Fox (SSB4): Difference between revisions

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Despite having several high-power moves, Fox sometimes has difficulty KOing his opponent. Most of his finishing moves are easily predictable even considering their speed, most notably his up aerial and up smash. Up aerial is hard to land without an [[air dodge]] read, and because it is commonly used to rack up damage, it is prone to [[Stale-move negation|staling]]. Back aerial and down smash have short reach and durations, and the former has a small sweetspot, while the latter is punishable. Forward smash is one of the weakest of its kind. His main KO move, his up smash, is difficult to connect without a read or set-up, and is highly punishable.  
Despite having several high-power moves, Fox sometimes has difficulty KOing his opponent. Most of his finishing moves are easily predictable even considering their speed, most notably his up aerial and up smash. Up aerial is hard to land without an [[air dodge]] read, and because it is commonly used to rack up damage, it is prone to [[Stale-move negation|staling]]. Back aerial and down smash have short reach and durations, and the former has a small sweetspot, while the latter is punishable. Forward smash is one of the weakest of its kind. His main KO move, his up smash, is difficult to connect without a read or set-up, and is highly punishable.  


Fox's grab game is overall mediocre. His down throw is easily DIed past low percentages, and none of his other throws can combo effectively. He lacks a reliable KO throw, which further hinders his ability to close out stocks, and this gives him trouble against foes who continuously [[shield]] his finishers and set-ups. Fox does not have a particularly strong [[edgeguarding]] ability. He cannot maneuver effectively offstage due to his fast falling speed and slow air speed. He lacks a meteor smash, and his aerials either have long durations, high ending lag, or both. In such situations, because of his falling speed, Fox often has to use Fire Fox to return to the stage, which is risky and can backfire if the opponent survives the attempt.  
Fox's grab game is quite mediocre. His down throw is easily DIed even at low percentages, and none of his other throws can combo effectively. He lacks a reliable KO throw, which further hinders his ability to close out stocks, and this gives him trouble against foes who continuously [[shield]] his finishers and set-ups. Fox does not have a particularly strong [[edgeguarding]] ability. He cannot maneuver effectively offstage due to his fast falling speed and slow air speed. He lacks a meteor smash outside of a pseudo autolink meteor in his fastfall forward air, and his aerials either have long durations, high ending lag, or both. In such situations, because of his falling speed, Fox often has to use Fire Fox to return to the stage, which is risky and can backfire if the opponent survives the attempt.  


Finally, Fox has terrible endurance. His light [[weight]] and high gravity allow many characters to KO him below 100%. Not only that, but his falling speed leaves him extremely susceptible to combos, though less vulnerable to juggles. Thus, he loses the main advantage that light-weights possess while suffering from their most glaring weakness. Some characters can easily rack up 50% on Fox off of one combo, a prominent example being {{SSB4|Luigi}}, and he along with other characters can potentially bring Fox to KO percents with one or two combos. His aforementioned recovery issues only exacerbate Fox's frailty. Since Fox aims to rack up heavy damage but can struggle KOing, he is in even greater danger of losing his stock to opponents with heavy [[rage]], and his endurance prevents him from making effective use of the mechanic.       
Finally, Fox has terrible endurance. His light [[weight]] and high gravity allow many characters to KO him below 100%. Not only that, but his falling speed leaves him extremely susceptible to combos, though less vulnerable to juggles. Thus, he loses the main advantage that light-weights possess while suffering from their most glaring weakness. Some characters can easily rack up 50% on Fox off of one combo, a prominent example being {{SSB4|Luigi}}, and he along with other characters can potentially bring Fox to KO percents with one or two combos. His aforementioned recovery issues only exacerbate Fox's frailty. Since Fox aims to rack up heavy damage but can struggle KOing, he is in even greater danger of losing his stock to opponents with heavy [[rage]], and his endurance prevents him from making effective use of the mechanic.       
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'''{{GameIcon|ssb4}} 1.1.1'''
'''{{GameIcon|ssb4}} 1.1.1'''
*{{change|Down throw deals less damage per Blaster shot|2%|1.5%. However, Fox now fires one more shot, leaving the total damage output unchanged.}}
*{{change|Down throw deals less damage per Blaster shot|2%|1.5%. However, Fox now fires one more shot, leaving the total damage output unchanged.}}
'''{{GameIcon|ssb4}} 1.1.4'''
'''{{GameIcon|ssb4}} 1.1.4'''
*{{buff|Hard tripping now grants five frames of invincibility.}}
*{{buff|Hard tripping now grants five frames of invincibility.}}
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|dtiltname= 
|dtiltname= 
|dtiltdmg=8% (close), 7%, 6% (far)
|dtiltdmg=8% (close), 7%, 6% (far)
|dtiltdesc=Fox swipes at the opponent with his tail.
|dtiltdesc=Fox swipes at the opponent with his tail. Less range than the animation would indicate.
|dashname= 
|dashname= 
|dashdmg=6% (clean), 4% (late)
|dashdmg=6% (clean), 4% (late)
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|usmashname=Flip Kick
|usmashname=Flip Kick
|usmashdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|11}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|16}} (clean), {{ChargedSmashDmgSSB4|11}} (late)
|usmashdesc=Fox flip kicks the opponent, losing strength the farther it is into the animation. Despite its looks, it can only hit in front. The clean hit has the [[slash]] effect. Hits on frame 8 and has very high power, making it Fox's most potent finisher. However, it has extremely high ending lag (45 frames).
|usmashdesc=Fox flip kicks the opponent, losing strength the farther it is into the animation. The clean hit has the [[slash]] effect. Hits on frame 8 and has very high power, making it Fox's most potent finisher. However, it has high ending lag (45 frames).
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (feet), {{ChargedSmashDmgSSB4|12}} (legs)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (feet), {{ChargedSmashDmgSSB4|12}} (legs)
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|fairname= 
|fairname= 
|fairdmg=2% (hit 1), 1% (hit 2), 0.6% (hit 3), 0.8% (hit 4), 3% (last hit)
|fairdmg=2% (hit 1), 1% (hit 2), 0.6% (hit 3), 0.8% (hit 4), 3% (last hit)
|fairdesc=Five kicks in succession. Makes Fox "hover" until the move ends. Good for building up damage, as foes will "stick" to Fox for the duration of the attack. Suffers from moderate landing lag, but auto-cancels from a full hop.
|fairdesc=Five kicks in succession. Makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as foes will "stick" to Fox for the duration of the attack. Suffers from moderate landing lag, but auto-cancels from a full hop.
|bairname= 
|bairname= 
|bairdmg=13%
|bairdmg=13%
|bairdesc=Fox spins to kick behind himself. Auto-cancels out of a short hop. A useful edgeguarding attack, and deadly at the sides of the stage due to its good knockback, though not to the extent of [[Falco]]'s.
|bairdesc=Fox spins to kick behind himself. Has a very generous auto-cancel window, to where it can be used at the peak of a short hop and still auto-cancel. A useful edgeguarding attack, and deadly at the sides of the stage due to its good knockback and angle, though not to the extent of [[Falco]]'s.
|uairname= 
|uairname= 
|uairdmg=5% (hit 1), 11% (last hit)
|uairdmg=5% (hit 1), 11% (last hit)
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