Fox (Super Smash Bros.)


 * This article is about Fox's appearance in Super Smash Bros. For other uses, see Fox McCloud.

Fox McCloud (フォックス・マクラウド) is the main character from Star Fox series and a starting character in all three Super Smash Bros. games.

Fox appears in SSB as a speedy but weak character. His speed is unmatched in almost every aspect. His attacks tend to have less knockback than other character's; however, this gives him excellent comboing abilities.

Description
Following his dead father's footsteps as the young leader of the Star Fox Team, Fox McCloud's piloting of the super-high-performance combat ship ARWING for the Lylatian System is still fresh in our memories. His one weakness may be his difficulty earning the trust of his teammates.

Works: Star Fox (SNES), Star Fox 64 (N64)

Attributes
Fox is a character who is all about speed. He has the 2nd fastest dash speed (second only to Captain Falcon), fairly fast air speed, the third fastest falling speed, a fast roll, and very fast attacks. Fox also has a good short hop, the shine [which can be used to edguard (Shine spike)], and a versatile jab. Fox can have trouble KOing because his attacks have low knockback and priority (excluding his Uair, which is powerful), but this also means Fox has amazing combo potential (he can zero-to-death combo). Fox is vulnerable to combos that work on fast-falling characters, but he has resistance to combos that are ineffective on light characters due to his light weight. Fox has a good projectile, blaster, which is fast and covers good distance. He also has a reliable way to deal with opponent's projectiles, his reflector. On the downside, Fox has problems with his recovery like many characters in Super Smash Bros. His fast falling speed and predictable third jump makes his recovery easy to edge-guard.

Weak Attacks

 * A Jab, 4%
 * Rapid A Double Jab + Kicks; 4%, 4%, then 1% per kick

Strong Attacks

 * Forward tilt Roundhouse Kick, 10%
 * Down tilt Tail Trip, 12%
 * Up tilt Vertical Kick, 9%

Smash Attacks

 * Forward smash, Feet-First Dive, 17%
 * Down smash Splits, 14%
 * Up smash Flip, 16%

Other Attacks

 * Dash attack Dashing Kick, 10%

Aerial Attacks
* At the beginning of the move, damage decreases thereafter.
 * Neutral aerial Sex Kick, 14%
 * Forward aerial Spin Kick, 12%
 * Back aerial Splits Kick, 12% for either front or back
 * Down aerial Drill Kick, 2% per hit, up to 7 hits
 * Up aerial Flip Kick, 2% 1st hit, 13% second hit

Throws

 * Forward throw, 12%
 * Back throw, 15%

Special Moves

 * Neutral B: Blaster
 * Up B: Fire Fox
 * Down B: Reflector

Taunt
If facing left, Fox crosses his arms, looks toward the player and makes a "hmph" sound. If facing right, the posture is reversed so that Fox looks away from the player. (This posture returns in a slightly altered form as one of Fox's victory poses in SSBM Vs. battles.)

Down tilt/Up tilt/Jab
The down tilt, up tilt, and jab are great ways to start combos. It is very effective (and common) to either perform a Z-canceled drill kick (down aerial) into a DTilt/UTilt/jab or perform a DTilt/UTilt/jab into a drill kick and repeat the combo. If using the down tilt, your SHZed ADA (Short Hopped Z-canceled Aerial Down A) will still be able to combo the opponent until the opponent's percentage is ~40%; you can still chain the DTilt into a full hopped ADA from there until the percentage is ~100%. Also, a UTilt is typically used to chain itself again and again until ~70% in which the opponent can escape (light characters can escape earlier). A jab is typically used at ~90% to send the opponent in the air a short distance and then finish them off with a DSmash (at ~90%), USmash (at ~100%), and FSmash (at ~120%).

Off-the-Wall Chaingrabs
Conventional chaingrabbing doesn't exist in SSB due to high knockback of the grabs; however, certain characters can use the wall to repeatedly grab the opponent. Fox can do this very easily to several characters on Hyrule Castle. This tactic involves grabbing when one is slightly left of the structure on the far right side of the stage, bouncing the character off the side of the elevated area, using a short hop Z-canceled down aerial, grabbing, etc.

Short Hop Double Laser
If one's reflexes allow it, one can use Fox's laser twice in a short hop. This is useful for one's approach and counter-approach. Also, unlike in SSBM, Fox's lasers stun and do 6% damage, falling down to 3% after repeated use (compared to Melee's 3% down to 1% after repeated use).

Shine Canceling
In SSB, unlike in SSBM, Fox's Shine cannot be jump canceled. Instead, one can cancel the Shine by landing during it (sometimes referred to as land-canceling). This is done by jumping and then using the Shine, but enough altitude must be gained so that the Shine's attack frames come out before landing.

Teleport

 * See teleport (SSB)