PURPOSE:
With this guide, I intend to give a fundamental understanding of the character Fox McCloud. I will discuss his normal moves, specials, and properties, and uses of everything he has at his disposal. All of this of course will be to impart a basic understanding of what he can really do, and will hopefully inspire new and creative use of the character in the future. In this guide I will give a little advice on match ups, as well as I can, that are considered hard, even or as well as "losing" for Fox. I will gladly update, and revise any information, or misinformation for that matter as I create this guide. Thank you for reading!
SPECIAL THANKS (SOURCES)
Frame date by AuraMaudeGone
(http://smashboards.com/threads/fox-frame-data-3-6%CE%B2.387348/)
Character Discussion:
ProjectM Fox Boards
Melee Fox Boards
TABLE OF CONTENTS
STANDARD ATTACKS [S-A-1]
- SMASH ATTACKS [S-A-2]
- AIR ATTACKS [S-A-3]
- SPECIAL ATTACKS [SP-A]
- UP-THROW [G-1-a]
- DOWN-THROW [G-1-b]
- BACK THROW [G-1-c]
- FORWARD THROW [G-1-d]
- ANGLED RECOVERY [R-1-a]
- LEDGE STALLING [R-1-b]
- LEDGE DASHING [R-1-c]
- WALL HOPPING [R-1-d]
- WAVE/NO IMPACT LANDING [R-1-e]
Fox [MU-FOX]
Marth [MU-MARTH]
Ganondorf
Captain Falcon
Sheik
Falco
Mario
Link
Zelda
Ness
Roy
Meta Knight
Ike
Luigi
Mr. Game & Watch
Wolf
Diddy Kong
Ivysaur
Wario
Lucario
Peach
Kirby
Samus
Donkey Kong
Lucas
Squirtle
Snake
Mewtwo
Bowser
Charizard
Sonic
Zero Suit Samus
Toon Link
STANDARD ATTACKS [S-A-1]
Jab [S-A-1-a]
Jab is a move that you should get comfortable with utilizing with fox. It is considerably fast with a start up of 1 frame, and being active on frame 2, its literally a move that shouldn't be ignored. Period. When the initial jab lands it can do 4% damage, which is pretty good for a move that is active on frame 2. Now, in 3.6 the angle at which you knock an opponent up with jab has been altered, so it is now easier to escape the follow up into up-smash if your opponent manages to DI out of this hit. Be that as it may, the uses of this move are still strong enough to make it an extremely good move.
For example, a lot of times in the neutral you will be challenged by a lot of dash dance camping by characters with considerable mobility (Marth, C. Falcon, etc.) However, if you are able to dash forward, you can tap down on the control stick after Fox's second step of his run, stopping the animation. This is good, because now, as a fast way to disrupt an opponents potential way to run away from you, you can give them pause by jabbing them out of their run. This can lead to decent amounts of follow ups like U-Smash (it still works if they don't DI), down-tilt, grab, and so on and so forth.
Basically, the only way that this move will really be considered bad is if you are putting jabs out with poor timing, and spacing. You can still be punished if you jab someone's shield, jab a crouch cancelling opponent, or anything to that affect. It all comes down to simple misuse of the move at the time.
(Straight-A,A)
I'll keep the follow ups for jab in the same section for sake of organization. Straight (second hit of jab) is the follow up after the initial Jab that you get after you hit the A button in the neutral position twice. Straight has the same traits as jab (1 Frame start up, active on frame 2, 4% damage) but it has more recovery than the initial jab.(16 frames compared to 14) Straight is relatively average due to the fact that its only deeming quality is it start up. There's no real exceptional reason to attempt to utilize Straight on a regular basis.
(Rapid Kick-A,A,A.....)
Rapid kick is a move that, as far as I've searched, and attempted to utilized has the limited use of helping you add damage to people who are stubbornly facing off in a crouch cancelling war. Each kick does 1 percent, so the longer you do it, the more you add on. However, you much also consider your positioning, and the recovery of the move. (Start up is 7 Frames, Recovery is 18 frames after last kick is performed.)