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{{ArticleIcons|brawl=yes}}
{{ArticleIcons|brawl=y}}
:''This article is about Fox's appearance in [[Super Smash Bros. Brawl]]. For the character in general, see [[Fox McCloud]].''
{{disambig2|Fox's appearance in ''Super Smash Bros. Brawl''|the character in general|Fox McCloud}}
{{Infobox Character
{{Infobox Character
|name         = Fox
|name = Fox
|image       = [[File:Fox SSBB.jpg|250px|Fox]]
|image = [[File:Fox SSBB.jpg|250px]]
|game         = Brawl
|game = SSBB
|ssbgame1     = SSB
|ssbgame1 = SSB
|ssbgame2     = Melee
|ssbgame2 = SSBM
|ssbgame3     = SSB4
|ssbgame3 = SSB4
|ssbgame4 = SSBU
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier         = C
|tier = C
|ranking     = 15
|ranking = 15
}}
}}
'''Fox''' ({{ja|フォックス}} ''Fokkusu'') was confirmed for ''[[Super Smash Bros. Brawl]]'' at Nintendo World 2006. Fox was the first fighter to appear on the DOJO!! that did not appear on the E3 2006 video. When he was revealed in the Nintendo World 2006 trailer, he was shown with his [[blaster]] in his hand at all times, leading to much speculation over how his attacks might change in ''Brawl.'' However, his gun is shown in its holster in all subsequent screen shots shown at the [[Super Smash Bros. DOJO!!]].
'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable character in ''[[Super Smash Bros. Brawl]]'', confirmed at Nintendo World 2006. He was the first fighter to appear on the DOJO!! that did not appear on the E3 2006 video.


Fox is currently upper-mid tier at 15th (C), a significant nerf from his position at the top of the ''Melee'' tier list. Fox maintains his incredible movement, fast attack speed, high damage output, effective setup moves (especially [[down aerial]]), and a very fast (8-frame) [[up smash]] with enough strength and [[reach]] to KO the majority of characters reliably under 100%. Additionally, Fox possesses the fastest [[projectile]] in ''Brawl'' in his [[Blaster]] (which is also [[transcendent]]), a long reaching [[recovery]] with good mixup, and an effective semi-spike and defensive stalling tactic in his [[Reflector]]. Fox is notoriously frail, however, sustaining the fourth most [[knockback]] in ''Brawl'', with rather poor vertical endurance (despite strong vertical [[momentum cancelling]] abilities), and among the worst horizontal endurance. His endurance problems are exasperated by his extreme [[falling speed]] and acceleration, which leave him heavily vulnerable to [[combo]]s and [[juggle]]s, [[lock]]s, and [[chain throw]]s, some of which (including {{SSBB|Pikachu}}'s, the {{SSBB|Ice Climbers}}', and {{SSBB|Sheik}}'s) can bring Fox to KO percentage from zero [[damage]], if not [[zero death]]ing him outright. Additionally, Fox's attacks are very poor on [[shield]], with high [[ending lag]], low [[shield stun]], and insufficient reach to hit opposing shields safely. Fox also has poor horizontal aerial movement and mobility, a tendency to over-rely on his [[up smash]] to KO, and a projectile without any [[flinch]]. Nonetheless, Fox's offensive prowess tends to outweigh his significant flaws, with his [[matchup]]s being above average overall (despite a few [[Counter (matchup)#Hard counter|hard counters]]), along with above average [[tournament]] results (which are significantly better in Japan, where he's [[Japanese tier list|in top tier (7th place)]]).
Jim Walker and {{s|wikipedia|Kenji Nojima}}, Fox's Engish and Japanese voice actors from ''Star Fox Assault'', reprise their roles in the English and Japanese versions of ''Brawl'' with newly recorded voice clips. In ''Brawl'', both succeed Shinobu Satouchi as Fox's voice actors.
 
Fox is currently ranked at 15th place on the [[tier list]], placing him in the middle of the C tier, a noticeable drop from his position at the top of the ''Melee'' tier list, and also his worst placement in the series. Fox maintains his incredible movement, fast frame data, high damage output, effective setup moves (especially his [[down aerial]]), and a very fast [[up smash]] with enough strength and [[reach]] to KO the majority of characters reliably under 100%. Additionally, Fox possesses the fastest [[projectile]] in ''Brawl'' in his {{b|Blaster|Fox}} (which is also [[transcendent]]), a decent [[recovery]] with respectable mixup options, and an effective semi-spike and defensive stalling tactic in his {{b|Reflector|Fox}}. Fox is notoriously frail, however, sustaining the fourth most [[knockback]] in ''Brawl'', with rather poor vertical endurance (despite strong vertical [[momentum cancelling]] abilities), and among the worst horizontal endurance. His endurance problems are exacerbated by his extreme [[falling speed]] and acceleration, which leave him heavily vulnerable to [[combo]]s and [[juggle]]s, [[lock]]s, and [[chain throw]]s, some of which (including {{SSBB|Pikachu}}'s and {{SSBB|Sheik}}'s) can bring Fox to KO percentage from zero [[damage]], if not [[zero death]]ing him outright. Additionally, Fox's attacks are very poor on [[shield]], with high [[ending lag]], low [[shield stun]], and insufficient reach to hit opposing shields safely. Fox also has poor horizontal aerial movement and mobility, a tendency to over-rely on his [[up smash]] to KO, and a projectile without any [[flinch]]. Nonetheless, Fox's offensive prowess tends to outweigh his significant flaws, with his [[matchup]]s being above average overall (despite a few [[Counter (matchup)#Hard counter|hard counters]]), along with above average [[tournament]] results (which are significantly better in Japan, where he ranks 7th on the [[Japanese tier list|tier list]]).


==Attributes==
==Attributes==
Fox is a very light character who moves at very high speeds, clocking in as the third fastest runner and 2nd fastest walker in the game (with Marth being the fastest). Almost all of his attacks come off quickly and combine with each other. Fox's excellent speed is counter-balanced by the small and short reaching hitboxes in most of his attacks. This can complicate approaches, and his Blaster doesn't make up for that because it doesn't make opponents flinch. However, it is able to force approaches, unless the opponent has a lasting reflector, an absorbing move such as [[PSI Magnet]], or their [[crouch]] is low enough to avoid it.
Fox is a lightweight who boasts impressive mobility, having the 3rd fastest dashing speed and the second fastest walking speed in the game (with {{SSBB|Marth}} having the fastest walking speed). Almost all of his attacks come out quickly and combo with each other. Fox's excellent speed is counter-balanced by the small and short reaching hitboxes in most of his attacks. This can complicate approaches, and his Blaster doesn't make up for that because it doesn't make opponents flinch. However, it is able to force approaches, unless the opponent has a lasting reflector, an absorbing move such as [[PSI Magnet]], or their [[crouch]] is low enough to avoid it.


His up smash is a powerful vertical killer, and to a lesser extent, his up tilt. His up smash is also his only move that can KO under 100%, and is a good move due to its high knockback scaling, speed, and reach. It can also be [[combo]]'d into, most notably from a down aerial. His forward air can add extra height to Fox's jump, due to producing a hovering effect if used shortly after jumping (known as Foxcoptering) - this can extend his recovery and allow him to quickly recover vertically, which isn't possible with his primary vertical recovery move ([[Fire Fox]]). His back air has high horizontal knockback. As far as specials go, Fox's blaster can easily build damage from a distance, it refreshes stale moves if it hits, and it's also able to steal KOs. Fox's Reflector not only reflects projectiles, but can [[semi-spike]] opponents when used in the air (making it a useful tool for [[gimp]]ing poor and/or slow recoveries), and also slows Fox's aerial movement. The jump cancel has been replaced with a dash cancel, allowing a continuous shine volley across the stage (it works best at 70% and above depending on the character). As far as recovery goes, [[Fox Illusion]] can be used to gain a horizontal boost, and can also be canceled before completion to trick opponents, as opposed to Fire Fox, which comes off much slower but can move vertically. However, Fire Fox is easily edgeguarded, due to leaving Fox vulnerable during the charge required to use the move (though it can damage opponents if they get too close). Fox is also able to [[wall jump]], [[boost grab]], and [[DACUS]] (though his [[Slide smash|sliding up smash]] doesn't gain much less distance than his DACUS).
One of Fox's primary advantages is his impressive KO power. His up smash is a fast and powerful vertical finisher, and is also his only move that can KO reliably under 100%. It's a good move due to its high knockback scaling, impressive speed for a smash attack, and respectable reach. It can also be [[combo]]'d into, most notably from a down aerial. Up aerial is also a great finisher; it can KO quickly when used near the upper blast line and is useful in juggling situations to close stocks early. Fox's impressive vertical KO options can be dangerous to characters with poor vertical endurance or momentum cancelling.


Fox's most notable attribute, as well as the most notorious, is his short jump in relation to the rest of the Brawl cast (much like {{SSBB|Jigglypuff}} having the slowest falling speed in the game). His falling speed acceleration is the fastest, and his falling speed is the third fastest in the game (which is unusual for a character as light as he is). It has advantages and some hindrances, all of which must be known to make the best use of Fox. Some advantages of such speed are that it makes him difficult to [[juggle]] and KO vertically. However, his extreme falling speed acceleration is what makes him very susceptible to certain [[chaingrab]]s (particularly {{SSBB|Pikachu}}'s buffered d-throw chaingrab that has a [[0-death]] on Fox) and locks (like {{SSBB|Sheik}}'s f-tilt lock). His fast falling speed also shortens his recovery.  
Fox his a variety of other useful moves besides his finishers. His forward aerial can add extra height to Fox's jump, due to producing a hovering effect if used shortly after jumping (known as Foxcoptering) - this can extend his recovery and allow him to quickly recover vertically, which isn't possible with his primary vertical recovery move ([[Fire Fox]]). His back air has high horizontal knockback and a generous auto-cancel window. As far as specials go, Fox's Blaster can easily build damage from a distance, refresh stale moves if it hits, and steal KOs in a Time match. Fox's Reflector not only reflects projectiles, but can [[semi-spike]] opponents when used in the air, making it a useful tool for [[gimp]]ing poor and/or slow recoveries, and also slows Fox's aerial movement. The jump cancel has been replaced with a dash cancel, allowing a continuous shine volley across the stage (it works best at 70% and above depending on the character). As far as recovery goes, [[Fox Illusion]] can be used to gain a horizontal boost, and can also be canceled before completion to trick opponents, as opposed to Fire Fox, which comes off much slower but can move vertically. However, Fire Fox is easily edgeguarded, due to leaving Fox vulnerable during the charge required to use the move (though it can damage opponents if they get too close). Fox is also able to [[wall jump]], [[boost grab]], and [[DACUS]] (though his [[Slide smash|sliding up smash]] doesn't gain much less distance than his DACUS).


The end result is that Fox is a glass cannon. The average range make it non- difficult for him to approach characters with strong defensive games and fighters with better protection space him quite easily, forcing him to rely on his Blaster to force approaches if needed, which some characters can avoid rather effortlessly. His combination of very low weight (seventh lightest character), very high knockback sustained (fourth highest), very fast overall falling speed (third fastest normal falling speed and fastest accelerated falling speed), mediocre air speed, and mediocre recovery for his weight create a tendency to KO at low percentages. However, he does everything very quickly, has a very strong offensive game, and once the opponent is knocked back he has flexible follow up options, but his speed makes him tough to control. Although he has many great skills and combo's, Fox can pull his weight around. In reality Fox is a skillful fighter. With many ways of a lot of combo attacks, great speed, with a balance defense and offense. If a real Fox player knows and/or can play him the right way, he can reach great heights. If possible, he might not be stopped.  
Fox's most notable attribute, as well as the most notorious, is his short jump in relation to the rest of the Brawl cast (much like {{SSBB|Jigglypuff}} having the slowest falling speed in the game). Fox possesses the third fastest [[falling speed]] in the game (which is unusual for a character as light as he is), as well as having the higher [[gravity]] by quite a margin. It has advantages and some hindrances, all of which must be known to make the best use of Fox. Some advantages of such speed are that it makes him difficult to [[juggle]] and gives him strong vertical [[momentum canceling]]. However, his extreme gravity results in him barely travelling anywhere when he is hit by vertical hitting moves which do not inflict [[tumble]]. This results in him being very susceptible to certain [[chaingrab]]s (particularly {{SSBB|Pikachu}}'s buffered d-throw chaingrab that has a [[0-death]] on Fox) and well as low knockback moves which can string into themselves multiple times (most notably {{SSBB|Sheik}}'s forward tilt). His high gravity also makes him sustain more knockback once he enters tumble, which along with his low weight, makes his endurance among the absolute worst in ''Brawl''.


===Changes from ''Melee'' to ''Brawl''===
Another of Fox's weaknesses regards his transition from ''Melee'' to ''Brawl''; ''Brawl''{'}s general gameplay changes hinder Fox more than they help him. The introduction of hitstun cancelling as well as the cast's universally decreased falling speeds greatly reduce the potency of Fox's combo game like most characters. This means Fox can struggle to rack up damage and approach as effectively as he could in ''Melee''. Fox's only strong damage racking tool at lower percents is his up tilt which while effective, can be SDIed out of. The changes to air dodges also hinders Fox, as it not only hinders his combo ability, but it also removes his ability to [[wavedash]], which was one of his most vital movement options. The removal of DI against non tumble hitstun also immensely hinders Fox, as it means that he is now susceptible to inescapable chain grabs, as well as making it much more difficult to escape moves which chain into themselves multiple times (although this does also benefit his up tilt).
Fox has suffered a moderate overall nerf in ''Brawl'', though since with his significant nerfs he got some decent buffs to help compensate, as well as generally keeping the traits that made him excel in the previous games, he's still arguably viable. Overall, he's still very fast with great damage racking and effective KOing ability, though he's slightly weaker and much frailer, and can't pressure as effectively.


*{{buff|Midair jumping height has been increased, and Fox now has the highest midair jumping height outside {{SSBB|Yoshi}}, {{SSBB|Ness}}, and {{SSBB|Lucas}}.}}
Lastly, Fox has a poor grab game. The blaster shots fired from his up and back throws are very easily avoided with successful DI, while up throw now struggles to combo because of its higher ending lag, combined with the cast's slower falling speeds. Back throw lacks KO potential and it has a poor launch angle for setting up edgeguards. Down throw is a decent setup throw which deals good damage but unlike Falco's, it does not have any guaranteed follow ups. While forward throw is Fox's strongest throw, it cannot KO before 150% at the edge. Because of it's glaring problems, Fox's grab game is very inconsistent and unreliable.
*{{buff|The kicks in the rapid hitting part of Fox's jab are faster.}}
*{{buff|Up tilt has slightly better reach, and reaches farther in front of Fox.}}
*{{buff|Fox's forward smash has less ending lag.}}
*{{buff|Up smash has slightly improved reach.}}
*{{buff|Forward aerial has been drastically improved; all of its kicks link properly now, they come out much faster, and the move can complete and autocancel upon landing when short hopped. Additionally, the move produces a "hover" effect, which can be used with jumping to increase the height of Fox's jumps (especially his midair jump), improving his recovery. Its damage output has also been significantly increased, with it dealing 6% more damage for a total of 23% when all hits connect.}}
*{{buff|Down aerial has slightly higher damage output, with it dealing 2% more damage for a total of 21% when all hits connect. It additionally now has knockback scaling (though extremely slight), slightly improving the move's offstage gimping abilities (which Fox can use offstage now without self-destructing with his much slower falling speed).}}
*{{buff|Up and back throw deal 1% more damage for 8% total, while down throw deals 4% more damage for 9% total.}}
*{{buff|Fox can now shoot three [[Blaster|lasers]] in a short hop.}}
*{{buff|Reflector nearly completely halts aerial momentum, which can be useful for [[mindgaming]] purposes to land safely. Reflector also has less ending lag than non-jump cancelled Reflector in ''Melee''.}}
*{{buff|Fox can now [[DACUS]].}}
*{{buff|New back aerial is more powerful and now [[semi-spikes]]}}.
*{{nerf|''Brawl'''s change to the knockback formula (where it now adjust knockback based on [[gravity]]) causes Fox to sustain more knockback despite being heavier (he now sustains the fourth most knockback out of 39 characters). ''Brawl'' physics have also made Fox's vertical endurance drastically worse, where without momentum cancelling he has the fifth worst vertical endurance, and with momentum cancelling, Fox has the 11th worst (when in ''Melee'', Fox had the 6th best vertical endurance out of 26 characters).}}
*{{nerf|Down tilt is weaker and deals 1% less damage.}}
*{{nerf|Up smash is slightly weaker and deals 1% less damage. Despite the power nerf it's still obscenely powerful for how fast and easy to land it is, and is thus still considered the best up smash in the game.}}
*{{nerf|Down smash is slightly weaker and deals 1% less damage.}}
*{{nerf|Neutral aerial is weaker and deals 3% less damage.}}
*{{nerf|New back aerial, where Fox performs a quick spinning kick behind him. It is however considered a downgrade, as despite being slightly more powerful and [[semi-spiking]], it has slower start-up lag, much more ending lag, much less hitbox duration, and less reach with a much smaller hitbox, overall making it a much less useful move.}}
*{{nerf|Up aerial has significantly weaker knockback scaling, now requiring opponents to be around 140% or near the upper blast line to KO, instead of reliably KOing under 100% regardless of the opponent's proximity to the upper blast line.}}
*{{nerf|Down throw now sends opponents up and away from Fox, instead of meteor smashing them into the ground to setup tech chases, significantly reducing the throw's ability to setup followups.}}
*{{nerf|Blaster shots travel roughly half the distance they previously did, and can no longer go across entire stages.}}
*{{nerf|Fire Fox is significantly weaker, with the charge dealing 4% less damage (for 8% total), while no longer being capable of KOing under 200%.}}
*{{nerf|Reflector can no longer be jump cancelled, completely removing Fox's shine combos. It additionally has slower start-up, so it no longer comes out in 1 frame.}}
*{{change|Some of Fox's attacks received a slight tweak in animation; Fox's feet enlarge during the rapid hitting of his jab and during the kicks of his forward aerial, Fox bends all the way forward during up tilt to touch the ground and brings his foot all the way forward to the ground in front of him, and his forward smash is now a butterfly kick.}}


Fox also had a few cosmetic changes, such as the aforementioned attack animation tweaks. He has been graphically updated, his design being now a mix of his appearances in ''Star Fox Command'' and ''Star Fox Assault''. He also has a new voice in both English (Jim Walker) and Japanese (Kenji Nojima).
The end result is that Fox is a glass cannon. He can have difficulty approaching characters with superior range, forcing him to rely on his Blaster to approach if needed, which some characters can avoid rather effortlessly. His combination of being very light, and having very high falling speed and extreme gravity, along with an exploitable recovery gives him extremely poor endurance, especially against characters who can abuse his falling speed/gravity. However, he has excellent mobility on the ground, many quick and highly damaging moves, a very strong offensive game due to his speed and attack power, and once the opponent is knocked back he has flexible follow up options, but his speed can make him tough to control. Fox is overall a very fragile character who is very difficult to play and master but once he is mastered, he can be very difficult for most of the cast to deal with. This makes him a very solid character, although he does possess near unwinnable matchups against certain characters.


===''Brawl'' manual description===
==Changes from ''[[Super Smash Bros. Melee]]''==
''The famous Arwing pilot boasts first-class speed and agility in combat.''
Fox was notorious for being considered by many to be the best character in ''Melee'' with some players even seeing him as [[broken]] due to his infamous dominance. As a result of this, Fox has been significantly nerfed overall despite technically receiving more buffs. All the traits that made Fox excel in the previous game are still intact: his excellent mobility, great frame data, the ability to force approaches with his Blaster, and his impressive and effective KO and damage racking ability (though the damage output on some of his attacks were toned down slightly). Some of his moves have seen improvements to their speed and some of his moves have seen various adjustments to either make them more reliable or to increase their utility such as his forward and down aerials. His aerials in general have lower landing lag and more lenient [[auto-cancel]] windows making the removal of [[L-canceling]] a fairly small loss for him compared to other veterans. His recovery has also been improved as his air speed is faster, his falling speed/gravity are lower, [[Fox Illusion]] travels more distance, his double jump is higher and he can use his forward aerial to increase the height of his jumps making him harder to edgeguard overall.
 
However, the changes to ''Brawl'''s mechanics have severely harmed him. He is much more frail than in ''Melee'' due to the changes in the knockback formula making his vertical endurance in particular significantly worse, despite being heavier. The introduction of [[hitstun canceling]] hinders him overall as while it makes him less susceptible to combos, it also significantly hinders his followup potential. The removal of [[DI]] against moves which don't put opponents into [[tumble]] also significantly hinders him as it makes him far more susceptible to inescapable [[chain grab]]s and [[lock]]s most notably from {{SSBB|Pikachu}} and {{SSBB|Sheik}}. The removal of [[wavedashing]] also severely harms him more than almost any other veteran as he was one of the characters who could abuse it the most due to his fast jumpsquat as well as his [[Reflector]] which could be jump cancelled.
 
As for his direct nerfs, the reduced range on [[Blaster]] has weakened his ability to zone and force approaches. His new back aerial is slower, has a shorter duration and has less range hindering its spacing potential. His general combo game is far worse: down throw can no longer [[tech-chase]], up throw is ineffective for combos and chain-grabs due to the slower fall speeds as well as its greatly increased ending lag. His KO'ing ability is weaker: up smash and up aerial, his two best finishers in ''Melee,'' have had their damage and knockback reduced as well as being slower, and they are also more difficult to combo into in the new physics and with the loss of Fox's Shine combos although his up smash is still a very strong vertical finisher and Fox still has ways to combo into it mainly with his down aerial although he can also potentially combo into it for a kill with his late neutral aerial or even his reflector at specific percents.
 
The most severe nerf was to his [[Reflector]]. While it has seen some improvements such as having lower ending lag, stronger stalling capabilities, increased intangibility and has altered knockback preventing it from knocking down lighter characters at lower percents, it has slower start-up and can no longer be jump-cancelled hindering its safety. The removal of wavedashing drastically harms Reflector's utility as wavedashing was what gave Shine its incredible followup potential making the main reason why the move was so oppressive in ''Melee''.
 
Overall, while Fox's buffs do not compensate from the nerfs he received from ''Brawl'''s new mechanics as well as the nerfs some of his key moves received, he's still considered a viable character who only has a few extremely bad matchups and he is still overall stronger compared to most other ''Melee'' veterans.
 
===Aesthetics===
*{{change|Fox's design is now a mix between his design in ''Star Fox Assault'' and ''Star Fox Command''. Fox also looks more detailed due to the boost in graphics.}}
*{{change|Fox has a new idle stance. He now takes on a fighting stance and hops in place rapidly. In addition, Fox has two new idle animations; one where he takes a Tae-Kwon-Do-esque fighting stance, and the other where he does a beckoning gesture with his hand.}}
*{{change|Some of Fox's attacks received a slight tweak in animation; Fox's feet enlarge during the rapid hitting of his jab and during the kicks of his forward aerial as two examples.}}
*{{change|Fox's previous [[taunt]] has been moved to his down taunt.}}
*{{change|Fox has received two new Alternate Costumes, Dark Fox & White jumpsuit.}}
 
===Attributes===
*{{buff|Fox is [[Weight|heavier]] (75 → 80).}}
**{{nerf|However, due to ''Brawl''{{'}}s changes to the knockback formula (knockback is now also based on a character's [[gravity]]), his vertical endurance is still drastically worse, to the point he has the 5th worst vertical endurance out of 39 characters without [[momentum canceling]], and the 11th worst with momentum canceling, whereas in ''Melee'', he had the 6th best vertical endurance out of 26 characters.}}
*{{nerf|Fox [[walk]]s slower (1.6 → 1.45), going from being tied with {{SSBM|Marth}} for the fastest to behind {{SSBB|Marth}} for the second fastest.}}
*{{nerf|Fox [[dash]]es slower (2.2 → 2.08).}}
**{{buff|His initial dash is slightly faster (2.02 → 2.1) now being the fastest in the game.}}
*{{buff|Fox's [[air speed]] is faster (0.83 → 0.89) improving his recovery and ability to escape aerial pressure.}}
**{{nerf|However, due to dashes no longer transferring momentum to air speeds, his aerial approach is significantly slower, going from the 2nd fastest out of 26 characters in ''Melee'' with dash momentum (only behind {{SSBM|Captain Falcon}}), to tied for the 27th fastest out of 39 characters in ''Brawl''.}}
*{{buff|Fox's additional [[air acceleration]] is higher (0.06 → 0.08), increasing the total amount (0.08 → 0.09) despite his base air acceleration being lower (0.02 → 0.01). However, it is much lower relative to the cast, going from the 2nd highest out of 26 characters to just the 13th highest out of 39.}}
*{{nerf|Fox's [[traction]] is slightly lower (0.08 → 0.06), especially when comparing with the returning veterans, now going from the 7th highest in Melee to the 11th highest. This makes it harder for him to punish out of shield. Given the lack of wavedashing in the game, it does not provide any benefits whatsoever.}}
*{{change|As with the returning veterans, Fox's [[falling speed]] was reduced (2.8 → 1.831). Compared to the returning veterans, however, Fox falls slower (although he still has the 3rd highest falling speed). While worsening his endurance, it improves his recovery and makes him harder to combo.}}
*{{change|Fox's gravity is lower (0.23 → 0.175) though it is still the highest in the game.}}
*{{buff|Fox's midair jump height has been increased, now having the fourth highest midair jump in the game. This significantly improves his recovery.}}
*{{nerf|[[Jumpsquat]] is one frame slower (3 → 4 frames).}}
*{{buff|Spot dodge has a longer duration (frames 2-15 → 2-20).}}
*{{nerf|Spot dodge has more ending lag (frame 23 → 26).}}


==Moveset==
===Ground attacks===
===Ground attacks===
====Normal====
*[[Neutral attack]]:
*[[Neutral attack]] - Left jab (2%), right hook (2%), then a flurry of kicks, or the Rapid Kick (1-2%). However, the jab combo doesn't link very well unlike {{SSBB|Falco}}'s combo. Has a start-up of 2 frames.
**{{buff|Holding the attack button will now make Fox repeat the first hit of the attack until it connects with an enemy.}}
*[[Dash attack]] - Running kick. At low percentages, can lead into an up tilt, leading into various other combos. Its best use is undoubtedly the up tilt follow-up, though his down and up smash are also possible in certain situations. Somewhat short duration and range, though, and can easily be [[shield grab]]bed. Does 7%. Hitbox out on frame 3-6.
**{{buff|Neutral attack's second hit has less startup lag (frame 3 → 2) and ending lag (frame 19 → 18). The neutral infinite's hits also have shorter gaps between them (7 → 4 frames), a different angle (78° → [[Sakurai angle|361°]]) and less knockback (10 (base)/80 (scaling) → 5/3 (base)/20 (scaling)), allowing them to connect more reliably, in addition to a new sweetspot at close range that deals more damage (1% → 2%).}}
*[[Forward tilt]] - A quick right kick. Moderate-low knockback, best used as a quick spacer. Can be [[angled]] up or down. 6% damage. Hits on frame 6.
**{{nerf|Neutral attack's first two hits deal less damage (4% → 2%) and knockback (0 (base)/100 (scaling) → 10/20 (hit 1), 25/30 (hit 2)), and have altered angles (70° → 35°/80°/20° (hit 1), 80°/80°/20° (hit 2)). While this allows them to connect into the neutral infinite more effectively, it also drastically reduces their [[jab cancel]]ing potential, hindering the move's utility at high percents.}}
*[[Up tilt]] - A fast scorpion kick that covers Fox's back, though his whole body becomes a hitbox. Consists of three small, barely noticeable hits. 1st and 2nd hits do 3% each with little knockback and third hit does 4% with moderate knockback. Little ending lag. Hitbox out on frame 3. This attack, though its KO potential was reduced, is still very useful. It can easily chain into itself at lower percentages, able to rack up damage quickly, and can be used immediately after a down aerial at any percentage. At lower percentages it can combo into an up smash, and at moderate to higher percentages, it can setup an up aerial, that can even be used as a KO setup if the player [[read]]s the opponent's actions after the move. It can also possibly lead into other aerials as well. This move is the pinnacle of most of Fox's combos.  
*[[Forward tilt]]:
*[[Down tilt]] - Low tail whip. Fox crouches on the ground and performs a 360-degree spin with his tail. The attack does more damage when the opponent is close to Fox, with a maximum of 9% and a minimum of 7%. Hitting with the tip of the tail sends the opponent upward. Not one of Fox's more useful attacks, though still somewhat useful. If the foe is hit upwards, it's good for an fair setup, and if knocked forward, it can lead into a dash attack. Has a start-up of 8 frames.
**{{buff|Forward tilt has less ending lag (frame 27 → 24).}}
**{{nerf|Forward tilt has more startup with a shorter duration (frames 5-8 → 6-8), and deals less damage (9% → 8% (up)/6% (non-angled)/7% (down)), although its knockback has been compensated (0 (base)/100 (scaling) → 10/110).}}
*[[Up tilt]]:
**{{buff|Fox has a new up tilt: a fast scorpion kick via him bending all the way down with both hands on the ground. It has more reach in front of Fox, and less startup with a longer duration (frames 5-11 → 3-10).}}
**{{nerf|Up tilt deals less damage (12%/9% → 10%/8%) with less knockback (18 (base)/140 (scaling) → 22/18 (base)/110 (scaling)), no longer being among the strongest up tilts in the game (it was the third strongest up tilt in ''Melee''). It also has more ending lag (frame 23 → 28), making it less effective for juggling overall despite having faster startup. Furthermore, the introduction of [[hitstun canceling]] removes its combo potential beyond low percents.}}
*[[Down tilt]]:
**{{nerf|Down tilt deals less damage (10% → 9%/8%/7%), has lower knockback scaling (125 → 100), and its inner hitboxes send opponents at lower angles (70° → 45°/65°), significantly hindering its combo and KO potential.}}
*[[Dash attack]]:
**{{nerf|Dash attack's late hit has a shorter duration (frames 8-17 → 8-15).}}
**{{change|Dash attack's angle has been altered (72° → 70°).}}
*[[Forward smash]]:
**{{buff|Forward smash has a new animation, where Fox tumble-vaults over via swinging his legs more vertically in an overhead arc upon turning, turns his upper body more forward sooner and kicks more with the side of his foot instead of with his heel (making it more akin to a pseudo-butterfly kick). This gives it much more vertical range.}}
**{{nerf|Forward smash has more startup with a shorter duration (frames 12-22 → 14-19), and more ending lag (frame 40 → 42). Its clean hit also has less knockback scaling (105 → 96), hindering its KO potential.}}
*[[Up smash]]:
**{{buff|Up smash has slightly more range. The introduction of [[DACUS]] also improves its utility for approaching.}}
**{{nerf|Up smash has more startup with a shorter duration (frames 7-17 → 8-15), and more ending lag (frame 42 → 47). Its clean hit also deals less damage (18% → 17%) with considerably reduced knockback scaling (112 → 96), significantly hindering its KO potential and no longer being one of the strongest up smashes in the game although it still has above average power.}}
**{{change|Up smash's clean hit now has a [[slash]] effect instead of a normal effect. It has also gained an additional hitbox that deals less damage than the rest (17% → 15%); however, due to it being very small, located below Fox's feet, lasting only one frame and having the lowest ID out of them, it is extremely difficult to land and provides no significant coverage, making its addition largely negligible.}}
**{{change|Up smash has a new charging animation where Fox kneels down with his right hand planted on the ground.}}
*[[Down smash]]:
**{{buff|Down smash has significantly increased base knockback (20 → 50), restoring some of its power from ''Smash 64'' and making it much better at edgeguarding and KOing. Fox also kneels down a bit more when charging it; this somewhat shrinks his hurtbox.}}
**{{nerf|Down smash's sweetspots deal less damage (15% → 14%).}}


====[[Smash attack]]s====
===Aerial attacks===
*[[Forward smash]] - A spinning kick. As with his other iterations with this move, this smash has moderate knockback. Hits on frame 14. Best used near the edge, this move KOs regularly above 130%. When used at 30-60% damage on the stage, it knocks the foe to the ground, which can lead into a dash attack, up tilt, and/or a aerial follow up. Does 15%-21%.
*{{change|All aerials except up aerial have decreased landing lag (15/7 frames → 9 (neutral), 22/11 frames → 18 (forward), 20/10 frames → 15 (back), 18/9 frames → 12 (down)). Due to the removal of [[L-canceling]], however, their landing lag is not fully compensated.}}
*[[Down smash]] - Split kick. Hits on both sides. Strong move with great range, greater than Falco's, with about the same start-up time though it slightly has more ending lag. Is usually fresh when used, meaning it can be used as a surprise KO move after a down aerial. Hitbox out in frame 6-7. Does 14%-19% damage.
*{{buff|All aerials except down aerial [[auto-cancel]] earlier (frame 37 → 32 (neutral), frame 49 → 45 (forward), frame 23 → 15 (back), frame 26 → 25 (up)). Neutral, forward, back and up aerials can now auto-cancel in a short hop.}}
*[[Up smash]] - A back-flip kick. The attack is significantly less effective if it hits while the opponent is behind Fox. KOs most characters at about 100% with high vertical knockback and slight horizontal knockback. KOs at 66% when fully charged. It's the strongest up smash out of all 3 Star Fox characters, similar to how {{SSBB|Wolf}} has the strongest [[down smash]] of the three and {{SSBB|Falco}} has the strongest [[forward smash]]. It is considered Fox's best and most reliable finisher as it has fast start-up (frame 10), good reach for an up smash, and it is by far Fox's strongest attack. It can also be setup using a down aerial at any percentage, and can extend up tilt combos at lower percentages. Is also usable as a [[sliding smash]], being a very good way to [[punish]] and play [[mindgames]] against a distant opponent, such as using the sliding up smash while [[walking]] towards the opponent slowly. Usually considered the best up smash in the game. Does 17%-23%.
*[[Neutral aerial]]:
**{{nerf|Neutral aerial deals less damage (12% (clean)/9% (late) → 9%/6%), reducing its knockback to the point it is no longer a viable KO move at high percents. It also has a shorter duration (frames 4-7 (clean)/8-31 (late) → 4-6/7-25).}}
**{{buff|Neutral aerial's lower damage however improves the late hit's follow up potential at higher percents.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has been drastically improved. Its hits launch at a higher angle (361° → 75°), all after the first come out faster (frames 16-18, 24-26, 33-35, 43-45 → 13-14, 19-20, 26-27, 32-33), and the move now produces a "hover" effect, which can be used to increase the height of Fox's jumps (especially his midair jump). This allows it to connect all hits more reliably and extend Fox's recovery. Lastly, it has less ending lag (frame 53 → 50), and drastically increased knockback on its last hit (50 (base)/100 (scaling) → 60/140).}}
**{{nerf|Forward aerial's first and third hits deal less damage (7%/6% → 6%/5%), decreasing the move's total amount (23.38% → 23%) despite the changes to [[stale-move negation]]. The first hit also has more startup (frame 6 → 7), and all hits have a shorter duration (3 → 2 frames).}}
*[[Back aerial]]:
**{{change|Fox has a new back aerial: a face-away-backwards-hooking-kick slanted upward at the same angle as his prior back aerial (which recovers into the back turning motion much quicker).}}
**{{buff|It has increased base knockback (0 → 20) and now semi-spikes when sweetspotted (361° → 30°), significantly improving its edgeguarding potential, as well as its KO potential despite its knockback scaling being lowered (100 → 85).}}
**{{nerf|Back aerial has more startup with a much shorter duration (frames 4-19 → 9-11), increased ending lag (frame 38 → 49), and less reach, reducing its effectiveness for approaching.}}
*[[Up aerial]]:
**{{nerf|Up aerial has more startup (frame 8 → 9), its second hit has a shorter duration (frames 11-14 → 12-14), and deals less damage (13% → 11%) with significantly less knockback (40 (base)/116 (scaling) → 30/100), now requiring opponents to be around 140% or near the upper blast line to KO, instead of reliably KOing under 100% regardless of their proximity to the upper blast line. It also has increased landing lag (18 → 22 frames).}}
*[[Down aerial]]:
**{{buff|Down aerial deals more total damage (19.38% → 21%) due to the changes to stale-move negation. It additionally no longer has [[set knockback]] (30 (set)/100 (scaling) → 33 (base)/40 (scaling)) improving its followup potential at higher percents despite the removal of L-canceling, and Fox can use it offstage more safely due to his much slower falling speed, improving its edgeguarding ability.}}
**{{nerf|Down aerial can now be [[meteor cancel]]ed, hindering its [[gimp]]ing potential.}}
**{{change|Down aerial's angle has been altered (290° → 285°).}}


====Other attacks====
===Throws/other attacks===
*[[Ledge attack]] - Pulls himself up into a sliding kick. This has a somewhat similar animation to his forward smash from ''[[Smash 64]]''. 8% damage.
*{{buff|Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (frame 31 → 30 (standing), frame 41 → 40 (dash)).}}
*100% Ledge attack - Gets up slowly, then does an axe kick while whipping his tail. 8% damage.
*[[Pummel]]:
*Trip attack - Gets up and kicks on both sides with low range. 6% damage.
**{{buff|Pummel is much faster (24 → 9 frames).}}
**{{nerf|Pummel deals less damage (3% → 1%).}}
*{{buff|Forward and back throws launch at lower angles (45° → 40° (forward), 56° → 45° (back)), improving their edgeguarding ability.}}
*{{buff|Back and up throws deal more total damage (7.46% → 8%) due to the changes to stale-move negation.}}
*{{nerf|Up throw has more ending lag (frame 39 → 50). When combined with the slower fall speeds and changes to hitstun, this has severely harmed up throw's utility, as it can no longer true combo into aerials or [[chain grab]] fast-fallers.}}
*[[Down throw]]:
**{{buff|Down throw's shots deal more damage (1% → 2%), which along with the changes to stale-move negation increases the move's total damage (4.73% → 9%).}}
**{{nerf|Down throw has more ending lag (frame 44 → 55).}}
**{{nerf|Down throw is no longer a [[meteor smash]] (270° → 60°), and has lower knockback (150 (base)/40 (scaling) → 85/100), removing its ability to [[tech-chase]] and thus making it much harder to set up follow-ups with the move, especially with its higher ending lag and the changes to hitstun. This also removes its ability to [[one-hit KO]] at the ledge if the opponent did not meteor cancel.}}
*[[Edge attack]]:
**{{change|Edge attacks have new longer animations although their interruptibility was compensated.}}
**{{buff|Edge attacks have more set knockback (90 → 110) and intangibility (frames 1-12 → 1-23 (fast), frames 1-53 → 1-58 (slow)).}}
**{{buff|Slow edge attack has less startup lag (frame 57 → 56) and deals more damage (8%/6% → 10%).}}
**{{nerf|Fast edge attack has a shorter duration (frames 25-34 → 25-32).}}


===[[Aerial attack]]s===
===Special moves===
*[[Neutral aerial]] - Flying [[sex kick]]. Comes out quick (has a start-up of 4 frames) and is good for spacing. The long duration makes it a decent defensive move. Maximum of 9%.
*{{b|Blaster|Fox}}:
*[[Forward aerial]] - Quintuple kick. Increases jump height and reduces falling speed while in effect, useful at recovery attempts. Can deal up to 23%. Hits on frame 7.
**{{buff|Blaster has less startup (frame 12 (ground)/10 (air) → 11/9) and ending lag on the ground (frame 41 → 39).}}
*[[Back aerial]] - A slow back kick, although it's quite powerful and sends opponents on a [[semi-spike]] trajectory. Useful for edgeguarding and it KOs under 150%. However, it has rather low range and has high [[ending lag]], making it difficult to land, and also unsafe to use offstage in many situations. Does 15% damage. Hitbox out on frame 9.
**{{buff|Fox can now shoot three lasers in a short hop, due to his lower falling speed and gravity.}}
*[[Up aerial]] - An upward tail whip with a follow-up kick. Hitting with the tail causes 5%, while the kick causes 11% along with strong vertical knockback. His up aerial can no longer reliably KO under 150% as it did in ''Melee'', but it can still be an effective vertical KO move at high percentages on airborne opponents. It is also effective for [[juggling]] at lower percentages. Can be setup using an up tilt. Hits on frame 10.
**{{nerf|Blaster shots travel roughly half the distance they previously did in ''Melee'', greatly hindering their range, and deal less damage after traveling a long enough distance (3% → 2%).}}
*[[Down aerial]] - Drill kick. Does more damage the closer the opponent is to Fox and can deal up to 21%. It can [[meteor smash]], but it is hardly noticeable at lower percentages due to its very weak power. While not the best choice for [[gimp]]ing an opponent, it does a good amount of damage, and if the whole move connects right before landing on the stage, it can immediately lead into an up tilt, grab, or down or up smash. Down aerial→up tilt combos are very useful and common in Fox's [[metagame]]. This move is also Fox's best [[momentum cancelling]] move. Overall one of Fox's most useful moves. Has a start-up of 5 frames.
*[[Fox Illusion]]:
**{{buff|Fox Illusion travels more distance, improving its recovery potential.}}
**{{nerf|Fox Illusion deals less damage (7% → 4%).}}
*[[Fire Fox]]:
**{{buff|Fire Fox's charging hits launch opponents towards Fox (70° → 110°) and have less knockback (40 (base)/40 (scaling) → 28/30), allowing them to connect more reliably. The full move also deals more total damage (25.66% → 28%) due to the changes to stale-move negation.}}
**{{nerf|Fire Fox's dash now has a clean and late hit instead of dealing consistent damage throughout (14% → 14% (clean)/8% (late)), with the clean hit having a shorter duration (frames 43-72 → 43-46 (clean)/47-72 (late)), making it less reliable as a combo finisher. It also travels a shorter distance, somewhat hindering Fox's recovery.}}
**{{change|Fox now consistently says "Fire!" when using Fire Fox.}}
*{{b|Reflector|Fox}}:
**{{buff|Reflector can be dropped faster (frame 21 → 4) (effectively reducing ending lag), which leaves Fox less vulnerable after reflecting a projectile and makes it much easier for him to halt his aerial momentum and stall in the air while losing very little height. It also reflects projectiles earlier (frame 4 → 2), has a longer duration (frame 1 → 3-4), has increased intangibility (frame 1 → 1-4) and no longer has set knockback (80 (set)/100 (scaling) → 60 (base)/30 (scaling)), preventing it from knocking down lighter characters until higher percents and making [[shine spike]]s gradually harder to recover from on higher percents. Lastly, the move can now be canceled with a [[roll]] or [[sidestep]] when successfully reflecting a projectile.}}
**{{nerf|Reflector can no longer be jump canceled, which combined with the removal of wavedashing removes almost all of Fox's shine combos as well as hindering its safety. Its hitbox also has more startup lag (frame 1 → 3), deals less damage against aerial opponents (5% → 4%), and launches at a higher angle (0° → 10°), which coupled with the slower falling speeds in ''Brawl'' hinders its gimping potential despite its increased knockback.}}
**{{change|Reflector now uses a unique sound effect instead of the sound effect of grabbing an item.}}
*[[Landmaster]]:
**{{change|Fox has a [[Final Smash]]: Landmaster. Upon using the Final Smash, Fox jumps into the air and comes back down in a Landmaster. The Landmaster is a huge land assault vehicle that can hover, fire its cannon, and perform a {{s|wikipedia|barrel roll}}. After 18 seconds, the Landmaster will disappear.}}


===[[Grab]]s & [[throw]]s===
==Moveset==
*[[Pummel]] - Knees the opponent. A fairly fast pummel. 1% damage each.
{{MovesetTable
*Standing grab - Grabs opponent by the neck.
|game=SSBB
*Dash grab - Halts with one foot and grabs, somewhat predictable.
|neutralcount=2
*Pivot grab - The range is as great as he can boost grab, and has a long grab range.
|neutralinf=y
*[[Forward throw]] - Punches the opponent forward. 7% damage. Can pseudo-chain throw if a dash is buffered.
|neutralname= 
*[[Back throw]] - Throws opponent backward diagonally and shoots them with his Blaster. Blaster shots can be avoided using DI. Up to 8% damage.
|neutral1dmg=2%
*[[Up throw]] - Throws opponent up and shoots them with his Blaster. Can be avoided using [[SDI]]. Up to 8% damage.
|neutral2dmg=2%
*[[Down throw]] - Slams opponent on the ground and shoots them three times with his blaster. 9% damage. Can be followed up with either a forward aerial at low percentages on certain characters or an up aerial on all characters. Fox's most useful throw.
|neutralinfdmg=1-2%
|neutraldesc=Punches twice, followed by a flurry of kicks.
|ftiltname= 
|ftiltangles=3
|ftiltupdmg=8%
|ftiltsidedmg=6%
|ftiltdowndmg=7%
|ftiltdesc=Kicks his leg out. Can be angled.
|utiltname= 
|utiltdmg=10% (foot), 8% (leg)
|utiltdesc=A fast scorpion kick that covers Fox's back. Can juggle at low percentages.
|dtiltname= 
|dtiltdmg=9% (close), 8% (mid), 7% (far)
|dtiltdesc=A quick tail whip.
|dashname= 
|dashdmg=7% (clean), 5% (late)
|dashdesc=Jumps slightly off the ground and performs a running kick.
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBB|15}} (clean), {{ChargedSmashDmgSSBB|12}} (late)
|fsmashdesc=A powerful spinning jump kick.
|usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault Kick'')
|usmashdmg={{ChargedSmashDmgSSBB|17}} (clean sweetspot), {{ChargedSmashDmgSSBB|15}} (clean sourspot), {{ChargedSmashDmgSSBB|13}} (late)
|usmashdesc=A flip kick. The attack is weaker when it hits opponents behind Fox. Considered the strongest up smash out of the three ''Star Fox'' characters.
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSBB|14}} (feet), {{ChargedSmashDmgSSBB|12}} (legs)
|dsmashdesc=A split kick that hits both sides of him. His legs are intangible for the duration of the attack.
|nairname= 
|nairdmg=9% (clean), 6% (late)
|nairdesc=A [[sex kick]] that loses power the longer it's out. The move can [[lock]] opponents.
|fairname= 
|fairdmg=6% (hit 1), 5% (hits 2-3), 4% (hit 4), 3% (hit 5)
|fairdesc=Performs five kicks in succession. Fox "hovers" whenever he performs all five kicks, useful for gaining distance when recovering.
|bairname= 
|bairdmg=15% (sweetspot), 9% (sourspot)
|bairdesc=A slow back kick, sending opponents at a [[semi-spike]] trajectory. Its sweetspot is on his right extended leg with the sourspot being on his left.
|uairname= 
|uairdmg=5% (hit 1), 11% (hit 2)
|uairdesc=Flips himself upward for a tail whip and follow-up kick. Considered one of Fox's best air finishers if both hits connect.
|dairname= 
|dairdmg=3% (hits 1-7)
|dairdesc=A spinning drill kick that hits multiple times in succession. It can [[meteor smash]], but it's hardly noticeable at lower percentages due to its very weak power. It does a good amount of damage, and if the whole move connects right before landing on the stage (possible with a short hop down aerial), it can immediately lead into an up tilt, grab, or down or up smash. Down aerial to up tilt combos are very useful and common in Fox's [[metagame]]. Overall, considered one of Fox's most useful moves.
|grabname= 
|grabdesc= 
|pummelname= 
|pummeldmg=1%
|pummeldesc=Knees the opponent.
|fthrowname= 
|fthrowdmg=4% (hit 1), 3% (throw)
|fthrowdesc=Punches the opponent forward.
|bthrowname= 
|bthrowdmg=2% (throw), 2% (shots)
|bthrowdesc=Throws the foe backwards and then fires three shots with his Blaster. Shots can be avoided using [[DI]].
|uthrowname= 
|uthrowdmg=2% (throw), 2% (shots)
|uthrowdesc=Throws the foe upwards and fires three shots with his Blaster. Shots can be avoided using [[SDI]].
|dthrowname= 
|dthrowdmg=2% (shots), 1% (throw)
|dthrowdesc=Tosses the opponent downward, then jumps up fires four very quick Blaster shots downward onto them.
|floorfname= 
|floorfdmg=6%
|floorfdesc=Kicks forward, then backward.
|floorbname= 
|floorbdmg=6%
|floorbdesc=Punches forward, then kicks backward.
|floortname= 
|floortdmg=5%
|floortdesc=Spins around, kicking foes in range.
|edgefname= 
|edgefdmg=6% (legs), 8% (body)
|edgefdesc=Lunges at the opponent with a kick.
|edgesname= 
|edgesdmg=10%
|edgesdesc=Slowly gets up and hammers the ground with a kick.
|nsname=Blaster
|nspage=Blaster (Fox)
|nsdmg=3% (close), 2% (far)
|nsdesc=Fires his Blaster. The lasers lose power the farther they travel.
|ssname=Fox Illusion
|ssdmg=4%
|ssdesc=Dashes forward, leaving an afterimage behind him. Enemies hit by the move will be launched at an upward angle.
|usname=Fire Fox
|usdmg=2% (charge, hits 1-7), 14% (clean dash), 8% (late dash)
|usdesc=Charges up and then fires himself in the direction held.
|dsname=Reflector
|dspage=Reflector (Fox)
|dsdmg=5% (ground) 4% (air) (activation), 1.5x damage for reflected projectiles
|dsdesc=Activates a Reflector around him. All projectiles are reflected and do more damage than they normally would. The Reflector damages nearby foes upon activation. Can be used to stall in the air if used repeatedly.
|fsname=Landmaster
|fsdmg=6-22% (movement), 15-16% (turn), 17% (shot), 11% (roll), 15% (fall)
|fsdesc=Summons his Landmaster. It's overall the most balanced out of all the three, its only drawback being its air mobility.
}}
 
===Stats===
{{technical data|Needs short hop and double jump heights}}
{{Attributes
|cast      = 39
|weight    = 80
|rweight    = 33
|dash      = 2.1
|rdash      = 1
|run        = 2.08
|rrun      = 3
|walk      = 1.45
|rwalk      = 2
|trac      = 0.06
|rtrac      = 11-16
|airfric    = 0.015
|rairfric  = 6-12
|air        = 0.89
|rair      = 27-28
|baseaccel  = 0.01
|rbaseaccel = 7-36
|addaccel  = 0.08
|raddaccel  = 10-17
|gravity    = 0.175
|rgravity  = 1
|fall      = 1.831
|rfall      = 3
|ff        = 2.5634
|rff        = 4
|jumpsquat  = 4
|rjumpsquat = 1-10
|jumpheight = 34.25401786
|rjumpheight= 15
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


===Special moves===
===[[Announcer]] call===
{{Special Moves|game=SSBB|char=Fox}}
{{audio|Needs announcer calls from other languages.}}
<gallery>
Fox English Announcer SSBB.wav|English/Japanese
</gallery>


===[[Taunts]]===
===[[Wii Remote selection sound]]===
*Up: Fox charges fire and says "Here I come!". This taunt can be used for faking Fox's Up Special.
{{SelectSound|char=Fox|desc=Fox says "Come on!" like one of his taunts, but in a different tone.}}
*Down: Like in Melee, Fox backs up, bends down a bit, and says "Come on!", although it seems faster.
*Side: Fox throws his blaster around himself, watches it flip, and catches it.


===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Ejects from an Arwing.
{{Appearance
|desc=Ejects from an Arwing.
|char=Fox
|game=SSBB}}


===[[Cheer]]===
===[[Taunt]]s===
[[File:Fox Cheer NTSC Brawl.ogg|thumb|Fox's NTSC and PAL cheer]]
{{Taunt/SSBB
Fox Fox! *claps three times*
|char=Fox
|desc-up=Fox charges fire and says "Here I come!" ({{ja|いくぞ!|Ikuzo!|}}, ''Let's go!''). Although it is useless, it can be used for mindgames as it looks very similar to Fire Fox.
|desc-side=Fox throws his Blaster into the air, then allows it to land back into its holster.
|desc-down=Like in ''Melee'', Fox backs up, bends down a bit, and says "Come on!" ({{ja|かかってこい!|Kakatte koi!}}, ''Come at me!''), although faster than before.
|desc-smash=On [[Lylat Cruise]] or [[Corneria]], Fox can summon various [[Star Fox's Conversations|Star Fox Conversations]] by quickly tapping down on the Control Pad (for one [[frame]]). This taunt can only be used once per match.}}
 
===[[Idle pose]]s===
{{Idle
|desc-1=Holds his hand in front of him and takes a deep breath.
|desc-2=Makes a beckoning gesture with his hand.
|image-1=Fox Idle Pose 2 Brawl.png
|image-2=Fox Idle Pose 1 Brawl.png}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Fox
|game=Brawl
|desc-us=Fox Fox *clap x3*
|desc-jp=Fox! *clap x3*
|pitch-us=Group chant
|pitch-jp=Group chant}}


===[[Victory pose]]s===
===[[Victory pose]]s===
*Flips his tail up and looks to the side with a smug (prideful) expression on his face with his arms crossed.  
{{victory/SSBB
*Goes into shooting position with his blaster at 2 different angles, then points it at the screen saying "Mission Complete".  
|victory-theme=StarFoxUniverseTheme.ogg
*Flips his Blaster in the holster and says "This is Fox - Returning to base" and puts his hand on his hip. If Fox wins a battle against Falco, he does this pose, but instead says "Better luck next time, Falco".
|victory-desc=This victory theme comes from the main theme of ''Star Fox 64''.
|desc-up=Goes into shooting position with his Blaster at 2 different angles, then points it at the screen saying "Mission Complete". In Japanese, he says "{{ja|作戦完了!|Sakusen kanryō!}}" (''Operation complete!'')
|desc-left=Flips his Blaster in the holster and says "This is Fox. Returning to base" and puts his hand on his hip. In Japanese, he will say {{ja|こちらフォックス、これより帰還する。|Kochira Fokkusu, kore yori kikan suru.}} (''This is Fox, returning feedback here.'')
:*If Falco is present after a match, he will instead say "Better luck next time, Falco"."'' Or in Japanese: {{ja|まだまだだな、ファルコ。|Mada mada da na, Faruko.}} (''Not just yet, Falco.'')
|desc-right=Flips his tail up and looks to the side with a smug (prideful) expression on his face with his arms crossed, akin to his character selection animation in ''Smash 64''.
|char=Fox}}


==In [[competitive play]]==
==In [[competitive play]]==
===Matchups===
{{SSBBMatchupTable|fox=yes}}
According to [[character matchup (SSBB)|the current SWF matchup chart for ''Brawl'']], Fox's matchup spread has the seventeenth highest unweighted rank and has a weighted total of -58, seventeenth highest overall. Fox has mostly positive matchups, despite being [[hard counter]]ed by three characters. He is also soft countered by seven characters and even with eight characters. He [[soft counter]]s ten characters, [[counter (matchup)|counter]]s seven characters, and hard counters only {{SSBB|Ganondorf}}. Fox is notably hard countered by {{SSBB|Pikachu}} and {{SSBB|Sheik}} as they can take advantage of his extremely fast [[falling speed]] acceleration attribute. Pikachu can perform a "[[0-death]]" [[chain grab]] on him by using its down throw to rack up damage in excess of 100%, then using a [[Thunderspike]] to KO, while Sheik can rack up 50%+ damage with her forward tilt. The {{SSBB|Ice Climbers}} also hard counter Fox, as he lacks safe options to [[approach]] without getting [[grab]]bed. However, Fox's amazing speed and effective KOing options allows him to counter many characters that are below him on the tier list.
===Notable players===
===Notable players===
:''See also: [[:Category:Fox professionals (SSBB)]]''
{{cleanup|[[SmashWiki:Cleanup of the Notable Players sections|To fit these guidelines]]}}
:''See also: [[:Category:Fox players (SSBB)]]''
*{{Sm|C.R.Z.|UK}} - Best Fox in Europe.
*{{Sm|Karamity|Japan}}
*{{Sm|MegaFox|USA}}
*{{Sm|Nakat|USA}}
*{{Sm|TKD|Mexico}} - Best American Fox.
*{{Sm|Trevonte|USA}} - One of the best Fox players in the world during Brawl's lifespan.
*{{Sm|Trump|USA}} - Considered to be one of the best Fox mains in the USA, with wins over {{Sm|MVD}}, {{Sm|Seibrik}}, {{Sm|Hungrybox}}, {{Sm|Purple Guy}}, {{Sm|ESAM}}, and {{Sm|RedHalberd}}.
*{{Sm|Yui|Japan}} - Best Fox in Japan and one of the best in the world. He has wins over players such as {{Sm|RAIN}}, {{Sm|Kakera}}, {{Sm|Earth}} and {{Sm|Brood}}
*{{Sm|Zeton|USA}}


*{{sm|Karamity|Japan}}
===Tier placement and history===
*{{sm|Nakat|USA}}
At the start of ''Brawl''{{'}}s ultimate metagame, players immediately began noticing the nerfs Fox received from ''Melee'' to ''Brawl''. Although he technically received more buffs than nerfs, the nerfs he received significantly outweighed the buffs. Fox's combo game, [[Reflector]], grab game, [[Blaster]], and K.O. ability were all nerfed. Not only that, but Fox also fairs much worse in ''Brawl''<nowiki>'</nowiki>s engine in comparison to ''Melee.'' The introduction of [[hitstun canceling]] hinders him overall as while it makes him less susceptible to combos, it also significantly hinders his follow-up potential. The removal of [[DI]] against moves which don't put opponents into [[tumble]] also significantly hinders him as it makes him far more susceptible to inescapable [[chain grab]]s and [[lock]]s most notably from {{SSBB|Pikachu}} and {{SSBB|Sheik}}. The removal of [[wavedashing]] also severely harms him more than almost any other veteran as he was one of the characters who could abuse it the most due to his fast jumpquat as well as his [[Reflector]] which could be jump canceled. While Fox was never seen as a bad character, the nerfs were drastic enough for him to be significantly lower than his iteration from ''Melee'' as he was ranked as a mid/low-mid tier character amongst the first few tier lists, with his lowest ranking being the 24th place in the second tier list.
*{{sm|TKD|Mexico}}
*{{sm|Trevonte|USA}}
*{{sm|Yui|Japan}}
*{{sm|Zeton|USA}}


==In [[event matches]]==
Over time though, Fox's perception would be greatly improved with more representation from players such as {{Sm|TKD}}, {{Sm|Trevonte}}, {{Sm|Trump}} and {{Sm|Yui}} who began to show that the character had a lot of potentials. With many advanced techs such as [[Short hop laser]] and [[Reflector]] stalling, Fox began seeing some success in tournaments with Yui and TKD performing very well in their respected regions, {{Sm|Trevonte}} getting 17th at Genesis 2, and {{Sm|Trump}} getting 2nd at CEO 2011. Also, it was discovered that Fox had a plethora of good matchups versus many of the top and high tiers such as {{SSBB|Snake}}, {{SSBB|Diddy Kong}}, {{SSBB|Olimar}}, {{SSBB|Falco}}, {{SSBB|Zero Suit Samus}}, {{SSBB|Lucario}} {{SSBB|King Dedede}} and even {{SSBB|Meta Knight}}. Fox also notably did amazing versus nearly every character that is placed below him (with the exception of {{SSBB|Sheik}}). By the 5th tier list, Fox rose up to 16th and went up to 15th by the last tier list. However, some players argued that this was too low for Fox and that he should have been ranked even higher. Japan in particular believes that Fox is a top-tier character as they have him ranked 7th on their tier list (although this is highly debatable). None-of-the-less, Fox is considered to be a viable character that can perform well in tournaments but has a few poor matchups that can give him trouble versus certain characters.
*'''[[Event 2: Landmaster Ignition]]''': Fox must survive against {{SSBB|Meta Knight}} and {{SSBB|Sheik}}. He has unlimited access to his final smash, the [[Landmaster]] which he can use to defend himself from his opponents.
*'''[[Event 10: All-Star Battle Regulars]]''': Fox is one of the opponents that the player must fight in order to complete this event. All opponents are starter characters from the original smash bros.
*'''[[Event 23: Molten Norfair]]''': {{SSBB|Samus}} must retreat into the safety capsule when it appears. If she survives by other means (like hanging onto a ledge when the wall of lava consumes the stage) the event results in a failure. Samus has 2 stocks while {{SSBB|Captain Falcon}} and Fox have unlimited lives and will try to stop Samus and everyone has 300% damage.
*'''[[Event 38: The Wolf Hunts the Fox]]''': {{SSBB|Wolf}} must defeat Fox and {{SSBB|Falco}}. The player has 2 stocks while the opponents have 1.
*'''[[Co-Op Event 19: Shadow of Andross]]''' A team of Fox and Falco must defeat Wolf in a 1 stock battle while an [[Andross]] assist trophy is used against them.


==Role in [[The Subspace Emissary]]==
==Role in [[The Subspace Emissary]]==
An [[Arwing]] is seen engaging the battleship [[Halberd]], but is soon struck and begins to fall toward it. This causes {{SSBB|Kirby}} and {{SSBB|Zelda}}/{{SSBB|Peach}} to be blown overboard in its wake.
[[File:Subspace fox.PNG|thumb|250px|Fox in ''[[SSE]]''.]]
An [[Arwing]] is seen engaging the battleship [[Halberd]], but is soon struck and begins to fall toward it. This causes {{SSBB|Kirby}} and {{SSBB|Peach}}/{{SSBB|Zelda}} to be blown overboard in its wake.


It is later shown that the Arwing crash-landed at the edge of a jungle, near a lake. {{SSBB|Diddy Kong}} discovers the Arwing, but [[Rayquaza]] rises from the lake and territorially attacks the Arwing with an Energy Ball setting it aflame. As Diddy is snatched up by the provoked Pokémon, Fox is ejected from the cockpit of the burning Arwing and proceeds to effortlessly rescue Diddy from the clutches of the serpentine Pokémon using his [[Fox Illusion]] and [[Reflector]]. [[File:Subspace fox.PNG|thumb|250px|Fox in the ''[[SSE]]'']]After the two defeat the giant Pokémon, Fox attempts to leave, but is dragged back by Diddy and follows him deeper into the jungle. Soon, they fight a [[Shadowbug]] clone of Bowser and defeat it. Suddenly, the real {{SSBB|Bowser}} fires his [[Dark Cannon]] at them, and Fox barely dodges the shot. Although Diddy is eager to fight Bowser, Fox knows that they can't survive against his Dark Cannon, so he grabs Diddy and jumps off a cliff.
It is later shown that the Arwing crash-landed at the edge of a jungle, near a lake. {{SSBB|Diddy Kong}} discovers the Arwing, but [[Rayquaza]] rises from the lake and territorially attacks the Arwing with an Energy Ball, setting it aflame. As Diddy is snatched up by the provoked Pokémon, Fox is ejected from the cockpit of the burning Arwing and proceeds to effortlessly rescue Diddy from the clutches of the serpentine Pokémon using his [[Fox Illusion]] and {{b|Reflector|Fox}}. After the two defeat the giant Pokémon, Fox attempts to leave, but is dragged back by Diddy and follows him deeper into the jungle. Soon, they fight a [[Shadow Bug]] clone of Bowser and defeat it. Suddenly, the real {{SSBB|Bowser}} fires his [[Dark Cannon]] at them, and Fox barely dodges the shot. Although Diddy is eager to fight Bowser, Fox knows that they can't survive against his Dark Cannon, so he grabs Diddy and jumps off a cliff.


After recovering from the fall and quickly making their way through [[The Swamp]], they are ambushed by Bowser again, who succeeds in turning Diddy into a trophy. Bowser then attempts to turn Fox into a trophy, but he manages to dodge the shot, so Bowser sends some Shadowbugs to clone Diddy's trophy, outnumbering Fox. {{SSBB|Falco}} suddenly appears out of nowhere in his Arwing and saves Fox from Bowser by destroying his Dark Cannon, forcing Bowser to escape. The Diddy clone begins to absorb more Shadowbugs, becoming gigantic as a result. Fox uses the opportunity to revive the real Diddy, and the three fight the clone. After Falco unwillingly joined the group, they find a ship carrying {{SSBB|Donkey Kong}}'s trophy to a floating island. The [[Great Fox]] suddenly appears, and as Falco and Diddy attempt to free DK, Fox plans to take down the [[Halberd]] with the Great Fox.
After recovering from the fall and quickly making their way through [[The Swamp]], they are ambushed by Bowser again, who succeeds in turning Diddy into a trophy. Bowser then attempts to turn Fox into a trophy, but he manages to dodge the shot, so Bowser sends some Shadow Bugs to clone Diddy's trophy, outnumbering Fox. {{SSBB|Falco}} suddenly appears out of nowhere in his Arwing and saves Fox from Bowser by destroying his Dark Cannon, forcing Bowser to escape. The Diddy clone begins to absorb more Shadow Bugs, becoming gigantic as a result. Fox uses the opportunity to revive the real Diddy, and the three fight the clone. After Falco unwillingly joined the group, they find a ship carrying {{SSBB|Donkey Kong}}'s trophy to a floating island. The [[Great Fox]] suddenly appears, and as Falco and Diddy attempt to free DK, Fox plans to take down the [[Halberd]] with the Great Fox.


The Great Fox duels with the Halberd, but it ends up getting carried away by it, gets crashed into a mountain, and flies away in smoke. Later on, as {{SSBB|Peach}} and {{SSBB|Sheik}} are making their escape after {{SSBB|Snake}} frees them, Fox is seen attacking the Halberd again in his Arwing. During the fire-fight, some of the Arwing's blasters hit dangerously close to Peach. Sheik does a very high range teleport on top of the Arwing and breaks open the cockpit. Both Sheik and Fox fall out of the Arwing and on the Halberd deck. They start running towards each other at high speeds and just before they break into a fight, Peach randomly offers them a cup of tea. Although Fox is shocked by this, when Sheik accepts hers, he accepts his as well. Just as they do, a group of Shadowbug Mr. Game & Watches fall from the Halberd's cockpit and form into [[Duon]]. The three are joined by {{SSBB|Lucario}} and {{SSBB|Snake}} (who knocked them down there in the first place), as well as Falco who arrives on another Arwing, and defeat the monster. Duon leaves behind the real {{SSBB|Mr. Game & Watch}} trophy as it disappears. Fox prepares to blast the trophy, but Peach approaches it and revives Mr. Game & Watch. With {{SSBB|Meta Knight}} taking back control of the Halberd, he flies his ship into the daylight and eventually landing on [[The Canyon]], coincidentally the same time The [[Falcon Flyer]] lands, after previously escaping the doomed Subspace Factory. Fox, {{SSBB|Falco}}, {{SSBB|Peach}}, {{SSBB|Shiek}}, {{SSBB|Lucario}}, {{SSBB|Snake}}, and {{SSBB|Mr. Game & Watch}} are now greeted with {{SSBB|Mario}}, the rest of the Canyon heroes, and the [[Falcon Flyer]] heroes, they all unite and become one big team, now plotting against Subspace. Fox joins the rest of the heroes in the assault on the [[Subspace Gunship]] and the attack on [[Tabuu]] although he would be one of the many heroes to be transformed into trophies by [[Tabuu]]. However, like the other heroes, his trophy could be found and be revived by {{SSBB|King Dedede}}, {{SSBB|Luigi}}, and {{SSBB|Ness}} in [[Subspace (Part I)|Subspace]]. After being rescued, he join the rest of the heroes to go to [[The Great Maze]] and defeat Tabuu.
The Great Fox duels with the Halberd, but it ends up getting carried away by it, gets crashed into a mountain, and flies away in smoke. Later on, as Peach and Zelda (disguised as {{SSBB|Sheik}}) are making their escape after {{SSBB|Snake}} frees them, Fox is seen attacking the Halberd again in his Arwing. During the fire-fight, some of the Arwing's Blasters hit dangerously close to Peach. Sheik does a very high range teleport on top of the Arwing and breaks open the cockpit. Both Sheik and Fox fall out of the Arwing and on the Halberd deck. They start running towards each other at high speeds and just before they break into a fight, Peach randomly offers them a cup of tea. Although Fox is shocked by this, when Sheik accepts hers, he accepts his as well. Just as they do, a group of Shadow Bug Mr. Game & Watches fall from the Halberd's cockpit and form into [[Duon]]. The three are joined by {{SSBB|Lucario}} and {{SSBB|Snake}} (who knocked them down there in the first place), as well as Falco who arrives on another Arwing, and defeat the monster. Duon leaves behind the real {{SSBB|Mr. Game & Watch}} trophy as it disappears. Fox prepares to blast the trophy, but Peach approaches it and revives Mr. Game & Watch. With {{SSBB|Meta Knight}} taking back control of the Halberd, he flies his ship into the daylight and eventually landing on [[The Canyon]], coincidentally the same time The [[Falcon Flyer]] lands, after previously escaping the doomed Subspace Factory. Fox, {{SSBB|Falco}}, Peach, Zelda, Lucario, Snake, and Mr. Game & Watch are now greeted with {{SSBB|Mario}}, the rest of the Canyon heroes, and the [[Falcon Flyer]] heroes, they all unite and become one big team, now plotting against Subspace. Fox joins the rest of the heroes in the assault on the [[Subspace Gunship]] and the attack on [[Tabuu]], although he would be one of the many heroes to be transformed into trophies by Tabuu. However, like the other heroes, his trophy could be found and be revived by {{SSBB|King Dedede}}, {{SSBB|Luigi}}, and {{SSBB|Ness}} in [[Subspace (Part I)|Subspace]]. After being rescued, he join the rest of the heroes to go to [[The Great Maze]] and defeat Tabuu.


===Playable appearances===
===Playable appearances===
 
After [[Outside the Ancient Ruins]] is completed, Fox is removed from the player's team, and is not seen until [[Battleship Halberd Exterior]] is completed.
After [[Outside the Ancient Ruins]] is completed, Fox is removed from the player's team, and is not seen until [[Battleship Halberd Bridge]]


*[[The Lake]]
*[[The Lake]]
Line 155: Line 379:
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]])
*[[The Great Maze]] (if rescued in [[Subspace (Part I)]])


===Exclusive stickers===
===Exclusive [[sticker]]s===
The following stickers can either be only used by Fox, or by a select few characters including Fox:
The following stickers can either be only used by Fox, or by a select few characters including Fox:
*Andrew: Launch Resistance +7
*Andrew: Launch Resistance +7
Line 177: Line 401:
*Wolfen (Star Fox: Assault): [Tail] Attack +30
*Wolfen (Star Fox: Assault): [Tail] Attack +30


==[[Palette swap (SSBB)#Fox|Costumes]]==
==In Solo Modes==
[[Image:Fox Palette (SSBB).png|frame|center|Fox's alternate costumes in ''Brawl'']]
==={{SSBB|Classic Mode}}===
In Classic Mode, Fox can appear as an opponent or ally in Stage 7 along with {{SSBB|Falco}}, {{SSBB|Wolf}}, and {{SSBB|Captain Falcon}} on [[Lylat Cruise]]. Fox can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 7.
 
===[[All-Star Mode]]===
In All-Star Mode, Fox is fought in Stage 16 alongside {{SSBB|Falco}} and {{SSBB|Wolf}} on [[Lylat Cruise]].
 
===[[Event Match]]es===
====Solo Events====
*'''[[Event 2: Landmaster Ignition]]''': The player controls Fox with a [[Smash Ball]] ready and must survive against {{SSBB|Meta Knight}} and {{SSBB|Sheik}}. Fox must rely on his [[Landmaster]] as his opponents will take less knockback from all his regular attacks.
*'''[[Event 10: All-Star Battle Regulars]]''': Fox is one of the opponents fought in this event. All opponents are starters from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 23: Molten Norfair]]''': {{SSBB|Samus}} must survive the lava wave on [[Norfair]] by getting inside the safety capsule while fending off against Fox and {{SSBB|Captain Falcon}}.
*'''[[Event 38: The Wolf Hunts the Fox]]''': The player controls {{SSBB|Wolf}} and must defeat Fox and {{SSBB|Falco}} on [[Lylat Cruise]].
 
====Co-Op Events====
*'''[[Co-Op Event 19: Shadow of Andross]]''' Both players control Fox and Falco and must defeat Wolf on Lylat Cruise while an [[Andross]] [[Assist Trophy]] is used against them.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.
 
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Fox Congratulations Screen Classic Mode Brawl.png|Classic Mode
Fox Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>
 
==[[Trophies]]==
Fox's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Fox.
 
{{Trophy/Fighter
|name=Fox
|image=Fox - Brawl Trophy.png
|mode=Classic
|desc=The leader of the commando unit for hire known as Star Fox. He uses both the team's mother ship, the Great Fox, and his personal Arwing fighter to challenge the evil scientist Andross. He made his name as an ace pilot but has lately shown himself also to be an adventurer with a knack for hand-to-hand combat.
|gamelist-ntsc={{Trophy games|console1=SNES|game1={{iw|lylatwiki|Star Fox|game}}|console2=DS|game2={{iw|lylatwiki|Star Fox Command}}}}
|gamelist-pal={{Trophy games|console1=SNES|game1=Starwing|console2=DS|game2=Star Fox Command}}
|game=Brawl
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Landmaster (Fox)
|image=Landmaster (Fox) - Brawl Trophy.png
|desc-ntsc=Fox's Final Smash. Climb aboard the Landmaster tank, the ultrahigh-performance, antiair, rolling combat vehicle of Team Star Fox. Just like in the Star Fox series, the cannon can be used to blast foes, and the tank can roll over enemies. The jets beneath the main body can be used to hover. Between its firepower and mobility, this tank knows no equal.
|desc-pal=Fox's Final Smash. Climb aboard the Landmaster tank, the ultrahigh-performance, anti-air, rolling combat vehicle of Team Star Fox. Just like in the Star Fox series, the cannon can be used to blast foes, and the tank can roll over enemies. The jets beneath the main body can be used to hover. Between its firepower and mobility, this tank knows no equal.
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
|game=Brawl
}}
{{clrl}}


==Trophies==
==[[Alternate costume (SSBB)#Fox|Alternate costumes]]==
Fox's main trophy is obtained by clearing [[Classic Mode]] with Fox, while the Assault one is obtained randomly.
{|style="margin:1em auto 1em auto;text-align:center"
===Description===
|-
Main trophy - ''The leader of the commando unit for hire known as Star Fox. He uses both the team's mother ship, the Great Fox, and his personal Arwing fighter to challenge the evil scientist Andross. He made his name as an ace pilot but has lately shown himself also to be an adventurer with a knack for hand-to-hand combat.''
|colspan=6|[[File:Fox Palette (SSBB).png]]
{{Trophy games|console1=SNES|game1_pal=Starwing|game1_ntsc=[[lylatwiki:Star Fox|Star Fox]]|console2=DS|game2=[[lylatwiki:Star Fox Command|Star Fox Command]]}}
|-
|{{Head|Fox|g=SSBB|s=25px}}
|{{Head|Fox|g=SSBB|s=25px|cl=Black}}
|{{Head|Fox|g=SSBB|s=25px|cl=Red}}
|{{Head|Fox|g=SSBB|s=25px|cl=Green}}
|{{Head|Fox|g=SSBB|s=25px|cl=Blue}}
|{{Head|Fox|g=SSBB|s=25px|cl=White}}
|}


Assault trophy - ''The leader of the one and only Star Fox team. Fox McCloud is an expert pilot of both the Arwing and Landmaster. In on-foot battles, Fox starts with a blaster and continues on with four other types of weapons as he fights through the Aparoids. Fox also demonstrates his skills in air combat using the plasma cannons on the Arwing.''
==Gallery==
{{Trophy games|console1=GC|game1=Star Fox: Assault}}
<gallery>
<gallery>
File:Fox - Brawl Trophy.png|Main trophy
Fire Fox charging Brawl.jpg|Charging [[Fire Fox]] on [[Lylat Cruise]].
File:Fox (Assault) - Brawl Trophy.png|Trophy based on his ''[[lylatwiki:Star Fox: Assault|Star Fox: Assault]]'' model
SSBBDojoFox2.jpg|Using his [[forward throw]] on {{SSBB|Mario}} on {{SSBB|Battlefield}}.
SSBBDojoFox3.jpg|Landing on Battlefield.
FoxIllusion.jpg|Using [[Fox Illusion]] on {{SSBB|Link}} on [[Halberd]].
</gallery>
</gallery>


==Trivia==
==Trivia==
*Fox holds the world record for Co-Op Target Smash!! Level 3 with Pit (completed in 4.03 seconds).{{fact}}
*Fox holds the world record for Co-Op Target Smash!! Level 3 with Pit (completed in 4.03 seconds).<ref>http://www.smashbros.com/wii/en_uk/records/target_smash.html</ref>
*The early trailers of ''Super Smash Bros. Brawl'' featured Fox constantly holding his blaster, instead of holstering it as usual.  
*The early trailers of ''Super Smash Bros. Brawl'' featured Fox constantly holding his Blaster, instead of holstering it as usual.
*If Fox uses a forward aerial during a Mini Light Brawl, the momentum created by the attack actually causes him to float upwards.
*If Fox uses a forward aerial during a Mini Light Brawl, the momentum created by the attack actually causes him to float upwards.
*Fox, {{SSBB|Diddy Kong}}, {{SSBB|Samus}}, {{SSBB|Pikachu}}, and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Fox can be chosen to fight [[Rayquaza]] at [[The Lake]] and [[Duon]] at the [[Battleship Halberd Bridge]], as well as [[Tabuu]] in the final battle at Tabuu's Residence.
*Fox, {{SSBB|Diddy Kong}}, {{SSBB|Samus}}, {{SSBB|Pikachu}}, and {{SSBB|Lucas}} are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Fox can be chosen to fight [[Rayquaza]] at [[The Lake]] and [[Duon]] at the [[Battleship Halberd Bridge]], as well as [[Tabuu]] in the final battle at Tabuu's Residence.
*Fox's trophy is the only one for a playable {{uv|Star Fox}} character that doesn't give the character's full name.


==External links==
==External links==
*[http://www.smashbros.com/wii/en_us/characters/fox.html Fox's page at Smash Bros. DOJO!!]
*[http://www.smashbros.com/wii/en_us/characters/fox.html Fox's page at Smash Bros. DOJO!!]
*[http://www.smashboards.com/showthread.php?t=188497 Fox Character Guide at SWF]
*[http://www.smashboards.com/showthread.php?t=188497 Fox Character Guide on SmashBoards]
*[http://www.youtube.com/watch?v=g94Pl8vDGCA Fox's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice]
*[http://www.youtube.com/watch?v=g94Pl8vDGCA Fox's Moves - History Behind Super Smash Bros. Brawl, by CrappyCaptureDevice]
==References==
{{reflist}}
{{SSBBCharacters}}
{{SSBBCharacters}}
{{Star Fox}}
{{Star Fox}}
[[Category:Star Fox universe]]
[[Category:Fox (SSBB)| ]]
[[Category:Fox (SSBB)]]
[[es:Fox (SSBB)]]

Latest revision as of 19:31, April 20, 2024

This article is about Fox's appearance in Super Smash Bros. Brawl. For the character in general, see Fox McCloud.
Fox
in Super Smash Bros. Brawl
Fox SSBB.jpg
StarFoxSymbol.svg
Universe Star Fox
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Starter
Final Smash Landmaster
Tier C (15)
FoxHeadSSBB.png

Fox (フォックス, Fox) is a playable character in Super Smash Bros. Brawl, confirmed at Nintendo World 2006. He was the first fighter to appear on the DOJO!! that did not appear on the E3 2006 video.

Jim Walker and Kenji Nojima, Fox's Engish and Japanese voice actors from Star Fox Assault, reprise their roles in the English and Japanese versions of Brawl with newly recorded voice clips. In Brawl, both succeed Shinobu Satouchi as Fox's voice actors.

Fox is currently ranked at 15th place on the tier list, placing him in the middle of the C tier, a noticeable drop from his position at the top of the Melee tier list, and also his worst placement in the series. Fox maintains his incredible movement, fast frame data, high damage output, effective setup moves (especially his down aerial), and a very fast up smash with enough strength and reach to KO the majority of characters reliably under 100%. Additionally, Fox possesses the fastest projectile in Brawl in his Blaster (which is also transcendent), a decent recovery with respectable mixup options, and an effective semi-spike and defensive stalling tactic in his Reflector. Fox is notoriously frail, however, sustaining the fourth most knockback in Brawl, with rather poor vertical endurance (despite strong vertical momentum cancelling abilities), and among the worst horizontal endurance. His endurance problems are exacerbated by his extreme falling speed and acceleration, which leave him heavily vulnerable to combos and juggles, locks, and chain throws, some of which (including Pikachu's and Sheik's) can bring Fox to KO percentage from zero damage, if not zero deathing him outright. Additionally, Fox's attacks are very poor on shield, with high ending lag, low shield stun, and insufficient reach to hit opposing shields safely. Fox also has poor horizontal aerial movement and mobility, a tendency to over-rely on his up smash to KO, and a projectile without any flinch. Nonetheless, Fox's offensive prowess tends to outweigh his significant flaws, with his matchups being above average overall (despite a few hard counters), along with above average tournament results (which are significantly better in Japan, where he ranks 7th on the tier list).

Attributes[edit]

Fox is a lightweight who boasts impressive mobility, having the 3rd fastest dashing speed and the second fastest walking speed in the game (with Marth having the fastest walking speed). Almost all of his attacks come out quickly and combo with each other. Fox's excellent speed is counter-balanced by the small and short reaching hitboxes in most of his attacks. This can complicate approaches, and his Blaster doesn't make up for that because it doesn't make opponents flinch. However, it is able to force approaches, unless the opponent has a lasting reflector, an absorbing move such as PSI Magnet, or their crouch is low enough to avoid it.

One of Fox's primary advantages is his impressive KO power. His up smash is a fast and powerful vertical finisher, and is also his only move that can KO reliably under 100%. It's a good move due to its high knockback scaling, impressive speed for a smash attack, and respectable reach. It can also be combo'd into, most notably from a down aerial. Up aerial is also a great finisher; it can KO quickly when used near the upper blast line and is useful in juggling situations to close stocks early. Fox's impressive vertical KO options can be dangerous to characters with poor vertical endurance or momentum cancelling.

Fox his a variety of other useful moves besides his finishers. His forward aerial can add extra height to Fox's jump, due to producing a hovering effect if used shortly after jumping (known as Foxcoptering) - this can extend his recovery and allow him to quickly recover vertically, which isn't possible with his primary vertical recovery move (Fire Fox). His back air has high horizontal knockback and a generous auto-cancel window. As far as specials go, Fox's Blaster can easily build damage from a distance, refresh stale moves if it hits, and steal KOs in a Time match. Fox's Reflector not only reflects projectiles, but can semi-spike opponents when used in the air, making it a useful tool for gimping poor and/or slow recoveries, and also slows Fox's aerial movement. The jump cancel has been replaced with a dash cancel, allowing a continuous shine volley across the stage (it works best at 70% and above depending on the character). As far as recovery goes, Fox Illusion can be used to gain a horizontal boost, and can also be canceled before completion to trick opponents, as opposed to Fire Fox, which comes off much slower but can move vertically. However, Fire Fox is easily edgeguarded, due to leaving Fox vulnerable during the charge required to use the move (though it can damage opponents if they get too close). Fox is also able to wall jump, boost grab, and DACUS (though his sliding up smash doesn't gain much less distance than his DACUS).

Fox's most notable attribute, as well as the most notorious, is his short jump in relation to the rest of the Brawl cast (much like Jigglypuff having the slowest falling speed in the game). Fox possesses the third fastest falling speed in the game (which is unusual for a character as light as he is), as well as having the higher gravity by quite a margin. It has advantages and some hindrances, all of which must be known to make the best use of Fox. Some advantages of such speed are that it makes him difficult to juggle and gives him strong vertical momentum canceling. However, his extreme gravity results in him barely travelling anywhere when he is hit by vertical hitting moves which do not inflict tumble. This results in him being very susceptible to certain chaingrabs (particularly Pikachu's buffered d-throw chaingrab that has a 0-death on Fox) and well as low knockback moves which can string into themselves multiple times (most notably Sheik's forward tilt). His high gravity also makes him sustain more knockback once he enters tumble, which along with his low weight, makes his endurance among the absolute worst in Brawl.

Another of Fox's weaknesses regards his transition from Melee to Brawl; Brawl{'}s general gameplay changes hinder Fox more than they help him. The introduction of hitstun cancelling as well as the cast's universally decreased falling speeds greatly reduce the potency of Fox's combo game like most characters. This means Fox can struggle to rack up damage and approach as effectively as he could in Melee. Fox's only strong damage racking tool at lower percents is his up tilt which while effective, can be SDIed out of. The changes to air dodges also hinders Fox, as it not only hinders his combo ability, but it also removes his ability to wavedash, which was one of his most vital movement options. The removal of DI against non tumble hitstun also immensely hinders Fox, as it means that he is now susceptible to inescapable chain grabs, as well as making it much more difficult to escape moves which chain into themselves multiple times (although this does also benefit his up tilt).

Lastly, Fox has a poor grab game. The blaster shots fired from his up and back throws are very easily avoided with successful DI, while up throw now struggles to combo because of its higher ending lag, combined with the cast's slower falling speeds. Back throw lacks KO potential and it has a poor launch angle for setting up edgeguards. Down throw is a decent setup throw which deals good damage but unlike Falco's, it does not have any guaranteed follow ups. While forward throw is Fox's strongest throw, it cannot KO before 150% at the edge. Because of it's glaring problems, Fox's grab game is very inconsistent and unreliable.

The end result is that Fox is a glass cannon. He can have difficulty approaching characters with superior range, forcing him to rely on his Blaster to approach if needed, which some characters can avoid rather effortlessly. His combination of being very light, and having very high falling speed and extreme gravity, along with an exploitable recovery gives him extremely poor endurance, especially against characters who can abuse his falling speed/gravity. However, he has excellent mobility on the ground, many quick and highly damaging moves, a very strong offensive game due to his speed and attack power, and once the opponent is knocked back he has flexible follow up options, but his speed can make him tough to control. Fox is overall a very fragile character who is very difficult to play and master but once he is mastered, he can be very difficult for most of the cast to deal with. This makes him a very solid character, although he does possess near unwinnable matchups against certain characters.

Changes from Super Smash Bros. Melee[edit]

Fox was notorious for being considered by many to be the best character in Melee with some players even seeing him as broken due to his infamous dominance. As a result of this, Fox has been significantly nerfed overall despite technically receiving more buffs. All the traits that made Fox excel in the previous game are still intact: his excellent mobility, great frame data, the ability to force approaches with his Blaster, and his impressive and effective KO and damage racking ability (though the damage output on some of his attacks were toned down slightly). Some of his moves have seen improvements to their speed and some of his moves have seen various adjustments to either make them more reliable or to increase their utility such as his forward and down aerials. His aerials in general have lower landing lag and more lenient auto-cancel windows making the removal of L-canceling a fairly small loss for him compared to other veterans. His recovery has also been improved as his air speed is faster, his falling speed/gravity are lower, Fox Illusion travels more distance, his double jump is higher and he can use his forward aerial to increase the height of his jumps making him harder to edgeguard overall.

However, the changes to Brawl's mechanics have severely harmed him. He is much more frail than in Melee due to the changes in the knockback formula making his vertical endurance in particular significantly worse, despite being heavier. The introduction of hitstun canceling hinders him overall as while it makes him less susceptible to combos, it also significantly hinders his followup potential. The removal of DI against moves which don't put opponents into tumble also significantly hinders him as it makes him far more susceptible to inescapable chain grabs and locks most notably from Pikachu and Sheik. The removal of wavedashing also severely harms him more than almost any other veteran as he was one of the characters who could abuse it the most due to his fast jumpsquat as well as his Reflector which could be jump cancelled.

As for his direct nerfs, the reduced range on Blaster has weakened his ability to zone and force approaches. His new back aerial is slower, has a shorter duration and has less range hindering its spacing potential. His general combo game is far worse: down throw can no longer tech-chase, up throw is ineffective for combos and chain-grabs due to the slower fall speeds as well as its greatly increased ending lag. His KO'ing ability is weaker: up smash and up aerial, his two best finishers in Melee, have had their damage and knockback reduced as well as being slower, and they are also more difficult to combo into in the new physics and with the loss of Fox's Shine combos although his up smash is still a very strong vertical finisher and Fox still has ways to combo into it mainly with his down aerial although he can also potentially combo into it for a kill with his late neutral aerial or even his reflector at specific percents.

The most severe nerf was to his Reflector. While it has seen some improvements such as having lower ending lag, stronger stalling capabilities, increased intangibility and has altered knockback preventing it from knocking down lighter characters at lower percents, it has slower start-up and can no longer be jump-cancelled hindering its safety. The removal of wavedashing drastically harms Reflector's utility as wavedashing was what gave Shine its incredible followup potential making the main reason why the move was so oppressive in Melee.

Overall, while Fox's buffs do not compensate from the nerfs he received from Brawl's new mechanics as well as the nerfs some of his key moves received, he's still considered a viable character who only has a few extremely bad matchups and he is still overall stronger compared to most other Melee veterans.

Aesthetics[edit]

  • Change Fox's design is now a mix between his design in Star Fox Assault and Star Fox Command. Fox also looks more detailed due to the boost in graphics.
  • Change Fox has a new idle stance. He now takes on a fighting stance and hops in place rapidly. In addition, Fox has two new idle animations; one where he takes a Tae-Kwon-Do-esque fighting stance, and the other where he does a beckoning gesture with his hand.
  • Change Some of Fox's attacks received a slight tweak in animation; Fox's feet enlarge during the rapid hitting of his jab and during the kicks of his forward aerial as two examples.
  • Change Fox's previous taunt has been moved to his down taunt.
  • Change Fox has received two new Alternate Costumes, Dark Fox & White jumpsuit.

Attributes[edit]

  • Buff Fox is heavier (75 → 80).
    • Nerf However, due to Brawl's changes to the knockback formula (knockback is now also based on a character's gravity), his vertical endurance is still drastically worse, to the point he has the 5th worst vertical endurance out of 39 characters without momentum canceling, and the 11th worst with momentum canceling, whereas in Melee, he had the 6th best vertical endurance out of 26 characters.
  • Nerf Fox walks slower (1.6 → 1.45), going from being tied with Marth for the fastest to behind Marth for the second fastest.
  • Nerf Fox dashes slower (2.2 → 2.08).
    • Buff His initial dash is slightly faster (2.02 → 2.1) now being the fastest in the game.
  • Buff Fox's air speed is faster (0.83 → 0.89) improving his recovery and ability to escape aerial pressure.
    • Nerf However, due to dashes no longer transferring momentum to air speeds, his aerial approach is significantly slower, going from the 2nd fastest out of 26 characters in Melee with dash momentum (only behind Captain Falcon), to tied for the 27th fastest out of 39 characters in Brawl.
  • Buff Fox's additional air acceleration is higher (0.06 → 0.08), increasing the total amount (0.08 → 0.09) despite his base air acceleration being lower (0.02 → 0.01). However, it is much lower relative to the cast, going from the 2nd highest out of 26 characters to just the 13th highest out of 39.
  • Nerf Fox's traction is slightly lower (0.08 → 0.06), especially when comparing with the returning veterans, now going from the 7th highest in Melee to the 11th highest. This makes it harder for him to punish out of shield. Given the lack of wavedashing in the game, it does not provide any benefits whatsoever.
  • Change As with the returning veterans, Fox's falling speed was reduced (2.8 → 1.831). Compared to the returning veterans, however, Fox falls slower (although he still has the 3rd highest falling speed). While worsening his endurance, it improves his recovery and makes him harder to combo.
  • Change Fox's gravity is lower (0.23 → 0.175) though it is still the highest in the game.
  • Buff Fox's midair jump height has been increased, now having the fourth highest midair jump in the game. This significantly improves his recovery.
  • Nerf Jumpsquat is one frame slower (3 → 4 frames).
  • Buff Spot dodge has a longer duration (frames 2-15 → 2-20).
  • Nerf Spot dodge has more ending lag (frame 23 → 26).

Ground attacks[edit]

  • Neutral attack:
    • Buff Holding the attack button will now make Fox repeat the first hit of the attack until it connects with an enemy.
    • Buff Neutral attack's second hit has less startup lag (frame 3 → 2) and ending lag (frame 19 → 18). The neutral infinite's hits also have shorter gaps between them (7 → 4 frames), a different angle (78° → 361°) and less knockback (10 (base)/80 (scaling) → 5/3 (base)/20 (scaling)), allowing them to connect more reliably, in addition to a new sweetspot at close range that deals more damage (1% → 2%).
    • Nerf Neutral attack's first two hits deal less damage (4% → 2%) and knockback (0 (base)/100 (scaling) → 10/20 (hit 1), 25/30 (hit 2)), and have altered angles (70° → 35°/80°/20° (hit 1), 80°/80°/20° (hit 2)). While this allows them to connect into the neutral infinite more effectively, it also drastically reduces their jab canceling potential, hindering the move's utility at high percents.
  • Forward tilt:
    • Buff Forward tilt has less ending lag (frame 27 → 24).
    • Nerf Forward tilt has more startup with a shorter duration (frames 5-8 → 6-8), and deals less damage (9% → 8% (up)/6% (non-angled)/7% (down)), although its knockback has been compensated (0 (base)/100 (scaling) → 10/110).
  • Up tilt:
    • Buff Fox has a new up tilt: a fast scorpion kick via him bending all the way down with both hands on the ground. It has more reach in front of Fox, and less startup with a longer duration (frames 5-11 → 3-10).
    • Nerf Up tilt deals less damage (12%/9% → 10%/8%) with less knockback (18 (base)/140 (scaling) → 22/18 (base)/110 (scaling)), no longer being among the strongest up tilts in the game (it was the third strongest up tilt in Melee). It also has more ending lag (frame 23 → 28), making it less effective for juggling overall despite having faster startup. Furthermore, the introduction of hitstun canceling removes its combo potential beyond low percents.
  • Down tilt:
    • Nerf Down tilt deals less damage (10% → 9%/8%/7%), has lower knockback scaling (125 → 100), and its inner hitboxes send opponents at lower angles (70° → 45°/65°), significantly hindering its combo and KO potential.
  • Dash attack:
    • Nerf Dash attack's late hit has a shorter duration (frames 8-17 → 8-15).
    • Change Dash attack's angle has been altered (72° → 70°).
  • Forward smash:
    • Buff Forward smash has a new animation, where Fox tumble-vaults over via swinging his legs more vertically in an overhead arc upon turning, turns his upper body more forward sooner and kicks more with the side of his foot instead of with his heel (making it more akin to a pseudo-butterfly kick). This gives it much more vertical range.
    • Nerf Forward smash has more startup with a shorter duration (frames 12-22 → 14-19), and more ending lag (frame 40 → 42). Its clean hit also has less knockback scaling (105 → 96), hindering its KO potential.
  • Up smash:
    • Buff Up smash has slightly more range. The introduction of DACUS also improves its utility for approaching.
    • Nerf Up smash has more startup with a shorter duration (frames 7-17 → 8-15), and more ending lag (frame 42 → 47). Its clean hit also deals less damage (18% → 17%) with considerably reduced knockback scaling (112 → 96), significantly hindering its KO potential and no longer being one of the strongest up smashes in the game although it still has above average power.
    • Change Up smash's clean hit now has a slash effect instead of a normal effect. It has also gained an additional hitbox that deals less damage than the rest (17% → 15%); however, due to it being very small, located below Fox's feet, lasting only one frame and having the lowest ID out of them, it is extremely difficult to land and provides no significant coverage, making its addition largely negligible.
    • Change Up smash has a new charging animation where Fox kneels down with his right hand planted on the ground.
  • Down smash:
    • Buff Down smash has significantly increased base knockback (20 → 50), restoring some of its power from Smash 64 and making it much better at edgeguarding and KOing. Fox also kneels down a bit more when charging it; this somewhat shrinks his hurtbox.
    • Nerf Down smash's sweetspots deal less damage (15% → 14%).

Aerial attacks[edit]

  • Change All aerials except up aerial have decreased landing lag (15/7 frames → 9 (neutral), 22/11 frames → 18 (forward), 20/10 frames → 15 (back), 18/9 frames → 12 (down)). Due to the removal of L-canceling, however, their landing lag is not fully compensated.
  • Buff All aerials except down aerial auto-cancel earlier (frame 37 → 32 (neutral), frame 49 → 45 (forward), frame 23 → 15 (back), frame 26 → 25 (up)). Neutral, forward, back and up aerials can now auto-cancel in a short hop.
  • Neutral aerial:
    • Nerf Neutral aerial deals less damage (12% (clean)/9% (late) → 9%/6%), reducing its knockback to the point it is no longer a viable KO move at high percents. It also has a shorter duration (frames 4-7 (clean)/8-31 (late) → 4-6/7-25).
    • Buff Neutral aerial's lower damage however improves the late hit's follow up potential at higher percents.
  • Forward aerial:
    • Buff Forward aerial has been drastically improved. Its hits launch at a higher angle (361° → 75°), all after the first come out faster (frames 16-18, 24-26, 33-35, 43-45 → 13-14, 19-20, 26-27, 32-33), and the move now produces a "hover" effect, which can be used to increase the height of Fox's jumps (especially his midair jump). This allows it to connect all hits more reliably and extend Fox's recovery. Lastly, it has less ending lag (frame 53 → 50), and drastically increased knockback on its last hit (50 (base)/100 (scaling) → 60/140).
    • Nerf Forward aerial's first and third hits deal less damage (7%/6% → 6%/5%), decreasing the move's total amount (23.38% → 23%) despite the changes to stale-move negation. The first hit also has more startup (frame 6 → 7), and all hits have a shorter duration (3 → 2 frames).
  • Back aerial:
    • Change Fox has a new back aerial: a face-away-backwards-hooking-kick slanted upward at the same angle as his prior back aerial (which recovers into the back turning motion much quicker).
    • Buff It has increased base knockback (0 → 20) and now semi-spikes when sweetspotted (361° → 30°), significantly improving its edgeguarding potential, as well as its KO potential despite its knockback scaling being lowered (100 → 85).
    • Nerf Back aerial has more startup with a much shorter duration (frames 4-19 → 9-11), increased ending lag (frame 38 → 49), and less reach, reducing its effectiveness for approaching.
  • Up aerial:
    • Nerf Up aerial has more startup (frame 8 → 9), its second hit has a shorter duration (frames 11-14 → 12-14), and deals less damage (13% → 11%) with significantly less knockback (40 (base)/116 (scaling) → 30/100), now requiring opponents to be around 140% or near the upper blast line to KO, instead of reliably KOing under 100% regardless of their proximity to the upper blast line. It also has increased landing lag (18 → 22 frames).
  • Down aerial:
    • Buff Down aerial deals more total damage (19.38% → 21%) due to the changes to stale-move negation. It additionally no longer has set knockback (30 (set)/100 (scaling) → 33 (base)/40 (scaling)) improving its followup potential at higher percents despite the removal of L-canceling, and Fox can use it offstage more safely due to his much slower falling speed, improving its edgeguarding ability.
    • Nerf Down aerial can now be meteor canceled, hindering its gimping potential.
    • Change Down aerial's angle has been altered (290° → 285°).

Throws/other attacks[edit]

  • Buff Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (frame 31 → 30 (standing), frame 41 → 40 (dash)).
  • Pummel:
    • Buff Pummel is much faster (24 → 9 frames).
    • Nerf Pummel deals less damage (3% → 1%).
  • Buff Forward and back throws launch at lower angles (45° → 40° (forward), 56° → 45° (back)), improving their edgeguarding ability.
  • Buff Back and up throws deal more total damage (7.46% → 8%) due to the changes to stale-move negation.
  • Nerf Up throw has more ending lag (frame 39 → 50). When combined with the slower fall speeds and changes to hitstun, this has severely harmed up throw's utility, as it can no longer true combo into aerials or chain grab fast-fallers.
  • Down throw:
    • Buff Down throw's shots deal more damage (1% → 2%), which along with the changes to stale-move negation increases the move's total damage (4.73% → 9%).
    • Nerf Down throw has more ending lag (frame 44 → 55).
    • Nerf Down throw is no longer a meteor smash (270° → 60°), and has lower knockback (150 (base)/40 (scaling) → 85/100), removing its ability to tech-chase and thus making it much harder to set up follow-ups with the move, especially with its higher ending lag and the changes to hitstun. This also removes its ability to one-hit KO at the ledge if the opponent did not meteor cancel.
  • Edge attack:
    • Change Edge attacks have new longer animations although their interruptibility was compensated.
    • Buff Edge attacks have more set knockback (90 → 110) and intangibility (frames 1-12 → 1-23 (fast), frames 1-53 → 1-58 (slow)).
    • Buff Slow edge attack has less startup lag (frame 57 → 56) and deals more damage (8%/6% → 10%).
    • Nerf Fast edge attack has a shorter duration (frames 25-34 → 25-32).

Special moves[edit]

  • Blaster:
    • Buff Blaster has less startup (frame 12 (ground)/10 (air) → 11/9) and ending lag on the ground (frame 41 → 39).
    • Buff Fox can now shoot three lasers in a short hop, due to his lower falling speed and gravity.
    • Nerf Blaster shots travel roughly half the distance they previously did in Melee, greatly hindering their range, and deal less damage after traveling a long enough distance (3% → 2%).
  • Fox Illusion:
    • Buff Fox Illusion travels more distance, improving its recovery potential.
    • Nerf Fox Illusion deals less damage (7% → 4%).
  • Fire Fox:
    • Buff Fire Fox's charging hits launch opponents towards Fox (70° → 110°) and have less knockback (40 (base)/40 (scaling) → 28/30), allowing them to connect more reliably. The full move also deals more total damage (25.66% → 28%) due to the changes to stale-move negation.
    • Nerf Fire Fox's dash now has a clean and late hit instead of dealing consistent damage throughout (14% → 14% (clean)/8% (late)), with the clean hit having a shorter duration (frames 43-72 → 43-46 (clean)/47-72 (late)), making it less reliable as a combo finisher. It also travels a shorter distance, somewhat hindering Fox's recovery.
    • Change Fox now consistently says "Fire!" when using Fire Fox.
  • Reflector:
    • Buff Reflector can be dropped faster (frame 21 → 4) (effectively reducing ending lag), which leaves Fox less vulnerable after reflecting a projectile and makes it much easier for him to halt his aerial momentum and stall in the air while losing very little height. It also reflects projectiles earlier (frame 4 → 2), has a longer duration (frame 1 → 3-4), has increased intangibility (frame 1 → 1-4) and no longer has set knockback (80 (set)/100 (scaling) → 60 (base)/30 (scaling)), preventing it from knocking down lighter characters until higher percents and making shine spikes gradually harder to recover from on higher percents. Lastly, the move can now be canceled with a roll or sidestep when successfully reflecting a projectile.
    • Nerf Reflector can no longer be jump canceled, which combined with the removal of wavedashing removes almost all of Fox's shine combos as well as hindering its safety. Its hitbox also has more startup lag (frame 1 → 3), deals less damage against aerial opponents (5% → 4%), and launches at a higher angle (0° → 10°), which coupled with the slower falling speeds in Brawl hinders its gimping potential despite its increased knockback.
    • Change Reflector now uses a unique sound effect instead of the sound effect of grabbing an item.
  • Landmaster:
    • Change Fox has a Final Smash: Landmaster. Upon using the Final Smash, Fox jumps into the air and comes back down in a Landmaster. The Landmaster is a huge land assault vehicle that can hover, fire its cannon, and perform a barrel roll. After 18 seconds, the Landmaster will disappear.

Moveset[edit]

  Name Damage Description
Neutral attack   2% Punches twice, followed by a flurry of kicks.
2%
1-2%
Forward tilt   8% Kicks his leg out. Can be angled.
6%
7%
Up tilt   10% (foot), 8% (leg) A fast scorpion kick that covers Fox's back. Can juggle at low percentages.
Down tilt   9% (close), 8% (mid), 7% (far) A quick tail whip.
Dash attack   7% (clean), 5% (late) Jumps slightly off the ground and performs a running kick.
Forward smash   15% (clean), 12% (late) A powerful spinning jump kick.
Up smash Flip Kick (サマーソルトキック, Somersault Kick) 17% (clean sweetspot), 15% (clean sourspot), 13% (late) A flip kick. The attack is weaker when it hits opponents behind Fox. Considered the strongest up smash out of the three Star Fox characters.
Down smash   14% (feet), 12% (legs) A split kick that hits both sides of him. His legs are intangible for the duration of the attack.
Neutral aerial   9% (clean), 6% (late) A sex kick that loses power the longer it's out. The move can lock opponents.
Forward aerial   6% (hit 1), 5% (hits 2-3), 4% (hit 4), 3% (hit 5) Performs five kicks in succession. Fox "hovers" whenever he performs all five kicks, useful for gaining distance when recovering.
Back aerial   15% (sweetspot), 9% (sourspot) A slow back kick, sending opponents at a semi-spike trajectory. Its sweetspot is on his right extended leg with the sourspot being on his left.
Up aerial   5% (hit 1), 11% (hit 2) Flips himself upward for a tail whip and follow-up kick. Considered one of Fox's best air finishers if both hits connect.
Down aerial   3% (hits 1-7) A spinning drill kick that hits multiple times in succession. It can meteor smash, but it's hardly noticeable at lower percentages due to its very weak power. It does a good amount of damage, and if the whole move connects right before landing on the stage (possible with a short hop down aerial), it can immediately lead into an up tilt, grab, or down or up smash. Down aerial to up tilt combos are very useful and common in Fox's metagame. Overall, considered one of Fox's most useful moves.
Grab    
Pummel   1% Knees the opponent.
Forward throw   4% (hit 1), 3% (throw) Punches the opponent forward.
Back throw   2% (throw), 2% (shots) Throws the foe backwards and then fires three shots with his Blaster. Shots can be avoided using DI.
Up throw   2% (throw), 2% (shots) Throws the foe upwards and fires three shots with his Blaster. Shots can be avoided using SDI.
Down throw   2% (shots), 1% (throw) Tosses the opponent downward, then jumps up fires four very quick Blaster shots downward onto them.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Kicks forward, then backward.
Floor attack (back)
Floor getups (back)
  6% Punches forward, then kicks backward.
Floor attack (trip)
Floor getups (trip)
  5% Spins around, kicking foes in range.
Edge attack (fast)
Edge getups (fast)
  6% (legs), 8% (body) Lunges at the opponent with a kick.
Edge attack (slow)
Edge getups (slow)
  10% Slowly gets up and hammers the ground with a kick.
Neutral special Blaster 3% (close), 2% (far) Fires his Blaster. The lasers lose power the farther they travel.
Side special Fox Illusion 4% Dashes forward, leaving an afterimage behind him. Enemies hit by the move will be launched at an upward angle.
Up special Fire Fox 2% (charge, hits 1-7), 14% (clean dash), 8% (late dash) Charges up and then fires himself in the direction held.
Down special Reflector 5% (ground) 4% (air) (activation), 1.5x damage for reflected projectiles Activates a Reflector around him. All projectiles are reflected and do more damage than they normally would. The Reflector damages nearby foes upon activation. Can be used to stall in the air if used repeatedly.
Final Smash Landmaster 6-22% (movement), 15-16% (turn), 17% (shot), 11% (roll), 15% (fall) Summons his Landmaster. It's overall the most balanced out of all the three, its only drawback being its air mobility.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 80 2.1 – Initial dash
2.08 – Run
1.45 0.06 0.015 0.89 0.01 – Base
0.08 – Additional
0.175 1.831 – Base
2.5634Fast-fall
4 34.25401786 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • Fox says "Come on!" like one of his taunts, but in a different tone.
Fox's selection sound

On-screen appearance[edit]

  • Ejects from an Arwing.
FoxOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Fox charges fire and says "Here I come!" (いくぞ!, Let's go!). Although it is useless, it can be used for mindgames as it looks very similar to Fire Fox.
  • Side taunt: Fox throws his Blaster into the air, then allows it to land back into its holster.
  • Down taunt: Like in Melee, Fox backs up, bends down a bit, and says "Come on!" (かかってこい!, Come at me!), although faster than before.
  • Smash taunt: On Lylat Cruise or Corneria, Fox can summon various Star Fox Conversations by quickly tapping down on the Control Pad (for one frame). This taunt can only be used once per match.
Up taunt Side taunt Down taunt Smash taunt
FoxUpTauntBrawl.gif FoxSideTauntBrawl.gif FoxDownTauntBrawl.gif Taunts-Brawl-Fox-SmashTaunt.png

Idle poses[edit]

  • Holds his hand in front of him and takes a deep breath.
  • Makes a beckoning gesture with his hand.
Fox Idle Pose 2 Brawl.png Fox Idle Pose 1 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Fox Fox *clap x3* Fox! *clap x3*
Pitch Group chant Group chant

Victory poses[edit]

This victory theme comes from the main theme of Star Fox 64.
  • Up: Goes into shooting position with his Blaster at 2 different angles, then points it at the screen saying "Mission Complete". In Japanese, he says "作戦完了!" (Operation complete!)
  • Left: Flips his Blaster in the holster and says "This is Fox. Returning to base" and puts his hand on his hip. In Japanese, he will say こちらフォックス、これより帰還する。 (This is Fox, returning feedback here.)
  • If Falco is present after a match, he will instead say "Better luck next time, Falco"." Or in Japanese: まだまだだな、ファルコ。 (Not just yet, Falco.)
  • Right: Flips his tail up and looks to the side with a smug (prideful) expression on his face with his arms crossed, akin to his character selection animation in Smash 64.
Up Left Right
Fox-VictoryUp-SSBB.gif Fox-VictoryLeft-SSBB.gif Fox-VictoryRight-SSBB.gif

In competitive play[edit]

Notable players[edit]

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The editor who added this tag believes this page should be cleaned up for the following reason: To fit these guidelines
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See also: Category:Fox players (SSBB)

Tier placement and history[edit]

At the start of Brawl's ultimate metagame, players immediately began noticing the nerfs Fox received from Melee to Brawl. Although he technically received more buffs than nerfs, the nerfs he received significantly outweighed the buffs. Fox's combo game, Reflector, grab game, Blaster, and K.O. ability were all nerfed. Not only that, but Fox also fairs much worse in Brawl's engine in comparison to Melee. The introduction of hitstun canceling hinders him overall as while it makes him less susceptible to combos, it also significantly hinders his follow-up potential. The removal of DI against moves which don't put opponents into tumble also significantly hinders him as it makes him far more susceptible to inescapable chain grabs and locks most notably from Pikachu and Sheik. The removal of wavedashing also severely harms him more than almost any other veteran as he was one of the characters who could abuse it the most due to his fast jumpquat as well as his Reflector which could be jump canceled. While Fox was never seen as a bad character, the nerfs were drastic enough for him to be significantly lower than his iteration from Melee as he was ranked as a mid/low-mid tier character amongst the first few tier lists, with his lowest ranking being the 24th place in the second tier list.

Over time though, Fox's perception would be greatly improved with more representation from players such as TKD, Trevonte, Trump and Yui who began to show that the character had a lot of potentials. With many advanced techs such as Short hop laser and Reflector stalling, Fox began seeing some success in tournaments with Yui and TKD performing very well in their respected regions, Trevonte getting 17th at Genesis 2, and Trump getting 2nd at CEO 2011. Also, it was discovered that Fox had a plethora of good matchups versus many of the top and high tiers such as Snake, Diddy Kong, Olimar, Falco, Zero Suit Samus, Lucario King Dedede and even Meta Knight. Fox also notably did amazing versus nearly every character that is placed below him (with the exception of Sheik). By the 5th tier list, Fox rose up to 16th and went up to 15th by the last tier list. However, some players argued that this was too low for Fox and that he should have been ranked even higher. Japan in particular believes that Fox is a top-tier character as they have him ranked 7th on their tier list (although this is highly debatable). None-of-the-less, Fox is considered to be a viable character that can perform well in tournaments but has a few poor matchups that can give him trouble versus certain characters.

Role in The Subspace Emissary[edit]

Fox in SSE.

An Arwing is seen engaging the battleship Halberd, but is soon struck and begins to fall toward it. This causes Kirby and Peach/Zelda to be blown overboard in its wake.

It is later shown that the Arwing crash-landed at the edge of a jungle, near a lake. Diddy Kong discovers the Arwing, but Rayquaza rises from the lake and territorially attacks the Arwing with an Energy Ball, setting it aflame. As Diddy is snatched up by the provoked Pokémon, Fox is ejected from the cockpit of the burning Arwing and proceeds to effortlessly rescue Diddy from the clutches of the serpentine Pokémon using his Fox Illusion and Reflector. After the two defeat the giant Pokémon, Fox attempts to leave, but is dragged back by Diddy and follows him deeper into the jungle. Soon, they fight a Shadow Bug clone of Bowser and defeat it. Suddenly, the real Bowser fires his Dark Cannon at them, and Fox barely dodges the shot. Although Diddy is eager to fight Bowser, Fox knows that they can't survive against his Dark Cannon, so he grabs Diddy and jumps off a cliff.

After recovering from the fall and quickly making their way through The Swamp, they are ambushed by Bowser again, who succeeds in turning Diddy into a trophy. Bowser then attempts to turn Fox into a trophy, but he manages to dodge the shot, so Bowser sends some Shadow Bugs to clone Diddy's trophy, outnumbering Fox. Falco suddenly appears out of nowhere in his Arwing and saves Fox from Bowser by destroying his Dark Cannon, forcing Bowser to escape. The Diddy clone begins to absorb more Shadow Bugs, becoming gigantic as a result. Fox uses the opportunity to revive the real Diddy, and the three fight the clone. After Falco unwillingly joined the group, they find a ship carrying Donkey Kong's trophy to a floating island. The Great Fox suddenly appears, and as Falco and Diddy attempt to free DK, Fox plans to take down the Halberd with the Great Fox.

The Great Fox duels with the Halberd, but it ends up getting carried away by it, gets crashed into a mountain, and flies away in smoke. Later on, as Peach and Zelda (disguised as Sheik) are making their escape after Snake frees them, Fox is seen attacking the Halberd again in his Arwing. During the fire-fight, some of the Arwing's Blasters hit dangerously close to Peach. Sheik does a very high range teleport on top of the Arwing and breaks open the cockpit. Both Sheik and Fox fall out of the Arwing and on the Halberd deck. They start running towards each other at high speeds and just before they break into a fight, Peach randomly offers them a cup of tea. Although Fox is shocked by this, when Sheik accepts hers, he accepts his as well. Just as they do, a group of Shadow Bug Mr. Game & Watches fall from the Halberd's cockpit and form into Duon. The three are joined by Lucario and Snake (who knocked them down there in the first place), as well as Falco who arrives on another Arwing, and defeat the monster. Duon leaves behind the real Mr. Game & Watch trophy as it disappears. Fox prepares to blast the trophy, but Peach approaches it and revives Mr. Game & Watch. With Meta Knight taking back control of the Halberd, he flies his ship into the daylight and eventually landing on The Canyon, coincidentally the same time The Falcon Flyer lands, after previously escaping the doomed Subspace Factory. Fox, Falco, Peach, Zelda, Lucario, Snake, and Mr. Game & Watch are now greeted with Mario, the rest of the Canyon heroes, and the Falcon Flyer heroes, they all unite and become one big team, now plotting against Subspace. Fox joins the rest of the heroes in the assault on the Subspace Gunship and the attack on Tabuu, although he would be one of the many heroes to be transformed into trophies by Tabuu. However, like the other heroes, his trophy could be found and be revived by King Dedede, Luigi, and Ness in Subspace. After being rescued, he join the rest of the heroes to go to The Great Maze and defeat Tabuu.

Playable appearances[edit]

After Outside the Ancient Ruins is completed, Fox is removed from the player's team, and is not seen until Battleship Halberd Exterior is completed.

Exclusive stickers[edit]

The following stickers can either be only used by Fox, or by a select few characters including Fox:

  • Andrew: Launch Resistance +7
  • Arwing: [Leg] Attack +6
  • Falco (Star Fox 64): [Weapon] Attack +11
  • Falco (Star Fox Command): [Energy] Attack +14
  • Falco (Star Fox Adventures): [Specials: Indirect] Attack +11
  • Fox (Star Fox Command): [Tail] Attack +18
  • Fox (Star Fox Adventures): [Arm, Leg] Attack +15
  • Fox (Star Fox 64): [Energy] Attack +18
  • Fox (Star Fox: Assault): [Energy] Attack +33
  • Krystal (Star Fox Adventures): [Electric] Attack +28
  • Krystal (Star Fox Command): [Energy] Attack +12
  • Krystal (Star Fox: Assault): [Tail] Attack +17
  • Miniature Dachshund: [Tail] Attack +28
  • Panther: [Tail] Attack +18
  • Pigma: [Arm] Attack +7
  • ROB: [Electric] Resistance +15
  • Wolf: [Arm, Leg] Attack +15
  • Wolfen (Star Fox 64): [Tail] Attack +16
  • Wolfen (Star Fox: Assault): [Tail] Attack +30

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Fox can appear as an opponent or ally in Stage 7 along with Falco, Wolf, and Captain Falcon on Lylat Cruise. Fox can also appear as an opponent in Stage 11, but only if he hasn't appeared in Stage 7.

All-Star Mode[edit]

In All-Star Mode, Fox is fought in Stage 16 alongside Falco and Wolf on Lylat Cruise.

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Ending Images[edit]

Trophies[edit]

Fox's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Fox.

Classic Mode trophy
Fox
The leader of the commando unit for hire known as Star Fox. He uses both the team's mother ship, the Great Fox, and his personal Arwing fighter to challenge the evil scientist Andross. He made his name as an ace pilot but has lately shown himself also to be an adventurer with a knack for hand-to-hand combat.
NTSC
SNES: Star Fox
Nintendo DS: Star Fox Command
PAL
SNES: Starwing
Nintendo DS: Star Fox Command
Landmaster (Fox) trophy
Landmaster (Fox)
NTSC Fox's Final Smash. Climb aboard the Landmaster tank, the ultrahigh-performance, antiair, rolling combat vehicle of Team Star Fox. Just like in the Star Fox series, the cannon can be used to blast foes, and the tank can roll over enemies. The jets beneath the main body can be used to hover. Between its firepower and mobility, this tank knows no equal.
PAL Fox's Final Smash. Climb aboard the Landmaster tank, the ultrahigh-performance, anti-air, rolling combat vehicle of Team Star Fox. Just like in the Star Fox series, the cannon can be used to blast foes, and the tank can roll over enemies. The jets beneath the main body can be used to hover. Between its firepower and mobility, this tank knows no equal.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Fox Palette (SSBB).png
FoxHeadSSBB.png FoxHeadBlackSSBB.png FoxHeadRedSSBB.png FoxHeadGreenSSBB.png FoxHeadBlueSSBB.png FoxHeadWhiteSSBB.png

Gallery[edit]

Trivia[edit]

  • Fox holds the world record for Co-Op Target Smash!! Level 3 with Pit (completed in 4.03 seconds).[1]
  • The early trailers of Super Smash Bros. Brawl featured Fox constantly holding his Blaster, instead of holstering it as usual.
  • If Fox uses a forward aerial during a Mini Light Brawl, the momentum created by the attack actually causes him to float upwards.
  • Fox, Diddy Kong, Samus, Pikachu, and Lucas are the only characters in the Subspace Emissary to fight more than 2 bosses (excluding boss re-creations in the Great Maze). Fox can be chosen to fight Rayquaza at The Lake and Duon at the Battleship Halberd Bridge, as well as Tabuu in the final battle at Tabuu's Residence.
  • Fox's trophy is the only one for a playable Star Fox character that doesn't give the character's full name.

External links[edit]

References[edit]