Fox (SSBU): Difference between revisions

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|ssbgame4 = SSB4
|ssbgame4 = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = S-
|ranking = 8
}}
}}
'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside fellow ''Star Fox'' fighter {{SSBU|Falco}} and the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Fox is classified as [[Fighter number|Fighter #07]].
'''Fox''' ({{ja|フォックス|Fokkusu}}, ''Fox'') is a playable fighter in ''[[Super Smash Bros. Ultimate]]''. He was officially revealed on June 12th, 2018 alongside fellow ''Star Fox'' fighter {{SSBU|Falco}} and the rest of the returning roster during the [[E3 2018]] Nintendo Direct. Fox is classified as [[Fighter number|Fighter #07]].


Mike West reprises his role from ''[[Super Smash Bros. 4]]'' with new voice clips, sounding more akin to his appearances in ''Star Fox Zero'' and ''Starlink: Battle for Atlas''.  In the Japanese version, Fox is now voiced by {{s|Wikipedia|Takashi Ōhara}}, reprising his role from ''Star Fox 64 3D'' and ''Star Fox Zero'', replacing {{s|wikipedia|Kenji Nojima}} from ''[[Brawl]]'' and ''Smash 4''.
Mike West reprises his role from ''[[Super Smash Bros. 4]]'' with new voice clips, sounding more akin to his appearances in ''Star Fox Zero'' and ''Starlink: Battle for Atlas''.  In the Japanese version, Fox is now voiced by {{s|Wikipedia|Takashi Ōhara}}, reprising his role from ''Star Fox 64 3D'' and ''Star Fox Zero'', replacing {{s|wikipedia|Kenji Nojima}} from ''[[Super Smash Bros. Brawl]]'' and ''Smash 4''.
 
Fox is ranked 8th out of 82 on the [[tier list]] placing him in S- tier. This is a slight improvement from his placement in ''Smash 4'' where he was ranked 7th/8th out of 54 and tied with {{SSB4|Sonic}}. Fox's biggest strengths revolve around his phenomenal movement options, stellar frame data, and high [[damage]] output, which gives him the ability to overwhelm opponents easily and allows him to have one of the best [[Neutral game|neutrals]] and advantage states in the entire game. Fox also has several ways to kill reliably thanks to his powerful and quick [[Smash attack|smash attacks]] and his notoriously safe [[Back aerial|back aerial]] at [[Ledge|ledge]]. Finally, Fox's [[combo]] and [[juggling]] game also greatly benefits from universal changes made in the transition from ''Smash 4'' to ''Ultimate'', such as the game's increased speed, reduction to [[landing lag]], and [[airdodging]] nerfs.
 
However, Fox also has some noticeable weaknesses. His most notable weakness is his survivability, as Fox is one of the lightest characters in the game and has the fastest [[falling speed]] and [[gravity]] out of anyone in the roster. This means his endurance is poor compared to the rest of the cast, as he is rather susceptible to combos and potential early KOs. Finally, although Fox has several recovery options that cover a great distance, their linearity makes it easy for Fox to be [[Edgeguarding|edgeguarded]] continuously if the player isn't careful.
 
Overall, Fox's strengths outweigh his weaknesses, and he has garnered several strong results from players such as {{Sm|Light|p=Connecticut}}, {{Sm|Kaninabe}} and {{Sm|Paseriman}}.


==Attributes==
==Attributes==
Fox is a lightweight, hit-and-run type character with excellent grounded mobility and good frame data for the majority of his moveset. Fox is incredibly mobile: he possesses the sixth-fastest dashing speed, third-fastest walking speed, 33rd fastest air speed, 21st highest air acceleration, the highest falling (and thus fast falling) speed and gravity in the game, with the latter two allowing him to quickly move from the air to the ground with ease. These attributes allow him to keep up with almost any opponent while additionally making him very difficult to punish.
Fox is a lightweight, hit-and-run type character with excellent grounded mobility and good frame data for the majority of his moveset. Fox is incredibly mobile: he possesses the sixth-fastest dashing speed, third-fastest walking speed, 33rd fastest air speed, 21st highest air acceleration, the highest falling (and thus fast falling) speed and gravity in the game, with the latter two allowing him to quickly move from the air to the ground with ease. These attributes allow him to keep up with almost any opponent while additionally making him very difficult to punish.


In terms of attack speed, almost all of Fox's moves have less than 10 frames of startup lag, which greatly helps him with approaching and comboing, while some of them are decently powerful despite of their quick startup. All of his grounded moves excluding smash attacks have both low startup and ending lag, which allows them to connect and flow into each other extremely easily. All of his aerials also have quick startup lag, and some of them are able to auto-cancel from a short hop (back aerial, up aerial), or have low landing lag (neutral aerial, back aerial). Alongside his fast falling speed, this gives him a good aerial approach and shield pressure.
In terms of attack speed, almost all of Fox's moves have less than 10 frames of startup lag, which greatly helps him with approaching and comboing, while some of them are decently powerful despite their quick startup. All of his grounded moves excluding smash attacks have both low startup and ending lag, which allows them to connect and flow into each other extremely easily. All of his aerials also have quick startup lag, and some of them are able to auto-cancel from a short hop (back aerial, up aerial), or have low landing lag (neutral aerial, back aerial). Alongside his fast falling speed, this gives him a good aerial approach and shield pressure.


Another one of Fox's biggest strengths is his combo potential. Almost all of his moves can combo into each other and he even has several KO confirms. Though a majority of his combos are not as lengthy compared to other characters like {{SSBU|Sheik}}, the higher damage output makes up for it.
Another one of Fox's biggest strengths is his combo potential. Almost all of his moves can combo into each other and he even has several KO confirms. Though a majority of his combos are not as lengthy compared to other characters like {{SSBU|Sheik}}, the higher damage output makes up for it.
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Fox has good KO potential despite his attributes. Fox's up smash has quick startup, high knockback on clean hit, good range and even has setups into it, making it his primary KO move. Forward smash, while fairly weak at lower percentages, has decent knockback growth and end lag. It's best used for punishing the regular ledge getup because of the good range and lasting hitbox. Down smash is his quickest smash attack, which makes it useful for covering rolls. It can also [[2 frame punish|2-frame punish]] the opponents, all while sending them at a [[Semispike|semispike angle]]. Up aerial deals high knockback and can KO at reasonable percentages if the opponent is above the ground. Back aerial, while noticeably weaker compared to his fellow ''Star Fox'' characters {{SSBU|Falco}} and {{SSBU|Wolf}}, still has decent knockback and launches at a semi-spike angle, and is his safest KO move.
Fox has good KO potential despite his attributes. Fox's up smash has quick startup, high knockback on clean hit, good range and even has setups into it, making it his primary KO move. Forward smash, while fairly weak at lower percentages, has decent knockback growth and end lag. It's best used for punishing the regular ledge getup because of the good range and lasting hitbox. Down smash is his quickest smash attack, which makes it useful for covering rolls. It can also [[2 frame punish|2-frame punish]] the opponents, all while sending them at a [[Semispike|semispike angle]]. Up aerial deals high knockback and can KO at reasonable percentages if the opponent is above the ground. Back aerial, while noticeably weaker compared to his fellow ''Star Fox'' characters {{SSBU|Falco}} and {{SSBU|Wolf}}, still has decent knockback and launches at a semi-spike angle, and is his safest KO move.


However, Fox has several notable weaknesses. His primary weaknesses are endurance and recovery. He's the fifth lightest character in the game, in addition to being taller than other characters in his weight class (though still relatively small) and has the highest falling speed and gravity, which makes him extremely susceptible to combos and getting KOd early, which gives him a terrible disadvantage state and one of the worst survivabilities out of all the cast. His recovery, while covering a great distance, is nonetheless linear and predictable. Fox Illusion can't be angled and can only change the drift after the hitboxes end, which can be intercepted with most moves. Fire Fox has very slow startup and is linear, which makes him very vulnerable to stage spikes and meteor smashes and causes him to get KOd extremely early offstage. Reflector can only stall once, which lessens the mix-up options. His air dodges have among the shortest distances in the game, making them ineffective for the recovery, and coupled with the falling speed, air dodging below the stage is almost always fatal.
However, Fox has several notable weaknesses. His primary weaknesses are endurance and recovery. He's the fifth lightest character in the game, in addition to being taller than other characters in his weight class (though still relatively small) and has the highest falling speed and gravity, which makes him extremely susceptible to combos and getting KO'd early, which gives him a terrible disadvantage state and one of the worst survivabilities out of all the cast. His recovery, while covering a great distance, is nonetheless linear and predictable. Fox Illusion can't be angled and can only change the drift after the hitboxes end, which can be intercepted with most moves. Fire Fox has very slow startup and is linear, which makes him very vulnerable to stage spikes and meteor smashes and causes him to get KO'd extremely early offstage. Reflector can only stall once, which lessens the mix-up options. His air dodges have among the shortest distances in the game, making them ineffective for the recovery, and coupled with the falling speed, air dodging below the stage is almost always fatal.


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


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


==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'', 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 playstyle, and the revamped engine further compounds this, causing him to be a more polarized character.
Fox has received a mix of buffs and nerfs in his transition to ''Ultimate''. His moveset has been altered in several ways that, while leaving his core playstyle relatively unchanged, have altered the way he has to execute said playstyle, and the changes to the game's engine further compounds this, causing him to be a more polarized character.


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.
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 even better 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.


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.
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 close-ranged combat 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, but most importantly, it improves his already great safety on shield despite the reduced [[shieldstun]] on aerial attacks. Finally, the changes to [[air dodge]] mechanics notably benefit his powerful juggling options.


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 even 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.
However, Fox has also received many glaring nerfs as well, the most significant ones being to his survivability, 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 even lighter, now being the fifth lightest character in the game, 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 stalls Fox's momentum out once, making him easier to edgeguard. 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 KO'd faster from the bottom blast line, Fox's survivability is much worse than before, possibly the worst in his appearances so far. 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. The removal of [[frame canceling]] and the changes to [[reeling]] animations no longer being untechable have also drastically worsened his down aerial's combo ability.


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.
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, now being tied for the third shortest, [[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 has lost its small sourspot in front of Fox, but its animation was 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.
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 makes 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|Paseriman}}, {{Sm|Lui$}}, {{Sm|ZD}}, and {{Sm|Eon}}. Because of this, his competitive reception has remained positive, as many players consider him as a top or high tier character, just like in ''SSB4''. As a result, Fox is one of the few top tier veterans from said game alongside {{SSBU|Mario}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Sonic}}, and {{SSBU|Cloud}} who have been consistently placing well in tournaments so far.
Overall, Fox is a more polarized glass cannon. Most of his tremendous strengths and advantages remain, and some of his moves have increased utility, resulting in a much more vast repertoire of versatile options; however, his key weaknesses are easier to exploit, and he has an even harder time getting out of disadvantage, meaning he has to play more carefully in order to gain or retain the advantage. The shifts to game mechanics compound both points. Regardless of these changes, it is important to note that Fox's own changes result in his viability remaining relatively unchanged, unlike other former powerful characters in ''SSB4'' (such as {{SSBU|Sheik}} and {{SSBU|Zero Suit Samus}}). As a result, despite the introduction of DLC characters and changes from game updates, Fox performs slightly better than in ''SSB4'', and he continues to be a powerful character who commonly sees use in competitive play.


{{SSB4 to SSBU changelist|char=Fox}}
{{SSB4 to SSBU changelist|char=Fox}}
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|neutralcount=2
|neutralcount=2
|neutralinf=y
|neutralinf=y
|neutralname= 
|neutralname=Jab ({{ja|ジャブ|Jabu}}) / Straight ({{ja|ストレート|Sutorēto}}) / Rapid Kick ({{ja|ラピッドキック|Rapiddo Kikku}}) / Rapid Kick Finish ({{ja|ラピッドフィニッシュ|Rapiddo Kikku Finish}})
|neutral1dmg=1.7%
|neutral1dmg=1.7%
|neutral2dmg=1%
|neutral2dmg=1%
Line 89: Line 97:
|neutraldesc=Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time (frame 2) means that dash-canceling into jab is a solid approach option in neutral, is a good spot dodge punish option and is a reliable move for breaking non-true grounded combos. Compared to ''Smash 4'', the jab can lock and the rapid jab connects better, making it a more effective damage racking tool at almost any percentage. However, it can no longer jab cancel into other moves. Good combo finisher, most notably with early hit neutral aerial at low percentages. However, the rapid jab finisher has high ending lag, making it very punishable on shield.
|neutraldesc=Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time (frame 2) means that dash-canceling into jab is a solid approach option in neutral, is a good spot dodge punish option and is a reliable move for breaking non-true grounded combos. Compared to ''Smash 4'', the jab can lock and the rapid jab connects better, making it a more effective damage racking tool at almost any percentage. However, it can no longer jab cancel into other moves. Good combo finisher, most notably with early hit neutral aerial at low percentages. However, the rapid jab finisher has high ending lag, making it very punishable on shield.
|ftiltangles=3
|ftiltangles=3
|ftiltname= 
|ftiltname=Fox Whip ({{ja|フォックスウィップ|Fokkusu Uippu}})
|ftiltupdmg=7%
|ftiltupdmg=7%
|ftiltsidedmg=6%
|ftiltsidedmg=6%
|ftiltdowndmg=7%
|ftiltdowndmg=7%
|ftiltdesc=A roundhouse kick with good startup (frame 6), very low ending lag and decent range making it good for spacing. However, it's not safe on shield if not spaced properly. Has [[transcendent priority]], which allows it to ignore or trade with other moves, but prevents it from canceling out projectiles. It can be angled up or down, both of which deal more damage and knockback than if not angled. Using this move repeatedly causes Fox to move slightly forward. Angling it down may hit the opponents hanging on the ledge. May cause [[tripping]] at low percentages. Using forward tilt at low percentages can combo into itself once more, at low-mid percentages can lead to dash attack and at mid percentages can lead to tech chase and jab lock opportunities.
|ftiltdesc=A roundhouse kick with good startup (frame 6), very low ending lag and decent range making it good for spacing. However, it's not safe on shield if not spaced properly. Has [[transcendent priority]], which allows it to ignore or trade with other moves, but prevents it from canceling out projectiles. It can be angled up or down, both of which deal more damage and knockback than if not angled. Using this move repeatedly causes Fox to move slightly forward. Angling it down may hit the opponents hanging on the ledge. May cause [[tripping]] at low percentages. Using forward tilt at low percentages can combo into itself once more, at low-mid percentages can lead to dash attack and at mid percentages can lead to tech chase and jab lock opportunities.
|utiltname= 
|utiltname=Back Kick ({{ja|フリップキック|Furippu Kikku}}, ''Flip Kick'')
|utiltdmg=8% (clean foot on grounded foe), 7% (clean/midfoot on aerial foe), 6% (clean leg/late foot on grounded foe; mid-leg/foot on aerial foe), 5% (late foot on aerial foe)
|utiltdmg=8% (clean foot on grounded foe), 7% (clean/midfoot on aerial foe), 6% (clean leg/late foot on grounded foe; mid-leg/foot on aerial foe), 5% (late foot on aerial foe)
|utiltdesc=Fox plants his hands on the ground and does a scorpion kick with his right leg. It has extremely fast startup for a tilt (frame 3), which can make it a good option for surprising the opponents and is his most reliable option to use after perfect shielding. Compared to ''Smash 4'', the hitboxes are moved higher up, which makes it impossible to 2-frame punish but is better as an anti-air move. A purple trail indicates the hitbox, starting behind and ending in front of him. It's not safe on shield, making it punishable. Combos into itself along with jab, down tilt, forward tilt, up smash (at higher percents), neutral air, up air, back air, and several other moves. Fox's strongest tilt attack when sweetspotted, although it will only start KOing Mario at around 215% on Final Destination.
|utiltdesc=Fox plants his hands on the ground and does a scorpion kick with his right leg. It has extremely fast startup for a tilt (frame 3), which can make it a good option for surprising the opponents and is his most reliable option to use after perfect shielding. Compared to ''Smash 4'', the hitboxes are moved higher up, which makes it impossible to 2-frame punish but is better as an anti-air move. A purple trail indicates the hitbox, starting behind and ending in front of him. It's not safe on shield, making it punishable. Combos into itself along with jab, down tilt, forward tilt, up smash (at higher percents), neutral air, up air, back air, and several other moves. Fox's strongest tilt attack when sweetspotted, although it will only start KOing Mario at around 215% on Final Destination.
|dtiltname= 
|dtiltname=Fox Tail ({{ja|フォックステイル|Fokkusu Teiru}})
|dtiltdmg=8% (close), 7% (far)
|dtiltdmg=8% (close), 7% (far)
|dtiltdesc=Fox spins while crouching, sweeping with his tail. Comes out on frame 7 and can 2-frame punish certain opponents if timed properly. One of his best combo starters due to the new launch angle - can lead to up smash, neutral air, down air, back air, forward air, and in case the opponent DIs towards Fox, up air.
|dtiltdesc=Fox spins while crouching, sweeping with his tail. Comes out on frame 7 and can 2-frame punish certain opponents if timed properly. One of his best combo starters due to the new launch angle - can lead to up smash, neutral air, down air, back air, forward air, and in case the opponent DIs towards Fox, up air.
|dashname= 
|dashname=Jump Side Kick ({{ja|ジャンプサイドキック|Janpu Saido Kikku}})
|dashdmg=6% (clean), 4% (late)
|dashdmg=6% (clean), 4% (late)
|dashdesc=A flying kick with great startup (frame 4) and low ending lag. Good approach option in neutral that can lead to a jab, up tilt, up smash, neutral air or down air follow-up. The late hit can combo into forward aerial at mid or up smash as a KO setup at higher percentages, while the early hit can follow up into forward or up aerial depending on the opponent's reaction. However, it stops on shield unless done at point-blank range, making it punishable.
|dashdesc=A flying kick with great startup (frame 4) and low ending lag. Good approach option in neutral that can lead to a jab, up tilt, up smash, neutral air or down air follow-up. The late hit can combo into forward aerial at mid or up smash as a KO setup at higher percentages, while the early hit can follow up into forward or up aerial depending on the opponent's reaction. However, it stops on shield unless done at point-blank range, making it punishable.
|fsmashname= 
|fsmashname=Leg Shot ({{ja|レッグショット|Reggu Shotto}})
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|11}} (late)
|fsmashdmg={{ChargedSmashDmgSSBU|14}} (clean), {{ChargedSmashDmgSSBU|11}} (late)
|fsmashdesc=An outwards crescent kick. Fox's only non-special move that has more than 10 frames of startup (13 frames), but has decent ending lag compared to his other smash attacks, making it somewhat hard to punish on whiff, but is still punishable on shield. It has good range since Fox somersaults forward. It has a decent duration for a smash attack, making it reliable for punishing regular ledge getups. Has somewhat low base knockback for a forward smash, but decent knockback growth. KOs Mario at around 92% near the ledge and at around 127% at the center of Final Destination. The late hit is capable of hitting opponents on the ledge, while also having decent knockback near the ledge, KOing Mario at around 116% near the ledge of Final Destination, albeit failing to KO until around 160% at the center of Final Destination.
|fsmashdesc=A butterfly kick. Fox's only non-special move that has more than 10 frames of startup (13 frames), but has decent ending lag compared to his other smash attacks, making it somewhat hard to punish on whiff, but is still punishable on shield. It has good range since Fox somersaults forward. It has a decent duration for a smash attack, making it reliable for punishing regular ledge getups. Has somewhat low base knockback for a forward smash, but decent knockback growth. KOs Mario at around 92% near the ledge and at around 127% at the center of Final Destination. The late hit is capable of hitting opponents on the ledge, while also having decent knockback near the ledge, KOing Mario at around 116% near the ledge of Final Destination, albeit failing to KO until around 160% at the center of Final Destination.
|usmashname=Flip Kick
|usmashname=Flip Kick ({{ja|サマーソルトキック|Samāsoruto Kikku}}, ''Somersault Kick'')
|usmashdmg={{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|11}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|11}} (late)
|usmashdesc=A bicycle kick with good horizontal and great vertical range. One of Fox's primary KO moves. Very fast (frame 8), has high knockback and even has reliable KO setups to it, most notably falling late neutral aerial to up smash. However, due to the high ending lag, it is very punishable if shielded or whiffed. The late hit also has significantly weaker knockback and can only KO the opponents near the ledge at very high percentages. It can hit opponents standing on top of some platforms, like the lower platforms on Battlefield. The clean hit KOs Mario at around 107% on Final Destination. The late hit is hard to land because of up smash's short duration and launches opponents weakly at a horizontal angle. It KOs Mario at around 137% at the edge of Final Destination, and at around 180% at the center of Final Destination.
|usmashdesc=A bicycle kick with good horizontal and great vertical range. One of Fox's primary KO moves. Very fast (frame 8), has high knockback and even has reliable KO setups to it, most notably falling late neutral aerial to up smash. However, due to the high ending lag, it is very punishable if shielded or whiffed. The late hit also has significantly weaker knockback and can only KO the opponents near the ledge at very high percentages. It can hit opponents standing on top of some platforms, like the lower platforms on Battlefield. The clean hit KOs Mario at around 107% on Final Destination. The late hit is hard to land because of up smash's short duration and launches opponents weakly at a horizontal angle. It KOs Mario at around 137% at the edge of Final Destination, and at around 180% at the center of Final Destination.
|dsmashname= 
|dsmashname=Ground Kick ({{ja|グラウンドキック|Guraundo Kikku}})
|dsmashdmg={{ChargedSmashDmgSSBU|14}} (feet), {{ChargedSmashDmgSSBU|12}} (legs)
|dsmashdmg={{ChargedSmashDmgSSBU|14}} (feet), {{ChargedSmashDmgSSBU|12}} (legs)
|dsmashdesc=A split kick. Quick start-up (frame 6) means this move can be used to cover rolls and ledge options and is Fox's most reliable 2-frame punish move. Sends the opponent at a semi-spike angle. His legs gain intangibility the moment the hitboxes are active (frames 6-7). However, its high ending lag makes it punishable if shielded or whiffed. KOs Mario at around 116% and 159% while near the ledge and at the center of Final Destination, respectively.
|dsmashdesc=A split kick. Quick start-up (frame 6) means this move can be used to cover rolls and ledge options and is Fox's most reliable 2-frame punish move. Sends the opponent at a semi-spike angle. His legs gain intangibility the moment the hitboxes are active (frames 6-7). However, its high ending lag makes it punishable if shielded or whiffed. KOs Mario at around 116% and 159% while near the ledge and at the center of Final Destination, respectively.
|nairname= 
|nairname=Fox Kick ({{ja|フォックスキック|Fokkusu Kikku}})
|nairdmg={{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. Fox's fastest aerial attack, coming out on frame 4. Due to being a [[sex kick]], it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks at mid to high percentages, especially due to rather low landing lag (7 frames) coupled with Fox's quick falling speed and it can be relatively safe on shield if spaced properly. A great combo & pressure tool that all Fox mains would be wise to take advantage of. Auto-cancels from a full hop. Fox’s third strongest aerial when hit clean, albeit it only starts KOing Mario near the ledge of Final Destination at around 169%.
|nairdesc=A flying kick. Fox's fastest aerial attack, coming out on frame 4. Due to being a [[sex kick]], it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks at mid to high percentages, especially due to rather low landing lag (7 frames) coupled with Fox's quick falling speed and it can be relatively safe on shield if spaced properly. A great combo & pressure tool that all Fox mains would be wise to take advantage of. Auto-cancels from a full hop. Fox’s third strongest aerial when hit clean, albeit it only starts KOing Mario near the ledge of Final Destination at around 169%.
|fairname=Tornado Kick
|fairname=Tornado Kick ({{ja|トルネードシャフト|Torunēdo Shafuto}}, ''Tornado Shaft'')
|fairdmg={{ShortHopDmgSSBU|1.7}} (hit 1), {{ShortHopDmgSSBU|1.2}} (hit 2), {{ShortHopDmgSSBU|1.7}} (hit 3), {{ShortHopDmgSSBU|2.7}} (hit 4), {{ShortHopDmgSSBU|4.8}} (hit 5); 2% (landing hit)
|fairdmg={{ShortHopDmgSSBU|1.7}} (hit 1), {{ShortHopDmgSSBU|1.2}} (hit 2), {{ShortHopDmgSSBU|1.7}} (hit 3), {{ShortHopDmgSSBU|2.7}} (hit 4), {{ShortHopDmgSSBU|4.8}} (hit 5); 2% (landing hit)
|fairdesc=Five swiveling roundhouse kicks performed in quick succession. Comes out on frame 7. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from noticeable landing lag (18 frames) and auto-cancels in a full hop, but with strict timing. When fast-fallen, hitting an opponent with any of the first four kicks will drag them towards the ground, allowing for Fox to combo into any of his tilts and smashes upon jab-locking. It can function as a pseudo meteor smash when fast-falling offstage with the opponent before the final hit, allowing him to gimp some opponents who have used their midair jump and can even possibly lead into Reflector, making the opponent even harder to recover, but it also puts Fox at higher risk for recovering back to the stage. It can also be used as a situational KOing option while near the upper blast zone at very high percentages.
|fairdesc=Does five roundhouse kicks in quick succession. Comes out on frame 7. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from noticeable landing lag (18 frames) and auto-cancels in a full hop, but with strict timing. When fast-fallen, hitting an opponent with any of the first four kicks will drag them towards the ground, allowing for Fox to combo into any of his tilts and smashes upon jab-locking. It can function as a pseudo meteor smash when fast-falling offstage with the opponent before the final hit, allowing him to gimp some opponents who have used their midair jump and can even possibly lead into Reflector, making the opponent even harder to recover, but it also puts Fox at higher risk for recovering back to the stage. It can also be used as a situational KOing option while near the upper blast zone at very high percentages.
|bairname= 
|bairname=Reverse Spin Kick ({{ja|リバーススピンキック|Ribāsu Supin Kikku}})
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdesc=A back kick. A good KO option at very high percentages due to decent startup (9 frames) low landing lag (9 frames), a semi-spike angle, and somewhat high knockback. It has a great auto-cancel window (frame 18), allowing Fox to use back aerial at the peak of short hop and fast fall while still auto-canceling before landing, making it a good pressure and spacing option and is relatively safe on shield if hit with the tip of the move, making the move somewhat hard to punish. Also great for catching horizontal recovery options, but it leaves Fox vulnerable offstage due to very high ending lag and Fox's high falling speed. It also has poor range and is angled high, making it somewhat hard to land. Fox can combo out of back air at low percentages due to its very generous autocancel window. KOs Mario at the ledge of Final Destination at around 118%, and around 155% at the center of Final Destination.
|bairdesc=A back kick. A good KO option at very high percentages due to decent startup (9 frames) low landing lag (9 frames), a semi-spike angle, and somewhat high knockback. It has a great auto-cancel window (frame 18), allowing Fox to use back aerial at the peak of short hop and fast fall while still auto-canceling before landing, making it a good pressure and spacing option and is relatively safe on shield if hit with the tip of the move, making the move somewhat hard to punish. Also great for catching horizontal recovery options, but it leaves Fox vulnerable offstage due to very high ending lag and Fox's high falling speed. It also has poor range and is angled high, making it somewhat hard to land. Fox can combo out of back air at low percentages due to its very generous autocancel window. KOs Mario at the ledge of Final Destination at around 118%, and around 155% at the center of Final Destination.
|uairname=McCloud Flip
|uairname=McCloud Flip ({{ja|テイル&レッグ|Teiru ando Reggu}}, ''Tail & Leg'')
|uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|uairdesc=From a mid-air somersault, Fox attacks above him with a tail sweep followed by a heel kick. Comes out on frame 9. It can combo into itself and is great for juggling opponents while racking up quick damage. If hit with the tip of the first hit, there's a chance that the second hit will miss. While it can auto-cancel from a short hop, it can only be done on the first frame Fox jumps after a [[jumpsquat]]. Due to lower landing lag (13 frames) compared to ''Smash 4'' and the first hit of up aerial having set knockback, landing only the first hit on the grounded opponent can lead to other moves at any percentage, most notably up smash. Fox's strongest aerial in terms of knockback, and can KO Mario at his full jump height at around 125% and can even KO Mario on the ground starting at 143% on Final Destination if both hits connect in both cases.
|uairdesc=From a mid-air somersault, Fox attacks above him with a tail sweep followed by a heel kick. Comes out on frame 9. It can combo into itself and is great for juggling opponents while racking up quick damage. If hit with the tip of the first hit, there's a chance that the second hit will miss. While it can auto-cancel from a short hop, it can only be done on the first frame Fox jumps after a [[jumpsquat]]. Due to lower landing lag (13 frames) compared to ''Smash 4'' and the first hit of up aerial having set knockback, landing only the first hit on the grounded opponent can lead to other moves at any percentage, most notably up smash. Fox's strongest aerial in terms of knockback, and can KO Mario at his full jump height at around 125% and can even KO Mario on the ground starting at 143% on Final Destination if both hits connect in both cases.
|dairname= 
|dairname=Air Drill ({{ja|エアドリル|Ea Doriru}})
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-6), {{ShortHopDmgSSBU|3}} (hit 7); 1% (landing)
|dairdmg={{ShortHopDmgSSBU|1.3}} (hits 1-6), {{ShortHopDmgSSBU|3}} (hit 7); 1% (landing)
|dairdesc=A drill kick that hits multiple times in quick succession. The move auto-cancels almost immediately after its final hitbox ends, and has good startup (frame 5), making it useful for punishing mis-spaced moves out of shield and for getting Fox from the ledge back on stage. The last hit deals moderate diagonal knockback. It is a very useful combo starter, both with the landing hit and the final hit when auto-cancelled. When autocancelled, the opponent is launched diagonally upward and Fox can freely follow up with another aerial of his choice. When using its landing hitbox, the move can combo into tilts, jab, and into itself at low-mid percentages, and confirm a KO into his up smash at high percentages. While it has high landing lag (17 frames), it can be used as a mix-up in case the opponent expects and wants to perfect shield the neutral aerial or to shield poke. There's a chance the opponent will fall out of this move.
|dairdesc=A corkscrew kick that hits multiple times in quick succession. The move auto-cancels almost immediately after its final hitbox ends, and has good startup (frame 5), making it useful for punishing mis-spaced moves out of shield and for getting Fox from the ledge back on stage. The last hit deals moderate diagonal knockback. It is a very useful combo starter, both with the landing hit and the final hit when auto-cancelled. When autocancelled, the opponent is launched diagonally upward and Fox can freely follow up with another aerial of his choice. When using its landing hitbox, the move can combo into tilts, jab, and into itself at low-mid percentages, and confirm a KO into his up smash at high percentages. While it has high landing lag (17 frames), it can be used as a mix-up in case the opponent expects and wants to perfect shield the neutral aerial or to shield poke. There's a chance the opponent will fall out of this move.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out with his right arm. Has quick startup (frame 6), but has low range and moderate ending lag.
|grabdesc=Reaches out with his right arm. Has quick startup (frame 6), but has low range and moderate ending lag.
|pummelname= 
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Tsukami Nībatto}})
|pummeldmg=1%
|pummeldmg=1%
|pummeldesc=A knee strike. Very fast, but also weak.
|pummeldesc=A knee strike. Very fast, but also weak.
|fthrowname=
|fthrowname=Smash Elbow ({{ja|スマッシュエルボー|Sumasshu Erubō}})
|fthrowdmg=4% (hit), 3% (throw)
|fthrowdmg=4% (hit), 3% (throw)
|fthrowdesc=Releases the opponent and quickly performs a cross, launching them forward. It can be used for tech chasing at mid percentages or putting the opponents offstage. Fox's strongest throw, but fails to KO Mario until around 212% at the very edge of {{SSBU|Final Destination}}.
|fthrowdesc=Releases the opponent and quickly performs a cross, launching them forward. It can be used for tech chasing at mid percentages or putting the opponents offstage. Fox's strongest throw, but fails to KO Mario until around 212% at the very edge of {{SSBU|Final Destination}}.
|bthrowname=
|bthrowname=Close Range Blaster H ({{ja|クローズレンジブラスターH|Kurōzu Renji Burasutā Ecchi}})
|bthrowdmg=2% (throw), 2% (Blaster shots)
|bthrowdmg=2% (throw), 2% (Blaster shots)
|bthrowdesc=Throws the opponent backward and shoots them with three rapid shots from his Blaster. Due to its high angle and very weak knockback, it's not great at putting the opponents offstage. It can be used to set up tech chase on platforms at various percentages.
|bthrowdesc=Throws the opponent backward and shoots them with three rapid shots from his Blaster. Due to its high angle and very weak knockback, it's not great at putting the opponents offstage. It can be used to set up tech chase on platforms at various percentages.
|uthrowname=
|uthrowname=Close Range Blaster V ({{ja|クローズレンジブラスターV|Kurōzu Renji Burasutā Vī}})
|uthrowdmg=2% (throw), 2% (Blaster shots)
|uthrowdmg=2% (throw), 2% (Blaster shots)
|uthrowdesc=Throws the opponent upward and shoots them with three rapid shots from his Blaster. It can be used to put the opponent on a platform or to follow up with up air if the opponent's reaction is read properly. Has weak knockback as it only starts KOing Mario at around 294% on Final Destination.
|uthrowdesc=Throws the opponent upward and shoots them with three rapid shots from his Blaster. It can be used to put the opponent on a platform or to follow up with up air if the opponent's reaction is read properly. Has weak knockback as it only starts KOing Mario at around 294% on Final Destination.
|dthrowname=
|dthrowname=Close Range Blaster Down ({{ja|クローズレンジブラスターダウン|Kurōzu Renji Burasutā Daun}})
|dthrowdmg=2% (Blaster shots), 1% (throw)
|dthrowdmg=2% (Blaster shots), 1% (throw)
|dthrowdesc=Slams the opponent onto the ground and fires three rapid, point-blank shots at them with his Blaster. Less reliable as a combo starter compared to ''Smash 4'' due to the changes of knockback, angle, hitstun and Fox's slower initial dash speed. Can follow up with an up smash, back air, neutral air, or forward air at low-mid percents depending on opponent's DI and/or if the opponent's reaction is read properly.
|dthrowdesc=Slams the opponent onto the ground and fires three rapid, point-blank shots at them with his Blaster. Less reliable as a combo starter compared to ''Smash 4'' due to the changes of knockback, angle, hitstun and Fox's slower initial dash speed. Can follow up with an up smash, back air, neutral air, or forward air at low-mid percents depending on opponent's DI and/or if the opponent's reaction is read properly.
Line 174: Line 182:
|fsdesc=Upon activation, Fox shouts "It's go time!", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, "Star Fox- fire at will!" (saying "This is the end for you, Wolf!" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.
|fsdesc=Upon activation, Fox shouts "It's go time!", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, "Star Fox- fire at will!" (saying "This is the end for you, Wolf!" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=77 | rweight=85
| dash=2.09 | rdash=18-24
| run=2.402 | rrun=6
| walk=1.523 | rwalk=3
| trac=0.115 | rtrac=29-30
| airfric=0.015 | rairfric=9-30
| air=1.11 | rair=34
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.08 | raddaccel=16-24
| gravity=0.23 | rgravity=1
| fall=2.1 | rfall=1
| ff=3.36 | rff=1
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=35 | rjumpheight=22-24
| shorthop=16.4 | rshorthop=38
| djump=37 | rdjump=19-21
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Fox English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
Fox French Announcer SSBU.wav|French
Fox Russian Announcer SSBU.wav|Russian
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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*Holds out his left hand and makes a beckoning gesture with it while smirking.
*Holds out his left hand and makes a beckoning gesture with it while smirking.
<gallery>
<gallery>
SSBUFoxIdle1.gif|Fox's first idle pose
SSBUFoxIdle1.gif|Fox's first idle pose.
SSBUFoxIdle2.gif|Fox's second idle pose
SSBUFoxIdle2.gif|Fox's second idle pose.
</gallery>
</gallery>


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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
In stark contrast to pre-release ''Ultimate'', where it was speculated that Fox would be an unviable character and possibly even one of the worst characters in the game, Fox has seen a positive reception due to all of the indirect benefits he received from the game's engine as well as phenomenal results from professionals such as {{Sm|Light|p=Connecticut}}, {{Sm|Lui$}}, {{Sm|Paseriman}}, and {{Sm|ZD}}. Light especially was a top 10 player in the first year of ''Ultimate'' and had consistently made top 8 at national tournaments. In the early metagame, most players believed that Fox was a top-tier character, with some arguing that he was a top 5 character.
===Most historically significant players===
 
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
In more recent times however, Fox's results have steadily dropped as players have either gotten worse results with him such as Light, completely dropped Fox such as {{Sm|Larry Lurr}}, or have picked up other characters to cover Fox's bad matchups such as {{Sm|Eon}}. Fox's placement has been a huge topic of debate in more recent times, with some players such as {{Sm|Dark Wizzy}}, {{Sm|MKLeo}}, {{Sm|Tweek}} and {{Sm|ESAM}} continuing to rank him as a top 10/15 character while others such as {{Sm|Marss}}, {{Sm|Dabuz}}, and even Light and Larry Lurr themselves claiming that he's "overrated" and believing that he is high-tier at best due to his major weaknesses. On the other hand, Fox's perception in Japan is more optimistic as most of their top players rank him among the top 10 in the game, with {{Sm|Zackray}} ranking him 7th and {{Sm|Paseriman}} ranking him as high as 4th.
 
In the current online metagame, characters that require precision and strict reaction times are considered less viable. Due to this, Fox's results have dwindled significantly as all of Fox's best players have either temporarily dropped him or have not attended online tournaments at all. As such, Fox's metagame has been very stagnant and, despite buffs to his inconsistent multi-hit attacks in patch 10.1, it is unknown whether his representation will improve before offline tournaments resume. Nevertheless, Fox is still considered to be a strong character with amazing results and solid representation throughout ''Ultimate''{{'}}s lifespan. He is considered to be one of the four top-tier veterans in ''Smash 4'' (with the other three being {{SSBU|Mario}}, {{SSBU|Sonic}}, and {{SSBU|Zero Suit Samus}}) to place well in ''Ultimate'' despite his nerfs from ''Smash 4''.


===Notable players===
''See also: [[:Category:Fox players (SSBU)]]''
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.-->


''Any number following the Smasher name indicates placement on the [[Fall 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from July 13th, 2019 to December 15th, 2019.''
*{{Sm|Kaninabe|Japan}} - A newer player compared to other Fox players but has established himself as the second-best Fox player in the world in the post-online metagame. He has placed top 8 at multiple majors, notably placing 5th at the supermajor {{Trn|Kagaribi 11}} and 7th at the supermajors {{Trn|Maesuma TOP 11}} and {{Trn|Port Priority 8}}.
*{{Sm|Light|USA|p=Connecticut}} - The best Fox player of all-time who has been a top 10 player for most of the game's lifespan, and is currently the only Fox player who has won multiple majors, winning {{Trn|Super Smash Con: Fall Fest}}, {{Trn|MomoCon 2022}}, and {{Trn|LVL UP EXPO 2023}}.
*{{Sm|Lui$|USA}} - One of the best Fox players in the world in the early metagame, ranking 39th on the [[Fall 2019 PGRU]] and noticeably placing 7th at the supermajor {{Trn|Super Smash Con 2019}} while primarily using Fox. He dropped Fox for {{SSBU|Palutena}} in the online metagame and has stuck with her since.
*{{Sm|Paseriman|Japan}} - The second best Fox player of all-time who was the first Fox player to win a major, doing so at {{Trn|Sumabato SP 11}}. He who was in contention for the best Fox player in 2020, ranking above Light at 11th on the [[OrionRank Pre-Quarantine]] thanks to a string of strong performances, most notably 4th at the supermajor {{Trn|EVO Japan 2020}} and 9th at the supermajor {{Trn|Frostbite 2020}}. However he has never been able to reach those heights after 2020, and he has also picked up {{SSBU|Diddy Kong}} as a co-main.
*{{Sm|RyuKai|France}} - One of the best Fox players in Europe, although he primarily played {{SSBU|Wolf}} from late-2021 to early-2023. His breakout event was placing 2nd at {{Trn|Smash Contest: DoKomi 2020}} while double-eliminating Europe's then-#3 {{Sm|Space}}, and he has since seen several notable results at European events such as 17th at the superregional {{Trn|ICARUS 2023}} and 25th at the major {{Trn|King Of Fields 95 3}}.
*{{Sm|ZD|USA}} - One of the best Fox players in the world in the first few months of the competitive scene, placing 5th at the major {{Trn|Glitch 6}} and 7th at the major {{Trn|Let's Make Moves}}, taking sets from top 10 players such as {{Sm|Tweek}} at {{Trn|Ultimate Nimbus}} and {{Sm|Zackray}} at {{Trn|Frostbite 2019}}, and ranking in the Area 51 on the [[Spring 2019 PGRU]]. However, his results have since declined and he began co-maining Fox with {{SSBU|Wolf}}.


''See also: [[:Category:Fox professionals (SSBU)]]''
===Tier placement and history===
In stark contrast to pre-release ''Ultimate'', where it was speculated that Fox would be an unviable character, Fox initially saw a very positive reception due to all of the indirect benefits he received from the game's engine as well as phenomenal results from professionals such as {{Sm|Light|p=Connecticut}} and {{Sm|ZD}}. Light especially contributed to this reception, being a top 10 player in the first year of ''Ultimate'' and consistently making top 8 at major events. This led to very high opinions on the character, and many players labeled him as a top 5 character.


====Active====
However, the second half of 2019 saw a noticeable decline in Fox's results as his weaknesses, such as his exploitable recovery and his fragile weight, became more apparent. Players either began performing worse with Fox or began picking up other characters to complement Fox; most notably, the second half of 2019 saw some of Light's worst results of his career, while ZD's results took a noticeable hit and he also began playing {{SSBU|Wolf}}. Despite these negatives, there were still some positives for the character during this time, such as several strong results coming from Light and the rise of {{Sm|Lui$}} in mid-2019 and {{Sm|Paseriman}} in late-2019, with the latter most notably putting Light's title of "best Fox player" in contention. Nevertheless, Fox's worse representation led many players to rank Fox lower on their tier lists, with Light himself believing the character was only high tier at best.


*{{Sm|Comet|USA}} - One of the best Fox players in the Midwest. Placed 9th at both {{Trn|Combo Breaker 2019}} and {{Trn|Full Bloom 5}}, 13th at {{Trn|Retro Arena 64}}, and 17th at {{Trn|Midwest Arena}}. Ranked 1st on the [[Wisconsin Power Rankings]].
Following the end of the online metagame, Fox's results were initially somewhat underwhelming as Fox's best players did not initially place as well: Light's first offline event ended in an underwhelming 17th place at {{Trn|Mega Smash Mondays 240}}; Paseriman's performances had also notably slipped throughout 2021; and Lui$ had dropped Fox for Palutena. However, this did not last long, as Light was not only able to reclaim his former glory, but was able to surpass it. In 2022, Light saw a slew of top 8 finishes that landed him as one of the most consistent top level players in the post-online metagame. In addition, Paseriman was able to regain some of his former glory (such as 3rd at {{Trn|Kagaribi 6}}), although he remains rather inconsistent (such as an underwhelming 257th at {{Trn|Umebura SP 9}}). Both players showcased that Fox's oppressive nature and fast speed remained rather threatening in the metagame and were able to outweigh his weaknesses, leading Fox to be ranked 5th on the first tier list. The following year continued Fox's strong results: although Light's results saw a small slip, on the other hand the year saw {{Sm|Kaninabe}} rise to the top level, as despite being somewhat inconsistent, he was able to reach peaks on a similar caliber to Light's that year. As such, Fox remained a top tier character on the second list, although slipping to 8th due to the rise of some characters below him.
*{{Sm|Eon|USA}} - Uses Fox as a secondary to complement his {{SSBU|Joker}}; one of the best Fox players in SoCal. Placed 1st at {{Trn|Ascension IX}}, 2nd at {{Trn|SoCal Chronicles}}, 13th at {{Trn|Heart of Battle}}, and 49th at {{Trn|GENESIS 6}}. Has wins over {{Sm|Stroder Ame}} and {{Sm|WaDi}}.
*{{Sm|Fwed|Canada}} - The best Fox player in Canada. Placed 3rd at {{Trn|LAN ETS 2019}}, 25th at {{Trn|Collision 2019}}, and 33rd at {{Trn|Defend the North 2019}}. Ranked 9th on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]].
*{{Sm|JaySon|USA}} - One of the best Fox players in the United States. Placed 1st at {{Trn|Ultimatum}}, 4th at {{Trn|No Fun Allowed 3}}, 7th at {{Trn|Super Bit Wars 7}}, and 17th at {{Trn|DreamHack Dallas 2019}}.
*{{Sm|JILL|Japan}} - The second best Fox player in Japan. Placed 1st at {{Trn|Kurobra 19}}, 5th at {{Trn|TSC 12}}, 9th at both {{Trn|Umebura SP}} and {{Trn|Umebura SP 3}}, 25th at {{Trn|Umebura SP 2}}, and 49th at {{Trn|EVO Japan 2020}}. Has wins over {{Sm|Eim}}, {{Sm|DIO}}, {{Sm|Atelier}}, , and {{Sm|Kuroitsu}}.
*{{Sm|Light|USA|p=Connecticut}} (#10) - The best Fox player in the world. Placed 1st at both {{Trn|NYXL Pop-Up!}} and {{Trn|Ultimate Nimbus}}, 2nd at {{Trn|Glitch 7 - Minus World}}, 3rd at {{Trn|Glitch 6}}, 4th at {{Trn|Mainstage}}, 5th at {{Trn|Let's Make Moves}}, {{Trn|GENESIS 6}}, and {{Trn|Frostbite 2019}}, 7th at both {{Trn|EVO 2019}} and {{Trn|Super Smash Con 2019}} and 9th at {{Trn|Frostbite 2020}}.
*{{Sm|Lui$|USA}} (#39) - Co-mains Fox with {{SSBU|Mario}} and is considered one of the best Fox players in the world. Placed 4th at {{Trn|Pre-Genesix}}, 7th at {{Trn|Super Smash Con 2019}}, 17th at both {{Trn|Smash 'N' Splash 5}} and {{Trn|Glitch 7 - Minus World}}, 33rd at {{Trn|Frostbite 2019}}, and 49th at {{Trn|EVO 2019}}. Ranked 1st on the [[NorCal Power Rankings#Super Smash Bros. Ultimate|NorCal Ultimate Power Rankings]]. He has defeated {{Sm|Shuton}}, {{Sm|ESAM}}, {{Sm|Rivers}}, {{Sm|WaDi}}, {{Sm|Cosmos}}, {{Sm|VoiD}}, {{Sm|Stroder}}, and {{Sm|Captain L}}.
*{{Sm|Luisfer|El Salvador}} - The best Fox player in Central America. Placed 1st at {{Trn|First Hit!}} and {{Trn|Fight Together}}, 4th at {{Trn|Smash Legends 2}}, and 49th at {{Trn|GENESIS 7}}. Currently ranked 1st on the [[Gameshow Legends Rankings]] and has a win over {{Sm|Ogey}}.
*{{Sm|Odyssey|USA}} - Placed 17th at both {{Trn|Collision 2019}} and {{Trn|Let's Make Moves}}, 25th at {{Trn|Defend the North 2019}}, and 33rd at {{Trn|Glitch 7 - Minus World}}.
*{{Sm|Paseriman|Japan}} - The best Fox player in Japan and one of the two best Fox players in the world. Placed 1st at {{Trn|Sumabato SP 11}}, 4th at {{Trn|EVO Japan 2020}}, 7th at {{Trn|EGS Cup 3}}, 9th at {{Trn|Frostbite 2020}}, 13th at {{Trn|Umebura SP 2}}, 17th at {{Trn|Umebura SP 3}}, 25th at {{Trn|Umebura SP 7}}, and 33rd at {{Trn|Umebura Japan Major 2019}}.
*{{Sm|Patrino|Netherlands}} - Co-mains {{SSBU|Terry}} with Fox and is considered one of the best Fox players in Europe. Placed 7th at {{Trn|Heroes of Dutch Comic Con Spring 2019}}, 17th at {{Trn|Elysium: Yggdrasil}}, and 49th at {{Trn|Albion 4}}. Ranked 15th on the [[Dutch Power Rankings#Super Smash Bros. Ultimate rankings|Dutch Ultimate Power Rankings]].
*{{Sm|Shogun|Japan}} - A {{SSBU|Snake}} main with a strong Fox secondary. Placed 9th at both {{Trn|Sumabato SP 3}} and {{Trn|EGS Cup 3}}, 17th at {{Trn|EVO Japan 2020}}, and 33rd at {{Trn|Umebura SP 3}}. Has defeated {{Sm|Kie}}, {{Sm|Keroguchi}}, and {{Sm|Kisha}} with Fox.
*{{Sm|Tanark|South Korea}} - The best Fox player in South Korea. Placed 3rd at {{Trn|Seoul Smash X}} and 9th at {{Trn|Uprising 2019}}. Ranked 1st on the [[South Korea Power Rankings]].
*{{Sm|wusi|Germany}} - Co-mains Fox and Joker and placed 9th at {{Trn|Calyptus Cup X: Powwer Up}}, 17th at both {{Trn|Calyptus Cup Inkstrike}} and {{Trn|Tech Republic IV}} as well as 49th at {{Trn|Syndicate 2019}} with the character.
*{{Sm|Yass|France}} - Considered the best Fox player in France and one of the best Fox players in Europe. Placed 5th at {{Trn|Pop-Off Arena}}, 7th at {{Trn|Ultimate WANTED 1}}, 9th at {{Trn|Return to Subspace 2}}, and 13th at {{Trn|Ultimate Fighting Arena 2019}}. He has defeated players such as {{Sm|Raffi-X}}, {{Sm|Enki}}, and {{Sm|Otakuni}}.
*{{Sm|ZD|USA}} - One of the best Fox players in the world. Placed 1st at {{Trn|Launch}}, 5th at {{Trn|Glitch 6}}, 9th at {{Trn|Glitch 7 - Minus World}}, 25th at {{Trn|Frostbite 2019}}, and 33rd at {{Trn|GENESIS 6}}. Has wins over {{Sm|Tweek}}, {{Sm|Marss}}, {{Sm|Zackray}}, {{Sm|WaDi}}, {{Sm|Salem}}, {{Sm|Leffen}}, {{Sm|Puppeh}}, {{Sm|Lui$}}, {{Sm|Ally}}, and {{Sm|Cosmos}}.


====Inactive====
In the online metagame, characters that require precision and strict reaction times are considered less viable. As a result, most Fox players opted to play other characters or decided not to play online, leading Fox to have one of the worst representations in the online metagame out of all top tiers.
*{{Sm|Charlie|USA}} - Placed 4th at {{Trn|SoCal Chronicles}}, 9th at {{Trn|Heart of Battle}} and 65th at {{Trn|GENESIS 6}}. Has since switched to {{SSBU|Wolf}}.
*{{Sm|crow|Japan|p=Japan}} - Placed 5th at both {{Trn|Sumabato SP 3}} and {{Trn|GameWorks Pre-EVO 2019}}, 25th at {{Trn|Sumabato SP 4}}, and 97th at {{Trn|EVO 2019}}. Has a win over {{Sm|BestNess}}.
*{{Sm|Larry Lurr|USA}} - One of the best Fox players in the world before switching to {{SSBU|Wolf}}. Placed 2nd at {{Trn|Super Splat Bros}}, 3rd at {{Trn|Let's Make Moves}}, and 17th at {{Trn|GENESIS 6}} and {{Trn|2GG: Prime Saga}}. Has wins over Light, {{Sm|Nairo}}, {{Sm|Cosmos}}, and {{Sm|Ally}}.
*{{Sm|Megafox|USA}} - Placed 25th at both {{Trn|2GG: Prime Saga}} and {{Trn|Super Smash Con 2019}} as well as 33rd at {{Trn|Low Tier City 7}}. He has defeated {{Sm|Leffen}}, {{Sm|Gen}}, and {{Sm|Salem}}.
*{{Sm|Yakara|Japan}} - Placed 4th at {{Trn|Umebura SP 2}} and 33rd at {{Trn|Umebura SP 5}}.


=={{SSBU|Classic Mode}}: Spaceborne Smash==
=={{SSBU|Classic Mode}}: Spaceborne Smash==
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|1||{{CharHead|Samus|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}''||
|1||{{CharHead|Samus|SSBU|hsize=20px}}||[[Brinstar]]||''{{SSBUMusicLink|Metroid|Title Theme - Metroid}}''||
|-
|-
|2||{{CharHead|Rosalina & Luma|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Egg Planet}}''||
|2||{{CharHead|Rosalina & Luma|SSBU|hsize=20px}}||[[Mario Galaxy]]||''{{SSBUMusicLink|Super Mario Bros.|Egg Planet (Remix)}}''||
|-
|-
|3||{{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Halberd]]||''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''||
|3||{{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Halberd]]||''{{SSBUMusicLink|Kirby|Meta Knight's Revenge}}''||
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|5||{{CharHead|Olimar|SSBU|hsize=20px}}||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}}''||
|5||{{CharHead|Olimar|SSBU|hsize=20px}}||[[Distant Planet]]||''{{SSBUMusicLink|Pikmin|Stage Select - Pikmin 2}}''||
|-
|-
|6||{{CharHead|Wolf|SSBU|hsize=20px}}||[[Venom]] ([[Ω form]])||''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''||Items do not appear.
|6||{{CharHead|Wolf|SSBU|hsize=20px}}||[[Venom]] ([[Ω form]])||''{{SSBUMusicLink|Star Fox|Star Wolf (Brawl)}}''||Items do not appear, as a possible reference to [[No items, Fox only, Final Destination|competitive play]].
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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Fox was among the fighters that were gathered on the cliffside to defeat the army of [[Master Hand]]s.
Fox was among the fighters that were gathered on the cliffside to defeat the army of [[Master Hand]]s.


During the opening cutscene, he was issuing orders to the other fighters while pointing his blaster at [[Galeem]]'s {{SSBU|Master Hand}} army, telling them "Don't let a single one [of the Master Hands] get away." ("{{ja|今日こそ決着をつけてやる!}}") Fox was also present on the cliffside when Galeem unleashed his beams of light. He was vaporised offscreen and was placed under Galeem's imprisonment alongside the other fighters (excluding {{SSBU|Kirby}}). A puppet fighter cloned from him is later seen along with ones cloned from {{SSBU|Simon}}, {{SSBU|Mario}} and other fighters.
During the opening cutscene, he was issuing orders to the other fighters while pointing his blaster at [[Galeem]]'s {{SSBU|Master Hand}} army, telling them "Don't let a single one [of the Master Hands] get away!" ("{{ja|今日こそ決着をつけてやる!|Kyō koso kecchaku o tsuketeyaru!}}", ''We're settling this today!'') Fox was also present on the cliffside when Galeem unleashed his beams of light. He was vaporised offscreen and was placed under Galeem's imprisonment alongside the other fighters (excluding {{SSBU|Kirby}}). A puppet fighter cloned from him is later seen along with ones cloned from {{SSBU|Simon}}, {{SSBU|Mario}}and other fighters.


Fox is unlocked near a heart-shaped lake. The player must defeat [[List of spirits (Fire Emblem series)|Nyna's spirit]] to access his unlock battle. Unlocking Fox will allow the player to access the red switch which opens the red gate leading towards the Temple of Light sub-area as well as clearing a path blocked by rocks. This makes him one of the few mandatory fighter unlocks.
Fox is unlocked near a heart-shaped lake. The player must defeat [[List of spirits (Fire Emblem series)|Nyna's spirit]] to access his unlock battle. Unlocking Fox will allow the player to access the red switch which opens the red gate leading towards the Temple of Light sub-area as well as clearing a path blocked by rocks. This makes him one of the few mandatory fighter unlocks.
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|''{{SSBUMusicLink|Star Fox|Star Fox Medley}}''
|''{{SSBUMusicLink|Star Fox|Star Fox Medley}}''
|}
|}
{{-}}
{{clr}}


==[[Spirit]]s==
==[[Spirit]]s==
Fox's fighter spirit can be obtained by completing [[Classic Mode]], depicting his ''Star Fox Zero'' artwork. It is also available periodically for purchase in the shop for 500 coins. Unlocking Fox in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
Fox's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}, depicting his ''Star Fox Zero'' artwork. It is also available periodically for purchase in the shop for 300 Gold. Unlocking Fox in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


Additionally, Fox makes an appearance in a support spirit.
Additionally, Fox makes an appearance in a support spirit.
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</center>
</center>


==In Spirit battles==
==In Spirit Battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
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|{{SSBUMusicLink|Other|Wii Sports Resort}}
|{{SSBUMusicLink|Other|Wii Sports Resort}}
|StreetPass Dogs
|StreetPass Dogs
|-
|1,483
|{{SpiritTableName|Paul Phoenix & Marshall Law|size=64}}
|''Tekken'' Series
|•{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20px}} (130 HP)<br>•{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px|cl=Yellow}} (130 HP)
|{{SpiritType|Attack}}
|3,800
|[[New Donk City Hall]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]
|{{SSBUMusicLink|Tekken|Chicago, U.S.A.}}
|Marshall Law
|}
|}


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SSBUWebsiteBlackHole4.jpg|Throwing the Black Hole.
SSBUWebsiteBlackHole4.jpg|Throwing the Black Hole.
SSBUWebsiteKrystal4.jpg|Running with [[Krystal]] on [[Yoshi's Story]].
SSBUWebsiteKrystal4.jpg|Running with [[Krystal]] on [[Yoshi's Story]].
The Show's Over.png|Fox being hit with Joker's [[All-Out Attack]].
</gallery>
</gallery>


=== Character Showcase Video ===
===Fighter Showcase Video===
{{#widget:YouTube|id=Arw6c0dJHAE}}
{{#widget:YouTube|id=Arw6c0dJHAE}}


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**Not counting characters with opposite gender alternate costumes (like {{SSBU|Robin}} and {{SSBU|Corrin}}), Fox has the most female fighters in his unlock column, as his column features Peach, Daisy, and {{SSBU|Zero Suit Samus}} for unlockable characters.
**Not counting characters with opposite gender alternate costumes (like {{SSBU|Robin}} and {{SSBU|Corrin}}), Fox has the most female fighters in his unlock column, as his column features Peach, Daisy, and {{SSBU|Zero Suit Samus}} for unlockable characters.
*Fox is the only starter in ''Ultimate'' who can perform [[Smash Taunt]].
*Fox is the only starter in ''Ultimate'' who can perform [[Smash Taunt]].
*Despite Fox receiving an update on his design, the afterimages of his [[Fox Illusion]] still uses his design from ''Smash 4''. This is shared with Falco's [[Falco Phantasm]].
*Despite Fox receiving an update on his design, the afterimages of his [[Fox Illusion]] still use his design from ''Smash 4''. This is shared with Falco's [[Falco Phantasm]].
*Fox's fight with Wolf on Venom in his Classic Mode references his team's final fight with Star Wolf in ''Star Fox 64'' before Fox goes on to fight Andross.
*Fox's fight with Wolf on Venom in his Classic Mode references his team's final fight with Star Wolf in ''Star Fox 64'' before Fox goes on to fight Andross.
**Additionally, his fight against [[Master Hand]] and [[Crazy Hand]] references the battle against Andross from the same game, where Fox must target his hands to attack him.
**Additionally, his fight against [[Master Hand]] and [[Crazy Hand]] references the battle against Andross from the same game, where Fox must target his hands to attack him.