• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Uzi's Fox 101 ~ A Fox Guide

Uzima (Uzi)

Smash Lord
Joined
Apr 23, 2008
Messages
1,680
Location
Colorado Springs
Introduction

Hello all and welcome to a fusion of two amazing guides for our Furry Friend, Fox! In this thread you will find information about Fox, and all of his little tricks to help you overcome those difficult matchups! So sit tight and enjoy ^^.

Context

A.Fox true combos
.....1 percent ranges and attack list on mario
B. Jab Jab Cancel
.....1 JJC character info and combos
C. Uzi's personal info
.....1 Auto Canceled aerials info
.....2 Things all Fox Mainers must know
.....3 Fox tips and good info
D. General fox info
.....1 M@V info dump
.....2 Match up tips
.....3 Important Fox videos to watch
E. Technical info
.....1 Frame Date
.....2 Stale move chart
.....3 Advantage/Shieldstun/Hitstun Data (Incomplete)
.....4 Button configuration
.....5 Fastest pivot grab in the game​



A 1.
[collapse=Fox's true combos] A 1.Fox's true combos. (Tested on Mario)

H=hard hit S=soft hit total range X%-Y%
For these to be most effective try to work at the middle of the percent range.
if you see the max percent as 300% that means it goes well beyond any percent your opponent should ever be at, as well as beyond 300% :p


Combo______________Mario

DJC>shine___________0%-300% FRAME TRAP

Shine>jab___________0%-20%

Shine>Dash Attack____0%-200%

Shine>up-smash______0%-120%

Shine>Sliding Shield Grab_0%-1??% This may not be a true combo but it is very effective since people usually try to shield to stop the shine combos, so if you time the sliding shield grab right is will land the majority of the time.

H Nair>jab___________0%-50%

S Nair>jab___________35%-60%

H Nair>Dash Attack____0%-85%_____55% with air dodge

S Nair>Dash Attack____50%-135%____100% with air dodge

H Nair>F-Smash______40%-55%

H Nair>Up-smash_____30%-100%____50% with air dodge

S Nair>Up-Smash_____80%-145%____100% with air dodge

H Nair>Fair__________70%-110%___________________________________________Doesn't combo with air dodge

H Nair>Nair__________65%-100%___________________________________________Doesn't combo with air dodge

S Nair>Grab_________10%-85%

H Nair>grab_________0%-10%______maybe higher with dash grab

H Nair>PWG_________20%>30%

H Nair> IA Nair______30%>90%

S Nair>U-Tilt_________50%>80%

H Nair<D-Tilt_________10%-25%

S Nair>D-Tilt_________70%

H Nair>F Tilt_________10%-50%

H Nair>D Smash______10%-24%


Drill>Jab____________0%-300%----(as long as one kick hits at 0% this will combo, meaning if you land more than one kick it should combo earlier))

Drill>Back Up-tilt_____14%-300%--(as long as one kick hits at 14% this will combo, meaning if you land more than one kick it should combo earlier)

Drill>Shine__________14%-300%---(as long as one kick hits at 14% this will combo, meaning if you land more than one kick it should combo earlier)

Drill>Front Up-tilt_____36%-300%--(as long as one kick hits at 14% this will combo, meaning if you land more than one kick it should combo earlier)

Drill>D-smash________80%-300%---(as long as one kick hits at 80% this will combo, meaning if you land more than one kick it should combo earlier)

Drill>Up-Smash______105%-300%---(as long as one kick hits at 105% it will combo, meaning if you land more than one kick it should combo earlier)

Drill>Grab__________0%-300%



D-throw>Fair_______Doesn't combo on Mario, but works on heavy's_____ 0%-65%______ Doesn't combo with air dodge



S-bair>jab_________(lagless)5%-(non lagless)20%_____(non lagless)30%-(lagless)80%

S-Bair>dash attack__(lagless)20%-(non lagless)30%____(non lagless)55%-(lagless)90%

S-Bair>Up-tilt_______0%-70%(lagless)

S-bair>D-tilt________20%-60%(lagless)

S-bair>F-tilt________25%-70%(lagless)

S_bair>D-smash____20%-60%

S-bair>F-smash_____40%-80%
(need to forward shutter step F-smash towards the end of the percent range to keep getting sweet spots instead of mising and getting soft hits)

S-bair>Up-smash___20%>90% (At 70% you need to start dash up-smashing)

H Bair>Up-tilt_______0%-20%


Up-Tilt>Nair________35%-70%_________________________________________________Doesn't combo with airdodge

Up-Tilt>Fair________45%-80%_________________________________________________Doesn't combo with airdodge



D-Tilt>Fair_________60%-96%_________________________________________________Doesn't combo with airdodge

MOST OF THE FROM SHINE COMBOS ARE VERY FIDGETY AND NEED TO BE NEAR FRAME PERFECT, BUT CAN BE DONE CONSITANTLY



Using the Double Jab Cancel DJC you can actually continue combos into shine and then from.
for example
Drill>shine>up-smash does not work
BUT
Drill>DJC>Shine>Up-smash DOES WORK


MULTI HIT COMBOS

H Nair>shine>up-smash__60%-???%------------possible frame trap, needs further testing to measure the range and legitimacy of this one.

Drill>jab>grab__________0%-300%-----frame trap

Drill>up-tilt>fair_________35%-60%_____second part wont combo with airdodge



EPIC COMBO ON BOWSER (prolly more than just bowser)


Auto canceled Fair> Full hop Drill>DJC>Shine>Dash Attack>Up-Tilt>SH-drill>Grab>Pummel>Throw-- Does 93% Damage Frame trap


Using the Double Jab Cancel DJC you can actually continue combos into shine and then from.
for example
Drill>shine>up-smash does not work
BUT
Drill>DJC>Shine>Up-smash DOES WORK




MORE COMBOS ON FATTIES (cause there such punching bags)

Auto canceled fair>Rising Rair>Rising Fair_____0%-???

Auto canceled Fair>Drill____________________0%-???

Shine>Drill______________________________70%-75% (the second figure here is up for change and needs to be retested)



Stage dependent combos

BATTLEFIELD
mario is on the right platform for all these. and fox is below him

Auto canceled Full hop up-air>up-smash_________________10%

Auto canceled Full hop up-air>up-tilt____________________0%-10%

Auto canceled full hop up-air>full hop up-air/full+double_____30%-80%___death at %70

Auto canceled Full hop up-air>SH nair/full+double__________15%-55%

Auto canceled Full hop up-air>FH F-air___________________30%-40%

Auto canceled Full hop up-air>SH/FH/double jump b-air______30%-70%

Auto canceled Full hop up-air>full hop fair>double jump up-air_30%-35% at 35% its death

VIDEO PROOF

Shine>Dash attack
http://www.youtube.com/watch?v=MTdF1lynzHE

H Nair> Up-Smash
http://www.youtube.com/watch?v=TVuVyp0FZVQ

Shine>Up-Smash
http://www.youtube.com/watch?v=nuXxthl5PMI&feature=related
http://www.youtube.com/watch?v=2Kxxu1Ar9OY

Tripple Fair
http://www.youtube.com/watch?v=hypgxlyM2WI

Video showing fox's true mobility on Battlefield and the potential for so many combos.
http://www.youtube.com/watch?v=_AVIjWu_2No

Side Note: just because a multi attack combo looks possible on this chart doesn't necessarily mean it is.[/collapse]

B 1.
[collapse=Fox's jab jab cancelling information]Fox's JJC game

Jab Jab Cancelling (JJC) (Created by 718_R00kie)

*Must note: Smart players will know how to DI and SDI out of this so don't abuse it. This is very situational and has to be done right, so experiment see where it fits for you and mix it up sometimes.*

JJC'ing has been a big step to re-create what fox is about and push the limits of what he can do. It's fast and not as difficult to do. You can make alot of mix-ups with JJC'ing, such as JJC>Grab...JJC>Shine...even JJC>AAA. But just find the right characters and you can even pull off JJC>JJC>JJC>JJC>JJC, and when this connects it looks so so pretty. Keep in mind this tech is not based on hit stun, knockback or percents. It works on those characters that have no option to use to get out of it. (Example: DDD cannot get out of it BUT Marth can UP-B out of it.)

-Frame data - 2, then 3 (1st jab is "2" then 2nd jab is "3")
-Button input - Hold AA then crouch cancel. (Jab>Jab>Hold down on the joystick)
-How to setup -
1. Dair into JJC
2. Airdodge into JJC
3. Nair(sour spot) into JJC
4. Bair(extremely low percent) into JJC
5. Approach with shield into JJC
-Best uses - A "Boxing" tool used for short combos. Since this can be repeated on certain characters it acts as a short juggle for about 2 or 3 sets of JJC'ing. This greatly increases fox's inside game and is highly reccommended that this is used.

*This is a very accurate list of characters that fall victim to JJC'ing and those that don't*

-Best characters (most effective) - Diddy, DK, King D3, G&W, R.O.B., Yoshi, Ganon, Link, Toon Link, Wario, Zelda, Lucario, P.Trainer(ALL PKMNs).
-Worst characters (not too effective) - Bowser, MK, Snake, Marth, Mario, Luigi, ZSS, Samus, Ike, C.Falcon, Ness, Lucas, Olimar, Sonic, Peach, Wolf, Kirby, Jiggz, Fox, Falco, Pika, Pit.

Jab Jab Cancel Edge Trapping (Created by 718_R00kie)
The form of JJC'ing your opponent up and over the edge of the stage causing an extremely uncomfortable place for your opponent to be in. This is a excellent way to trap your opponent and give them nothing but bad and or obvious options for them to escape. As you are JJC'ing you have alot at you disposal here. You have these options:
1. JJC to AAA
2. JJC to Grab
3. JJC to D-smash
4. JJC to U-smash
5. JJC to Double Shine spike
6. JJC to F-tilt
7. JJC to Drill Shine
8. JJC to Dair
*Note: Your opponent is off-stage as you connect with all these combinations and have suddenly turned the situation into a edge guard scenario*

Yea remember when I said I knew about the JJC since '08 (actually early '09) but no one wanted to help explore with it then when Rookie said it everyone jumped for it?

Well I finally found my proof of me knowing about it.

"I see Fox's jab can be used as a frametrapper (let me finish Zhamy ) I have been messing around and I noticed that most people can't react fast enough or it's a frametrap. Well we already know that Dair to Jab is a true combo. Nair isn't a true combo but works just as well...... Plus most moves don't come out faster than 4 frames so.... Jab(x2)>Shine is a good frametrap. I'm starting to think that the Jab can become a good part of his Metagame. Jabx2 is reconmended if you think they're to far away.

(As what I think are Frametraps)
Frame Trap Combos I have used:

SH Nair FF>Jab(x2)>Shine

SH Dair FF> Jab(x2)>Shine

Jab(x2)>Shine

Jab(x2)>Grab (should be known)

SH Dair FF>Jab(x2)>Grab>Dthrow>FH Fair

SH Dair FF>Jab(x2)>Grab>Fthrow

SH Nair FF>Jab(x2)>Grab>Dthrow>FH Fair

SH Nair FF>Jab(x2)>Grab>Fthrow

Jab(x2)>Dsmash (underrated)

All the Dsmash strings are the same as the jab>grab minus the grabs and throws

Tell me what you guys think and if any of things work for you or if some one could make sure my frame data skill (which are really questionable) is correct." http://www.smashboards.com/showthread.php?p=6457398#post6457398

^Video: http://www.youtube.com/watch?v=v9FfBr_by3w&fmt=18

Jab Jab Cancel Platform Trapping (Created by 718_R00kie)
It's the same as edge trapping but with a twist, now you can follow up more ground moves and combo on stage from platform to platform or platform to ground. These are your options:
1. JJC to AAA
2. JJC to Grab
3. JJC to D-smash
4. JJC to U-smash
5. JJC to Nair
6. JJC to Shine
7. JJC to Uptilt
8. JJC *fall through platform* Dair
9. JJC *fall through platform* Nair
*Note: This AT has a wide range of options to follow up with such as grabs, tilts, and aerials.*

-Stage Specifics -
-Character Specifics -

^Video: http://www.youtube.com/watch?v=kmaY-lMAcSc&fmt=18

Frame data on JJC'ing (Created by 718_R00kie)
FOX:
Jab frames: 1st Jab "Frame 2" 2nd Jab "Frame 3"
JJC lag frames(open frames between): 1 Frame
Hitstun from JJC: 5 Frames
Open frames for opponent to act before next JJC: 3 Frames (2 frame of CC and 1 open frame before the jab)

I created to columns for those characters with default options and those that have options of thier own. (Created by 718_R00kie)
*All characters have the option to jump or shield*
*Jump option - The opponent is be lifted in the air throughout JJC'ing*
*Shield option - The opponent is hitting the floor throughout JJC'ing*

List A: Characters who have only two options of escape. (Jump or Shield)

1. Diddy
Landing Lag: 4 Frames

2. Donkey
Landing Lag: 2 Frames

3. Ganon
Landing Lag:?

4. G&W
Landing Lag:?

5. King D3
Landing Lag:?

6. Link
Landing Lag:?

7. Lucario
Landing Lag:?

8. Zelda
Landing Lag:?

9. Toon Link
Landing Lag:?

10. Wario
Landing Lag:?

11. IC's
Landing Lag:?

12. Zelda
Landing Lag:?

13. P.Trainer
Squirtle
Landing Lag: 2 Frames

Ivysaur
Landing Lag: 2 Frames

Charizard
Landing Lag: 2 Frames

14. R.O.B.???
Landing Lag:???

15. ZSS???
Landing Lag:???

16. Yoshi
Landing Lag:?

List B: Characters who have more than two options to escape.

1. Bowser: Up-B "Invinicibility frames 1-4"
Landing Lag: 2 Frames

2. C.Falcon: Jab "Frame 3"
Landing Lag:?

3. Falco: Jab "Frame 3 + wind box"
Landing Lag:?

4. Fox: Jab "Frame 2" Shine "Frame 3"
Landing Lag:?

5. Ike: Jab "Frame 3"
Landing Lag: 2 Frames

6. Jiggz: Rest "Frame 1"
Landing Lag: 2 Frames

7. Kirby: Jab "Frame 3"
Landing Lag:?

8. Lucas: Jab "Frame 2" D-tilt "Frame 3"
Landing Lag:?

9. Snake: Grenade "Frame 1" Jab "Frame 3"
Landing Lag:?

10. Wolf: Shine "Frame 1 + Invincibility"
Landing Lag:?

11. Sonic: Jab "Frame 3"
Landing Lag:?

12. Luigi: 1st Jab "Frame 2" 2nd Jab "Frame 3" "Nair Frame 3"
Landing Lag: 3 Frames

13. Mario: Jab "Frame 2" Up-B "Invincibility Frames 1-5 + hits on Frame 3" Nair "Frame 3"
Landing Lag:?

14. Marth: Up-B "Invincibility Frames 1-5 + hits on Frame 5"
Landing Lag:?

15. MK: F-tilt "Frame 3" Nair "Frame 3" Uair "Frame 2"
Landing Lag: 2 Frames

16. Ness: 1st Jab "Frame 3" 2nd Jab "Frame 3"
Landing Lag:?

17. Olimar: Whistle "Frame 2 + Super Armor"
Landing Lag: 2 Frames

18. Peach: Jab "Frame 2" Nair "Frame 2"
Landing Lag:?

19. Pika: Jab "Frame 2" Nair "Frame 3"
Landing Lag:?

20. Pit: Nair "Frame 3"
Landing Lag:?

21. Samus: Jab "Frame 3"
Landing Lag:?

*Now use your brain guys, notice alot of characters have attacks that can interrupt our JJC'ing BUT majority of them are grounded. So as long as you get the character off the ground your chances greatly increase due to them only having one option which is to jump*


Jab Jab Canceled Shine (JJCS) (Created by Uzi "Uzimakisensai")
Some call it a combo, some call it a frame trap. JJCS'ing is something that has put a huge twist on fox's metagame. You can follow up on certain characters after the Shine so yes you can call it a combo, some can just be put in frame traps from platforms & ledges. JJCS has very short open frame windows so if you land the first jab you have high chances of pulling this off.

Using the JJC in conjunction with the Shine. (Created by Uzi "Uzimakisensai")
The JJC has the perfect property to move Fox slightly into the center of the opponents Hurt box, and you can use this property to solve one of the most troubling Fox combo problems. The JJC has the perfect property to move Fox slightly into the center of the opponents Hurt box, and you can use this property to solve one of the most troubling Fox combo problems. Remember If you can combo into jab from any attack, you should be able to JJCS and then work from there. Since jab now has combos from it, you should use it more often, the Jab is no longer the AAA combo with kicks at the end to be easily punished it is a start up for many combos. The Risk/Reward has now shifted drasticaly, and with jab being an ultra fast attack you should be able to land it often. Jab doesnt have to outprioritise attacks, it just has to land first.

Combo'ing into and then from Shine. (Created by Uzi "Uzimakisensai")
For example: You can drill>shine just fine, as well as shine>up-smash.
But when you put these together a problem occurs, the slight landing lag from the drill is enough for the overlapping character models to push each other slightly away, and this slight movement keeps the shine>up-smash from connecting.
But if you impliment the JJC into this combo it becomes possible.
When you DRill>JJC the JJC pushes you slighty to the center of the opponents character model while there still in hitstun, while your in the center you can now Shine dead center in them and give yourself the perfect placement for Shine>upsmash.

Drill>Shine>Up-Smash Doesn't work
Drill>JJC>Shine>Up-Smash Does Work

-Frame data - 2, 3, then 3 (1st jab is "2", 2nd jab is "3" then Shine is "3")
-Button input - Hold AA into crouch cancel shine (Jab>Jab>Hold down on the joystick and press B)
-How to setup -
*Same as JJC, we're just adding more flavor*
1. Dair into JJCS
2. Airdodge into JJCS
3. Nair(sour spot) into JJCS
4. Bair(extremely low percent) into JJCS
5. Approach with shield into JJCS
-Best uses - A pressure tool. Since we are adding the shine it puts the opponent exactly where you want them since the knockback of shine hardly changes on low percents. This can be related as a REAL combo on certain characters and is one of fox's strong points as a "Boxer". It can also be incorporated as a edge guard tool in a sense that you JJCS your opponent near the ledge to knock them straight off and now it becomes a edge guard scenario.

*This takes a turn from just JJC'ing. It's now based on the sliding distance (from the Shine) of the characters so here is the seperation of which characters can be combo'd after the JJCS and which can't*

-Best characters (most effective) - King D3, DK, Bowser, Yoshi, Charizard, Peach, Wario, Link, Sheik, Ganon, Samus, Olimar, Falco, Wolf, Pika, Ivysaur, Lucario, Jiggs, Sonic, and Ness.
-Worst characters (not too effective) - Mario, Luigi, ICs, Diddy, Zelda, ToonLink, Pit, ROB, Kirby, MK, C.Falcon, Squirtle, Marth, Ike, Lucas, G&W, and Snake
-Stage Specifics -
-Character Specifics -
-Tested Combo's -
1. Nair>JJC>Shine>Dash Attack/Up-smash
2. Drill>JJC>Shine>Dash Attack/Up-smash

^Video: http://www.youtube.com/watch?v=jsR-m0mrLSM&fmt=18

Shine Ledge Traps & Combos (Created by 718_R00kie)
This isn't hard to do just very situational. The idea is to Shine your opponent towards the ledge (not to grab it) but to have them barely stand at the edge of the stage. There isn't many options your opponent has considering they got hit into this situation and their first reaction is defense (shielding). But most important some characters can be Shined to the edge of stage and not fall due to their weight/fall speed (King D3, DK, Wolf). So the idea of this is to Shine your opponent towards the edge of the stage but not using the normal distance of the characters slide. Because of the weight/fall speed Shining them slightly closer than normal will cause them to stop in place at the edge and now look, you just cut the distance between you and your opponent by a few steps which is all you need to start REAL combo's. Sound like a trap? I think so.

So quick re-cap. Things that are on a need to know basis. (Created by 718_R00kie)
1. Know your opponents character distance when they get Shined.
2. Space properly and reduce the distance by 2 to 3 steps.
3. Shine your opponent towards the edge and notice they do not slide off to grab the ledge.
4. Now you've created the trap.

-Frame data - "3"
-Button input - Down B
-How to setup - Each character has a set knockback from shine. Some dont go as far (wolf), some slide out of reach (Luigi). To create this trap you'll have to know and understand the characters knockback at low percents and have frame perfect timing.
-Best uses - It is a way to initiate a edge guard scenario which will lead to a trap for combos.
Characters to auto combo - King D3, DK, Bowser, Yoshi and Charizard
Characters to trap - Peach, Wario, Link, Sheik, Ganon, Samus, Olimar, Falco, Wolf, Pika, Ivysaur, Lucario, Jiggs, Sonic, and Ness
Characters to ignore (does not work) - Mario, Luigi, ICs, Diddy, Zelda, ToonLink, Pit, ROB, Kirby, MK, C.Falcon, Squirtle, Marth, Ike, Lucas, G&W, and Snake
-Stage Specifics -
-Character Specifics -[/collapse]

C
C 1.

[collapse=Stage tricks]AUTO CANCEL **** ON BATTLEFIELD

-------_A_
- _B_ ----_B_
_____C______



Auto cancel range and attack list.

full hop fair/full hop up-air/full hop bair all auto cancel from C>B and from B>A

SH Fair from A>B and B>C have enough time at the end to send out a silent laser every time if you buffer it

full hop fair from B>A also has enough time to have a perfect silent laser each time

(with the Fair>silent lasers you also could replace the laser with a perfect centered nair)

drop down b-air auto cancel works from A>B, B>C and A>C

ledgejump fair has enough time for a double laser before you land on B

Ledgejump has enough time to tripple laser before you land on B

you can full hop triple laser from C>B and B>C

and easily drop down single laser from A>B and B>C
and drop down double laser from A>C

you can full hop up-air>double jump up-air from C>A

Sh Fair all five hits poke B from C and A from B

SH drill works from A>B and B>C

FH drill auto cancels A>A, B>B, C>C, C>B, B>A

FH up-air>DJ Drill from C>A

FH Tripple laser C>B and B>A

with all these PERFECTLY spaced platforms on FB you can run around firing attacks out constantly while having ZERO landing lag.

a great use for the SH fair/up-air is platform poking, you can force a shield drop extremely easily with fair, and knock them off the platform with the up-air and land in the perfect placing for a up-smash or combo continuation..[/collapse]

C 2.
[collapse=Must knows]THINGS YOU MUST LEARN!
1. Short hop silent single and silent double laser timing.

2. Jump-cancel out of shield up-smash.

3. The timing for auto-canceled short hop up-air, f-air, and b-air.

4. The timing for short and middle illusion canceling. (bassiclty pressing b at the right frame to cancel the illusion but keep the momentum)

5. The timing for platform auto-canceled attacks and which platforms they work on.

6. The timing for Jab Jab Canceling.

7. The average percent range for drill>jab, drill>up-tilt, Drill>grab, and drill>up-smash.

8. The Nair/F-tilt Lock setups

9. Perfect you timing for shine and the combos that come from it.

10. Learn to RAR

11. Learn to pivot wave grab, and boost pivot wave grab.

12. which throws work at tech chases onto platforms and which platforms/percents they work at.

13. Learn power shielding and its usual timing

14. SDI, DI, and momentum cancel are absolutely essential[/collapse]

C 3.
[collapse=Tips]Tips

Go to training mode and LEARN THE **** CHARACTER, go as fast as you can, do the hardest stuff you can think, become ONE with the character, if when you play the game your playing a character you not doing it right,
when you are playing the game and it is YOU that is fighting, then your doing it right.

Jab comes out on frame 2, use it to preemptively counter slower attacks, and just **** up your opponenst momentum by tossing it out and getting this jab>grab.

you can shine a meta out of his shuttle loop.

you can clank meta knights glide attack with soft nair.

F-tilt, Soft nair, and soft b-air all have combo locks

knocking someone out off there shield off the edge of a platform forces them to fall into a lock ready position as well as into free up-smash if knocked off from below.

Shine after a lower percent hit to get momentum-ed out of range for the follow up.

If you drop down from a plat form and don't laser, your doing it wrong; if you are on the other side of the map and arnt lasering, your doing it wrong.

If you have landing lag after an aerial, your doing it wrong.

Shine is still an amazing move, learn to utilize it. It can be jump/rolld dodge/spotdodge canceld when it reflects a projectile/item.

Fox's aaa combo has a wind effect if you can stop it at the end of one set of kicks.

LEARN TO ILLUSION CANCEL!

learn how to JC shine from shield and JC up-smash.

Fox's nair has a sudo auto cancel if you start it and get the hitbox out just a few frames before you hit the ground, It is a bit like wolf's b-air and has a VERY small about of landing lag.

Fox is fast, so be fast, move fast, think fast, and do not hesitate!

Play smart, brawl is a mental game above all else, use your wits and information about the game to your advantage, be mindful of your actions, don't be stupid, dont overextend your skills, and dont do things your not ready for.
Above all else play well.[/collapse]

D 1

[collapse=General information]
Most of you probably are aware of this, but I wanted to bring it to everyone's attention.

Fox has less cooldown time on his pivot grab than his dash grab. I am of the belief that you should always dash cancel shield grab or pivot grab. In fact throw dash grabbing out of your game completely dcsg is faster anyways.

Pivot grabbing with Fox is nasty. Fthrow is actually good now. Fthrow to another grab is a nice little mix up that you can use every once in a while. In fact just fthrow to another grab then the next time they'll most likely spotdodge and you can land another one. Fthrow can actually be a tech chase.

Dthrow is nice against heavies. I've found that unless they expect it, you can land the pivot grab everytime. After you dthrow them they're doing only a couple things.

1. Worrying about the fair followup. They'll throw out an attack as they're coming back down which will almost always be a horizontal attack, get behind them fast enough and you have yourself another grab.

2. Worrying about the sliding usmash. Anytime someone sees lil Foxy running after them, they always are conscious of the usmash. This means they will airdodge into the ground or land quickly and shield........need I say more. I have a vid against a Falco user that i'm going to try to get Chaos leader to put up with me using the dthrow to another one.

I'm utilizing Foxs' grab game more and more as my game develops and I think his grab game can become lethal. The range on his grab is good, he has the fastest pivot grab in the game, and his speed makes his dash into shield so good for his grab game. The other day I went from one side of FD to the other just mindgaming this person into me getting more grabs. Use his grab game more people, don't always look just to get the basic utilt early percentage combos.....everyone is now expecting this. Us Fox players have to improve our game to add more validity to our player. It seems that because some of you don't know what the hell your doing, myself and others are believed to play a character that only has dair and usmash.......stop doing Fox like that...treat Mr. McCloud with some respect:)



Good players spotdodge to avoid grabs almost always, I believe pivot grabbing is what can take you from decent to good OVERNIGHT. I may seem a little over enthusiastic with this, but i'm just trying to stress how good this is. Lol, just something I wanted to share with you guys.
[/collapse]


All Aircraft Report!
A Fox Guide For All Levels!​


[collapse=Credits]
I just want to give a special thanks to SCOTU for making the original Fox user manual, an excellent guide that has been the reference so far. Its another great reference for information besides this guide: http://www.smashboards.com/showthread.php?t=188497
[/collapse]

CONTENTS
I.History
II. Why Should I Use Fox?
III. Move set
IV. Advanced Techniques
V. True Combos (Provided by uzimakisensai)

[collapse=History]I. History



Fox McCloud is the leader of a mercenary team known as StarFox. They operate in the Lylat system, helping to protect the Lylat system from evil. They use advanced fighter aircraft known as Arwings, based at their mother ship, the Great fox. Fox and his team made their first appearance in Starfox(1993), the first ever 3D Nintendo game. He has six games in total, including Starfox 64 and the Canceled Starfox 2. In StarFox Adventures , Fox rescues his future girl friend, Krystal, who joins the team when Peppy retires in Assault. The latest game, Command, has multiple endings, so it is not known which one will be considered Canon.

-In Brawl
Fox is not new to smash: hes been in every game. This guide is for Fox in Brawl so lets get to it.
[/collapse]


[collapse=Reasons for using Fox[/collapse]II.Why Should I Use Fox?

Fox is not the god he was in melee, but he is still a highly capable and solid character. Fox is 21st in the current tier list, in C(A.k.a mid) tier. He is right below Luigi, and right above Wolf. But what are the good and bad things about him? Lets start with pro and con list:

PROS:
-No trouble Ko'ing
-Has Arguably the best Upsmash in the game
-one of the fastest characters
-Fastest Faller in the game(this can work against you also)
-Best reflector in the game
-Can out camp most of the cast
-Solid aerial game with multi-hit aerials
-Best recovery of all the spacies

CONS:
-7th lightest character
-Mediocre at approaching
-Fast falling makes him vulnerable to several CG's and locks
-Mediocre grab range
-Doesn't posses many long range moves
-A harder learning curve then many characters


Fox is a fast character. You always have to be moving and staying on your toes. You have to become fluent between switching between camping, aggression, and defense, as well when known when to implement each, to be successful with fox.
[/collapse]

[collapse=Moveset]III. Move set

The following is Fox's move set, broken down move by move. Frame data, percent data, and ratings(out of 5) will accompany each move. I want to thank SCOTU here for finding Fox's frame data and percent damages of a fresh version of the move.


1st Jab


Hits on Frame: 2
Damage: 2%
Knockback: minimal

Speed: *****
Power: *
Range: *

Fox's Jab is one of his 4 fastest moves, and has many uses. Like falco, Fox can jab cancel into lots of moves. Also, it can be an easy followup out of a dair or nair. Use this when you want to hit your opponent FAST and if hes close. Also, use it to start jab-cancel frame traps(ex. jab-downsmash).


2nd Jab


Hits on Frame: 2
Damage: 1%
Knockback: minimal

Speed: *****
Power: **
Range: *

This move has two primary uses:
- Lead into a rapid A
-Jab Jab Canceling(Also known as the Double Jab Cancel), a helpful technique. Learn everything about it in this thread: http://www.smashboards.com/showthread.php?t=231749


Rapid A kicks


Hits on Frame: 9
Damage: 2%-1%-2%-1%-1%-!%
Knockback: minimal

Speed: **
Power: *
Range: **

This move isnt a very good one. Although it can combo out of a dair, as soon as the enemy Di's out of it your completely open. The only time this is useful is if your on the the side of the stage, rapid Aing the opponent while hes airborne over the side of the stage.


Foward tilt


Hits on Frame: 6
Damage: 5%
Knockback: low

Speed: ****
Power: **
Range: ****

A very good spacing tool for fox, and one of his farther reaching moves. This probably foxes most underused and under rated move. Its pretty fast, and has good priority and range. Use it to space, and to poke shields.


Down tilt


Hits on Frame: 8
Damage: 6%
Knockback: low

Speed: **
Power: **
Range: ****

Essentially a worse version of ftilt. It has about the same range, but has a longer startup and cool down time. Don't use this move much. It does hit low though, which could potentially throw opponents off. Its biggest advantage will be surprise since no one really uses this move.



Up tilt


Hits on Frame: 3
Damage: 10%
Knockback: low-medium

Speed: *****
Power: ***
Range: ***

Awesome move here. It deals good damage, has wicked priority, and comes out lightning fast. It has locking properties, allowing Fox to uptilt lock characters anywhere from 0-40/50%(This all depends on moves used before uptilt, the enemy character, and their DI)
The most common starter to upltilt is dair. Also, nair and dash attack are other moves that lead into it. Upltilt is one of your best moves at lower percents. It also can KO at very high percents, usually starting around 150%+.

Forward Smash


Hits on Frame: 14
Damage: 15%
Knockback: Medium

Speed: *
Power: ***
Range: ****

Forward smash is mediocre at best. It has a slow startup and long ending lag, but it has a long hitbox, making it good to punish spotdodges and rolls. It can KO at decent percents, slightly better than uptilt. It has a decent range too. All-in-all a meh move, but undoubtly Fox's worst smash attack.

Down Smash


Hits on Frame: 6
Damage: 14%
Knockback: Medium-High

Speed: ****
Power: ****
Range: ***

Essentially Falco's Downsmash on steroids. Good KO move here. Its as fast as forward tilt, and hits on both sides. Also has a good reach as well. Great for killing on the edges of the stage. Its also a good followup to a spot dodge or a dair/nair. Get to like Dsmash; its one of your most reliable killers.

Up Smash


Hits on Frame: 10
Damage: 17%main hit 13% weak hit
Knockback: MASSIVE(main hit) medium(weak hit)

Speed: ***
Power: *****
Range: ***


Your best kill move, no wait, best move period. This attack makes little kids cry at night. It is also the #1 complaint from people who face fox. This attacks knock back is CRAZY. Average kill percentages range from 80-120%, even lower on stages with lower ceilings. It also has excellent priority. It doesn't stop there. It combos out of dair at higher percents, and its guaranteed if they trip from dair. Lastly, you can upsmash out of your shield. Basically, if they touch your shield at high percents, they are dead. It also has a weaker hit, which connects when Fox is 3/4th of the way through his flip. It sends them almostly perfectly horizontal, and it's knocked back its about as much as Forward Smash, maybe a bit weaker.


Dash Attack
PICTURE N/A AT THIS TIME

Hits on Frame: estimated 3-6
Damage: 7%
Knockback: Small

Speed: ***
Power: **
Range: **


Fox's dash attack is mediocre. It comes out quick, but its lacking in the range and priority department. It can lead into uptilt combos, but all in all it doesn't have too many uses, since it can be shieldgrabbed easily.


Neutral Air


Hits on Frame: 4
Damage: 9%(strong hit) 6%(weak hit)
Knockback: Strong hit: medium Weak hit: low

Speed: *****
Power: ***
Range: ***

Your quickest aerial, and one of your safest. It autocancels, and its a sex kick. Its good for comboing along with dair. Also, good for approaching, and poking sheilds. Lastly, its an effective edgeguarding tool. Also, nair into upsmash is a guaranteed combo on falco.

Down Air(a.k.a drill)


Hits on Frame: 5
Damage: 21% (All 7 hits) 3% per hit
Knockback: minimal


Speed: ****
Power: ***
Range: *

This is fox's most well known aerial. It is also one of his most important. It has 7 hits, and starts off most of fox's combos, uptilt in particular. It also combos into upsmash at high percents. Its main purpose is to start combos, its that simple. It can also be used to drillshine opponents (dair-shine offstage). Sounds perfect, right? Unfortunately, The range on this move is complete crap, and its easily shieldgrabbed if your careless. I will stress this now: DO NOT SPAM DAIR APPROACHING AND DO NOT TRY TO FORCE DAIR-UPTILT. This is by FAR the most common mistake I see with newer foxes. A dair approach here or there is fine to mix it up, but you really shouldnt be approaching much to begin with, and when you are, use nair and fair instead. The best time to use dair is tin situations where you can't get punished by being grabbed(ex. ending lag on enemy move, attacking their backside, and so on)


Forward Air(a.k.a Fox Copter)


Hits on Frame: 7
Damage: 1st hit: 6%
2nd hit: 5%
3rd hit: 5%
4th hit: 4%
Last hit: 3%
23% total
Knockback: First four hits: minimal
Last hit: Medium


Speed: ***
Power: ***
Range: *****

This is Fox's other several hit aerial, and its his most versatile one. It has 5 hits, the 1st 4 with minimal knock back allowing consecutive hits, and that last hit sends them straight up with decent force, enough to kill them off the top if your close to the ceiling. This move also lets fox stay in the air a long time, giving it its nickname , the "Foxcopter". This allows you to approach with it, and to poke enemies with it. Example, you short hop fair, hit the opponent with 2-3 hits, then di back out of their range where you land. It has little landing lag too which is a plus. This aerial also has high priority, it beats a lot of things. Lastly, Fair can give fox a recovery boost where it increases his jump height. This is known most commonly at the rising fair, or the fair boost. you do it by pressing the jump and fair inputs almost at the same time. It will be explained more in the AT section.

Up Air


Hits on Frame: 10
Damage: 1st hit: 5% 2nd hit: 11%
Knockback: 1st hit: minimal 2nd hit: High

Speed: ***
Power: ****
Range: **

Good KO move here, his 2nd best vertical killer. It is a much better version of Falco's up air. Its his second most important vertical KO move behind upsmash. Its fairly quick, and has two hits: one with minimal knock back to stun them, then second hit is the KO hit. Use on opponents directly above you. Its ideal to use to kill opponents with crappy dairs, and ones that vulnerable to attack from below.


Back Air


Hits on Frame: 9
Damage: 15%
Knockback: High

Speed: ***
Power: ****
Range: ****


Another Important KO move for fox, his best aerial killer overall. It has a long reach, and it auto cancels. It is great for edge guarding, and sends the opponent horizontally. Its easier to connect with than upair, it also comes out quicker and has a larger hitbox then it. If your new to fox you might find it hard to properly time bair at 1st, but practice and learn the timing, you want to have this move mastered in battle.



Grab/Pummel


Grabs on Frame: 6
Pummel Damage: 1%
Knockback: None

Speed: ****
Power: *
Range: **

Fox's grab suffers on range compared to some, but its nevertheless an important part of his game. Grabbing has two major uses in fox's game:

-Shield grabbing. This includes defensive and offensive shieldgrabbbing
-Part of a combo. Example: Dair->uptilt->uptilt->grab


Forward Throw


Hits on Frame: N/A
Damage: 7%
Knockback: Small

Speed: N/A
Power: **
Range: N/A

Fox's Fthrow is a simple punch that sends the opponent horizontal in front of you. You can try a psuedo chain grab with it at low percents, but it usually doesnt work. The best use is to throw your opponent horizontally offstage when they are near the ledge.




Down Throw



Hits on Frame: N/A
Damage: 9%
Knockback: Small

Speed: N/A
Power: **
Range: N/A

Fox's most important throw. It does the most damage, and allows for follow ups by nair and fair. It pops the opponent up in the air after the attack, which enables the followups. It knockback is very small, so dont use it to send your opponent somewhere: use it for damage and for followups.




Back Throw



Hits on Frame: N/A
Damage: 8%
Knockback: Small-Medium

Speed: N/A
Power: **
Range: N/A


Fox chucks his opponent behind him and blasts him while he's airborne. Fox ends facing the opposite direction he started the throw.This move racks up the second most amount of damage behind Dthrow. Main use for this is to send them off stage if your back is to the ledge. Another use I've seen is boost pivot grab->Bthrow, so you get some quick damage and the opponent is still in front of you.



Up Throw


Hits on Frame: N/A
Damage: 8%
Knockback: Small

Speed: N/A
Power: **
Range: N/A

Fox's worst throw overall. Don't rely on it for damage; the laser blast can be easily DI'd away from. Also, it throws them too high to allow a followup. You can psuedo-tech chase people that don't know how to di correctly with it, but all in all, only use it if you want to opponent above you.


Blaster(neutral b)


Fires on frame: 10
Damage: 3 2 3 2 2 2 1 2 1 2 1 %
Knockback: None

Speed: ***
Power: *
Range: *****

IMA' FIRIN MAH LAZAH! Fox's trusty projectile. It has the distinction of being the only projectile that does not stun the opponent. This can be good and bad. Good since it forces the opponent to decide on an action, bad because they can react quicker than say against falco's lasers. Fox's lasers are his longest reaching move, but they don't go as far as falco's lasers(Which they really should). Fox's lasers go about 8/10ths the distance of FD. Many uses for these lasers:
-refresh your stale moves
-Camping
-forcing approaches
-Shutting down snake's grenades
-putting pressure on the oppnent.

In addition to standing lasers, which has a bit of ending lag, fox can also Short hop laser(SHL), Short hop double laser(SHDL), and even short hop TRIPLE laser(SHTL). They will be explained more in the Advanced techniques section. If you perform these correctly, fox's lasers autocancel, making it extremely hard to punish. Use your Pew Pew gun often.



Fox Illusion(Side b)


Hits on frame: 10
Damage: 4%
Knockback: minimal

Speed: ****
Power: *
Range: ***

Fox Takes a trick from DBZ, and after a short startup, zooms a distance across the stage, hitting the opponent with an "Illusion" of himself. Compared to Falco's version:
-Both go about the same distance
-Fox's is slower
-Both can be canceled.

This is fox's best recovery option. Its much harder to punish than firefox, and it can be canceled , which makes it go a shorter distance, to throw of opponent's timing. It's not much an attack move, it best to be thrown in sparingly to catch the opponent off guard.



FireFox(up b)


Hits on frame: 21
Damage(little burns): 2%, 7 burns total. Final hit: 14% Total: 28%
Knockback: medium

Speed: *
Power: **
Range: ***

This move looks good on paper, but its a move fox should only use if he's forced to. Its Fox's other recovery option, and its laughably easy to gimp.It goes MUCH farther than falco's, which actually makes it useable. Only use firefox in recovery when your forced too; its too risky otherwise. It deals a lot of damage, and has enough knockback to kill at super high percents, but its startup and end times are so terrible, it should not be used. The only other use I've found is more a surprise factor. Most opponents don't expect a dair->firefox. If it works, it wont the second time.

Reflector(down b)


Hits on frame: 3
Damage: 5%
Knockback: small

Speed: *****
Power: *
Range: *

Affectionately known as the shine, this is the best reflector in the game. It cover's all of fox's body, and it reflects projectiles(Who would of thought with a name like reflector?). It reflects just about any thing that can be shot or thrown at you, with the exception of items like bomb-ombs and beam swords. Using this and your lasers, you can outcamp almost any opponent. But this blue flashing toy of yours had many more uses than just sending projectile back in the opponents face. It comes out on frame 3, and even better, the 1st 3 frames are INVULNERABILITY frames. That means you can't get hurt by anything in those first frames, and since the shine hits while your still invulnerable, it can tear through pretty much anything. This thing is godly for punishing spotdodges. Also, it allow the shine to be an effective edgeguard tool(A.K.A shine spiking), where you go out, and shine someone over the ledge so they cant make it back. It also is an awesome GTFO move because of these traits. Lastly , fox can "Shine stall". Basically you can near hover with the shine, throwing off opponents timing on edgeguards and defesnes againt approaches. This thing has so many applications I can't list them all.


FINAL SMASH-LANDMASTER


LLLLLAAAANNNNDDDDMMMAAAASSSSSSTTTTTTTTAAAAAA!!!!!!!!!!!!!!

If you use final smashes, Fox has one of the best. He summons the landmaster, a giant battle tank that can't be stopped. He can run over opponents for damage, he can shoot them with the laser, and he can even lift them up off the top of the stage. you can also do a barrel roll by pressing down on the control stick.


Up taunt

Fox encloses himself with fire while saying"HERE I COME!" And no, it does not make his power level over 9000.


Side taunt


Fox flips his gun in the air, and it lands back in his holster, all by itself. Black Magic I say >_>.

Down taunt


Fox's melee taunt, minus the Australian accent. Fox screams COME ON![/collapse]

[collapse=Advanced techniques]IV. ADVANCED TECHNIQUES

Fox has a multitude of Advanced Techniques, or ATs.

Shine Stalling-While in the air, simply push down b over and over. Fox will almost Hover in the air. Use this to bait early responses by opponents, allowing you to attack/recover safely.

Short hop lasers- Short hop lasers allow you to use your laser, and negate the end lag you get from standing lasers. You can perform this with one, two, or even 3 lasers in one short hop. I plan to get a video to demonstrate this.

Rising Fair- Perform this by inputting jump and fair at the same time. Fox will fair, but will also jump much higher than a normal jump. He can use this on his second/midair jump as well. This bring a much needed recovery boost, and can be use to chase aerial targets.

Illusion Canceling-Perform this by pressing B right after the illusion starts. A good way to make sure you get it is to mash b as soon as you start, but this can also give you away to the opponent. Depending on the time you push B, the distance you will travel will be different. Use this to mix up your recovery.

Curved firefox-When you start you firefox, tilt the control stick into one of the flat areas surrounding the control stick, not one of the corners. Your firefox will curve slightly, allowing you to not get trapped under ledges, FD most notably. Ex. If you want to vertical firefox with a left curve, push the control stick to the flat area to the left of vertical.

Boost Pivot Grab- This is a dash attack canceled into a pivot grab. You'll know your doing it right because you'll slide in the direction you started running while pivot grabbing. This allows you to surprise opponents that turtle in shields, or ones too risky to grab from the from. You can also use it to follow up dair uptilt combos.

Double Jab Cancel-A more advanced variant of regular jab canceling. See the linked thread for everything you need to know: http://www.smashboards.com/showthread.php?t=231749


Shine reversal Momentum cancel-A recently dicovered, better way to monentum cancel with several characters. Fox can do it with his shine. Will be explained in the recovery section when I make it. The thread for now:
http://www.smashboards.com/showthread.php?t=240983


Flamedashing- A rather gimmicky AT. If you firefox into a slope, the firfox will cancel into a wavedash-like animation. It would be more useful if it wasn't for two things:
A. You need to use firefox to start it
B. Not many legal stages have the kind of slope you need to perform it.
[/collapse]

D 2
[collapse=Helpful videos]You wanna get good with fox? WATCH THESE VIDEOS!

http://www.youtube.com/watch?v=v9FfBr_by3w&fmt=18
^Jab jab cancel edge tricks/combos
http://www.youtube.com/watch?v=jsR-m0mrLSM&fmt=18
^jab jab cancel shine tricks/combos
http://www.youtube.com/watch?v=kmaY-lMAcSc&fmt=18
^jab jab cancel platform combos

http://www.youtube.com/watch?v=kRg5eiXpjLk
^learn to meteor cancel!

http://www.youtube.com/watch?v=-wk3Fg_D1M0
^learn to ILLUSION CANCEL!

http://www.youtube.com/watch?v=NX23FLA-EN0
^shine>shine exists, shut up : P

http://www.youtube.com/watch?v=h1aWhtEhMeA
^very basic/sketchy combo using a few newer techs 93%, could be higher with some advancment

http://www.youtube.com/watch?v=dv6NadH0uEQ
^furure of brawl, get good at this now
http://www.youtube.com/watch?v=4_zAJcQHvJ0
^powershielding is ultra fast, work on this
http://www.youtube.com/watch?v=zmxBH1MjWJA
^intro to powershielding

http://www.youtube.com/watch?v=VNlbljTpbMg
^legendary combo finaly, must watch for lol and for info

http://www.youtube.com/watch?v=RsxVcPpKGuU
^90% of fox's laser techs

http://www.youtube.com/watch?v=ooG8vdcO71w&feature=PlayList&p=0170B82AA8BD58AD&index=5
^very very basic tech video

http://www.youtube.com/watch?v=XTy8Xq0h2Po
^basic fox lock information

http://www.youtube.com/watch?v=_AVIjWu_2No
^the future of fox's metagame[/collapse]

On another note, I've uploaded a detailed breakdown/tutorial for the Illusion Cancel:
http://www.youtube.com/watch?v=KoOzpbaIlhQ

Technical Info
E


E 1.
[collapse=Frame data]Fox's Frame Date
Spotdodge
Invincible: 2-20
Total: 24

Rolldodge
Total: 31
Invincible: 2-19

Air Dodge
Total: 49
Invincible: 2-29

Jab
Hit: 2
Hitlag: 5
Total: 16
Shield stun: 9
Advantage: -11

Jab 2
Hit: 7th frame after Jab
Hitlag: 5
Total: 24 (Jab 1 included)
Shield stun: 9
Advantage: -10

Rapid Kicks
Hit: 20th frame after Jab 2, 4 frames between each kick
Hitlag: 5
Total: Derp.
Shield stun: 8
Advantage: None, don't do it.

Forward Tilt
Hit: 6
Hitlag: 7
Total: 23
Shield stun: 10
Advantage: -14

Down Tilt
Hit: 7
Hitlag: 7
Total: 26
Shield stun: 11
Advantage: -15

Up Tilt
Hit: 3
Hitlag: 7
Total: 27
Shield stun: 11
Advantage: -20

Dash Attack
Hit: 4
Hitlag: 7
Total: 36
Shield stun: 10
Advantage: -31

Forward Smash
Hit: 13
Hitlag: 9
Total: 40
Shield stun: 13
Advantage: -23

Up Smash
Hit: 8
Hitlag: 10
Total: 46
Shield stun: 15
Advantage: -33

Down SmashAlso too good
Hit: 6
Hitlag: 9
Total: 49
Shield stun: 13
Advantage: -39

Neutral Air
Hit: 4
Hitlag: 7 weak hit, 8 strong hit
Landing Lag: 9
Total: 40 (good thing)
Shield stun: 10 weak hit, 15 strong hit
Advantage: -42 weak, -38 strong
Forward Air
Hit: 7, then 13, then 19, then 26, and finally 32
Hitlag: 6 first hit, 5 for the rest
Landing Lag: 18
Total: 49
Shield stun: 9
Advantage: From -47 to -15 depending on how many hits connected

Down Air
Hit: 5, 3 frames between each hit
Hitlag: 5
Landing Lag: 12
Total: 49
Shield stun: 10 (each hit)
Advantage: -52

Back Air
Hit: 9
Hitlag: 9
Landing Lag: 15, 2 if autocanceled
Total: 48
Shield stun: 13
Advantage: -50, -37 if autocancelled

Up Air
Hit: 9 first hit, 12 second hit
Hitlag: 4 first hit, 8 second hit
Landing Lag: 22
Total: 49
Shield stun: (second hit only) 11
Advantage: -56

Laser
Startup: 10
Hit: 11, 9 between each shot
Hitlag: 0
Landing Lag: 0
Cooldown: 20
Advantage: lol

Reflector/Shine
Hit: 3
Hitlag: 10
Total: 20
Shield stun: 10
Shield Hitlag: 7
Advantage: -14

Firefox
***Firefox received a lot of complex and confusing research, info in this color is marked for accuracy issues***
Startup: 43
Hit (on Startup): 20, 2 frames between each hit
Hitlag (on Startup): 4
Hit: 43
Hitlag: 7
Landing Lag: 20
Total: 93, 90 if performed on the ground, 94 if aimed at the ground
Shield stun: (After Start up only) 9
Shield hitlag: (After start up only) 7
Advantage: -68, -45 if on the ground
Illusion
Startup: 20
Hit: 21
Hitlag: 5
Landing Lag 25
Total: 61
Shield stun: 9
Shield hitlag: 7
Advantage: -63, -38 if on the ground[/collapse]

E 2.
[collapse=Stale moves]Fox Moves Stale Chart (718R00kie)

Utilt -
1st. 10% 2nd. 9% 3rd. 8% 4th. 7% 5th. 7% 6th. 6% 7th. 5% 8th. 6% 9th.
5%

Dtilt -
1st. 9% 2nd. 8% 3rd. 7% 4th. 7% 5th. 6% 6th. 5% 7th. 5% 8th. 5% 9th. 4%

Ftilt -
1st.6% 2nd. 5% 3rd. 5% 4th. 4% 5th. 4% 6th. 4% 7th. 3% 8th. 3% 9th. 3%

Usmash -
1st. 17% 2nd. 16% 3rd. 13% 4th. 13% 5th. 11%
6th. 10% 7th. 10% 8th. 8% 9th. 8%

Fsmash -
1st. 15% 2nd. 14% 3rd. 12% 4th. 11% 5th. 10%
6th. 9% 7th. 8% 8th. 8% 9th. 7%

Dsmash -
1st. 14% 2nd. 13% 3rd. 11% 4th. 10% 5th. 10%
6th. 8% 7th. 8% 8th. 7% 9th. 6%

Grab Pummel -

1st. 1% 2nd. 0% 3rd. 1% 4th. 1% 5th. 1% 6th. 0% 7th. 1% 8th. 0% 9th. 1%

Dthrow - (All Lasers Hit)
1st. 9% 2nd. 8% 3rd. 8% 4th. 6% 5th. 6% 6th. 5% 7th. 5% 8th. 5% 9th. 5%

Uthrow - (All Lasers Hit)
1st. 8% 2nd. 7% 3rd. 7% 4th. 6% 5th. 5% 6th. 5% 7th. 5% 8th. 5% 9th. 5%

Fthrow -
1st. 7% 2nd. 6% 3rd. 6% 4th. 5% 5th. 5% 6th. 4% 7th. 4% 8th. 3% 9th. 4%

Bthrow - (All Lasers Hit)
1st. 8% 2nd. 7% 3rd. 7% 4th. 6% 5th. 5% 6th. 5% 7th. 5% 8th. 5% 9th. 5%

Uair - (Both Hits Connecting)

1st. 16% 2nd. 15% 3rd. 13% 4th. 11% 5th. 11%
6th. 10% 7th. 8% 8th. 7% 9th. 8%

Bair -
1st. 15% 2nd. 14% 3rd. 12% 4th. 11% 5th. 10% 6th. 9% 7th. 8% 8th. 8%
9th. 7%

Nair -
1st. 9% 2nd. 8% 3rd. 7% 4th. 7% 5th. 6% 6th. 5% 7th. 5% 8th. 5% 9th. 4%

First Jab -
1st. 2% 2nd. 1% 3rd. 2% 4th. 1% 5th. 2% 6th. 1% 7th. 1% 8th. 1% 9th. 1%

Two Jabs -
1st. 4% 2nd. 3% 3rd. 4% 4th. 3% 5th. 3% 6th. 3% 7th. 3% 8th. 3% 9th. 3%

Laser - 0% to 100%

3% 2% 3% 2% 2% 2% 1% 2% 1% 2% 1% 2% 1% 2% 2% 1% 1% 2% 1% 2% 1% 1% 2% 1%
1% 2% 1% 2% 1% 1% 2% 1% 1% 2% 1% 2% 1% 1% 2% 1% 2% 1% 1% 2% 1% 1% 2% 1%
2% 1% 1% 2% 1% 1% 2% 1% 2% 1% 1% 2% 1% 2% 1% 1% 2% 1% 1% 2%
Explination:
As the lasers start stale'ing at 1% and 2%. The damage givin isn't exactly 1%. It's actually damage percentages like 1.1, 1.2, 1.3, 1.4, 1.5 so on and so forth. I don't know the exact numbers in .%'s BUT this is in fact the reason the laser damage jumps from 1% and 2% for such a long time.

illusion -
1st. 4% 2nd. 3% 3rd. 4% 4th. 2% 5th. 3% 6th. 2% 7th. 3% 8th. 2% 9th. 2%

Shine -
1st. 5% 2nd. 4% 3rd. 4% 4th. 4% 5th. 3% 6th. 3% 7th. 3% 8th. 3% 9th. 2%

FireFox - (Head Butt Hit Box)
1st. 8% 2nd. 7% 3rd. 7% 4th. 5% 5th. 6% 6th. 4% 7th. 5% 8th. 4% 9th. 4%

Moves I didn't do (Lazyness)
Dair, Fair, AAA(Kicks), Entire FireFox. (ALL MULTI HITBOXES)
--r00kie718[/collapse]



E 3.
[collapse=Miscellaneous data]Advantage/Shieldstun/Hitstun Data (Incomplete)
(done by iRJi)


Fsmash

(Dis)Advantage: -17
Shieldstun: 11
Hitstun: N/A

Dtilt= -8/8/28

(Dis)Advantage: -12
Shieldstun: 10
Hitstun: N/A

Dsmash = -22/12/29

(Dis)Advantage: -32
Shieldstun: 10
Hitstun: N/A

Usmash = -36/11/30

(Dis)Advantage: -21
Shieldstun: 14
Hitstun: N/A

Ftilt

(Dis)Advantage: -9
Shieldstun: 10
Hitstun: N/A

Utilt

(Dis)Advantage: -16
Shieldstun: 12
Hitstun: N/A

Jab 1

(Dis)Advantage: N/A
Shieldstun: N/A
Hitstun: N/A

Jab 2

(Dis)Advantage: N/A
Shieldstun: N/A
Hitstun: N/A

Jab 3

(Dis)Advantage: N/A
Shieldstun: N/A
Hitstun: N/A

Dash attack

(Dis)Advantage: N/A
Shieldstun: N/A
Hitstun: N/A

Shine

(Dis)Advantage: -14
Shieldstun: N/A
Hitstun: 8

Dair

(Dis)Advantage: -6
Shieldstun: 6
Hitstun: 5

Uair

(Dis)Advantage: 13
Shieldstun: 10 (First hit) 9 (2nd hit)
Hitstun:N/A

Bair

(Dis)Advantage: -8
Shieldstun: 12
Hitstun: 14

Nair

(Dis)Advantage: -8
Shieldstun: 8
Hitstun: 20

Notes:

All information was tested twice with the Debug code.
By Frame data alone with the information recieved, Shine to Usmash is a legit combo.
By information recieved, at 0 you can Dair to Shine. You have a 1 frame window to pull it off, however.[/collapse]



E 4.
[collapse=Button configurations]Button configurations

Usually tap jump is off for easy auto cancels and OOS techs

X and Y have possible switches from jump to special to allow for EASY SHTL
X=jump Y=special
slide from X>Y for super easy SHTL[/collapse]
 

Irsic

Smash Ace
Joined
Apr 8, 2008
Messages
929
Location
Michigan
Epic

Could have been longer, you know? I feel as though it didn't drag on long enough.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Cool combos, but that still won't change anything. Fox's trouble isn't scoring KOs. He's already good enough at that. His problem is dealing damage without getting royally screwed by the shield. I mean seriously, if you just try to run up and Shine someone in Brawl, 90% of the time you're going to get shieldgrabbed.

Getting a KO is easy enough when you can simply predict a dodge and Up-smash or Up-smash out of shield when they attack you.

Also, the N-air combo -> Up-smash can definitely be air-dodged.
 

Uzima (Uzi)

Smash Lord
Joined
Apr 23, 2008
Messages
1,680
Location
Colorado Springs
x3

LOL, this is part aprils fools and part serious.

brawl+?
LOL XD


and i've been finding even more nutty things like
Nair to F-smash IS REAL
thats not an april fools joke.

I'm prolly just gonna turn this thread into an archive about all the real combos fox has, like a big list of weather or not it works on heavy, mid, lights, and fast fallers, then what percents and W/E

Also, the N-air combo -> Up-smash can definitely be air-dodged.
that video i posted had it at the absolute max percent it still worked at, you go down about 20% and it's much easier and start to be inpossible to airdogde.

n-air upsmash cant be dodged but it only works on falco
would you placemoney on that, cause i've done it on metaknight , bowser, and marth. all of which are inescapable at certain percents.

Cool combos, but that still won't change anything. Fox's trouble isn't scoring KOs. He's already good enough at that. His problem is dealing damage without getting royally screwed by the shield. I mean seriously, if you just try to run up and Shine someone in Brawl, 90% of the time you're going to get shieldgrabbed.
thats where the auto canceled nair combos come in, like nair to jab combo, or even nair to fair.
this stuff works.
I've spent hours testing this stuff and have even made videos of it, and still people are sceptical, what do I need to do to prove thats it's fiesable????
 

FzeroX

Smash Journeyman
Joined
Mar 20, 2007
Messages
305
Location
In your Shadow
shine boost smash works and no you cant air dodge nair upsmash when canceled properly. I have done it multiple times to ppl in tourney (people that place higher than me)
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Yeah, I'm not denying the combos are real, but does Fox really gain anything from them?

Seriously, what does Fox gain from this? More KO power when he doesn't need KO power at all? None of these combos do spectacular enough damage to make up for Fox's inability to stay safe on shields.

So no, I really doubt Fox is significantly better. =/
 

Zhamy

Smash Champion
Joined
Apr 22, 2008
Messages
2,088
Location
NorCal
Yeah, I'm not denying the combos are real, but does Fox really gain anything from them?
The "Fox is broken" part is a joke, yes. But it's just situational stuff, and fun to shove in other people's faces.
 

Uzima (Uzi)

Smash Lord
Joined
Apr 23, 2008
Messages
1,680
Location
Colorado Springs
The "Fox is broken" part is a joke, yes. But it's just situational stuff, and fun to shove in other people's faces.
ya, i prolly should change the title to fit the new thread, any one know how?


but it's still funny that this stuff really does work :laugh:
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Pretty lame joke when you're talking about stuff that actually counts as a combo. =/

Just go to "Edit" anyhow. If you "Go Advanced" there should be an option to change the title.
 

_X_

Smash Lord
Joined
Jan 30, 2006
Messages
1,138
Location
Australia, Victoria, Melbourne East
On just about all characters at 0%

Bair > Uptilt.

Nair > Down smash (and even F Smash >_>) works on some characters at lower percentages.

Soft Bair air > uptilt also works on a lot of characters and the lower percentages.

EDIT: @Thread Title: How is it the 'Complete' list when it consists of only one character and not all combos are displayed?
 

Zhamy

Smash Champion
Joined
Apr 22, 2008
Messages
2,088
Location
NorCal
On just about all characters at 0%

Bair > Uptilt.

Nair > Down smash (and even F Smash >_>) works on some characters at lower percentages.

Soft Bair air > uptilt also works on a lot of characters and the lower percentages.

EDIT: @Thread Title: How is it the 'Complete' list when it consists of only one character and not all combos are displayed?
Three Letters: WIP.
 

Fox Is Openly Deceptive

Smash Detective
Administrator
BRoomer
Joined
Sep 22, 2008
Messages
3,969
Location
WinMelee, Australia
Nice Update! This is great and all, but what I'd really like to see is some true combos that have like 3 to 5 moves. The problem would be that the more moves, the more situational/escapeable and less 'real', but still. If Fox doesn't have any real chain grabs, then perhaps we could get a long real combo. Just a thought.
 

Uzima (Uzi)

Smash Lord
Joined
Apr 23, 2008
Messages
1,680
Location
Colorado Springs
Nice Update! This is great and all, but what I'd really like to see is some true combos that have like 3 to 5 moves. The problem would be that the more moves, the more situational/escapeable and less 'real', but still. If Fox doesn't have any real chain grabs, then perhaps we could get a long real combo. Just a thought.
well, right now I'm just doing the 2 move combo, and after that i will start on the combo strings.

one thing that i did test and is a pretty real combo, depending on how real drill>jab>grab is.

drill>jab>grab>d-throw>fair>fair was a real combo on, i think i did that one on meta knight, but it kinda falls apart with good DI, but o well.
 

Sukai

Smash Champion
Joined
Aug 31, 2007
Messages
2,899
Location
turn around....
Okay, SHFF forward air > Up tilt > Down air > Grab--down throw > rising forward air.
Theoretically, that can work, but I never tried it.
 

Uzima (Uzi)

Smash Lord
Joined
Apr 23, 2008
Messages
1,680
Location
Colorado Springs
Okay, SHFF forward air > Up tilt > Down air > Grab--down throw > rising forward air.
Theoretically, that can work, but I never tried it.
the one thing i see wrong witt hat is the up-tilt>dair, I've never ever gotten that to register, or even close to combo'ing
 

Sukai

Smash Champion
Joined
Aug 31, 2007
Messages
2,899
Location
turn around....
Try it out before sarcasm.
You never know....
Demanding true combos consisting of 3-5 different moves is kind of a tall order for Fox, I worked with what I knew.
 

Toronto Joe

Smash Master
Joined
May 13, 2008
Messages
4,580
Location
On MSN
are you sure drill shine works 14% ownwards? seems highly unlikely from my experience with it
 

Mecakoto

Smash Journeyman
Joined
Mar 31, 2009
Messages
317
Location
Shaq Fu, the Video Game
Does Uptilt technically combo into anything?
I was able to get U-Tilt -> U-Tilt -> D-Smash and U-Tilt -> U-Tilt -> Sweet-Spotted U-Smash on a Snake starting at 20%. I never can get it past 50%, so this might be something only usable on a heavy at low damage.

Or it might not be a true combo at all. I'm not sure. At least you can D-Air into this on occasion.

It could have also just been that my opponent did a bit of bad DI. Oh well...
 

Exceladon City

Smash Hero
Joined
Dec 2, 2008
Messages
6,037
Location
The Lonesome Crowded Midwest
I was able to get U-Tilt -> U-Tilt -> D-Smash and U-Tilt -> U-Tilt -> Sweet-Spotted U-Smash on a Snake starting at 20%. I never can get it past 50%, so this might be something only usable on a heavy at low damage.

Or it might not be a true combo at all. I'm not sure. At least you can D-Air into this on occasion.

Wrong board. This is the Fox board. But thanks for the combo tip, I'll try it Weegee later on.

EDIT: Uptiltx2 (Depending on the character) > grab.
 
Top Bottom