Fox (SSBU)

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This article is about Fox's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Fox McCloud.
in Super Smash Bros. Ultimate
Fox SSBU.png
Universe Star Fox
Other Smash Bros. appearances in SSB
in Melee
in Brawl
in SSB4
Availability Starter
Final Smash Team Star Fox
He can overwhelm his opponents with his quick movements, and his specials don't leave him open for counterattacks. His costume and voice have been redone to match his appearance in Star Fox Zero. This Fox is brand new! "Come on!"
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Fox (フォックス, Fox) is a playable character in Super Smash Bros. Ultimate. Fox is classified as fighter #07.

Mike West, Fox's English voice actor from Star Fox 64, Star Fox 64 3D, Star Fox Zero, and Starlink: Battle for Atlas reprises his role with new and updated voice clips while the Japanese version has him voiced by Takashi Ōhara, his voice actor in the Japanese versions of Star Fox 64 3D and Star Fox Zero.

Changes from Super Smash Bros. 4[edit]

Fox has received a healthy mix of buffs and nerfs in his transition over from Smash 4. All of his aerials have less landing lag, and his general mobility has seen improvements due to the game's new engine changes. His primary KO options (such as up smash) have received buffs as well, granting him access to some new kill setups that weren't possible in his previous iterations. Fox greatly benefits from the engine changes and new mechanics, with run cancelling allowing him to approach with his great grounded options and revamped air dodges making his powerful juggling options even more oppressive. In addition, the start-up time on his reflector has been cut in half, giving him access to increased edge-guarding and combo extensions.

However, Fox also received some noticeable nerfs, the most significant ones being to his recovery. Fire Fox's travel distance is now shorter, Reflector only allows stalling once, and Fox Illusion no longer bypasses shields. This makes it much more difficult for him to bypass and cross-up opponents on stage, while also making it easier for him to be punished and edgeguarded. In addition, he is lighter than before, worsening his endurance.

Overall, Fox's tremendous strengths and advantages are now even better than they used to be, but his key weaknesses are significantly more exploitable, which makes it uncertain as to whether he was buffed or nerfed from Smash 4 to Ultimate. Nevertheless, his early metagame representation is still high, with players such as Light, Larry Lurr, ZD, Charlie, and Eon placing highly at regional and national tournaments.


  • Change Fox now wears his flight suit and headset from Star Fox Zero, while still retaining some elements of his appearance in Super Smash Bros. 4. The proportions of his head have been slightly altered, and his fur is more pronounced. Fox now also has visible whiskers. Lastly, the aesthetic used in Ultimate has resulted in Fox's overall color scheme being more subdued.
  • Change Fox's jacket collar is smaller, and his holster has been redesigned indigo with vegas gold tints. Additionally, his headset is now entirely gray. Lastly, Fox's toe boxes are much smoother and are brick red. These changes are original to Ultimate.
  • Change Like all characters, Fox is significantly more expressive than in previous games.
  • Change Fox has several new basic animations. His idle, walking, and on-screen appearance all have new animations.
  • Change Up taunt has a different ending animation, with him performing a short fist pump. He also says "Let's go!" instead of "Here I come!" during the taunt.
  • Change Side taunt has an altered animation: Fox now spins his Blaster in his hand rather than tossing it in the air.
  • Change Down taunt now has Fox saying "Come at me." instead of "Come on!".
  • Change Opponents and items hit by Fox's lasers now have a black puff of smoke appear off them, as if they are being burned.
  • Change Fox's victory animation that is based on his character selection from Smash 64 has the camera behind Fox, rather than in front of him. [1]


  • Buff Like all characters, Fox's jumpsquat animation now takes 3 frames to complete (down from 4).
  • Nerf Fox's weight has been decreased (79 → 77), now being Among the lightest characters in the game.
  • Buff Fox runs significantly faster (2.184 → 2.402).
    • Nerf Fox's initial dash speed is slower (2.4 → 2.09), no longer being the fastest in the game.
  • Buff Fox walks faster (1.45 → 1.523).
  • Buff Fox's air speed is faster (0.96 → 1.11).
  • Buff Fox's falling speed and fast falling speed are slightly higher (2.05 → 2.1) and (3.28 → 3.36) respectively.
  • Nerf Fox's gravity is higher (0.19 → 0.23), now being as high as in Melee. While this makes his jumps slightly faster, it worsens his endurance at higher percents considerably, particularly when coupled with his lower weight, and makes him much more susceptible to combos at lower percents.
  • Buff Fox's traction is higher (0.06 → 0.115).
  • Nerf The removal of un-techable reeling on the ground hinders Fox more than the rest of the returning veterans, as his up smash KO setups from his forward tilt, neutral aerial and down aerial at high percentages can now always be teched.
  • Nerf Forward roll grants less intangibility (frames 4-14 → 4-12).
  • Nerf Back roll has more ending lag (FAF 27 → 33).
  • Buff Spot dodge has less ending lag (FAF 25 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-15 → 3-14).
  • Buff Air dodge grants more intangibility (frames 2-25 → 2-26).
  • Nerf Air dodge has more ending lag (FAF 31 → 39).

Ground attacks[edit]

  • Neutral attack:
    • Buff The first hit transitions into the second hit faster (frame 6 → 5), which transitions into the infinite faster (frame 7 → 5).
    • Buff The infinite has a shorter gap between hits (4 frames → 2) and drastically less hitlag, allowing it to connect more reliably and making it harder to escape.
    • Nerf The first hit and infinite deal less damage (2% → 1.8% (hit 1), 0.7% → 0.6% (infinite)).
    • Nerf The second hit's hitboxes have a shorter duration (frames 2-3 → frame 2).
    • Nerf The infinite has more startup (frame 3 → 5), no longer possessing an early hit that deals 0.4%, though this is mitigated by the second hit's faster transition into it.
    • Nerf The infinite's finisher has more ending lag (FAF 33 → 39).
    • Change The first and second hits have altered angles and knockback to keep opponents close to Fox, akin to other neutral attacks. This allows them to connect better and jab lock, but worsens their guaranteed jab cancel setups.
    • Change The first and second hits have altered animations, with Fox standing more upright rather than lunging forward.
    • Change The infinite's finisher has higher base knockback, but lower knockback scaling.
  • Forward tilt:
    • Nerf Forward tilt angled up deals less damage (8% → 7%).
    • Change For all angles, forward tilt has higher base knockback (10 → 40), but lower knockback scaling (110 → 80). This makes it safer on hit at low percents, but hinders its KO potential.
  • Up tilt:
    • Nerf The clean hit's grounded sweetspot deals less damage (9% → 8%).
    • Nerf The sourspots now take priority over the sweetspots, diminishing the move's damage potential.
    • Change The clean hit's sourspots deal more knockback (18 base/110 scaling → 20/125). This improves their KO potential, but worsens their combo potential. Conversely, its sweetspots have consistent base knockback (22 (grounded)/18 (aerial) → 20), and effectively deal less knockback as a result of their scaling values remaining unchanged.
    • Change The sourspots now launch opponents towards Fox like the grounded sweetspot (80° → 110°).
  • Down tilt:
    • Buff Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), and has higher base knockback (25 → 70), but lower knockback scaling (100 → 50). This noticeably improves its combo potential.
    • Buff The farthest hitbox deals more damage (6% → 7%).
    • Change It now uses a slap SFX instead of a punch SFX on hit.
  • Dash attack:
    • Buff Dash attack has less ending lag (FAF 36 → 32), improving its combo potential.
    • Nerf The inability to cross-up characters in Ultimate makes it easier to punish on shield.
  • Forward smash:
    • Buff Forward smash deals more knockback (20 base/98 scaling → 28/100 (clean), 20 base → 30 (late)), improving its KO potential.
    • Nerf It has a shorter duration (frames 13-15 → 13-14 (clean), 16-18 → 15-16 (late)) and travels a shorter distance.
  • Up smash:
    • Buff Up smash has larger hitboxes, now being able to hit characters from underneath the lower platforms of Battlefield.
    • Buff Its clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.
    • Nerf It no longer grants intangibility on Fox's head.
    • Change The move's ending animation has been modified: Fox now does a three point landing after doing his up smash.

Aerial attacks[edit]

  • Buff All aerials have reduced landing lag (11 frames → 7 (neutral), 27 frames → 18 (forward), 15 frames → 9 (back), 22 frames → 13 (up), 25 frames → 17 (down)).
  • Neutral aerial:
    • Buff Neutral aerial has less ending lag (FAF 42 → 39).
    • Nerf Its hitboxes have a shorter duration (frames 4-25 → 4-23).
  • Forward aerial:
    • Buff Forward aerial deals significantly more damage (2%/1%/0.6%/0.8%/3% → 1.8%/1.3%/1.8%/2.8%/4.8% (hits 1-5), 7.4% → 12.5% (total)), with knockback scaling compensated on the last hit (130 → 103).
    • Buff The linking hits deal less hitlag, making them harder to SDI out of.
    • Buff The hits after the first come out faster (frame 13, 19, 26, 32 → 11, 15, 20, 25), allowing them to connect more reliably, and giving the move faster interruptibility as a result (FAF 50 → 44).
      • Nerf Due to it auto-canceling later (45 → 46), this effectively increases the move's ending lag before it can autocancel.
    • Nerf Due to the faster knockback physics and reduced hitstun for higher knockback values, the linking hits of the move cannot lead into a footstool as effectively, hindering its gimping potential.
    • Change The move has gained a landing hitbox, which improves its safety on landing, but hinders its tech-chasing capabilities.
    • Change The linking hits use a different kind of autolink angle (366° → 367°).
    • Change It has an altered animation.
  • Back aerial:
    • Nerf Back aerial autocancels slightly later (frame 15 → 18), making it harder to autocancel in a short hop fast fall.
    • Change It has an altered animation, with Fox facing more towards the screen.
  • Up aerial:
    • Nerf The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).
    • Change The first hit of up aerial now uses a slap SFX instead of a punch SFX on hit.
  • Down aerial:
    • Buff Down aerial's linking hits deal more knockback (5 set/38 base → 20/65) and their upper hitboxes use a different angle (250° → 325°), allowing them to connect better.
      • Buff They also deal less hitlag, making them harder to SDI out of.
    • Nerf The move can no longer be frame canceled, worsening its landing hit's combo potential at higher percents despite its lower landing lag.
    • Buff Down aerial auto-cancels earlier (frame 29 → 28).

Throws and other attacks[edit]

  • Buff Standing and pivot grabs' hitboxes have a longer duration (frames 6-7 → 6-8 (standing), 11-12 → 11-13 (pivot)).
  • Nerf All grabs have increased ending lag (FAF 29 → 37 (standing), 36 → 45 (dash), 34 → 40 (pivot)).
  • Pummel:
    • Nerf Pummel deals less damage (1.2% → 1%).
    • Nerf It has less startup (frame 2 → 1) and ending lag (FAF 10 → 6), but deals considerably more hitlag (4 frames → 11), increasing its effective duration.
  • Back throw:
    • Nerf Back throw launches opponents at a higher angle, worsening its ability to set up edgeguards.
  • Down throw:
    • Nerf The faster knockback physics and reduced hitstun for higher knockback values decrease down throw's combo potential, due to its more horizontal launch angle compared to others, as well as Fox's slower initial dash speed.
    • Change Down throw fires three lasers instead of four, but they deal more damage (1.5% → 2%), leaving the total damage unchanged.
  • Edge attack:
    • Buff Edge attack deals more damage (7% → 9%).

Special moves[edit]

  • Blaster:
    • Buff Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its camping ability.
    • Buff The lasers have a slightly longer duration (20 frames → 22).
  • Fox Illusion:
    • Buff Fox Illusion deals more damage (3% → 8% (grounded), 5% (aerial)), with knockback only fully compensated on the aerial version. This drastically increases the grounded version's knockback, allowing it to KO middleweights under 180%.
    • Buff It can no longer send opponents behind Fox, allowing the aerial version to start combos more consistently.
    • Buff The grounded version has much less ending lag (FAF 70 → 56).
    • Nerf Fox Illusion has more startup lag (frame 21 → 25).
    • Nerf The aerial version has more ending lag (FAF 70 → 73).
    • Nerf The move covers slightly less distance, and now immediately halts when it hits an opponent's shield, making it easier to punish.
  • Fire Fox:
    • Buff Fire Fox deals less damage on the initial hits (2% → 1.8%), but more on the dash (14% → 16% (clean), 8% → 10% (late)), allowing it to still deal more total damage (28% → 28.6%).
      • Buff Its knockback has not been fully compensated, improving its KO potential.
    • Nerf Fire Fox travels a shorter distance.
    • Change The dash launches at a more horizontal angle.
    • Change Fire Fox's charging animation has been altered, and Fox glances up before firing.
  • Reflector:
    • Buff Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).
    • Buff Reflector now has invincibility from frames 2-3, slightly improving its utility as a gimping tool.
    • Nerf Its hitbox has a shorter duration (2 frames → 1).
    • Nerf It can only stall Fox once in the air before landing; subsequent uses of the move will force him to fall down.
    • Change Reflector appears to be more green in color.
  • Final Smash:
    • Change Fox has a new Final Smash called Team Star Fox, which involves an Arwing strike. Upon activating, Fox yells, "It's go time!" If the Arwings sucessfully catch their target, Fox yells, "Star Fox, fire at will!" with it captioned on screen during the cinematic.
      • Change If Team Star Fox is used against Wolf, Fox will say, "This is the end for you, Wolf!"
    • Nerf Team Star Fox is easier to avoid compared to the Landmaster and has less versatility.
    • Buff Team Star Fox can potentially deal more damage than the Landmaster, and the single hit has increased KO power, making it more consistent.
    • Buff Due to being a cutscene Final Smash, Fox can no longer accidentally self-destruct like he could in the Landmaster.


Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   1.7% Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time means that dash-cancelling into jab is a solid approach option in neutral.
0.6% (loop), 2% (final hit)
Forward tilt   7% A roundhouse kick. Can be angled up or down, both of which deal more damage than if not angled. This move causes Fox to move slightly forward. May cause tripping at low percents. Using forward tilt at mid percents can lead to tech chase and jab lock opportunities.
Up tilt   8% (clean foot on grounded foe), 7% (clean/mid foot on aerial foe), 6% (clean leg/late foot on grounded foe; mid leg/foot on aerial foe), 5% (late foot on aerial foe) Fox plants his hands on the ground and does a scorpion kick with his right leg. A purple trial indicates the hitbox, starting behind and ending in front of him. Combos into itself along with down tilt, forward tilt, up smash (at higher percents), and down special.
Down tilt   8% (close), 7% (far) Fox spins while crouching, sweeping with his tail. One of his best combo starters due to the new launch angle - can lead into neutral air, down air, back air, and forward air.
Dash attack   6% (clean), 4% (late) A flying kick with great frame data. Good approach option in neutral that can lead to a jab or neutral air follow-up.
Forward smash   14% An outwards crescent kick. It has good range since Fox somersaults forward. Has somewhat low base knockback for a forward smash, but decent knockback growth.
Up smash   16% (clean), 11% (late) The classic Fox bicycle kick. One of his prime kill options when used out of a fast-falling neutral air. Can hit opponents standing on top of some platforms.
Down smash   14% A split kick. Quick start-up means this move can be used to cover rolls and ledge options.
Neutral aerial   9% (clean), 6% (late) A flying kick. Due to being a sex kick, it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks, especially due to rather low landing lag coupled with Fox's quick falling speed. A great combo & pressure tool that all Fox mains would be wise to take advantage of.
Forward aerial Tornado Kick 1.7% (hit 1), 1.2% (hit 2), 1.7% (hit 3), 2.7% (hit 4), 4.8% (hit 5); 2% (landing hit) Five swiveling roundhouse kicks performed in quick succession. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from moderate landing lag, but auto-cancels from a full hop. When fast-fallen, hitting an opponent with any of the first four kicks will drag them towards the ground, allowing for Fox to combo into any of his tilts and smashes upon jab-locking.
Back aerial   13% A back kick. Good pressure and kill option due to low landing lag, low angle, and high knockback. Also great for catching horizontal recovery options. Fox can combo out of back air at low percents.
Up aerial McCloud Flip 5% (hit 1), 10% (hit 2) From a midair somersault, Fox attacks above him with a tail sweep followed by a heel kick. Can combo into itself and is great for juggling opponents while racking up quick damage.
Down aerial   1.3% (hits 1 - 6), 3% (hit 7); 1% (landing) A drill kick that hits multiple times in quick succession. Auto-cancels from a full hop, making it useful for reading jumps. The last hit deals low knockback. The landing hit launches opponents away and at high percentages, a running up smash can be used as an immediate follow-up.
Grab   Reaches out with his right arm. Has low range and moderate endlag.
Pummel   1% A knee strike. Fast, but weak.
Forward throw 4% (hit), 3% (throw) Releases the opponent and quickly performs a cross, launching them forward.
Back throw 2% (throw), 2% (Blaster shots) Throws the opponent backward and shoots them with three rapid shots from his Blaster.
Up throw 2% (throw), 2% (Blaster shots) Throws the opponent upward and shoots them with three rapid shots from his Blaster.
Down throw 2% (Blaster shots), 1% (throw) Slams the opponent onto the ground and fires three rapid, point-blank shots at them with his Blaster. Can follow up with a back air, neutral air, or forward air at low-mid percents depending on opponent's DI.
Floor attack (front)   7% Does a kick in front and in back.
Floor attack (back)   7% Punches forward and kicks backward.
Floor attack (trip)   5% Spins around, kicking around himself.
Edge attack   9% Fox climbs up the ledge and does a sliding dropkick. Afterwards, he retreats with a single-armed back handspring.
Neutral special Blaster 3% (point-blank range), 2% (mid range), 1.3% (long range) Takes his Blaster out of its holster and fires at the opponent. The Blaster's lasers are fired rapidly, but do not make the opponent flinch and they lose power the farther they travel. Less lag while used in the air.
Side special Fox Illusion 8% (grounded version), 5% (aerial version) Dashes forward at a blindingly fast speed, leaving behind afterimages. Fox will launch opponents at an upwards angle on contact. Can be used as a situational recovery option.
Up special Fire Fox 1.8% (charge loop), 16% (clean dash), 10% (late dash) Engulfs himself in an aura of flame before launching himself in a fiery tackle. The trajectory of the move can be chosen before Fox launches himself, with up to 8 angles to choose from. After the move ends, Fox becomes helpless. Can be used to kill at high percents, however, this is risky due to the high end lag.
Down special Reflector 2% (activation), 1.4× reflected projectile Activates his Reflector, surrounding himself with a blue hexagonal energy field. All projectiles are deflected and do increased damage. The Reflector also damages nearby foes upon activation. Due to 3 frame start-up, this move can be used to extend combos, tech chase, escape combos, and edge guard.
Final Smash Team Star Fox 3% (trapping hit), 30% (lasers), 10% (end) Upon activation, Fox shouts "It's go time!", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, "Star Fox- fire at will!" (saying "This is the end for you, Wolf!" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.

On-screen appearance[edit]

Ejects from an Arwing.


  • Up taunt: Charges up with flames, like with his Fire Fox move, and says "Let's go!" (行くぞ!, Let's go!)
  • Side taunt: Spins his Blaster in his hand in the air before putting it back in its holster.
  • Down taunt: Leans back and states "Come at me!" (かかってこい!, Come at me!) whilst beckoning with his hand.
    • Smash Taunt: Kneels down before contacting Team Star Fox. This can only be done on Star Fox stages, and is performed by tapping the down taunt command. Fox will hold a pose for a few seconds, then a conversation will begin. This can only be done once each round and if the player is hit while Fox is holding his pose before the conversation starts, it is canceled.

Idle poses[edit]

  • Does a Tae Kwon Do fighting stance and takes a deep breath.
  • Holds out his hand and makes a beckoning gesture.

Victory poses[edit]

  • Fox holds out his Blaster, then proceeds to spin it in his hand before putting it in his holster, saying "This is Fox; returning to base." (こちらフォックス、これより帰還する。, This is Fox, returning feedback here.).
    • If Falco was present in the match, there's a chance he will say "Better luck next time, Falco." (まだまだだな、ファルコ。, Not just yet, Falco.) instead.
  • Points his Blaster to the right, then the left, and then points it to the right again, saying "Mission complete!" (作戦完了!, Operation complete!).
  • Crosses his arms, looks upward, and raises his tail (his "character chosen" animation and taunt in Super Smash Bros.).
This victory theme is based upon the main theme of Star Fox 64, and more specifically the title theme. It is also reminiscent of the music that would play when a mission was completed or accomplished.

In competitive play[edit]

Notable players[edit]

Classic Mode: Spaceborne Smash[edit]

Fox's opponents are all space travelers. Note: Every round plays music from the opponents’ home series, except for Round 4, which plays music from Star Fox.

Round Opponent Stage Music Notes
1 Samus Brinstar Title Theme - Metroid
2 Rosalina & Luma Mario Galaxy Egg Planet
3 Meta Knight Halberd Meta Knight's Revenge
4 Giant Dark Samus Frigate Orpheon Star Fox Medley Zero Suit Samus is a CPU ally.
5 Olimar Distant Planet Stage Select - Pikmin 2
6 Wolf Venom (Ω form) Star Wolf (Brawl) Items are absent.
Bonus Stage
Final Master Hand Final Destination Master Hand (Less than 7.0 intensity)
Master Hand / Crazy Hand (Intensity 7.0 or higher)
On 7.0 intensity, Crazy Hand teams up with Master Hand.

Character unlock tree[edit]

Fox's Classic Mode character unlock tree includes the following characters in order:

Each character can be unlocked by clearing Fox's Classic Mode, or the Classic Mode of any preceding character, if all preceding characters have been unlocked. Once all the above characters are unlocked, clearing Classic Mode with any of them will default to Mario's character unlock tree, starting with Sonic.

Role in World of Light[edit]

Finding Fox in World of Light

Fox was among the fighters that were on the cliffside that gathered to defeat the army of Master Hands.

During the opening cutscene, Fox was issuing orders to the other fighters, telling them "Don't let a single one of them [of the Master Hands] get away." Fox was also present on the cliffside when Galeem unleashed his beams of light. He was vaporized offscreen, and was placed under Galeem's imprisonment alongside the other fighters (excluding Kirby). A puppet fighter cloned from him is later seen along with ones cloned from Simon, Mario and other fighters.

Fox is unlocked near a heart-shaped lake. The player must defeat either Nyna's or Panther Caroso's spirit to access his unlock battle. Unlocking Fox will allow the player to access the red switch which opens the red gate leading towards the Temple of Light sub-area as well as clearing a path blocked by rocks. This makes him one of the few mandatory fighter unlocks.

He is later seen again alongside Mario and several other fighters, making their last stand against Galeem and Dharkon. In the bad ending where Galeem emerges victorious against Dharkon, Fox is among the fighters witnessing the world becoming engulfed in light.

Fighter Battle[edit]

No. Image Name Type Power Stage Music
Fox SSBU.png
Fox Shield 3,700 Corneria (Ω form) Star Fox Medley


Fox's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Fox in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Additionally, Fox makes an appearance in a Support Spirits.

In Spirit battles[edit]

As the main opponent[edit]

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
Krystal Star Fox series Fox FoxHeadPurpleSSBU.png
Falco FalcoHeadBlueSSBU.png
Neutral 13,100 Corneria •Assist Trophy Enemies (Krystal) •Hostile assist trophies will appear Theme from Area 6 / Missile Slipstream
James McCloud.png
James McCloud Star Fox series Fox FoxHeadWhiteSSBU.png Shield 13,800 Venom •Move Speed ↑
•Defense ↑
•Attack Power ↑
•The enemy has increased attack power when the enemy's at high damage
•The enemy has increased defense when the enemy's at high damage
•The enemy has increased move speed when the enemy's at high damage
Star Fox Medley
Gyrowing Star Fox series Fox FoxHeadWhiteSSBU.png Grab 1,900 Pilotwings N/A •The enemy starts the battle with a Rocket Belt Sector Ω
General Pepper Star Fox series Fox FoxHeadRedSSBU.png Neutral 3,500 Corneria •Sudden Final Smash •The enemy will suddenly have a Final Smash after a little while Main Theme - Star Fox
Vulpix Spirit.png
Vulpix Pokémon series •Tiny Fox FoxHeadRedSSBU.png Attack 1,500 Saffron City N/A •Only certain Pokémon will emerge from Poké Balls (Vulpix) Road to Viridian City - Pokémon Red / Pokémon Blue
Alolan Vulpix Spirit.png
Alolan Vulpix Pokémon series •Tiny Fox FoxHeadPurpleSSBU.png Shield 2,100 Summit (Battlefield form) •Hazard: Fog •The stage is covered in fog
•Only certain Pokémon will emerge from Poké Balls (Alolan Vulpix)
Battle! (Wild Pokémon) - Pokémon Sun / Pokémon Moon
Revolver Ocelot.png
Revolver Ocelot (Metal Gear Solid 3) Metal Gear Solid series Fox FoxHeadOrangeSSBU.png Grab 4,300 Shadow Moses Island (Battlefield form) •Item: Shooting Types
•Hazard: Zap Floor
•The floor is electrified
•The enemy's ranged weapons have increased power
Snake Eater
Tails Spirit.png
Tails Sonic the Hedgehog series Fox FoxHeadYellowSSBU.png Grab 9,600 Windy Hill Zone •Assist Trophy Enemies (Knuckles)
•Hazard: Low Gravity
•Gravity is reduced
•Hostile assist trophies will appear
•The enemy starts the battle with an enhanced Ray Gun
Emerald Hill Zone
Rouge Spirit.png
Rouge the Bat Sonic the Hedgehog series Fox FoxHeadWhiteSSBU.png Grab 3,700 Fourside N/A •The enemy's kicks and knee strikes have increased power
•The enemy's melee blows will heal them when they hit
•The enemy has increased jump power
Sonic Heroes
Redd Spirit.png
Redd Animal Crossing series Fox FoxHeadYellowSSBU.png Neutral 3,700 Smashville N/A •Items will be pulled toward the enemy 2:00 a.m. - Animal Crossing: Wild World
Raymond Bryce Disaster: Day of Crisis Fox FoxHeadBlackSSBU.png Shield 2,300 Fourside •Earthquake
•Hazard: Heavy Wind
•Dangerously high winds are in effect after a little while
•Periodic earthquakes will shake the stage after a little while
Russ Spirit.png
Russ Dillon's Dead-Heat Breakers Fox FoxHeadYellowSSBU.png Grab 1,700 Gerudo Valley •Item: Rocket Belt •The enemy takes less damage while in the air
•The enemy loves to jump
•The enemy starts the battle with a Rocket Belt
Dillon's Rolling Western: The Last Ranger
Tempo Spirit.png
Tempo HarmoKnight Fox FoxHeadRedSSBU.png Neutral 1,600 Pac-Land •Reflect-Damage Buffed •The enemy starts the battle with a Home-Run Bat
•All fighters' reflected projectiles have increased power
Fruit Basket

As a minion[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
Slippy toad.png
Slippy Toad Star Fox series Greninja GreninjaHeadGreenSSBU.png
Fox FoxHeadBlackSSBU.png
Shield 9,600 Frigate Orpheon (hazards off) N/A •Defeat the main fighter to win
•Timed battle
•The enemy tends to avoid conflict
Corneria - Star Fox Fox McCloud
Peppy Hare Spirit.png
Peppy Hare Star Fox series •Bunny King Dedede KingDededeHeadGreySSBU.png
Fox FoxHeadWhiteSSBU.png
Falco FalcoHeadWhiteSSBU.png
Neutral 8,800 Venom N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Main Theme - Star Fox 64 (Melee) Fox McCloud
Rob 64.png
ROB 64 Star Fox series R.O.B. ROBHeadYellowSSBU.png
Falco FalcoHeadWhiteSSBU.png
Fox FoxHeadOrangeSSBU.png
Shield 3,300 Corneria (Battlefield form) N/A •Defeat the main fighter to win
Stamina battle
•Reinforcements will appear during the battle
Area 6 - Star Fox 64 Fox McCloud
Dash Bowman Star Fox series Diddy Kong DiddyKongHeadWhiteSSBU.png
Fox FoxHeadBlackSSBU.png
Neutral 1,500 Corneria (Battlefield form) N/A •Defeat the main fighter to win
•Reinforcements will appear during the battle
Return to Corneria - Star Fox Zero Katt Monroe
Nico Fire Spirit.png
Nico Fire StreetPass Mii Plaza series Ness NessHeadGreenSSBU.png
Fox FoxHeadBlackSSBU.png
Sonic SonicHeadPurpleSSBU.png
Attack 1,500 Big Blue •Uncontrollable Speed •All fighters move faster and can't stop quickly Wii Sports Resort

Alternate costumes[edit]

Fox Palette (SSBU).png
FoxHeadSSBU.png FoxHeadBlackSSBU.png FoxHeadRedSSBU.png FoxHeadGreenSSBU.png FoxHeadOrangeSSBU.png FoxHeadWhiteSSBU.png FoxHeadYellowSSBU.png FoxHeadPurpleSSBU.png


Character Showcase Video[edit]


  • Fox retains his Wolf costume, despite Wolf also being a separate playable character. This contrasts with Samus, Peach, and Ike, whose Dark Samus, Daisy, and Chrom costumes were replaced when the latter three were made echo fighters (also making them similar to Mario losing his Wario costume).
  • If Fox wins a match with Falco present, there's a chance he will say, "Better luck next time, Falco!", in one of his victory animations. However, this line is strangely not found in his Sound Test.
  • Despite Fox receiving an update on his design, the afterimages of his Fox Illusion still uses his design from Smash 4. This is shared with Falco's Falco Phantasm.
  • Fox's fight with Wolf on Venom in his Classic Mode references his team's final fight with Star Wolf in Star Fox 64 before Fox goes on to fight Andross.

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