(ground moves) |
(Adding previously unused picture) |
||
(5 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | {{Header Nav|game=Super Smash Bros. for Nintendo 3DS}} | ||
{{floatingtoc|left}} | |||
[[File:Super Smash Bros. for Nintendo 3DS Wii U Fox.png|right]] | |||
The captain of Team Star Fox is returns for another mission! As the series' original rushdown character, Fox moves fast and drops even faster, giving him amazing mobility. His attacks are all lightning-quick and leave few openings, letting him mount an overwhelming offense without too much risk. Fox's speedy attacks aren't just for damage racking, as his KO moves are hard to react to and pack a punch. Even when he needs to go on the defensive, his speed and trusty blaster lets him play a strong keepaway game. Moreover, his specials give Fox a versatile and long distance recovery. Fox's biggest failing is his high falling speed, which makes him an easy target for juggles and combos. If you like playing aggressive offensive characters, Fox is one of the best choices in the game for you. | The captain of Team Star Fox is returns for another mission! As the series' original rushdown character, Fox moves fast and drops even faster, giving him amazing mobility. His attacks are all lightning-quick and leave few openings, letting him mount an overwhelming offense without too much risk. Fox's speedy attacks aren't just for damage racking, as his KO moves are hard to react to and pack a punch. Even when he needs to go on the defensive, his speed and trusty blaster lets him play a strong keepaway game. Moreover, his specials give Fox a versatile and long distance recovery. Fox's biggest failing is his high falling speed, which makes him an easy target for juggles and combos. If you like playing aggressive offensive characters, Fox is one of the best choices in the game for you. | ||
{{-}} | |||
==Basic Attributes== | ==Basic Attributes== | ||
Line 26: | Line 30: | ||
|dsmashdesc=Fox performs a split kick that hits on both sides. This smash attack isn't nearly as strong as Up Smash, but it is even faster. It also possesses a very rare feature, namely, its nearly horizontal knockback angle. It can launch foes sharply to the sides with minimal height gain, placing them in a difficult spot to recover from. For foes with a limited recovery trajectory, this move can spell doom for them if they're hit. Near the ledge, you are also likely to get KOs by launching enemies into the blastzones nearby. | |dsmashdesc=Fox performs a split kick that hits on both sides. This smash attack isn't nearly as strong as Up Smash, but it is even faster. It also possesses a very rare feature, namely, its nearly horizontal knockback angle. It can launch foes sharply to the sides with minimal height gain, placing them in a difficult spot to recover from. For foes with a limited recovery trajectory, this move can spell doom for them if they're hit. Near the ledge, you are also likely to get KOs by launching enemies into the blastzones nearby. | ||
|aira=Fall Kick | |aira=Fall Kick | ||
|airadesc=Fox performs a drop kick which gradually weakens over time. | |airadesc=Fox performs a drop kick which gradually weakens over time. This is one of many attacks unofficially known as a "sex kick", in that it is fast to come out, has a wide hitbox around the user, low landing lag, moderate duration, and the knockback starts out strong and decays with time. Fox's version of this kick is very versatile. As his fastest aerial attack, he can use it to knock foes away when surrounded, help him land safely, carefully poke at foes or to quickly punish mistakes. It is also a great combo move, uncommon for a sex kick, setting up Fox's other moves at low percents, including another Neutral Air. | ||
|airfa=Fox Copter | |airfa=Fox Copter | ||
|airfadesc=Fox makes multiple spinning kicks in a row. | |airfadesc=Fox makes multiple spinning kicks in a row. This move is a decent combo follow-up, with all hits comboing fairly well into each other. To ensure all hits land, Fox actually gains a bit of lift while using the move that counteracts his fall to stall him in midair. When used after jumping, this minor lift can increase the height of Fox's jump, so it is useful for recovering as well. The first few hits of the attack is sometimes used for edgeguarding, since they weakly meteor smash enemies if the final hit fails to land. | ||
|airba=Boot Swing | |airba=Boot Swing | ||
|airbadesc=Fox does a roundhouse kick behind him. | |airbadesc=Fox does a roundhouse kick behind him. This move is another one of Fox's bread and butter aerial attacks. This move is fast and snappy with strong sideways knockback. One of its main uses is as a poke against grounded foes, since it doesn't leave Fox vulnerable for long and is safe on shield if your positioning is right. It can also be used during edgeguarding and KOs due to its low knockback angle, which can be difficult to recover from when it hits. | ||
|airua=Tail Lunge | |airua=Tail Lunge | ||
|airuadesc=Fox attacks upward with his tail and feet. | |airuadesc=Fox attacks upward with his tail and feet. The first weak hit leads into the strong finishing strike. This move is mainly saved for KOs, even though its strength has been toned down from past installments. It is still about as fast as Up Smash and Back Air, and has good vertical range that makes it a possible surprise anti-air. As it hits foes straight upward, you can KO your opponents much earlier if you strike them closer to the top of the stage. | ||
|airda=Drill Boot | |airda=Drill Boot | ||
|airdadesc=Fox performs a drill kick downward. | |airdadesc=Fox performs a drill kick downward. This attack is quite fast and does a good amount of damage when all hits connect. It is a decent combo starter and can lead into some of Fox's grounded attacks. At higher percents, the last hit of the move pops foes up, making it harder to combo out of it. Its moderately long duration can help you punish airdodge happy foes. | ||
|holda=Iron Kneecap | |holda=Iron Kneecap | ||
|holdadesc=Fox knees the grabbed opponent. This grab attack is very fast but does extremely minor damage. There's nothing wrong with getting a few extra damage in before throwing your opponent, but only do so at medium or high percents so they have a lower chance of breaking free. | |holdadesc=Fox knees the grabbed opponent. This grab attack is very fast but does extremely minor damage. There's nothing wrong with getting a few extra damage in before throwing your opponent, but only do so at medium or high percents so they have a lower chance of breaking free. | ||
Line 46: | Line 50: | ||
|dthrowdesc=Fox drops the grabbed opponent on the ground and fires three shots at them. This is another of Fox's combo throws. Like many Down Throws, it sends the thrown foe on a slightly angular knockback trajectory, and is weak enough to allow for follow-ups at early percents. While it doesn't combo as well as some other characters' Down Throws like Luigi and Diddy Kong, it has above average damage for a throw of its nature, and is the only throw where all 3 blaster shots are guaranteed to hit. | |dthrowdesc=Fox drops the grabbed opponent on the ground and fires three shots at them. This is another of Fox's combo throws. Like many Down Throws, it sends the thrown foe on a slightly angular knockback trajectory, and is weak enough to allow for follow-ups at early percents. While it doesn't combo as well as some other characters' Down Throws like Luigi and Diddy Kong, it has above average damage for a throw of its nature, and is the only throw where all 3 blaster shots are guaranteed to hit. | ||
|b1=Blaster | |b1=Blaster | ||
|b1desc=Fox shoots with his blaster, which fires non-flinching shots with an extremely high firing rate. | |b1desc=Fox shoots with his blaster, which fires non-flinching shots with an extremely high firing rate. Unlike normal projectiles, Fox's Blaster should only be used for racking damage, since it doesn't deal knockback and thus lacks stopping power. The best way to use it is in quick bursts for dealing damage whenever you're at a safe distance from your opponents, stopping when they get close. It can't be canceled out by other projectiles, giving you a slight edge in projectile wars. While each shot is weak, they can accumulate a lot of damage over time. The gradual damage will also force more defensive foes to approach, especially if they lack their own long-range option to use against you. | ||
|b2=Impact Blaster | |b2=Impact Blaster | ||
|b2desc=Fox fires slower, single shots which do more damage and can deal knockback. | |b2desc=Fox fires slower, single shots which do more damage and can deal knockback. This custom move is very reminiscent of Falco's Blaster and has a similar purpose. The Impact Blaster is less effective at dealing damage, but can pester and annoy your foe very well due to its fast speed and flinching. Like the default, the Impact Blaster's shots cannot be canceled out by other projectiles, but it can cancel them out itself, making it the best option for projectile-heavy opponents. Additionally, the blaster can be used for edgeguarding, usually to cut short your foe's double jump to give them less height for recovering. | ||
|b3=Charge Blaster | |b3=Charge Blaster | ||
|b3desc=Fox automatically charges blaster shots before firing, resulting in slower activation but much stronger blasts. | |b3desc=Fox automatically charges blaster shots before firing, resulting in slower activation but much stronger blasts. This blaster variant most resembles a traditional projectile, not very spammable but better at zoning. It has similar uses to the Impact Blaster, only it trades firing rate for power. The knockback can stop approaches, giving you a stronger keepaway game, and forces foes to account for it when moving toward you. It is also a dangerous edgeguard attack since it hits offstage enemies further from the ledge, sometimes outright KOing if they're close enough to the sides of the screen. | ||
|fb1=Fox Illusion | |fb1=Fox Illusion | ||
|fb1desc=Fox zips forward at high speed, attacking with an image of him following his path. | |fb1desc=Fox zips forward at high speed, attacking with an image of him following his path. This attack is one of Fox's recovery moves and the one you should be using the most. It is faster than Fire Fox and travels a great distance horizontally. Whenever you use this move, always aim for the ledge as your enemies can punish the move's ending animation if you recover onto the stage. A major change for Fox in this game is that Fox Illusion no longer puts you in helpless freefall, letting you chain Fox Illusion into Fire Fox for extreme long distance recoveries. Fox Illusion can also be used as an attack, but the hit is pretty weak and doesn't combo into anything, so it isn't recommended for this purpose. | ||
|fb2=Fox Burst | |fb2=Fox Burst | ||
|fb2desc=Fox's image does not hurt foes, but Fox explodes after he finishes moving, | |fb2desc=Fox's image does not hurt foes, but Fox explodes after he finishes moving. This variant is plainly bad. Its main perk is the explosion in the end, which implies that this move is made for direct attacks, but the explosion is a poor option for an attack in just about any situation. The main issue with the explosion is its small radius, which means you need to space yourself so that your opponent is in range for the attack after you use Fox Burst. Furthermore, the burst is too weak for such a hard to land attack, barely having any KO potential. Ultimately, this move cannot compare to either of Fox's other illusion variants. | ||
|fb3=Wolf Flash | |fb3=Wolf Flash | ||
|fb3desc=Fox borrows a technique from his rival Wolf and zips forward at an angle, hitting anyone in his path. Enemies that are struck during the move's apex will be meteor smashed. | |fb3desc=Fox borrows a technique from his rival Wolf and zips forward at an angle, hitting anyone in his path. Enemies that are struck during the move's apex will be meteor smashed. This variant feels like a mix between the default illusion and Fox Burst, except its "burst" is much more effective. Wolf Flash moves at an angle, so it requires different positioning when aiming for the ledge. The meteor smash is hard to land, but will likely KO an offstage opponent if you manage to land it. There are a few setups to combo into the meteor smash, usually out of a Down Throw, but none of them are very reliable at hitting the sweet spot. Since you aren't put into a helpless state after using Wolf Flash, you can afford to be more risky with it to get flashy KOs. When it comes to recovery, Fox Illusion is your best choice, but Wolf Flash offers enough unique features to make itself a good alternative. | ||
|ub1=Fire Fox | |ub1=Fire Fox | ||
|ub1desc=Fox envelops himself with fire that harms foes before shooting toward the selected direction. | |ub1desc=Fox envelops himself with fire that harms foes before shooting toward the selected direction. As Fox's second recovery move, Fire Fox isn't used very much due to its initial charge which keeps Fox stationary, during which he is extra vulnerable to edgeguards. It should only be used when you're a bit far from the stage and too low from the ledge that Fox Illusion can't reach it. Fire Fox is not a bad recovery move outside of its startup, as it has an impressive range of angles you can aim it in. The flames keep you safe while moving but is strictly for defensive use; Fire Fox is terrible as an attack due to its long startup, measly reach and disappointing power. | ||
|ub2=Flying Fox | |ub2=Flying Fox | ||
|ub2desc=Fox launches in his chosen direction without flames, flying | |ub2desc=Fox launches in his chosen direction without flames, flying faster than normal. Flying Fox is the best Fire Fox variant for recovering. While it doesn't have any flames to protect you, it activates almost immediately and travels much faster, which makes it harder for edgeguarders to intercept you. It also preserves some of your momentum after using the move, which can let you travel extra distance and slide a bit when you land. Since Fire Fox is also only used for recovering, Flying Fox is effectively a straight upgrade. | ||
|ub3=Twisting Fox | |ub3=Twisting Fox | ||
|ub3desc=Fox spins as he travels through the air very slowly, trapping nearby foes with the whirlwind formed around him. The | |ub3desc=Fox spins as he travels through the air very slowly, trapping nearby foes with the whirlwind formed around him. This move is a mediocre recovery, but actually has a threatening attack. Twisting Fox is slow and a bit sluggish, but if you can consistently land it, it is deadly. The major appeal of Twisting Fox is its final hit, which is a surprisingly strong and has great KO potential, stronger than even Fox's Up Smash. | ||
|db1=Reflector | |db1=Reflector | ||
|db1desc=Fox puts up a hexagonal energy barrier that reflects projectiles and items back at a higher speed and power. The energy barrier can also harm nearby foes at the moment of activation. | |db1desc=Fox puts up a hexagonal energy barrier that reflects projectiles and items back at a higher speed and power. The energy barrier can also harm nearby foes at the moment of activation. The use of this move is self-explanatory; activate it when a projectile comes your way to launch them back at their source. You can keep the reflector up by holding the button, which can prevent projectile spam, but your enemies can approach and attack you while you put the reflector down. The reflector can also stall your fall in the air to throw off your opponents. If a foe happens to be between Fox and a wall/ledge on the side of the stage, Fox can reflect opponents into the wall and stage spike them. Be aware that this can easily be punished by aerials or specials of many characters, but it's hard for opponents to recover from if done correctly. This technique is a variation of Fox's and Falco's signature Shine Spike present in Super Smash Bros. Melee. | ||
|db2=Big Reflector | |db2=Big Reflector | ||
|db2desc=Fox's reflector is larger and pushes nearby enemies away instead of zapping them. The reflected projectiles have a lower speed and power increase. | |db2desc=Fox's reflector is larger and pushes nearby enemies away instead of zapping them. The reflected projectiles have a lower speed and power increase. When it comes to reflecting projectiles, the Big Reflector doesn't offer anything new since the normal Reflector already covers Fox's body enough. Instead, it is mainly chosen for its windbox upon activation. The pushback of the reflector can be used as an edgeguard against poorer or strictly vertical recoveries, pushing your target away from the ledge after they've expended their recovery move. It's only effective against certain characters and isn't used often, but this little feature makes the Big Reflector the most versatile of the three. | ||
|db3=Amplifying Reflector | |db3=Amplifying Reflector | ||
|db3desc=Fox's reflector is slightly smaller and takes longer to activate, but more than doubles the speed and strength of the projectiles it reflects. It does not hurt nearby foes unlike the default. | |db3desc=Fox's reflector is slightly smaller and takes longer to activate, but more than doubles the speed and strength of the projectiles it reflects. It does not hurt nearby foes unlike the default. The Amplifying Reflector can turn the most innocuous projectile into lethal missiles, but is held back by its painfully noticeable startup delay, forcing you to have quick reaction or even some foresight to successfully reflect projectiles. Unlike the other reflectors, it also offers nothing else other than projectile reflection, so it has lower utility than the rest. Its strength is still a significant perk, so if you can work around its long startup, it's definitely a viable reflector variant. | ||
|utaunt=Fox surrounds himself with flames and says "Here I come!" | |utaunt=Fox surrounds himself with flames and says "Here I come!" | ||
|ftaunt=Fox gestures in front of him while saying "Come on!" | |ftaunt=Fox gestures in front of him while saying "Come on!" |
Latest revision as of 05:56, 8 November 2015
![](http://cdn.wikimg.net/en/strategywiki/images/e/e0/Super_Smash_Bros._for_Nintendo_3DS_Wii_U_Fox.png)
The captain of Team Star Fox is returns for another mission! As the series' original rushdown character, Fox moves fast and drops even faster, giving him amazing mobility. His attacks are all lightning-quick and leave few openings, letting him mount an overwhelming offense without too much risk. Fox's speedy attacks aren't just for damage racking, as his KO moves are hard to react to and pack a punch. Even when he needs to go on the defensive, his speed and trusty blaster lets him play a strong keepaway game. Moreover, his specials give Fox a versatile and long distance recovery. Fox's biggest failing is his high falling speed, which makes him an easy target for juggles and combos. If you like playing aggressive offensive characters, Fox is one of the best choices in the game for you.
Basic Attributes[edit | edit source]
As one of the more fleet-footed characters, it's no surprise to learn that Fox is pretty light, around the same weight as Meta Knight, in fact. On the ground, Fox is one of the fastest characters in the game, falling just behind other speedsters like Little Mac and Captain Falcon. His lateral air speed is somewhat average, while his falling speed is famously the highest of the whole cast. His agility also grants him another helpful skill: the ability to wall jump.
Moveset Analysis[edit source]
Standard Attacks
Smash Attacks
Air Attacks
Throws
Special Attacks[edit source]
Taunts
Final Smash - Landmaster[edit | edit source]
Fox jumps off the screen and returns in Star Fox's heavy duty battle tank, the Landmaster. The Landmaster is a powerful vehicle, able to run foes over just by moving around. It is a bit unwieldy, as it is fairly slow and takes a while to reverse direction. It is also capable of limited flight with its thrusters. The Landmaster has two attacks: firing its main cannon with either attack button and a barrel roll performed by tilting the control stick downward. The top of the Landmaster serves as a platform for fighters, but the cannon is dangerous to stand on when firing. Fox is completely safe from attacks while inside the tank, but can still get KO'd if he falls off the stage.
The Landmaster has a relatively long duration for a Final Smash, and that is where its main strength lies. The vehicle is huge and takes up a lot of space, so it can heavily disrupt the fight and force foes to confront it for a good amount of time. On smaller stages, simply moving about and performing barrel rolls is enough to cause serious damage and get a few KOs due to the lack of space to avoid it. The cannon is obviously used to fire at enemies keeping their distance, but it can also quickly blast away any opponents that find themselves on your gun barrel.