Editing Fox (SSBU)

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Despite possessing moves with high knockback, he can struggle KOing the opponents. Up smash has high-end lag and is hard to land without a read or setup. Neutral aerial, which is used to KO confirm into up smash, can be predictable and only true combos at certain percentages without tumbling the opponent, unless it gets stale, while down aerial has high landing lag and can sometimes send the opponents at a different angle. Forward or down smash are also hard to land and deal unimpressive knockback at mid-high percentages, and the latter has low reach. Up aerial is predictable, has narrow hitboxes, can stale if used frequently and the second hit can sometimes even miss after hitting with the first one. Back aerial has a small hitbox, short duration, and is angled somewhat high, making it hard to land, especially on short characters. All of his KO moves deal unimpressive shield damage, and because the moves can stale on shield, this can make the opponent shield more often and cause his moves to KO even later. Fox Illusion stops on shield, which can make it punishable if used predictably. In addition, none of his throws are viable KO options, which further exacerbates the unreliability of KOing. Since he has high falling speed, high-end lag on his aerials and slow vertical recovery, edge guarding with Fox is risky and can put him in an even more vulnerable position. In addition, while [[rage]] can help with KOing to a certain extent, he doesn't benefit from it as much as heavier characters, who can usually survive for much longer and gain more rage in return.
Despite possessing moves with high knockback, he can struggle KOing the opponents. Up smash has high-end lag and is hard to land without a read or setup. Neutral aerial, which is used to KO confirm into up smash, can be predictable and only true combos at certain percentages without tumbling the opponent, unless it gets stale, while down aerial has high landing lag and can sometimes send the opponents at a different angle. Forward or down smash are also hard to land and deal unimpressive knockback at mid-high percentages, and the latter has low reach. Up aerial is predictable, has narrow hitboxes, can stale if used frequently and the second hit can sometimes even miss after hitting with the first one. Back aerial has a small hitbox, short duration, and is angled somewhat high, making it hard to land, especially on short characters. All of his KO moves deal unimpressive shield damage, and because the moves can stale on shield, this can make the opponent shield more often and cause his moves to KO even later. Fox Illusion stops on shield, which can make it punishable if used predictably. In addition, none of his throws are viable KO options, which further exacerbates the unreliability of KOing. Since he has high falling speed, high-end lag on his aerials and slow vertical recovery, edge guarding with Fox is risky and can put him in an even more vulnerable position. In addition, while [[rage]] can help with KOing to a certain extent, he doesn't benefit from it as much as heavier characters, who can usually survive for much longer and gain more rage in return.


Overall, Fox is a glass cannon character. He can approach the opponents with his proficient movement and attack speed along with a decent damage output for a rushdown character, which allows him to quickly deal high damage to opponents and KO them with several of his finishers. However, the player must stay unpredictable and not let himself get punished, otherwise, he himself can suffer from high damaging combos and get KOd very early.
Overall, Fox is a glass cannon character. He can approach the opponents with his proficient movement and attack speed, which allows him to quickly deal high damage to opponents and KO them with several of his finishers. However, the player must stay unpredictable and not let himself get punished, otherwise, he can suffer from high damaging combos and get KOd very early.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==

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