M@v
Subarashii!
All Aircraft Report!
A Fox Guide For All Levels!
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
STATUS REPORT:
Updated as of 6-26-09. Moveset finished, AT and true combo section added.
CONTENTS
I.History
II. Why Should I Use Fox?
III. Move set
IV. Advanced Techniques
V. True Combos (Provided by uzimakisensai)
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.
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.
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!
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.
V. TRUE COMBOS(Provided by uzimakisensai)
I'm making a list of every single fox combo in brawl along with it's percent ranges on mario.
Gonna be a long list and a lot of work.
You should get a good idea of what works on who from this chart
Fox True Combo 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%
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)50%
S-Bair>dash attack__(lagless)20%-(non lagless)30%____(non lagless)55%-(lagless)70%
S-Bair>Up-tilt_______0%-70%(lagless)
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
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)
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
Side Note: just because a multi attack combo looks possible on this chart doesn't necessarily mean it is.
P.S. if any one wants to help that would be great, i wanna eventually get every single combo fox has here, and it's range.