. Using the down aerial, however, is very unsafe, as the opponent can easily escape using Smash DI, which is easy to perform on the down aerial. Against characters that slide too far to be caught after only a wavedash, a dash is required before the down aerial. If the Fox player wants to infinite without a down aerial against characters with low traction, he has to Waveshine, run, and perform a jump canceled shine. This is considered difficult. Characters that fall to the shine cannot be infinited without a wall. It can be performed on any level with a flat surface.
 
===Short Hop Laser===
In ''Melee'', [[Fox (SSBM)|Fox]] can shl and shdl, and both techniques are used to camp and "tack on" small amounts of damage, but are much less effective at stopping approaches, due to the lack of hitstun that Fox's lasers deal. Fox's shl and shdl are considered more safe and flexible than shooting lasers from the ground, for a number of reasons. Short hops can be maneuvered toward or away from the opponent, and the lag caused by landing takes less time than that which occurs during a grounded blaster's cool-down animation.
 
As [[Falco (SSBM)|Falco]], the shl is used to camp and disrupt and slow opponents' ground movement and approaches. Continuous strings of Falco’s shl are faster to execute than continuous grounded lasers.


====Moving and weaving====
== Universal Mechanics ==
Fox and Falco are able to cover horizontal distance while airborne during the shl and, in Fox's case, the shdl. By pushing the control stick left or right shortly after tapping B, Fox and Falco can move forward or backward after firing a laser. With Fox, B can be pressed a second time during the control stick movement, in order to fire a second laser and perform a moving shdl. While this technique allows for horizontal aerial movement, it prevents players from fastfalling; slowing the speed at which they return to the ground. The moving shl and shdl can be used to approach and retreat while shooting lasers at an opponent, and is often more effective for this purpose than the regular shl and shdl combined with ground movement. The technique can also be used to move swiftly in and out of an opponent's attack range while damaging them, a technique known as weaving.


==Match-ups==
==Advanced Frame Data==
===Serious Advantage Match-ups===
This table shows the frame data for all of Fox's non-special moves. Including shield advantage at different timings and cancels.
Link, Zelda, Mew2, Yoshi, G&W, Ness, Bowser, Kirby, Pichu
{| class = "wikitable mw-collapsible mw-collapsed"
===Advantage Match-ups===
|+ Shield Advantage
Puff, Sheik, Peach, C.Falcon, IC, Doc, Ganon, Pikachu, Mario, Luigi, DK, Y.Link, Roy
! move||start||end||lcancelledLandingLag||autoCancelAfter||iasa||missedLcancelLandingLag||totalFrames||damage||shieldstun||bestShieldAdvantage||lcancelledShieldAdvantage||missedLcancelShieldAdvantage||earlyHitAutoCancelledShieldAdvantage||lateHitAutoCancelledShieldAdvantage||earlyHitIASACancelledShieldAdvantage||lateHitIASACancelledShieldAdvantage||earlyHitTotalFramesShieldAdvantage||lateHitTotalFramesShieldAdvantage
===Fair Match-ups===
|-
Falco, Marth, Samus
|ftilt_mh||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
===Disadvantage Match-ups===
|-
None
|ftilt_mh||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
===Serious Disadvantage Match-ups===
|-
None
|ftilt_mh||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|dtilt||7||9||N\A||N\A||28||N\A||29||10||6||-12||N\A||N\A||N\A||N\A||-14||-12||-16||-14
|-
|dtilt||7||9||N\A||N\A||28||N\A||29||10||6||-12||N\A||N\A||N\A||N\A||-14||-12||-16||-14
|-
|dtilt||7||9||N\A||N\A||28||N\A||29||10||6||-12||N\A||N\A||N\A||N\A||-14||-12||-16||-14
|-
|uair||8||9||9||25||36||18||39||5||4||-5||-5||-14||-17||-16||-23||-22||-27||-26
|-
|uair||8||9||9||25||36||18||39||5||4||-5||-5||-14||-17||-16||-23||-22||-27||-26
|-
|uair||8||9||9||25||36||18||39||5||4||-5||-5||-14||-17||-16||-23||-22||-27||-26
|-
|uair||11||14||9||25||36||18||39||13||7||-2||-2||-11||-11||-8||-17||-14||-21||-18
|-
|uair||11||14||9||25||36||18||39||13||7||-2||-2||-11||-11||-8||-17||-14||-21||-18
|-
|uair||11||14||9||25||36||18||39||13||7||-2||-2||-11||-11||-8||-17||-14||-21||-18
|-
|ftilt_l||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_l||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_l||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_h||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_h||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_h||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|dashattack||4||7||N\A||N\A||36||N\A||39||7||5||-23||N\A||N\A||N\A||N\A||-26||-23||-30||-27
|-
|dashattack||4||7||N\A||N\A||36||N\A||39||7||5||-23||N\A||N\A||N\A||N\A||-26||-23||-30||-27
|-
|dashattack||8||17||N\A||N\A||36||N\A||39||5||4||-14||N\A||N\A||N\A||N\A||-23||-14||-27||-18
|-
|dashattack||8||17||N\A||N\A||36||N\A||39||5||4||-14||N\A||N\A||N\A||N\A||-23||-14||-27||-18
|-
|dair||5||6||9||33||N\A||18||49||3||3||-6||-6||-15||-29||-28||N\A||N\A||-41||-40
|-
|dair||5||6||9||33||N\A||18||49||2||2||-7||-7||-16||-30||-29||N\A||N\A||-42||-41
|-
|dair||8||9||9||33||N\A||18||49||3||3||-6||-6||-15||-26||-25||N\A||N\A||-38||-37
|-
|dair||8||9||9||33||N\A||18||49||2||2||-7||-7||-16||-27||-26||N\A||N\A||-39||-38
|-
|dair||11||12||9||33||N\A||18||49||3||3||-6||-6||-15||-23||-22||N\A||N\A||-35||-34
|-
|dair||11||12||9||33||N\A||18||49||2||2||-7||-7||-16||-24||-23||N\A||N\A||-36||-35
|-
|dair||14||15||9||33||N\A||18||49||3||3||-6||-6||-15||-20||-19||N\A||N\A||-32||-31
|-
|dair||14||15||9||33||N\A||18||49||2||2||-7||-7||-16||-21||-20||N\A||N\A||-33||-32
|-
|dair||17||18||9||33||N\A||18||49||3||3||-6||-6||-15||-17||-16||N\A||N\A||-29||-28
|-
|dair||17||18||9||33||N\A||18||49||2||2||-7||-7||-16||-18||-17||N\A||N\A||-30||-29
|-
|dair||20||21||9||33||N\A||18||49||3||3||-6||-6||-15||-14||-13||N\A||N\A||-26||-25
|-
|dair||20||21||9||33||N\A||18||49||2||2||-7||-7||-16||-15||-14||N\A||N\A||-27||-26
|-
|dair||23||24||9||33||N\A||18||49||3||3||-6||-6||-15||-11||-10||N\A||N\A||-23||-22
|-
|dair||23||24||9||33||N\A||18||49||2||2||-7||-7||-16||-12||-11||N\A||N\A||-24||-23
|-
|dair||26||27||9||33||N\A||18||49||3||3||-6||-6||-15||-8||-7||N\A||N\A||-20||-19
|-
|dair||26||27||9||33||N\A||18||49||2||2||-7||-7||-16||-9||-8||N\A||N\A||-21||-20
|-
|bair||4||7||10||22||38||20||39||15||8||-2||-2||-12||-14||-11||-25||-22||-27||-24
|-
|bair||4||7||10||22||38||20||39||15||8||-2||-2||-12||-14||-11||-25||-22||-27||-24
|-
|bair||4||7||10||22||38||20||39||9||6||-4||-4||-14||-16||-13||-27||-24||-29||-26
|-
|bair||8||19||10||22||38||20||39||9||6||-1||-4||-14||-12||-1||-23||-12||-25||-14
|-
|bair||8||19||10||22||38||20||39||9||6||-1||-4||-14||-12||-1||-23||-12||-25||-14
|-
|bair||8||19||10||22||38||20||39||9||6||-1||-4||-14||-12||-1||-23||-12||-25||-14
|-
|usmash||7||9||N\A||N\A||N\A||N\A||41||18||10||-22||N\A||N\A||N\A||N\A||N\A||N\A||-24||-22
|-
|usmash||7||9||N\A||N\A||N\A||N\A||41||18||10||-22||N\A||N\A||N\A||N\A||N\A||N\A||-24||-22
|-
|usmash||10||17||N\A||N\A||N\A||N\A||41||13||7||-17||N\A||N\A||N\A||N\A||N\A||N\A||-24||-17
|-
|usmash||10||17||N\A||N\A||N\A||N\A||41||13||7||-17||N\A||N\A||N\A||N\A||N\A||N\A||-24||-17
|-
|jab2||2||3||N\A||N\A||18||N\A||19||4||3||-11||N\A||N\A||N\A||N\A||-12||-11||-14||-13
|-
|jab2||2||3||N\A||N\A||18||N\A||19||4||3||-11||N\A||N\A||N\A||N\A||-12||-11||-14||-13
|-
|jab1||2||3||N\A||N\A||16||N\A||17||4||3||-9||N\A||N\A||N\A||N\A||-10||-9||-12||-11
|-
|jab1||2||3||N\A||N\A||16||N\A||17||4||3||-9||N\A||N\A||N\A||N\A||-10||-9||-12||-11
|-
|ftilt_m||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_m||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_m||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|nair||4||7||7||36||42||15||49||12||7||0||0||-8||-29||-26||-30||-27||-38||-35
|-
|nair||4||7||7||36||42||15||49||12||7||0||0||-8||-29||-26||-30||-27||-38||-35
|-
|nair||4||7||7||36||42||15||49||12||7||0||0||-8||-29||-26||-30||-27||-38||-35
|-
|nair||8||31||7||36||42||15||49||9||6||-1||-1||-9||-26||-3||-27||-4||-35||-12
|-
|nair||8||31||7||36||42||15||49||9||6||-1||-1||-9||-26||-3||-27||-4||-35||-12
|-
|nair||8||31||7||36||42||15||49||9||6||-1||-1||-9||-26||-3||-27||-4||-35||-12
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||15||8||-27||N\A||N\A||N\A||N\A||-31||-27||-35||-31
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||15||8||-27||N\A||N\A||N\A||N\A||-31||-27||-35||-31
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||12||7||-28||N\A||N\A||N\A||N\A||-32||-28||-36||-32
|-
|dsmash||6||10||N\A||N\A||46||N\A||49||12||7||-28||N\A||N\A||N\A||N\A||-32||-28||-36||-32
|-
|utilt||5||11||N\A||N\A||23||N\A||23||12||7||-4||N\A||N\A||N\A||N\A||-10||-4||-11||-5
|-
|utilt||5||11||N\A||N\A||23||N\A||23||9||6||-5||N\A||N\A||N\A||N\A||-11||-5||-12||-6
|-
|utilt||5||11||N\A||N\A||23||N\A||23||9||6||-5||N\A||N\A||N\A||N\A||-11||-5||-12||-6
|-
|utilt||5||11||N\A||N\A||23||N\A||23||9||6||-5||N\A||N\A||N\A||N\A||-11||-5||-12||-6
|-
|ftilt_ml||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_ml||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|ftilt_ml||5||8||N\A||N\A||N\A||N\A||26||9||6||-12||N\A||N\A||N\A||N\A||N\A||N\A||-15||-12
|-
|fair||6||8||11||48||53||22||59||7||5||-6||-6||-17||-41||-39||-41||-39||-48||-46
|-
|fair||6||8||11||48||53||22||59||7||5||-6||-6||-17||-41||-39||-41||-39||-48||-46
|-
|fair||16||18||11||48||53||22||59||5||4||-7||-7||-18||-32||-30||-32||-30||-39||-37
|-
|fair||16||18||11||48||53||22||59||5||4||-7||-7||-18||-32||-30||-32||-30||-39||-37
|-
|fair||24||26||11||48||53||22||59||6||4||-7||-7||-18||-24||-22||-24||-22||-31||-29
|-
|fair||24||26||11||48||53||22||59||6||4||-7||-7||-18||-24||-22||-24||-22||-31||-29
|-
|fair||33||35||11||48||53||22||59||4||3||-8||-8||-19||-16||-14||-16||-14||-23||-21
|-
|fair||33||35||11||48||53||22||59||4||3||-8||-8||-19||-16||-14||-16||-14||-23||-21
|-
|fair||43||45||11||48||53||22||59||3||3||-4||-8||-19||-6||-4||-6||-4||-13||-11
|-
|fair||43||45||11||48||53||22||59||3||3||-4||-8||-19||-6||-4||-6||-4||-13||-11
|-
|fsmash_m||12||16||N\A||N\A||N\A||N\A||39||15||8||-15||N\A||N\A||N\A||N\A||N\A||N\A||-19||-15
|-
|fsmash_m||12||16||N\A||N\A||N\A||N\A||39||15||8||-15||N\A||N\A||N\A||N\A||N\A||N\A||-19||-15
|-
|fsmash_m||12||16||N\A||N\A||N\A||N\A||39||15||8||-15||N\A||N\A||N\A||N\A||N\A||N\A||-19||-15
|-
|fsmash_m||17||22||N\A||N\A||N\A||N\A||39||12||7||-10||N\A||N\A||N\A||N\A||N\A||N\A||-15||-10
|-
|fsmash_m||17||22||N\A||N\A||N\A||N\A||39||12||7||-10||N\A||N\A||N\A||N\A||N\A||N\A||-15||-10
|-
|fsmash_m||17||22||N\A||N\A||N\A||N\A||39||12||7||-10||N\A||N\A||N\A||N\A||N\A||N\A||-15||-10
|}


{{Smash Melee}}
{{Smash Melee}}

Latest revision as of 11:43, 16 February 2025


Introduction

Fox is Melee's dedicated pixie character and with that comes a truly dizzying array of viable choices to make in any given moment. If you want an elite launcher to start a full combo, Fox has multiple. From recoveries that combo to death, the most consistent kill confirms in the game, the best jump in the game, and blisteringly fast speed, Fox has it all. Not to mention his shine. An invincible, instantaneous, jump cancellable move that leads to full combos onstage and kills offstage at 0%. When you are playing well as Fox, you can feel entirely unbeatable and you quite possibly are.

The true benefit of all of this versatility is that Fox is the most expressive and personalizable character in the entire cast. This gives you the ability to sculpt your Fox to suit your style. Want to laser for 6 minutes, camping until you get a strong hit? Do you want to play pure rushdown, mixing your opponents to death? Most would argue that Fox is an ideal choice for either one. What's more, even the choice to play defensively or aggressively in a situation comes with it the true question, how? There are often a dozen viable moves that, when combined with his incredible mobility options, create endless permutations of answers to even relatively simple questions

However, all of this comes with a cost. Befitting his archetype, Fox is incredibly fragile once he gets opened up. What's more, his low range and inability to safely or effectively interact with his opponents outside of it means that he is often forced to commit which can pose terrifying consequences. Combined with the highest executional demands of the cast, and he becomes an inconsistent tournament character.

Still, this is a small price to pay in order to experience the unequaled high that is Melee's Fox McCloud

Strengths Weaknesses
  • Versatility: Fox's moveset makes him an unrivaled adapter; no matter the matchup, the situation, or the style, he has the tools you need
  • Speed: Fox is one of the fastest characters in Melee, both in the air and on the ground, horizontally and vertically. This allows him both to play runaway and quickly reach his opponent and easily control the pace of any game. This is mirrored in his frame data, which is some of Melee's best
  • Shine: One of Fox's best moves, which can be canceled into jump, pressure shields, push opponents back, spike them offstage, combo into itself via waveshines, stall himself in the air, and even reflect projectiles.
  • Recovery Mix-ups: With multiple Fire Fox angles, Illusion, shine-stalling, and his air-dodge, Fox has a library of choices to pick from when recovering, many of which can easily reversal into Fox's own punishes if he makes it back
  • Kill Confirms: Fox has among the most consistent kill confirms in the entire cast, and some of the best kill options to use them with
  • Full Hop: Fox's full hop is among the most powerful movement options in the entire game, as well as having extremely potent synergy with the rest of his kit
  • Execution: Some of Fox's techniques can be hard to perform consistently, particularly in tournament settings
  • Combo Food: As a fast faller, Fox can get combo'd very easily, get edge-guarded hard, and will likely fall first when both characters can't recover offstage. Almost every character has some sort of special punish trees for him, especially on FD
  • Popularity: As the best and most popular character in the game, he will be his opponent's most practiced and best match up the vast majority of the time. This helps to make his matchups less skewed in practice than they might appear on paper
  • Range: Fox has generally low range and a lack of disjointed options. This isn't a crippling issue for Fox, as his speed gives him a great range of attack despite those attacks being stubby, but it means that he of can't usually engage opponents without getting right on top of them. This puts Fox at a great risk in physical combat.
SSBM Fox Portrait.png
Physics
Weight 75 (22nd)
Fall Speed 2.8/Fast 3.4 (3rd)
Gravity 0.23 (1st)
Ground Movement
Walk Speed 1.6 (1st)
Initial Dash Speed 1.9 (24th)
Initial Dash Length 11f (7th)
Run Speed 2.2 (25th)
Traction 0.08 (10th)
Jumping
Jumpsquat 3f (1st)
Jump Height Full 31.28/Short 10.65/Air 40.204 (17th/23rd/1st)
Air Speed 0.83 (19th)
Air Acceleration 0.08 (2nd)

Ground Moves

Jab
Jab
Catch these paws
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 13 16 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
4% 0 100 70 Normal -10

Oddly, comes out a frame earlier than its animation would indicate. Can set up for an Usmash or aerial at kill percent.

Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 15 18 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
4% 0 100 70 Normal -13

A niche mixup on shield. Sets up for the same followups as Jab 1.

Rapid Jab First Active Active Recovery IASA Landing Lag Autocancel
9 2 per hit 9 (finisher) - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
1% 10 80 78 Normal -

Don't use this move.

Dash Attack
Jumping Side Kick
d.A
First Active Active Recovery IASA Landing Lag Autocancel
4 4-7 (clean) / 8-17 (late) 19 36 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 7%/ Late: 5% Clean: 35/ Late: 20 90 72 Normal 0

Quick startup and long active frames make it a useful whiff punish tool, albeit a risky one. Like jab, leads into Usmash or aerials at kill percent.

fTilt
Fox Kick
fTilt (t.6A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-8 18 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
9% 0 100 361 Normal -15

Quick poke. Essentially outclassed by all of Fox's other moves, but has niche use as an edgegaurding tool.

uTilt
Back Kick
12% sweetspot ONLY hits grounded opponents.
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-11 17 23 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Sweetspot: 12% / Sourspot: 9% 18 140 Sweetspot: 110 / Sourspot: 84 Normal -11

A best in class tool for antiairing and stuffing approaches. Works as a mid-percentage combo extender on fastfallers, a kill confirm launcher on midweights into Uair, or a quick, safe vertical kill move on floaties. Fast, difficult to punish, and rewarding; it's an excellent option on a character infamous for having excellent options.

dTilt
Tail Sweep
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-9 20 28 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10% 25 125 70 (inner) / 80 (middle) / 90 (outer) Normal -15

Another vertical launcher; can be useful against characters holding the ledge or during edgeguards. Leads into aerials or can kill off the top outright.

fSmash
Roundhouse Kick
That ain't Falco
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
12 12-16 (clean) / 17-22 (late) 17 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 15% / Late: 12% Clean: 10 / Late: 2 Clean: 105 / Late: 100 361 Normal -17

Generally only used for edgegaurding, although even there it is generally outclassed by Dsmash.

uSmash
Flip Kick
"He needs it"
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-9 (clean) / 10-17 (late) 26 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 18% / Late: 13% Clean: 30 / Late: 10 Clean: 112 / Late: 100 Clean: 80 / Late: 361 Normal -26

Has a well-earned reputation of being a brutal vertical kill option. Fox has multiple ways to confirm into it against every character, making him extraordinarily threatening at high percent.

dSmash
Fox Split
Outer hitboxes are the sweetspot, inner hitboxes are the sourspot.
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-10 39 46 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Sweet: 15 / Sour: 12 20 65 Sweet: 25 / Sour: 361 Normal -32

Low angle makes it a nice tool for calling out attempts to grab ledge.

Aerial Moves

nAir
Flying Kick
True combos into getting back thrown offstage.
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
4 Clean: 4-7 / Late: 8-31 10 42 15/7 4, 36
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 12% / Late: 9% Clean: 10 / Late: 0 100 361 Normal 0

One of Fox's staple buttons for approaching, pressure, and followups, though exploitable if overused, especially against crouch-cancel. Leads into essentially all of Fox's grounded followups or another shorthop aerial, excellent when paired with shine against shield, great for landing out of a fullhop; the applications go on and on.

fAir
Tornado Kick
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-8, 16-18, 24-26, 33-35, 43-45 8 53 22/11 <6, 49>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 7%, 5%, 6%, 4%, 3% Hits 1-4: 10 / Hit 5: 50 100 361 Normal -6

Essentially only used as a combo extender in situations where Fox's other aerials won't work, such as to link into an Usmash against Jigglypuff around 60%.

bAir
Reverse Spin Kick
Oppression from above
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
4 4-7 (clean) / 8-19 (late) 28 38 20/10 <3, 23>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 15% / Late: 9% 0 100 361 Normal -2

Fast, active, big, damaging, safe, rewarding with both combos and edgeguards, and on the character that turns jumping into a 10-way mixup. Fox's Bair is imfamous for its dominance, since it forces opponents to respect his jumps regardless of the situation and tends to net him extra damage regardless of where it hits. To top it all off, it's startup, active frames, and strength give it excellent option coverage offstage, making it one of his best tools for closing out stocks.

uAir
McCloud Flip
"HE NEEDS IT"
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
8 8-14 0 36 18

L-cancelled=9

<8, 24>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 13 / Late: 5 Clean: 40 / Late: 0 Clean: 116 / Late: 120 Clean: 85 / Late: 92 Normal Clean: -5/Clean: -2
  • Placeholder
dAir
Air Drill
"Oh? You're holding down?"
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-27 22 - 18

L-cancelled=9

-
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3% / Late: 2% 0 100 290 Normal Clean: -6% / Late: -7%
  • Placeholder

Special Moves

Blaster
Blaster
because the fastest character in the game shouldn't have to approach
nB (5B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
10 33 26 - - all
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 0 0 - Normal -

Extremely potent tool to force approaches. It's the fastest and most noncommittal projectile in the game, but has no knockback or hitstun whatsoever, so any use within an opponents range is likely to be punished. Still, from fullscreen it's an extremely potent tool against slow characters, especially when combined with Fox's mobility.

Falco Phantasm
Fox Illusion
sideB (4/6B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Fire Fox
Fire Fox
sideB (4/6B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Reflector
Reflector (Shine)
Y'all know this one
downB (8B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
1 1 39 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
5 80 0 0 Normal +1

The most popular choice for 'best move in the game', and for good reason. It's the cornerstone of Fox's pressure and punish game. Frame 1 startup and invul along with the instant JC make this move an ungodly wakeup option, out of shield tool, blockstring fodder, and general panic scramble button. Additionally, it's +1 on shield when JC'd optimally, leading to strong tick throw pressure (dubbed the 'Shinegrab') or simply jumping away to reset with another button. It's fixed knockback and 0 degree angle make it one of the best crouch cancel busters in the game, and ALSO make it one of the most deadly edgegaurding tools. When used on the ground, against lightweights it causes a knockdown, while on heavier characters it leaves them standing, giving Fox more than enough time to wavedash into another shine (the "Waveshine"), a jab, a Dtilt, grab or Usmash for a kill. A shockingly versatile move, limited only by it's range and the player's execution.

Grabs & Throws

Grab
Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Dash Grab
Grab
d.Z
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Pummel
Knee
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Elbow Bash
Elbow Bash
g.6
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Skeet Blaster
Skeet Blaster
g.4
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Star Blaster
Star Blaster
g.8
First Active Active Recovery IASA Landing Lag Autocancel
- - - - - <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal -
  • Placeholder
Floor Blaster
Floor Blaster
g.2
First Active Active Recovery IASA Landing Lag Autocancel
33 0 10 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10 150 40 270 Normal -

Generally only used to setup mixup situations when Uthrow won't combo.

Universal Mechanics

Advanced Frame Data

This table shows the frame data for all of Fox's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
ftilt_mh 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_mh 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_mh 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
dtilt 7 9 N\A N\A 28 N\A 29 10 6 -12 N\A N\A N\A N\A -14 -12 -16 -14
dtilt 7 9 N\A N\A 28 N\A 29 10 6 -12 N\A N\A N\A N\A -14 -12 -16 -14
dtilt 7 9 N\A N\A 28 N\A 29 10 6 -12 N\A N\A N\A N\A -14 -12 -16 -14
uair 8 9 9 25 36 18 39 5 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 5 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 5 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 11 14 9 25 36 18 39 13 7 -2 -2 -11 -11 -8 -17 -14 -21 -18
uair 11 14 9 25 36 18 39 13 7 -2 -2 -11 -11 -8 -17 -14 -21 -18
uair 11 14 9 25 36 18 39 13 7 -2 -2 -11 -11 -8 -17 -14 -21 -18
ftilt_l 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_l 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_l 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_h 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_h 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_h 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
dashattack 4 7 N\A N\A 36 N\A 39 7 5 -23 N\A N\A N\A N\A -26 -23 -30 -27
dashattack 4 7 N\A N\A 36 N\A 39 7 5 -23 N\A N\A N\A N\A -26 -23 -30 -27
dashattack 8 17 N\A N\A 36 N\A 39 5 4 -14 N\A N\A N\A N\A -23 -14 -27 -18
dashattack 8 17 N\A N\A 36 N\A 39 5 4 -14 N\A N\A N\A N\A -23 -14 -27 -18
dair 5 6 9 33 N\A 18 49 3 3 -6 -6 -15 -29 -28 N\A N\A -41 -40
dair 5 6 9 33 N\A 18 49 2 2 -7 -7 -16 -30 -29 N\A N\A -42 -41
dair 8 9 9 33 N\A 18 49 3 3 -6 -6 -15 -26 -25 N\A N\A -38 -37
dair 8 9 9 33 N\A 18 49 2 2 -7 -7 -16 -27 -26 N\A N\A -39 -38
dair 11 12 9 33 N\A 18 49 3 3 -6 -6 -15 -23 -22 N\A N\A -35 -34
dair 11 12 9 33 N\A 18 49 2 2 -7 -7 -16 -24 -23 N\A N\A -36 -35
dair 14 15 9 33 N\A 18 49 3 3 -6 -6 -15 -20 -19 N\A N\A -32 -31
dair 14 15 9 33 N\A 18 49 2 2 -7 -7 -16 -21 -20 N\A N\A -33 -32
dair 17 18 9 33 N\A 18 49 3 3 -6 -6 -15 -17 -16 N\A N\A -29 -28
dair 17 18 9 33 N\A 18 49 2 2 -7 -7 -16 -18 -17 N\A N\A -30 -29
dair 20 21 9 33 N\A 18 49 3 3 -6 -6 -15 -14 -13 N\A N\A -26 -25
dair 20 21 9 33 N\A 18 49 2 2 -7 -7 -16 -15 -14 N\A N\A -27 -26
dair 23 24 9 33 N\A 18 49 3 3 -6 -6 -15 -11 -10 N\A N\A -23 -22
dair 23 24 9 33 N\A 18 49 2 2 -7 -7 -16 -12 -11 N\A N\A -24 -23
dair 26 27 9 33 N\A 18 49 3 3 -6 -6 -15 -8 -7 N\A N\A -20 -19
dair 26 27 9 33 N\A 18 49 2 2 -7 -7 -16 -9 -8 N\A N\A -21 -20
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 9 6 -4 -4 -14 -16 -13 -27 -24 -29 -26
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
usmash 7 9 N\A N\A N\A N\A 41 18 10 -22 N\A N\A N\A N\A N\A N\A -24 -22
usmash 7 9 N\A N\A N\A N\A 41 18 10 -22 N\A N\A N\A N\A N\A N\A -24 -22
usmash 10 17 N\A N\A N\A N\A 41 13 7 -17 N\A N\A N\A N\A N\A N\A -24 -17
usmash 10 17 N\A N\A N\A N\A 41 13 7 -17 N\A N\A N\A N\A N\A N\A -24 -17
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
ftilt_m 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_m 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_m 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
dsmash 6 10 N\A N\A 46 N\A 49 15 8 -27 N\A N\A N\A N\A -31 -27 -35 -31
dsmash 6 10 N\A N\A 46 N\A 49 15 8 -27 N\A N\A N\A N\A -31 -27 -35 -31
dsmash 6 10 N\A N\A 46 N\A 49 12 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
dsmash 6 10 N\A N\A 46 N\A 49 12 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
utilt 5 11 N\A N\A 23 N\A 23 12 7 -4 N\A N\A N\A N\A -10 -4 -11 -5
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
ftilt_ml 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_ml 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_ml 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
fair 6 8 11 48 53 22 59 7 5 -6 -6 -17 -41 -39 -41 -39 -48 -46
fair 6 8 11 48 53 22 59 7 5 -6 -6 -17 -41 -39 -41 -39 -48 -46
fair 16 18 11 48 53 22 59 5 4 -7 -7 -18 -32 -30 -32 -30 -39 -37
fair 16 18 11 48 53 22 59 5 4 -7 -7 -18 -32 -30 -32 -30 -39 -37
fair 24 26 11 48 53 22 59 6 4 -7 -7 -18 -24 -22 -24 -22 -31 -29
fair 24 26 11 48 53 22 59 6 4 -7 -7 -18 -24 -22 -24 -22 -31 -29
fair 33 35 11 48 53 22 59 4 3 -8 -8 -19 -16 -14 -16 -14 -23 -21
fair 33 35 11 48 53 22 59 4 3 -8 -8 -19 -16 -14 -16 -14 -23 -21
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fsmash_m 12 16 N\A N\A N\A N\A 39 15 8 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 12 16 N\A N\A N\A N\A 39 15 8 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 12 16 N\A N\A N\A N\A 39 15 8 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 17 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -15 -10
fsmash_m 17 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -15 -10
fsmash_m 17 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -15 -10

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Roy
Non-Playable Characters
Male Wireframe
Female Wireframe
Master Hand
Crazy Hand
Giga Bowser
Sandbag