Editing Fox (SSBU)

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Overall, Fox is a more polarized glass cannon. Most of his tremendous strengths and advantages remain, and some of his moves have increased utility, resulting in a much more vast repertoire of versatile options; however, his key weaknesses are easier to exploit, and he has an even harder time getting out of disadvantage, meaning he has to play more carefully in order to gain or retain the advantage. The shifts to game mechanics compound both points. Regardless of these changes, it is important to note that Fox's own changes result in his viability remaining relatively unchanged, unlike other former powerful characters in ''SSB4'' (such as {{SSBU|Sheik}} and {{SSBU|Zero Suit Samus}}). As a result, despite the introduction of DLC characters and changes from game updates, Fox performs slightly better than in ''SSB4'', and he continues to be a powerful character who commonly sees use in competitive play.
Overall, Fox is a more polarized glass cannon. Most of his tremendous strengths and advantages remain, and some of his moves have increased utility, resulting in a much more vast repertoire of versatile options; however, his key weaknesses are easier to exploit, and he has an even harder time getting out of disadvantage, meaning he has to play more carefully in order to gain or retain the advantage. The shifts to game mechanics compound both points. Regardless of these changes, it is important to note that Fox's own changes result in his viability remaining relatively unchanged, unlike other former powerful characters in ''SSB4'' (such as {{SSBU|Sheik}} and {{SSBU|Zero Suit Samus}}). As a result, despite the introduction of DLC characters and changes from game updates, Fox performs slightly better than in ''SSB4'', and he continues to be a powerful character who commonly sees use in competitive play.


{{SSB4 to SSBU changelist|char=Fox}}
===Aesthetics===
*{{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 unique to ''Ultimate''.}}
*{{change|Like all characters, Fox is significantly more expressive than in previous games.}}
*{{change|[[Idle]], [[walking]], and on-screen appearance all have slightly different animations. However, Fox will revert to his idle animation from ''Brawl'' while holding a small item.}}
*{{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|Much like in ''Melee'', Fox has a voice clip when performing his midair jump. Due the the changes in the last game, he now vocalizes occasionally.}}
*{{change|Fox's taunts have been tweaked.}}
**{{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|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.}} [https://youtu.be/IVDd88e4Dek?t=136]
 
===Attributes===
*{{change|The changes to [[perfect shield]]ing both benefit and hinder Fox. He can more easily punish the opponents [[out of shield]] with his fast moves and allows him to pressure shields because of perfect shields mostly being ineffective against multi-hits like his down aerial, but it also makes easier for the opponents to punish his safe aerials, most notably neutral aerial.}}
*{{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 lighter than {{SSBU|Kirby}} and the 5th lightest character in the game.}}
*{{buff|Fox [[run]]s 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 [[walk]]s faster (1.45 → 1.523).}}
*{{buff|Fox's [[air speed]] is noticeably faster (0.96 → 1.11), now being average instead of below-average.}}
*{{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 much 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-[[tech]]able [[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), although now it is the fastest in the game due to the universal changes.}}
 
===Ground attacks===
*[[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 a lower [[hitlag]] multiplier (1× → 0.5×), allowing it to connect more reliably and making it harder to escape, despite its higher [[SDI]] multiplier (0.4× → 0.6×).}}
**{{nerf|The first hit and infinite deal less damage (2% → 1.8% (hit 1), 0.7% → 0.6% (infinite)).}}
**{{nerf|The first and second hits have a higher hitlag multiplier (1× → 1.8× (hit 1), 1.2× (hit 2)), giving opponents more time to SDI them.}}
**{{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 (35°/80°/20° (hit 1), 40°/76°/68° (hit 2) → [[361]]°/180°) and knockback (hit 1: 15 base/40 scaling → 20/15 base/35/33/20 scaling, hit 2: 25/32 base/70/80 scaling → 20 base/35/33/20 scaling) 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 (30 → 55), but lower knockback scaling (170 → 130).}}
*[[Forward tilt]]:
**{{nerf|Forward tilt angled up deals less damage (8% → 7%).}}
**{{nerf|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 while also hindering its locking potential.}}
*[[Up tilt]]:
**{{nerf|Up tilt's animation has been changed, with Fox's foot being higher and at a raised angle on the frame that the hitbox first comes out. This prevents it from 2-framing.}}
**{{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.}}
**{{nerf|Every hitbox except the sweetspot has been reduced (5.5u/5u/4u → 5u/4.5u/3.5u).}}
**{{change|The sourspots deal more knockback (18 base/110 scaling → 20/125). This improves their KO potential, but worsens their combo potential. Conversely, the sweetspots have consistent base knockback (22 (grounded)/18 (aerial) → 20), and effectively deal less knockback as a result of their scaling values remaining unchanged.}}
**{{nerf|The sourspots launch opponents towards Fox like the grounded sweetspot (80° → 110°). As a result, combined with their higher knockback, they can no longer true combo into an up aerial as a KO option at high percents.}}
*[[Down tilt]]:
**{{buff|Down tilt launches opponents at overall higher angles (45°/65°/80°/90° → 77°/75°/72°), has higher base knockback (25 → 70) with lower knockback scaling (100 → 50), and inflicts 3 additional frames of [[hitstun]]. This noticeably improves its combo potential.}}
**{{nerf|Its hitboxes have been slightly reduced, with the farthest hitbox having been removed altogether (3.3u/3.2u/3u/2u → 3.2u/2.8u/3u).}}
**{{nerf|Due to the farthest hitbox's more horizontal angle, it can no longer true combo into an up aerial as a KO option at high percents.}}
**{{change|It 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.}}
**{{buff|It has gained a shieldstun multiplier of 1.8×, which combined with the increased shieldstun for ground attacks and the reduced end lag, this makes it safer on shield.}}
**{{nerf|Due to the changes to [[jostle]] mechanics, it can no longer [[cross-up]] shields, allowing it to be punished more easily despite its increased shieldstun.}}
**{{change|It has a higher hitlag multiplier (1× → 1.15×).}}
*[[Forward smash]]:
**{{buff|Forward smash deals more knockback (20 base/98 scaling → 28/100 (clean), 20 base → 30 (late)), improving its KO potential and improving its safety at lower percentages.}}
**{{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's clean hit has increased knockback scaling (94 → 97), slightly improving its KO potential.}}
**{{buff|The early clean hit now deals consistent damage (16%/14% → 16%).}}
**{{nerf|The animation is faster with the hitbox duration unchanged.  While this makes it easier to hit behind Fox, it also makes the clean hit harder to land, making it more inconsistent as a KO option.}}
**{{nerf|It no longer grants intangibility on Fox's head at frames 1-9, making it worse as an anti-air tool.}}
**{{change|The move's ending animation has been modified: Fox now does a three point landing after doing his up smash.}}
 
===Aerial attacks===
*{{buff|All aerials have less landing lag (11 frames → 7 (neutral), 27 → 18 (forward), 15 → 9 (back), 22 → 13 (up), 25 → 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 have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}}
**{{buff|All 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 51 → 44).}}
***{{nerf|Due to the move's [[auto-cancel]] window remaining unchanged, this effectively increases its ending lag before it can autocancel.}}
**{{nerf|Due to the shorter gaps between hits, and [[rage]] no longer affecting [[set knockback]], the move cannot lead into a [[footstool]] as effectively, hindering its [[gimp]]ing potential.}}
**{{nerf|Due to Fox's higher gravity, and no compensation on the vertical boosts from the kicks, the move is much less effective at extending Fox's jumps, stalling him in the air and makes it much harder to autocancel in a full hop.}}
**{{change|The move has gained a landing hitbox, which improves its safety on landing, but hinders its tech-chasing capabilities.}}
**{{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]].}}
**{{buff|It has an altered animation, with Fox facing more towards the screen, and leaving his leg outstretched for the entirety of the hitbox duration, effectively increasing the range of the last 2 frames of the active frames.}}
*[[Up aerial]]:
**{{nerf|The second hit of up aerial deals less damage (11% → 10%), although with its knockback scaling compensated (100 → 108).}}
**{{nerf|Fox's higher falling speed and gravity prevents up aerial to autocancel in a short hop unless inputted in the first frame of jumpsquat.}}
**{{buff|Due to the lower landing lag, the first hit can now combo into other moves, and possesses a KO setup into up smash at high percents.}}
**{{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 knockback|set]]/38 base → 20/65) and their upper hitboxes use a different angle (250° → 325°), allowing them to connect better.}}
***{{buff|They also have a lower hitlag multiplier (1× → 0.66×), making them harder to SDI out of.}}
**{{buff|It auto-cancels slightly earlier (frame 29 → 28).}}
**{{change|The hitbox on the foot is slightly larger (3u → 3.2u), but is no longer extended.}}
**{{nerf|The final hit's foot hitbox is noticeably smaller (8.5u → 7u).}}
**{{nerf|The move can no longer be [[frame cancel]]ed, worsening its landing hit's combo potential at higher percents despite its lower landing lag.}}
 
===Throws and other attacks===
*{{buff|Standing and pivot grabs' hitboxes have a longer duration (frames 6-7 → 6-8 (standing), 11-12 → 11-13 (pivot)).}}
*{{nerf|All [[grab]]s have increased ending lag (FAF 29 → 37 (standing), 36 → 45 (dash), 34 → 40 (pivot)).}}
*{{nerf|All grabs are less extended (Z2 offset: 9u → 8u (standing), 10.8u → 9.6u (dash), -15u → -13.5u (pivot)), reducing even further his already poor grab range.}}
*[[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.}}
**{{buff|Pummel is now an extended hitbox (Z offset: 6.5-9.5), improving its ability to hit bystanders.}}
*[[Back throw]]:
**{{nerf|Back throw launches opponents at a higher angle (45° → 56°), 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===
*{{b|Blaster|Fox}}:
**{{buff|Blaster has less ending lag (FAF 40 → 37 (grounded), 38 → 35 (aerial)), improving its [[camp]]ing ability.}}
**{{buff|The lasers have a slightly longer duration (20 frames → 22), and thus more range.}}
*[[Fox Illusion]]:
**{{buff|Fox Illusion deals more damage (3% → 8% (grounded), 5% (aerial)), with knockback only fully compensated on the aerial version (10 base/170 scaling → 30/110 (grounded), 10/200 → 15/148 (aerial)). 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 it 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 slightly more total damage (28% → 28.6%).}}
**{{buff|The initial hits deal less knockback (28 base/30 scaling → 20/20), and have lower hitlag (1× → 0.8×) and SDI multipliers (1× → 0.6×), allowing them to connect more effectively despite launching at a more vertical angle (110° → 105°).}}
**{{buff|The dash deals more knockback (60 base → 70 (clean), 60 base/60 scaling → 85/50 (late)), which alongside its increased damage improves its KO potential, despite launching at a lower angle (80° → 60°).}}
**{{buff|It also has larger hitboxes (5.3u (clean)/4.7u (late) → 7.2u/5u).}}
**{{nerf|Fire Fox travels a shorter distance.}}
**{{change|Its charging animation has been altered, and Fox glances up before firing.}}
*{{b|Reflector|Fox}}:
**{{buff|Reflector has less startup (frame 6 → 3) and ending lag (FAF 41 → 37).}}
**{{buff|It has gained intangibility on frames 2-3, improving its utility as a combo breaker and as a gimping tool.}}
**{{buff|The aerial hitbox launches at a lower angle (40˚ → 24˚), improving its edgeguarding potential.}}
**{{nerf|Its hitbox has a shorter duration (2 frames → 1).}}
**{{nerf|Only the first use will stall Fox in the air before landing.}}
**{{change|Reflector is a darker shade of blue.}}
*[[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 successfully 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 {{SSBU|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.}}


==Update history==
==Update history==

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