SSBM/Fox: Difference between revisions

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==Introduction==
{{Infobox Character SSBM
Fox McCloud is the lead character from the space combat series Starfox. He is emblematic of speed, dominating foes with his rapid attacks, quick movement and overpowering offense in all areas of his game. Because of these advantages, Fox has won many tournaments and currently ranks 1st on the tier list (suggesting that he has the most potential of any character in Melee), ousting Sheik from the number one position for the fourth time.
|name=Fox
|discord=9rp6qNR
|vods=https://vods.co/melee?selection=13
|cookbook=https://melee.cookbook.gg/Fox
|image=SSBM_Fox_Portrait.png
|weight=75 [[Super Smash Bros. Melee/Attributes#Weight|(22nd)]]
|fallspeed=2.8/Fast 3.4 [[Super Smash Bros. Melee/Attributes#Fall Speed|(3rd)]]
|gravity=0.23 [[Super Smash Bros. Melee/Attributes#Gravity|(1st)]]
|jumpsquat=3f [[Super Smash Bros. Melee/Attributes#Jumpsquat|(1st)]]
|walkspeed=1.6 [[Super Smash Bros. Melee/Attributes#Walk Speed|(1st)]]
|idashspeed=1.9 [[Super Smash Bros. Melee/Attributes#Initial Dash|(24th)]]
|idashlength=11f [[Super Smash Bros. Melee/Attributes#Initial Dash|(7th)]]
|runspeed=2.2 [[Super Smash Bros. Melee/Attributes#Run Speed|(25th)]]
|traction=0.08 [[Super Smash Bros. Melee/Attributes#Weight|(10th)]]
|jumpheight=Full 31.28/Short 10.65/Air 40.204 [[Super Smash Bros. Melee/Attributes#Jump Height|(17th/23rd/1st)]]
|airspeed=0.83 [[Super Smash Bros. Melee/Attributes#Air Speed|(19th)]]
|airaccel=0.08 [[Super Smash Bros. Melee/Attributes#Air Acceleration|(2nd)]]
}}


Fox, however, is equally notorious for being an extremely difficult character to master. Almost all of his attributes reflect an unbridled speed, requiring quick fingers and reflexes to master. Players need utmost concentration to SHFFL aerials and shine combos with efficiency, and more importantly to avoid being grabbed by an opponent, which almost certainly means a painful chain throw or combo. Because of these struggles, Fox must remain slippery, unpredictable, and above all faster than his opponent to win.
==Ground Moves==
===== <span class="invisible-header">Jab</span> =====
{{MoveData
|name=Jab
|input=Jab (5AAA)
|subtitle= Catch these paws
|image=
|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.
}}
}}


=="A" Moves Analysis==
===== <span class="invisible-header">Dash Attack</span> =====
====Ground moves====
{{MoveData
=====Normal=====
|name=Jumping Side Kick
*[[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.
|input=d.A
*[[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.
|subtitle=
*[[Strong down]]: 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.
|image=
*[[Strong side]]: 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.
|data=
*[[Strong up]]: 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.
{{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.
}}
}}


=====[[Smash attack]]s=====
===== <span class="invisible-header">fTilt</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=Fox 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=fTilt (t.6A)
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=5
|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.
}}
}}


=====Other attacks=====
===== <span class="invisible-header">uTilt</span> =====
*[[Ledge attack]]- Climbs up and sticks his feet out in a similar fashion to his forward smash in {{g|SSB}}. 8% damage
{{MoveData
*100% ledge attack- Slowly climbs then very suddenly thrusts out his foot. 8% damage
|name=Back Kick
*[[Floor attack]]- Kicks on both sides. 6% damage
|input=uTilt (t.8A)
====[[Aerial]]s====
|subtitle= 12% sweetspot ONLY hits grounded opponents.
*[[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=5-11
|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.
}}
}}


====[[Grab]]s & [[throw]]s====
===== <span class="invisible-header">dTilt</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=Tail Sweep
*[[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=dTilt (t.2A)
*[[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=
*[[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=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.
}}
}}


=="B" Moves List==
===== <span class="invisible-header">fSmash</span> =====
===Move Analysis===
{{MoveData
==Combos==
|name=Roundhouse Kick
==Frame Data==
|input=fSmash (s.6A)
==Strategies==
|subtitle= That ain't Falco
===Shine Spike===
|image=
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.  
|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.  
}}
}}


===Wave Shine===
===== <span class="invisible-header">uSmash</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=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.
}}
}}


To waveshine, use the shine, then [[jump cancel]] into a wavedash out of it.
===== <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.  
}}
}}


It is often easier to use the [[X button|X]]/[[Y button]]s 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.
==Aerial Moves==
===== <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.
}}
}}


====Uses of the Waveshine====
===== <span class="invisible-header">fAir</span> =====
{{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%.
}}
}}


The waveshine is generally used for [[combo]]s 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."
===== <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.
}}
}}


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">uAir</span> =====
{{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
}}
}}


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">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
}}
}}


====Waveshined Laser====
==Special Moves==
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 [[Laser]]s that they want to shoot.
===== <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.
}}
}}


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">Falco Phantasm</span> =====
{{MoveData
|name=Fox Illusion
|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
}}
}}


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">Fire Fox</span> =====
{{MoveData
|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
}}
}}


===== <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.
}}
}}


===Character Specific===
==Grabs & Throws==
===Additional Note===
===== <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
}}
}}


==Match-ups==
===== <span class="invisible-header">Dash Grab</span> =====
===Serious Advantage Match-ups===
{{MoveData
Link, Zelda, Mew2, Yoshi, G&W, Ness, Bowser, Kirby, Pichu
|name=Grab
===Advantage Match-ups===
|input=d.Z
Puff, Sheik, Peach, C.Falcon, IC, Doc, Ganon, Pikachu, Mario, Luigi, DK, Y.Link, Roy
|subtitle=
===Fair Match-ups===
|image=
Falco, Marth, Samus
|data=
===Disadvantage Match-ups===
{{AttackData-SSBM
None
|factive=0
===Serious Disadvantage Match-ups===
|active=0
None
|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
}}
}}
 
===== <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
}}
}}
 
===== <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
}}
}}
 
===== <span class="invisible-header">Skeet Blaster</span> =====
{{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
}}
}}
 
===== <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
}}
}}
 
===== <span class="invisible-header">Floor Blaster</span> =====
{{MoveData
|name=Floor Blaster
|input=g.2
|subtitle=
|image=
|data=
{{AttackData-SSBM
|factive=33
|active=0
|recovery=10
|iasa=
|onshield=
|landlag=
|autocancel=
|damage=10
|bkb=150
|kbg=40
|angle=270
|effect=Normal
|description=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.
{| class = "wikitable mw-collapsible mw-collapsed"
|+ 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
|}


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




[[Category: Super Smash Bros. Melee]]
[[Category:Super Smash Bros. 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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