Fox (SSBM)
| Fox in Super Smash Bros. Melee | |
|---|---|
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| Universe | Star Fox |
| Other playable appearances | in SSB in Brawl in SSB4 in Ultimate |
| Availability | Starter |
| Tier | S (1) (North America) SS (1) (Europe) |
Fox (フォックス, Fox) is a playable starter character in Super Smash Bros. Melee.
Shinobu Satouchi reprises his role as Fox in-game and in the Japanese Star Fox Smash Taunt and Adventure Mode scenes. In the English Smash Taunt and Adventure scenes, Fox is voiced by Steve Malpass.
Fox currently ranks 1st out of 26 on the Melee tier list, a significant improvement from his 5th place out of 12 ranking in Smash 64 and his best placement in the series. Fox's speed in both movement and moveset makes for suffocating close-quarters encounters. He also has little trouble getting close to the opponent, as his great mobility allows him to quickly close gaps and he possesses a spammable projectile to force approaches. In addition, he has access to effective, long-distance recovery options in Fire Fox and Fox Illusion, and his high falling speed makes him resilient to vertical KOs in spite of his lightweight status. His aerial game packs a set of aerials that sport a good combination of speed, safety, power, and/or combo potential. Finally, Fox also possesses some of Melee's strongest moves, such his up smash, which boasts unreasonably high power relative to its speed, and his infamous Reflector (also known as the "shine"), which is one of the most versatile tools in the game and a core part of Fox's playstyle.
However, Fox is not flawless. One of his primary weaknesses is his lack of disjointed hitboxes. He can get stuffed out by other fighters, especially in aerial combat, though his fast movement can compensate for this. His high falling speed makes him vulnerable to combos and chaingrabs, and this combined with his low weight can result in early horizontal KOs. Fox's recovery also features long startup and linear paths, which makes it easier for fighters like Marth to edge guard or gimp him. Although Fox's combo game is very impressive, it is not very reliable, as many of his strings depend on tech-chases and DI mixups, rather than guaranteed hits. Fox's aerial finishers are also escapable, and his best option after a combo aside from his up smash is to create an edgeguard situation, which gives the opponent a small chance to recover. Finally, Fox also has an extremely high learning curve, as most of his advanced techniques require extremely precise inputs and fast reaction time.
Overall, Fox's fast-paced nature, alongside a deep combo game and strong KO power, has proven effective across Melee's entire metagame. As such, he is considered the best character in the entire game, and currently stands as the most used character in Melee, boasting a slew of mains that includes Chillin, Cody Schwab, Leffen, and Mang0.
Attributes[edit]
Fox falls into a unique archetype: He is an exceptionally quick lightweight, yet he is equipped with a plethora of viable finishers. He has the second fastest dashing speed (which remedies his low air speed somewhat), tied with Marth for the fastest walking speed, the third fastest falling speed, the second fastest fast falling speed, fast dash-dancing, and fast attacks. His low traction and fast jump (only 3 frames before he leaves the ground) gives him a fast, moderately long wavedash.
Fox's primary reason for his top-tier placing is his unparalleled comboing and damaging ability, helped by a powerful approach game. His fast fall and low, fast short hop contribute to an extremely quick SHFFL, which can let him almost effortlessly start combos or act as a deadly approach option. Additionally, Fox's special moves act as powerful ways to aid this; his Reflector comes out on frame 1, and makes for a potential combo starter, as well as a potential infinite combo with his waveshine infinite, and his Blaster can be a very effective damage-racking method, due to its long range, inability to cause hitstun, high speed and its ability to be combined with Fox's short hop as part of the short hop laser technique. Additionally, a majority of Fox's attacks inflict significant damage while being very fast as well; his neutral aerial, back aerial, and tilts are especially notable in this regard, with the remainder of his aerials having little ending lag.
Additionally, despite his lightweight status and incredible frame-data, Fox's KO ability is also among the best in the game, with numerous powerful vertical finishers in his arsenal, most notably his up smash and up aerial, both of which are among the most powerful in the game with huge hitboxes. Fox's Reflector also makes for a valuable tool for KOing, due to its set, semi-spike knockback properties that makes it extremely useful for edgeguarding or gimping. Its instantaneous startup time and its ability to be jump-cancelled also means that it is of very low risk to use off the edge. While not the strongest, Fox's forward smash is an effective horizontal finisher at higher damage percentages, capable of KOing even heavyweights like Bowser under 150%.
While not the best, Fox's grab game is good. His throws' low knockback allow him to set up potentially lethal combos. His up throw can lead into a sweet spotted up aerial, one of Fox's primary KO methods, and can even chain throw fast fallers. His forward and back throws force opponents a fair distance off the stage, aptly setting up opportunities for Fox to use his smashes, aerials, or shine spikes to edgeguard. In rare situations, Fox can use his down throw to meteor smash his opponents off the edge of a stage. Despite this, Fox's grab range is average (notably shorter than Falco's), though his high dashing speed gives him a potential method to "extend" its range. Fox also cannot reliably chain grab at higher percentages, though he retains his ability to hit most opponents out of his up throw with guaranteed aerials, depending on DI.
Despite being a top-tiered character and considered among the most powerful in Melee, Fox is not completely infallible. Because he is a light weight fast-faller, he suffers more hitstun but less vertical knockback. As such, nearly every character can juggle, combo, or chaingrab him for decent damage, even at times to KO percents, with little chance for Fox to escape (Marth and Peach being notorious for having deadly chaingrab combos on Fox at Final Destination). As a result, Fox can be considered somewhat of a glass cannon (along with his clone Falco), as while his attack prowess is very high, a single blunder by the player can cause the loss of a stock at the top-level, if the opponent executes the stock flawlessly without a blunder themselves.
In addition to an ease of being comboed, Fox also suffers from a rather exploitable recovery. On paper, despite being a fast-faller with poor air speed and the highest gravity value amongst the fighters, Fox has a very good recovery overall, as his two options, Fire Fox and Fox Illusion, both travel extremely long distances. He can also mix up his recovery options by angling Fire Fox in nearly any direction, shortening his Fox Illusion, or wall jumping on certain stages, making the opponent second-guess themselves about where they should be on the stage to intercept Fox's recovery. However, such techniques are also extremely dangerous if incorrectly aimed, as if the opponent obtains the correct read, or gets into a position where they can hit him out of his recovery, Fox will likely not be able to recover again. A multitude of attacks can intercept both moves, such as Falco's down aerial, many of Marth's disjointed moves, and even Mario and Dr. Mario's side specials. Furthermore, top-tiered characters generally have the options to cover several of Fox's recovery options at once, or even chase Fox off-stage before he even has the chance to recover. Nevertheless, Fox can be an incredibly challenging fighter for any of the games characters to be up against.
Changes from Super Smash Bros.[edit]
Fox received a mix of buffs and nerfs upon making the transition between games, but was buffed overall. Fox’s archetype as a fast faller is more pronounced with his fall speed and gravity significantly increasing. Fox now has stronger KO power, recovery, and movement options thanks to the introduction of wavedashing. Fox also received a side special move, known as Fox Illusion, which can be used as an additional recovery option, allowing for recovery mix-ups and making up for his reduced air speed and increased falling speed. Another noteworthy buff is his Reflector, as it can now be jump-cancelled, enabling him to perform advanced techniques such as waveshining. Reflector also no longer knocks down opponents whose weight is above 85 units, allowing for followups and even potential infinites.
Fox has also received notable nerfs, however. Although Blaster's projectile travels faster and can fire rapidly, it deals less damage overall and no longer causes hitstun, making it slightly less effective for camping. This also means that Blaster can no longer be used to gimp opponents, or lead into followups (aside from a wall infinite). Fox also suffered a big decrease in his air speed, comparatively limiting his recovery. Despite some of his moves becoming more powerful, some of his toolkit has become noticeably weaker: while his up smash is still a very deadly finisher, its lower KOing power means that he will technically need to rack up more damage in order to close out stocks faster. Lastly, and perhaps most notably, Fox's weight was tremendously decreased, hindering his horizontal endurance. While his higher falling speed and gravity make up for his vertical endurance, they make him even more susceptible to combos, and the inclusion of up and down throws have made him very susceptible to chain grabs.
Overall, Fox's strengths largely outweigh his flaws, and the changes to Melee's mechanics greatly benefit him overall. As a result, he is considered to be one of the few characters that were truly buffed, along with Luigi, Samus and Jigglypuff and many believe that he is the greatest character in the game at his maximum potential. He has seen some of the best representation in tournaments with excellent results.
Aesthetics[edit]
The graphical upgrades of the Nintendo GameCube give Fox a more proportionate build. He is taller and thinner, his fur is now orange and his boots are more detailed. These changes make him more closely resemble his appearance on the box art of the original Star Fox.
Fox has a Smash Taunt that can be used on Corneria or Venom, accessible by tapping down on the directional pad for exactly 1 frame.
Fox sports new voice clips and is much more vocal overall. He speaks in his taunt, Smash Taunt and victory poses.
Fox received a new taunt. He leans back, moves his left hand up and down and yells "Come on!" (かかってこい!, Come at me! in the Japanese version).
This new taunt has much more ending lag (FAF 60 → 110), making it riskier to use.
Attributes[edit]
Fox walks much faster (1.2 (36) → 1.6).
Fox dashes faster (2 (60) → 2.2).
However, Fox's initial dash is significantly slower (2.7 (81) → 1.9), no longer being the highest.
Fox's traction is higher (0.0667 (2) → 0.08), making it easier for him to punish out of shield.
Fox's air speed is much slower (1.2 (36) → 0.83), going from 3rd fastest out of 12 characters to the 7th slowest out of 26.
However, his aerial approach is much greater due to the fact that dashing now transfers momentum to air speeds, combined with Fox's lower short hop, as well as with him gaining the ability to fast fall while performing an aerial.
Fox's air acceleration has been unchanged (0.08 (2.4) → 0.08). Compared with the returning veterans, however, his air acceleration is significantly higher, going from the 4th lowest out of 12 characters to the 2nd highest out of 26.
Fox jumps drastically lower (42.5 (1275) → 31.28), hindering his vertical recovery and ability to chase opponents above him.
Fox's short hop is also drastically lower (22.8 (684) → 10.65), improves his ability to hit opponents low on the ground with short hop aerials, as well as his ability to quickly land and continue aerial pressure, but also hinders his ability to auto-cancel his aerials.
Fox's gravity is drastically higher (0.133 (4) → 0.23). This has the same benefits and drawbacks as his higher falling speed as well as reducing the height of his jumps.
Fox falls significantly faster (2 (60) → 2.8), to the point where it is now almost as high as his fast falling speed in the previous game. His increased falling speed aids his approach and pressure ability due to his very strong SHFFL, and makes him harder to KO vertically, but makes him more susceptible to combos.
Fox's fast falling speed is also faster (3.2 (96) → 3.4). However, the difference between his falling speed and fast falling speed is much lower (increase: 60% → 21.4%), which makes it more predictable when landing and gives him fewer options in the air.
Fox is catastrophically lighter (100 (1) → 75), going from being the 6th heaviest out 12 characters to 5th lightest out of 26 characters, which drastically hinders his horizontal endurance. His increased falling speed and gravity give him greater vertical endurance despite this change but they make him even more susceptible to combos.
Fox's snout and the darker portion of his tail now have hurtboxes. This makes Fox easier to hit.
The introduction of air dodges has immensely benefited Fox as it gives him access to wavedashing and wavelanding and his fast jumping and falling speed allow him to make excellent use of wavedashing.
The introduction of meteor cancelling significantly improves Fox's endurance against meteor smashes while not hindering him as he does not possess a meteor smash.
The removal of teleporting slightly hinders Fox's grounded approach, although his greater ground speed more than makes up for it.
Ground Attacks[edit]
- Neutral attack:
The first two hits of neutral attack have less startup lag (frame 3 (hit 1)/4 (hit 2) → 2/3), with their total durations reduced accordingly (FAF 18/20 → 17/19).
The first two hits transition faster (frame 10 (both) → 6 (hit 1)/7 (hit 2)).
The loop hits have less startup lag (frame 10 → 9).
The loop hits have a shorter ending animation (14 frames → 9).
The loop hits have gained an additional hitbox on Fox's leg.
The loop hits angles have been slightly altered (80° → 78°).
The second hit has a shorter duration (frames 4-6 → 3-4).
The universal decrease to hitstun combined with the introduction of DI has hindered the first two hit's jab cancelling potential although it still remains one of the most effective jab cancels in the game.
The loop hits far hitbox has been moved closer to Fox (x offset: 8.33 → 5.08). Because of this, the far hitbox now covers the tip of Fox's foot, rather than being positioned completely in front of Fox.
- Forward tilt:
Forward tilt has less startup lag (frame 6 → 5).
Forward tilt now has a hitbox which covers Fox's leg.
The down angled version deals more damage (8% → 9%) and no longer has weak set knockback (10 → 0).
Forward tilt has a shorter duration (frames 6-13 → 5-8). As its total duration was unchanged, this increases its ending lag.
Forward tilt has smaller hitboxes (3.33u/3.33u → 2.73u/3.12u/2.34u) and the far hitbox has been moved closer to Fox (x offset: 4.66 → 4.1).
The far hitbox now has transcendent priority, hindering forward tilt's safety when spaced.
The up angled version deals less damage (11% → 9%).
Forward tilt can no longer be angled slightly up or down.
- Up tilt:
Up tilt has a new animation where Fox kicks backwards.
Up tilt has less startup lag (frame 6 → 5) with its total duration reduced accordingly (FAF 24 → 23).
Up tilt has altered knockback (0 (base), 150 (scaling) → 18/140), which makes it a better combo tool at lower percents while not significantly sacrificing its KO power.
Up tilt now has a sweetspot which deals more damage to grounded opponents (9% → 12%), significantly improving its KO potential despite its lower angle (80° → 110°).
Additionally, the grounded sweetspot launches opponents towards Fox, granting it setup potential.
Additionally, while the aerial sweetspot does not deal more damage, it does launch opponents at a more favorable angle (80° → 84°).
Up tilt has a shorter duration (frames 6-13 → 5-11).
Up tilt has smaller hitboxes (3.33u/5.82u → 5.08u/3.52u/3.12u).
Up tilt has less combo potential overall not only due to the universal decrease to hitstun/the introduction of DI but also because the move hits behind Fox, making it more difficult for Fox to use many of his other attacks unless the grounded sweetspot connects.
- Down tilt:
Down tilt has less ending lag (FAF 30 → 28).
Down tilt has received a middle hitbox which sends opponents at an 80° angle.
Down tilt has more startup lag with a shorter duration (frames 6-9 → 7-9).
Down tilt deals less damage (12% → 10%), hindering its KO potential.
Despite this, it still has worse combo potential overall due to the universal decrease to hitstun/the introduction of DI.
Down tilt has smaller hitboxes (3.66u/3.66u → 2.73u/2.73u/3.12u) and the far hitbox has been moved closer to Fox (z offset: 6.66 → 5.47).
- Dash attack:
Dash attack has less startup (frame 5 → 4) and ending lag (FAF 41 → 36).
Dash attack now sends opponents vertically (361° → 72°) and it has increased base knockback (10 → 35 (clean), 20 (late)). When combined with its lower ending lag, this significantly improves its combo potential.
However, its new angle hinders its edgeguarding potential.
Dash attack has a shorter duration (frames 5-24 → 4-17).
Dash attack deals less damage (10% → 7% (clean), 6% → 5% (late), hindering its KO potential.
However, this further improves its combo potential.
The foot hitbox has been moved closer to Fox (x offset: 4.66 → 3.9 (clean)/3.12 (late)).
The late hit has smaller hitboxes (3.82u/3.82u → 2.73u/2.73u).
- Forward smash:
Fox has a new forward smash: a tumbling-spinning back kick from a turning leap that moves him forward. It has less ending lag (FAF 52 → 40) than his previous forward smash.
Forward smash now consists of three hitboxes rather than one, improving its range overall despite its smaller hitboxes (4.66u → 3.52u/3.12u/2.34u).
Forward smash deals less damage (17% (clean), 13% (late) → 15%/12%) and knockback (0 (base), 120 (scaling) → 10/105 (clean), 2/100 (late)), hindering its KO potential.
Forward smash has a shorter duration (frames 12-24 → 12-22).
- Up smash:
Up smash deals more damage (16% (clean), 8% (late) → 18%/13%). The late hit's knockback was not compensated, significantly improving its KO potential.
Up smash has much less ending lag (FAF 60 → 42).
Up smash has more startup lag with a shorter duration (frames 6-9 (clean)/10-21 (late) → 7-9/10-17).
The clean hit deals less knockback (25 (base), 140 (scaling) → 30/112), hindering its KO potential despite its increased damage (although it is still one of the strongest up smashes in the game).
Due to his snout gaining a hurtbox, Fox's snout is now exposed while his head is intangible, making up smash's head intangibility less effective.
- Down smash:
Down smash deals more damage (14% → 15%).
Down smash has less ending lag (FAF 50 → 46).
Down smash has larger hitboxes (4.33u/4.33u → 4.69u/4.69u) which have been positioned slightly further out (x offset: 3/3 → 3.02/3.02).
Down smash deals less knockback (35 (base), 80 (scaling) → 20/65), hindering its edgeguarding and KO potential despite its higher damage.
Down smash now has sourspots on the top of Fox's legs which deal less damage (14% → 12%), knockback (35 (base), 80 (scaling) → 20/65) and do not semi-spike (25° → 361°).
Down smash now only grants intangibility to Fox's legs during its first active frame rather than throughout its entire startup (frames 1-6 → 6). This removes down smash's ability to be used to avoid low hitting attacks.
Aerial Attacks[edit]
All aerials except back aerial have less landing lag (16 frames → 15 (neutral), 30 frames → 22 (forward), 40 frames → 18 (up/down)).
All aerials except back aerial auto-cancel later (frame 32 → 37 (neutral), frame 24 → 49 (forward), frame 24 → 31 (down), frame 14 → 26 (up)). When combined with his lower short hop and higher gravity, Fox can no longer auto-cancel any of his aerials out of a short hop.
When combined with the weakening of L-cancelling, this significantly hinders the safety and combo potential of Fox's aerials although his aerial pressure is even greater than before due to his faster falling speed and his ability to fast fall during an aerial.
- Neutral aerial:
Neutral aerial has a slightly altered animation; Fox faces more away from his kicking-direction akin to his dash attack, and tucks in his right leg differently.
Neutral aerial has more overall utility due to Fox's lower jumps and higher gravity, making it a much more effective approach and pressure tool.
Neutral aerial has less ending lag (FAF 50 → 42).
The clean hit deals less damage (14% → 12%) without full compensation on its base knockback (0 → 10).
- Forward aerial:
Fox has a new forward aerial; he spin kicks rapidly at a slanted-upward angle exactly five times to his right.
It is a multi hitting attack which overall deals more damage than his old forward aerial (12% (clean)/8% (late) → 7% (hit 1)/5% (hit 2)/6% (hit 3)/4% (hit 4)/3% (hit 5)/23.28% (total)).
Forward aerial's foot hitbox has been positioned further forward (x offset: 4 → 4.69) which along with its new animation, slightly increases forward aerial's vertical range.
However, the new animation also decreases its horizontal range despite this.
Each hit is fairly slow, they still launch opponents horizontally and they have strong knockback for a multi hit, making the move incredibly unreliable (as opposed to be very consistent).
The final hit only received an increase to its base knockback (0 → 50), hindering its KO potential.
Despite it now being a weaker multi hit, forward aerial has significantly less combo potential due to the universal decrease to hitstun/introduction of DI/weakening of L-cancelling.
Each hit has a fairly short duration which along with the long gap between each hit, makes forward aerial much more awkward to land.
Forward aerial has more ending lag (FAF 40 → 53) and a longer animation (39 frames → 59).
As a result of these changes, forward aerial has lost almost all of the utility it had in the previous game, now being Fox's worst move by far.
- Back aerial:
Back aerial has an altered animation: Fox's body is more upright while performing the move, with his legs being positioned in a less straight angle. As its hitboxes were not adjusted, this improves back aerial's vertical range but reduces its horizontal range.
Back aerial deals more damage (12% (clean back), 8% (front/late) → 15%/9%) improving its KO potential.
Back aerial has less ending lag (FAF 40 → 38).
Back aerial auto-cancels earlier (frame 28 → 24).
However, it no longer auto-cancels as soon as its hitboxes are no longer active.
Back aerial has a shorter duration (frames 4-27 → 4-19).
Back aerial has more landing lag (15 frames → 20).
- Up aerial:
Up aerial's first hit deals more damage (2% → 5%), increasing its overall damage potential (15% → 16%).
The second hit has less startup lag with a longer duration (frames 12-13 → 11-14).
The second hit has more base knockback but less knockback scaling (0 (base), 135 (scaling) → 40/116). This makes it safer on hit at lower percents and improves its overall KO potential, especially near the upper blastzone.
Up aerial has less ending lag (FAF 40 → 36).
The first hit has more startup lag with a shorter duration (frames 6-11 → 8-9).
However, this improves its ability to link into the second hit.
The first hit has much lower set knockback (100 → 30), which when combined with the universal decrease to hitstun and the weakening of L-cancelling has completely removed its combo ability and removes its infinite.
Up aerial has smaller hitboxes (5.33u/5.66u → 4.3u/4.3u.4.3u (hit 1), 5.66u/6.16u → 3.66u/4.89u/4.89u (hit 2) and the foot hitbox has been positioned closer to Fox (x offset: 3.66 → 3.12 (hit 1)/0 (hit 2)). This hinders its juggling potential, as well as its ability to hit opponents below Fox (especially the first hit when combined with its increased startup lag).
- Down aerial:
Down aerial's upper hitbox deals more damage (2% → 3%), which increases the move's maximum damage potential (14% → 19.38%).
Down aerial's angle has been slightly altered (-70° → 290°).
Down aerial has more startup lag (frame 4 → 5).
However, its total duration was unchanged, decreasing its ending lag by one frame.
The foot hitbox has been moved closer to Fox (z offset: 3.33 → 0), decreasing its range.
Due to the universal decrease to hitstun, down aerial deals less hitstun (20 frames → 15 frames average). When combined with the weakening of L-cancelling and its worse auto-cancel window, this hinders down aerial's followup potential. Most notably, Fox can no longer land a guaranteed up smash on characters who weight more than 82 units.
However despite this, the move is no longer dangerously punishable on hit when not L-cancelled due to its much lower landing lag.
Throws/other attacks[edit]
- Grab:
Fox has been given a pummel, an up and a down throw, providing him with more options during and after a grab. Fox's up throw in particular is considered the best up throw in the game due to it's chaingrab and damage racking capabilities, and easy and quick KO setups. His down throw is also useful as a Tech-chaser.
Grabs have more startup lag (frame 6 → 7 (standing), 12 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).
Fox's main grabbox is smaller (4.33u → 3.91u) and it is not positioned as far out which along with grab's new animation, reduces its range.
Fox's grabs have a longer duration (frame 6 → 7-8/12-13) and Fox now has a new grabbox which is closer to him, making it easier for him to grab opponents inside of him.
- Forward throw:
Forward throw now has an initial hit, which deals 4%. This allows forward throw to build up more damage on the grabbed opponent, as well as hit bystanders if they are close enough.
As with all throws, forward throw gains invincibility sooner (frame 4 → 1).
However because of this, Fox is no longer invincible when he is throwing his opponent.
Fox releases his opponent from forward throw one frame later (frame 10 → 11), with the new hitbox occurring on frame 10 instead.
Forward throw deals less damage (12% → 3%) without full compensation on its knockback (80 (base), 60 (scaling) → 35/130), greatly hindering its already below average KO potential, especially at the ledge.
- Back throw:
Fox has a new back throw where he now throws his opponent behind him and shoots them with 3 lasers. These new lasers (theoretically) improve back throw's damage racking potential.
However, these lasers can be avoided with DI, making the throw deal a measly 2% if this occurs.
As with all throws, back throw gains invincibility sooner (frame 4 → 1).
However, it has less invincibility (frames 4-12 → 1-8).
Fox releases his opponent from back throw much sooner (frame 19 → 9).
This makes back throw harder to DI.
However, this also increases its ending lag as its total duration was not fully compensated (FAF 40 → 39).
Back throw is now weight dependent.
This makes the throw faster against lighter characters, granting it less ending lag than its Smash 64 counterpart when used on the lightest characters.
However, this makes the throw slower against heavier characters.

