Fox (SSBU): Difference between revisions

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→‎Changes from Super Smash Bros. 4: Seven paragraphs with clearer and consise information are much better than five paragraphs with scrambled and, in some cases, irrelevant info.
(→‎Changes from Super Smash Bros. 4: Seven paragraphs with clearer and consise information are much better than five paragraphs with scrambled and, in some cases, irrelevant info.)
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==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Possibly because of his top tier status in ''Super Smash Bros. 4'' (7th out of 55th tied with Sonic), Fox has received a mix of buffs and nerfs in his transition to ''Ultimate'', being nerfed overall. All of his aerials have less landing lag, and his general mobility has seen improvements due to the game's new engine changes. His primary KO options (such as up smash) have received buffs as well, granting him access to some new kill setups that weren't possible in his previous iterations. His down tilt has an altered knockback and angle, making it a more viable combo starter. Fox greatly benefits from the engine changes and new mechanics, with run cancelling allowing him to approach with his great grounded options and revamped air dodges making his powerful juggling options even more oppressive. In addition, the startup time on his Reflector has been cut in half and has [[intangibility]] on startup, allowing him to escape combos easier and edgeguard more safely.
Possibly because of his top tier status in ''Super Smash Bros. 4'' (7th out of 55th tied with Sonic), Fox has received a mix of buffs and nerfs in his transition to ''Ultimate'', but was nerfed overall. His moveset has been revamped in several ways that, while leaving his core playstyle relatively unchanged, alter the way he has to execute said palystyle, and the revamped engine further compounds this, causing him to be a more polarized character.


However, Fox also received many glaring nerfs as well, the most significant ones being to his recovery and ability to combo into his finishers. Fire Fox's travel distance is now slightly shorter, Reflector only allows stalling once, and Fox Illusion no longer bypasses shields and travels slightly shorter. This makes it much more difficult for him to bypass and cross-up opponents on stage, while also making it much easier for him to be punished and even more vulnerable to edgeguards. In addition, while Fox benefits from the general changes in ''Ultimate'', it also makes his offstage survivability more exploitable. He is also lighter and has a higher gravity than before, matching his gravity in ''Melee'' and worsening his already terrible endurance.
Fox's buffs primarily come from his moveset's improved versatility. [[Blaster]]'s shots travel farther and the move has less endlag, granting him a far better camping tool. His primary KO options in his [[forward smash|forward]] and [[up smash]], as well as [[Fire Fox]], now have increased knockback, which has overall further improved his KO power. Down tilt had its knockback and angles altered, whereas dash attack has less ending lag, making both much more viable combo starters overall. In addition, [[Reflector]]'s startup has been cut in half and grants him [[intangibility]] (reminiscent of his ''Melee'' incarnation), allowing him to escape combos easier and edgeguard more safely.


While he has improved KO potential thanks to forward and up smashes gaining more knockback, he lost several KO confirms due to the general changes in Ultimate all while several of his moves, such as up tilt and down tilt had their launch angle changed, and combined in addition to [[reeling]] animation no longer being untechable, with down aerial no longer being frame cancellable and removing jab cancel setups and other moves have received other negative changes: forward tilt's altered knockback reduces its combo potential, almost completely removes its locking potential while also reducing its KO potential, up tilt can no longer 2-frame, has less range, and its sourspot take priority over the sweetspots and have more knockback, worsening both its damage potential and combo ability combined with the new angle, and dash attack, while faster and having increased shieldstun, can no longer cross up due to the changes to jostling, hindering its safety. Also, Fox's already poor grab game is now even worse, with his grabs having even less range, back throw being worse for edgeguarding and the faster knockback physics completely removing down throw's combo potential when combined with its unfavorable angle and Fox's slower initial dash. Lastly, up smash's animation is faster with the hitbox duration unchanged, making the clean hit harder to land, while also no longer giving intangibility to Fox's head, thus making harder and less consistent for him to KO opportunents compared to ''SSB4''.
Fox also greatly benefits from many of the changes to ''Ultimate''{{'}}s gameplay mechanics. The universal increase to horizontal mobility has especially improved his previously lackluster air speed, while making his grounded speed even faster. The ability to use any attack out of a run drastically benefits his boxing game and further improves his grounded moveset's utility and combo ability, giving him far more options than he had to pressure the opponent on the ground. The universal reduction to landing lag also improves his aerial game's combo ability by giving him, but most importantly, it improves his already great safety on shield -despite the reduced [[shieldstun]] on aerial attacks-. Finally, the revamped [[air dodge]] mechanics notably benefit his powerful juggling options.


The changes to [[perfect shield]]s both benefit and hinder Fox. He arguably benefits from the revamped perfect shield the most because of possessing very quick moves like up tilt or up smash, while perfect shield is ineffective against the quick multi-hit attacks, like Fox's down aerial. In contrast, it also makes the opponent easier to retaliate against otherwise hard to punish moves, like neutral aerial, forcing Fox to use one of his staple moves less predictably.
However, Fox has also received many glaring nerfs as well, the most significant ones being to his survivabilty, the ability to combo into his finishers, and the ability to easily [[jostle|cross-up]]; many of the changes to gameplay mechanics further compound these issues. Fox is lighter and his gravity now matches that of his ''Melee'' incarnation, worsening his already bad endurance, while both [[Fox Illusion]] and Fire Fox travel a shorter distance and Reflector now only allows stalling once, making him easier to edgeguard. All of this, combined with the ability to use only one air dodge before landing or getting hit, the smaller sizes in stages' edges, and the fact enough downwards velocity now causes opponents to be KOed faster from the bottom blast line, means Fox's survivability is much worse than before. Conversely, while Fox's KO potential was improved, he has also lost several KO confirms due to his moveset's worsened combo potential outside of down tilt and dash attack; [[forward tilt]]'s altered knockback reduces its combo and KO potential and almost completely removes its locking potential, one of down tilt's hitboxes that could lead into up aerial at high percentages was removed, and [[up tilt]] can no longer lead into KO setups as easily due to its altered knockback and its altered hitbox placements rendering it unable to hit opponents hanging on an edge or during their 2-frame vulnerability. Finally, the removal of [[frame canceling]] and the changes to [[reeling]] animations no longer being untechable have drastically worsened his down aerial's combo ability.


Overall, Fox's already tremendous strengths and advantages are now even better than they used to be, but his key weaknesses are significantly more exploitable, which many agree outweigh the new advantages, as he has an even harder time getting out of disadvantage, making him a much more polarizing character. As a whole, however, Fox continues to have a high amount of representation in the competitive scene, and has still achieved noteworthy results in the early metagame of ''Ultimate '' thanks to the efforts of notable players including {{Sm|Light|p=Connecticut}}, {{Sm|Lui$}}, {{Sm|ZD}}, and {{Sm|Eon}}. Light in particular has notably defeated high level players including {{sm|Nairo}}, {{sm|Samsora}}, {{sm|Marss}}, {{sm|Dabuz}}, {{sm|Glutonny}}, and {{sm|MKLeo}}, while also placing 2nd at {{Trn|Glitch 7 - Minus World}}, 3rd at {{Trn|2GG: Prime Saga}}, 5th at {{Trn|GENESIS 6}} and {{Trn|Frostbite 2019}}, and 7th at {{Trn|EVO 2019}} and {{Trn|Super Smash Con 2019}}. Because of this, his competitive reception has been positive overall, where many players including {{sm|ESAM}}, {{sm|Dabuz}}, {{sm|Mew2King}}, {{sm|Dark Wizzy}}, {{sm|Armada}}, and {{sm|VoiD}} view him as a upper high or top tier character just like in ''SSB4''. As a result, Fox is one of the few top tier veterans alongside {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}} to consistently place well. As of now, Fox remains as a viable character, but the player has to play more carefully due to some of his combos being weakened and his weaknesses being more exploitable.
Fox's dash attack, despite being faster, is now almost unable to cross-up opponents (unless they're small or thin) due to its higher shieldstun and the changes to jostling mechanics, and Fox Illusion can no longer bypass shields, making it much more difficult for him to recover back on-stage by crossing the opponent up, and instead making it much easier to punish him. Other nerfs also include the worsening of his already poor grab game, with his grabs having even less range, [[back throw]] being worse for edgeguarding, and the faster knockback physics completely removing down throw's combo potential when combined with its unfavorable angle and Fox's slower initial dash. Up smash's animation was also made faster with the hitbox duration unchanged, which while making it easier to hit opponents behind him, it also makes the clean hit slightly harder to land; the move also no longer grants intangibility to Fox's head during startup, making it a less effective anti-air.
 
Lastly, the changes to [[perfect shield]]ing both benefit and hinder Fox. He arguably benefits from the revamped perfect shield the most, because of possessing very quick moves like up tilt or up smash, while perfect shield is ineffective against quick multi-hitting attacks like his down aerial. In contrast, it also it easier to retaliate against otherwise hard to punish moves, like his neutral aerial, forcing Fox to use his staple landing moves less predictably.
 
Overall, Fox is a more polarized glass cannon; most of his tremendous strengths and advantages remain, and some of his moves have increased utility, but his key weaknesses are also significantly more exploitable, and he has an even harder time getting out of disadvantage; all these changes result in Fox's moveset having many more and versatile options, but also mean he now has to play more carefully in order to gain or retain the advantage, and the revamped mechanics compound both points. Like in ''SSB4'', Fox continues to have a high amount of representation in the competitive scene, having achieved noteworthy results thanks to the efforts of notable players including {{Sm|Light|p=Connecticut}}, {{Sm|Lui$}}, {{Sm|ZD}}, and {{Sm|Eon}}. Because of this, his competitive reception has remained positive, as many players consider him as a high or top tier character, just like in ''SSB4''. As a result, Fox is one of the few top tier veterans alongside {{SSBU|Mario}} and {{SSBU|Zero Suit Samus}} to keep consistently placing well in ''Ultimate''.


{{SSB4 to SSBU changelist|char=Fox}}
{{SSB4 to SSBU changelist|char=Fox}}
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