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Smash BROS.: Character Qualities in a Doubles Format: S-Tier Character Discussion Concludes on 9/1

Mr. Johan

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Disclosure: This thread is heavily inspired by Dekar173's old Doubles Comprehensive Guide in the Brawl Competitive Discussion from 2010, and is where I derived some aspects of this thread’s intent. Credit and inspiration apply here: https://smashboards.com/threads/doubles-and-you-a-comprehensive-guide-to-2v2s.260661/



With a new Tier List out, we have a fresh idea on how some characters compete in the Singles meta. But Doubles is an entirely different meta. In fact, some people think Doubles is the future for Smash 4 in itself. For as much a character's weaknesses are mitigated by having a teammate, a character's strengths are also potentially a liability in the chaos of 4 players on screen.


The purpose of this thread is for the community to provide an overview of on how a character's qualities correlate in doubles, and what that character does best at in teams play. Rating them into tiers is not the endgoal right now – we’ve seen how potent Cloud + character and double Mario are in doubles. Finding what a character’s purpose in doubles is the primary goal right now. With those in mind, it can then be used to try to find optimal team strategies with these characters, and find the best characters these characters can team up with and reap the maximum benefit.


Roles:
For Doubles, it’s important to consider what roles a character can play in a team. With the right teammate, a character’s shortcomings in one particular area can be circumvented, allowing for the strengths of the character to come to light. With that in mind, here are four (or five, given your perspective) roles to consider in Smash 4 doubles.


Carry:
A slightly ambiguous term, Carrying correlates to how well a character operates in a 2v1 format. This is not wholly indicative on how well a character is off when his teammate has been eliminated; this trait also indicates how well a character can play the role of bodyguard if his partner either wants to get something charged or set up, is caught in a bad pressure predicament, or is trying to recover back from a bad spot, typically offstage.

Things to look for in a Carry character:
  • Do the 1v1s traits of this character translate well into Doubles?
  • Can this character reliably make a 2v1 comeback?
  • Can this character function as a wall well enough for his partner to regain footing and get back to neutral?
  • Can a partner’s setup/long term strategies be aided by this character’s defensive and offensive capabilities?


Stock Tank:
This type of character is great at keeping their stocks around, and keeping them safe from being taken away. Not just his own stocks, but his partners’ too. If you keep your stocks safe, your opponents will be hard-pressed to get any momentum going anywhere.

Things to look for in a Stock Tank character:
  • Is this character heavy enough and versatile enough to keep himself going well into the high percentages?
  • Is this character fast enough and safe enough to not even worry about those high percentages in the first place?
  • Does this character have quick, interrupting moves to keep his partner alive and free from dangerous KO combo setups?
  • Can this character reliably save his partner from being spiked or gimped?
  • Is this character’s recovery flexible enough that being offstage is not a perilous spot in doubles?
  • Does the character have a unique quality that can mitigate stock risk without compromising his overall gameplan?


Sweeper/Punisher:
These guys have one clear purpose: Getting the KO as fast and early as possible. The quicker you take a stock from a team, the likelier that team will be forced to Share Stock later down the match, heavily tipping the momentum physically and psychologically to your favor.

Things to look for in a Sweeper:
  • Can this character keep himself safe enough in a 2v2 format to capitalize off one misspaced move?
  • Does this character have a quick and early KO move or combo that risks minimal interruption?
  • Can this character potently abuse rage mechanics and get opponents’ stocks incredibly quick?
  • How potent is their gimping and spiking ability?


Damage Racker:
Can be seen as the opposite to the Sweeper, though not completely antithetical, the Damage Racker is someone who can get opponents from 0-80 in a heartbeat. These guys want their enemies in KO range the second they are off the revival platform, and they have the means to do it.

Things to look for in a Damage Racker:
  • Does this character have an extensive combo game that can be adjusted to not risk interruption when needed?
  • Is this character’s damage output on singular attacks high enough that one or two hits can swiftly shift momentum?
  • Are this character’s ledgeguarding and offstage tools reliable enough to rack up damage in the most dangerous place in the match?
  • Does this character have tools designed to feed off and add onto team combos?


Support:
Related to the archetypes above also is how well of a support role the character can perform. Granted, support can be surmised based on how well they are in the above roles – A good Carry character will be able to provide decent Defensive Support – but I feel it’s important to differentiate between Offensive Support and Defensive Support when applicable.


Just as well, Interference is important to consider. If a character’s tools run a risk of ruining a teammate’s combo string or survivability, then it has to be considered. This can include attacks being too large for someone to properly avoid, projectiles capable of hitting teammates easily on accident, etc.


Example:


For an idea on how a character would look with these archetypes in mind, let’s use Robin as an example. My own personal opinion, of course:

:4robinm: - Offensive Zoner

Carry – 4/10
Stock Tank – 5/10
Sweeper – 9/10
Damage Racker – 8/10
Offensive Support, Slight Gimmick
Liable Interference

Robin has the tools necessary to play Damage Racker and Sweeper easily. His aerials do 10%+ and combo into and from other moves, and his grab KO combo can start working around 85%. Robin’s quick and large aerials, along with Thunder and Elthunder, allow him to zone efficiently in doubles. Arcthunder helps with the speed issue when it comes to sweeping, putting opponents in a tough spot between this move and Robin’s teammate, giving him the opportunity come in and get his KO from there.

Robin’s kit also lets him play offensive support. Levin Fair sends people at good angles for followups and is a followup tool itself, and Uair can be used as a combo KO finisher. The teammate can also be the combo finisher thanks to Arcthunder and Arcfire locking opponents in place, giving them time to align themselves for the final hit. Also, Robin has the benefit of a % recovery move in the form of a command grab. Nosferatu also forces an air release, leading to punishment from the teammate with the right tools if the situation allows it. Though gimmicky, Nosferatu can also be used on a low-percent teammate when they have the chance, and allow Robin to recover upwards of 40% in a single go. Having a Little Mac, Cloud, or Lucario teammate for this gimmick aids both teammates.

Robin does require babysitting and a teammate that knows about his projectiles, however. It can be easy for Robin to accidentally hit his partner with a spell, allowing for the opposing team to use their own combo finishers, so Robin needs to use his spells smartly, and have someone who can avoid the spells or work around them. Robin also caves under close pressure, so his partner needs to be ready to come in case Robin gets overwhelmed. He is also lacking in ways to support his teammate defensively. Robin’s slow ground speed will always be a hindrance. Every aerial bar Nair is a killing move, so attempts to save his partner in the air can backfire if the spacing is wrong. Thunder is a decent interruptor, but not anything noteworthy, and while Elwind can help his teammate in recovering with the upward-knockback, Robin’s now in helpless and needs to be immediately supported.

Key Moves:

Levin Fair
Levin Bair
Levin Uair
Discarded items
Arcthunder
Thunder
Elthunder


Offensive support:

Levin Fair
Arcthunder
Arcfire
Fthrow/Dthrow

(NOTE: You are not restricted to making writeups like this example. If you don't want to adhere to the numbering and role system, that's fine. This is just a way to cleanly display the qualities and shortcomings of a character in a format that be used comparatively to others. Just ensure your writeup and commentary still display the strengths and weaknesses of the character in doubles.)



Scheduling

In order to keep focus on a group of characters at a time so as to get the best discussion for them possible, I intend to go through each tier in Version 2.0 of the current Smash 4 tier list per week. So, this week, from 8/24-9/1, is dedicated to the current top seven characters of the Singles meta:


:4diddy:
:4cloud:
:4sheik:
:rosalina:
:4mario:
:4sonic:
:4fox:


Please keep all doubles discussion primarily on these seven characters for this week. (It is fine to give insight on other characters during the week, just don't make the discussion revolve around them. Using other characters as a point of reference or as ideas for doubles partners is accepted). Next Wednesday, on 8/31, A tier characters will be discussed.


Schedule:
8/24-8/30 – S tier characters
8/31-9/6 – A tier characters
9/7-9/13 – B tier characters
9/14-9/20 – C tier characters
9/21-9/27 – D tier characters
9/28 – 10/4 – E tier characters
10/5-10/11 – F tier characters
10/12 – 10/18 – G tier characters
10/19 – 10/25 – H tier characters
 
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Mr. Johan

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<Reserved for compiling character synopses>

:4diddy:

Data incoming

:4cloud:

Data incoming

:4sheik:

Data incoming

:rosalina:

Rosalina functions well as a carry, frontline, defensive support, paired well with the sweeper/punisher archetype. Her vertical juggling synergizes well with characters that can kill off ladder combos and/or deter opponent teammate interference with harsh aerial punishes. She also benefits from having a mobile aerial partner that can threaten the air while Rosalina covers ground and anti-air options. This arrangement works especially well if her partner has the aforementioned ladder combos, as Rosalina's excellent attacks with upward knockback can assist in some really nasty impromptu KO setups. Aerial mobility also allows her partner to cover the ledge jump option in double ledge guard scenarios while Rosalina can easily and safely cover everything else on reaction. Her teammate doesn't need to possess a great neutral, though being able to stall, wall, or otherwise play conservatively when Luma is dead is a nice bonus. However, they must possess the ability to quickly trip up characters that break Rosalina's zone before she and Luma take too much of a beating.

Metaknight makes a great partner, serving well as a backup punisher, while also assisting with ladder combo followups. His multiple jumps pairs well with Rosalina's dominant ground game, and also allows him the ability to stall until Luma respawns. It's important that the Metaknight player is extremely mindful of Luma at all times because stray MK hits can easily dispose of Luma.

I suppose with your Robin example you've set the stat baseline. With that as a comparison, I'll estimate Rosalina's role stats.

Defensive Support (Carry?)
Carry: 8/10
Sweeper/punisher: 5/10
Stock Tank: 2/10
Damage Racker: 7/10
- Especially susceptible to interference

:4mario:

Well, while I don't watch as much doubles due to not having enough time, I'll do my best to explain what I think, since I do enjoy doubles a lot, sometimes moreso than singles:

:4mario:Mario:4mario:

Carry: 10/10
Stock Tank: 7/10
Sweeper: 7/10
Damage Racking: 9/10
Offensive support, FLUDD gimmick

What's nice about having Mario as a doubles partner is that he's very malleable. With being so balanced and being good in pretty much anything, he's easy to depend on in many situations. This malleable trait he has is one of the reasons why he's a popular doubles partner.

While Mario is strong in any given situation, his best roles would by Carry and DR in my mind. He does well in both offensive and defensive situations since his moves have a large amount of versatility, and while the damage output itself concerning % on moves is just average, Mario's amazing combo game and offstage tools more than make up the difference.

With FLUDD, it's not only good for working with edge guarding, but it also not only pushes your opponent, but also your ally, which can set up for some nice combos or KOs. An example of this can be seen as 1:22 in this video clip:


...that's all I got for now.
.[/QUOTE]

:4sonic:

Data incoming

:4fox:

Fox pretty much does well everywhere except stock-tanking for having obvious gimp-able and lightweight issues. He's fairly capable in 2v1 with fast moves and quick speed that let him separate teammates effectively, he has powerful and quick finishers that are easier to land in doubles when not all the focus is on him, and his design lets him rack damage quickly with his juggles and combos.
(I'm creating a Fox guide, basically copy and pasted this and edited out what Fox should do since this isn't a Fox tutorial lol)

:4fox: General Doubles Strategy

Fox in general is a very solid doubles character. He hits hard, has ridiculous damage output, and can do team combos fairly well. One of his major flaws, recovery, doesn't suffer as much since a teammate can cover him while he's recovering back to the stage, preventing getting gimped. With the fourth fastest run speed, a four frame jumpsquat, and being the fastest faller in the game, Fox creates great pressure while he can simultaneously retreat if he needs to. However, Fox still has the huge downsides of being a light fastfaller, being combo'd and killed fairly easily. Especially in doubles, you will get hit a lot if you don't think and will get destroyed by team combos.

Overall Doubles Rating: 8/10

Partners
Overall Best Partner: :4cloud:

Cloud: Sweeper, Damage Dealer
Fox: Carry, Damage Dealer

-Pros: Cloud's giant sword does everything in doubles. It controls stage, puts pressure, is brilliant for team combos, ect. Furthermore, Fox can apply pressure while Cloud sits in the back and charges limit. Team combos are amazing, with each character able to combo back and forth with all of their aerials to a degree, with Cloud being able to finish with LCS or LFT. If this team gets stage control, it's nearly impossible to regain it. Both character do insane amounts of damage, and Cloud kills early with LCS or LFT. Furthermore, Fox is able to take advantage of his ridiculous combo game while Cloud can control and space out the opponent.
-Cons: Cloud can't really save Fox from gimps, and vise versa. Also, once Cloud is KO'd, Fox could struggle in the 2v1, especially against certain characters.

Solid Partners:

1. :4sheik:(Fox Sweeper) 2. :4mario:(Fox Damage) 3. :4lucario:/:4ryu:(Fox Damage)

Fox Doubles Roles

Carry: 7/10, only if fox is your best option out of the characters you play. There's better characters for the job.

-Pros: Fox thrives off of punishes, in fact he has one of the best punishes in the game. This translates so well into doubles, since so much is happening you can catch people off guard and be a major disruptive force with dash attack, PP up tilts, ect. Fox also has an amazing neutral, so he can control the flow of the game and stage positioning very well, and his teammate can be the aggressor instead.
-Cons: The biggest problem about Fox being a carry is that his 2v1 isn't the best. If he controls center stage, separates the opponent, and gets hits in, he becomes great. One conversion from an opponent could spell death, though, since Fox is combo food with no solid combo breakers. This especially becomes a problem at higher levels of team play or against static partners who practice team combos. Furthermore, with a lack of a partner Fox regains his recovery problems again, which decreases his survivability.

-Optimal Partners:
1. :4cloud:Reasons stated above.
2. :4falcon: Fox controls neutral, Falcon gets aggressive and applies pressure. The team is very fast and team combos well. Both characters attract heavy attention, so they both can thrive off of surprise attacks and get those nasty combos.
3. :4mewtwo:Mewtwo struggles going on offensive, so Fox can cover that for him well and Mewtwo can play safely. The psychic pokemon also attracts a lot of attention because of his tall frame and is very susceptible to being killed early, so Fox can get those surprise attacks if he needs too. This team also combos generally well.



Stock Tank: 1/10, dies early, better uses of Fox.

-Pros: Fox is fast and can run away from opponents.
-Cons: Fox is one of the easiest characters in the game to kill because he's very light and gets combo'd hard. There's just better uses for Fox.
-Optimal Partners: None, Fox sucks at this role, pick another character.



Sweeper/Punisher: 8/10, Fox has one of the best punishes in the game, up air, up smash, and fair spike are great.

-Pros: Fox has the best punish game in Smash 4, he can get insane combos that can deal up to 50%, or even until death on stages such as Battlefield. In doubles, it's easier to land kill moves such as up smash or back air because of the added chaos or team combos. Usually up air isn't a superb kill move because of staling from stringing them together, but you can get kills with them if Fox's teammate is able to set the opponent up for it through juggling. Furthermore, the spacie can use his infamous forward air fastfall footstool to kill an opponent below 30%. Fox kills even earlier with added rage, which can make up for up air staling.
-Cons: While Fox benefits tremendously from rage in doubles, he still dies early so the chance of not being able to even use rage is always in effect. And while up smash or forward air can snag early stocks, the moves are very risky and put you in a bad spot if Fox misses, with up smash having tons of endlag and forward air putting you in a vertical recovery situation.

-Optimal Partners:

1.:4sheik:Sheik is amazing at dealing damage and controlling the neutral and flow of a game. However, she lacks killing power outside of gimps, which Fox can make up for extremely well. Team combos flow nicely with this team also.

2. :4diddy:Diddy is generally a worse version of Sheik in doubles with Fox, controls neutral well but can have trouble killing. However, Diddy has a noticeably easier time than Sheik at closing out stocks, but sacrifices edge guarding in return.

3. :rosalina:Rosalina controls the stage very well with Luma and can kill very early in certain juggling or edge guarding situations. However, Luma is often dead because of the nature of doubles, so her killing power is severely weakened, which Fox can make up for well.



Damage Dealer: 10/10, Fox has amazing damage output that put opponents in bad spots for team combos. This is Fox's best role in most cases.

-Pros: Fox has very high damaging moves that link into each other fairly well. Up air does 16 damage, back air does 13, up tilt does 9 damage, and, if used in some cases, firefox does 28 damage. All of these moves set up team combos extremely well also, and can extend them as well. The space animal also has one of the best juggles in Smash 4 with up tilt and up air, which can add more damage.
-Cons: Fox's large combos can be interrupted if the other opponent is not occupied.

-Optimal Partners:

1. :4cloud:See reasons above.

2. :4mario:Mario is one of the best carry character is the game, and also has great killing power via up smash and back throw. Fox can bring his opponents to kill percent for Mario in a flash with his juggles. Fox can also team combo with Mario fairly well, but not as much as others.

3. :4lucario:/:4ryu: Lucario can eat up a bunch of damage while Fox gets his damage in on the other team, which can build his aura and rage. Especially at low stocks where he reaches max aura faster, just one combo from Fox is enough to bring the opponent to kill percent. However, team combos aren't great with this pair, but still possible. Ryu, on the other hand, is more consistent on landing kills, especially with true shoryuken. The team can also team combo extremely well.
 
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LancerStaff

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Consider me interested. Not going to write up a character today though, but I'm interested in discussing other characters until you-know-who gets a turn.
 

Hat N' Clogs

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I'll do my best to keep up, but I'm not as knowledgeable on doubles. I'll still discuss if possible though, and I will definitely be following this thread.
 

DavemanCozy

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I would share this in the character boards too so they can engage in discussion.

Fox pretty much does well everywhere except stock-tanking for having obvious gimp-able and lightweight issues. He's fairly capable in 2v1 with fast moves and quick speed that let him separate teammates effectively, he has powerful and quick finishers that are easier to land in doubles when not all the focus is on him, and his design lets him rack damage quickly with his juggles and combos.

I'll go into more detail later (not much time atm), will edit this post.
 

DanGR

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Here's my take.

Rosalina functions well as a carry, frontline, defensive support, paired well with the sweeper/punisher archetype. Her vertical juggling synergizes well with characters that can kill off ladder combos and/or deter opponent teammate interference with harsh aerial punishes. She also benefits from having a mobile aerial partner that can threaten the air while Rosalina covers ground and anti-air options. This arrangement works especially well if her partner has the aforementioned ladder combos, as Rosalina's excellent attacks with upward knockback can assist in some really nasty impromptu KO setups. Aerial mobility also allows her partner to cover the ledge jump option in double ledge guard scenarios while Rosalina can easily and safely cover everything else on reaction. Her teammate doesn't need to possess a great neutral, though being able to stall, wall, or otherwise play conservatively when Luma is dead is a nice bonus. However, they must possess the ability to quickly trip up characters that break Rosalina's zone before she and Luma take too much of a beating.

Metaknight makes a great partner, serving well as a backup punisher, while also assisting with ladder combo followups. His multiple jumps pairs well with Rosalina's dominant ground game, and also allows him the ability to stall until Luma respawns. It's important that the Metaknight player is extremely mindful of Luma at all times because stray MK hits can easily dispose of Luma.

I suppose with your Robin example you've set the stat baseline. With that as a comparison, I'll estimate Rosalina's role stats.

Defensive Support (Carry?)
Carry: 8/10
Sweeper/punisher: 5/10
Stock Tank: 2/10
Damage Racker: 7/10
- Especially susceptible to interference.
 
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Hat N' Clogs

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Well, while I don't watch as much doubles due to not having enough time, I'll do my best to explain what I think, since I do enjoy doubles a lot, sometimes moreso than singles:

:4mario:Mario:4mario:

Carry: 10/10
Stock Tank: 7/10
Sweeper: 7/10
Damage Racking: 9/10
Offensive support, FLUDD gimmick

What's nice about having Mario as a doubles partner is that he's very malleable. With being so balanced and being good in pretty much anything, he's easy to depend on in many situations. This malleable trait he has is one of the reasons why he's a popular doubles partner.

While Mario is strong in any given situation, his best roles would by Carry and DR in my mind. He does well in both offensive and defensive situations since his moves have a large amount of versatility, and while the damage output itself concerning % on moves is just average, Mario's amazing combo game and offstage tools more than make up the difference.

With FLUDD, it's not only good for working with edge guarding, but it also not only pushes your opponent, but also your ally, which can set up for some nice combos or KOs. An example of this can be seen as 1:22 in this video clip:


...that's all I got for now.
 
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Mr. Johan

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I would share this in the character boards too so they can engage in discussion.
Good idea. I'll get those boards aware of this thread.

I suppose with your Robin example you've set the stat baseline.
Well, not necessarily. I'm as prone to bias as any other person. If you disagree with how I scored Robin, I support you going on your own take on how the character's roles rank up to others.
 

Hat N' Clogs

John Tavares is a Leaf
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Good idea. I'll get those boards aware of this thread.
If you want me to help in advertising this thread, I can help out with that. While general discussion and Smasher hangouts are less likely to engage in competitive discussion, there could still be some people that are interested in this thread. Since I hang out in the social threads of this site a lot (especially forum games) I might as well share this thread with my people, if you like.
 

JackThePwnzor

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(I'm creating a Fox guide, basically copy and pasted this and edited out what Fox should do since this isn't a Fox tutorial lol)

:4fox: General Doubles Strategy

Fox in general is a very solid doubles character. He hits hard, has ridiculous damage output, and can do team combos fairly well. One of his major flaws, recovery, doesn't suffer as much since a teammate can cover him while he's recovering back to the stage, preventing getting gimped. With the fourth fastest run speed, a four frame jumpsquat, and being the fastest faller in the game, Fox creates great pressure while he can simultaneously retreat if he needs to. However, Fox still has the huge downsides of being a light fastfaller, being combo'd and killed fairly easily. Especially in doubles, you will get hit a lot if you don't think and will get destroyed by team combos.

Overall Doubles Rating: 8/10

Partners
Overall Best Partner: :4cloud:

Cloud: Sweeper, Damage Dealer
Fox: Carry, Damage Dealer

-Pros: Cloud's giant sword does everything in doubles. It controls stage, puts pressure, is brilliant for team combos, ect. Furthermore, Fox can apply pressure while Cloud sits in the back and charges limit. Team combos are amazing, with each character able to combo back and forth with all of their aerials to a degree, with Cloud being able to finish with LCS or LFT. If this team gets stage control, it's nearly impossible to regain it. Both character do insane amounts of damage, and Cloud kills early with LCS or LFT. Furthermore, Fox is able to take advantage of his ridiculous combo game while Cloud can control and space out the opponent.
-Cons: Cloud can't really save Fox from gimps, and vise versa. Also, once Cloud is KO'd, Fox could struggle in the 2v1, especially against certain characters.

Solid Partners:

1. :4sheik:(Fox Sweeper) 2. :4mario:(Fox Damage) 3. :4lucario:/:4ryu:(Fox Damage)

Fox Doubles Roles

Carry: 7/10, only if fox is your best option out of the characters you play. There's better characters for the job.

-Pros: Fox thrives off of punishes, in fact he has one of the best punishes in the game. This translates so well into doubles, since so much is happening you can catch people off guard and be a major disruptive force with dash attack, PP up tilts, ect. Fox also has an amazing neutral, so he can control the flow of the game and stage positioning very well, and his teammate can be the aggressor instead.
-Cons: The biggest problem about Fox being a carry is that his 2v1 isn't the best. If he controls center stage, separates the opponent, and gets hits in, he becomes great. One conversion from an opponent could spell death, though, since Fox is combo food with no solid combo breakers. This especially becomes a problem at higher levels of team play or against static partners who practice team combos. Furthermore, with a lack of a partner Fox regains his recovery problems again, which decreases his survivability.

-Optimal Partners:
1. :4cloud:Reasons stated above.
2. :4falcon: Fox controls neutral, Falcon gets aggressive and applies pressure. The team is very fast and team combos well. Both characters attract heavy attention, so they both can thrive off of surprise attacks and get those nasty combos.
3. :4mewtwo:Mewtwo struggles going on offensive, so Fox can cover that for him well and Mewtwo can play safely. The psychic pokemon also attracts a lot of attention because of his tall frame and is very susceptible to being killed early, so Fox can get those surprise attacks if he needs too. This team also combos generally well.



Stock Tank: 1/10, dies early, better uses of Fox.

-Pros: Fox is fast and can run away from opponents.
-Cons: Fox is one of the easiest characters in the game to kill because he's very light and gets combo'd hard. There's just better uses for Fox.
-Optimal Partners: None, Fox sucks at this role, pick another character.



Sweeper/Punisher: 8/10, Fox has one of the best punishes in the game, up air, up smash, and fair spike are great.

-Pros: Fox has the best punish game in Smash 4, he can get insane combos that can deal up to 50%, or even until death on stages such as Battlefield. In doubles, it's easier to land kill moves such as up smash or back air because of the added chaos or team combos. Usually up air isn't a superb kill move because of staling from stringing them together, but you can get kills with them if Fox's teammate is able to set the opponent up for it through juggling. Furthermore, the spacie can use his infamous forward air fastfall footstool to kill an opponent below 30%. Fox kills even earlier with added rage, which can make up for up air staling.
-Cons: While Fox benefits tremendously from rage in doubles, he still dies early so the chance of not being able to even use rage is always in effect. And while up smash or forward air can snag early stocks, the moves are very risky and put you in a bad spot if Fox misses, with up smash having tons of endlag and forward air putting you in a vertical recovery situation.

-Optimal Partners:

1.:4sheik:Sheik is amazing at dealing damage and controlling the neutral and flow of a game. However, she lacks killing power outside of gimps, which Fox can make up for extremely well. Team combos flow nicely with this team also.

2. :4diddy:Diddy is generally a worse version of Sheik in doubles with Fox, controls neutral well but can have trouble killing. However, Diddy has a noticeably easier time than Sheik at closing out stocks, but sacrifices edge guarding in return.

3. :rosalina:Rosalina controls the stage very well with Luma and can kill very early in certain juggling or edge guarding situations. However, Luma is often dead because of the nature of doubles, so her killing power is severely weakened, which Fox can make up for well.



Damage Dealer: 10/10, Fox has amazing damage output that put opponents in bad spots for team combos. This is Fox's best role in most cases.

-Pros: Fox has very high damaging moves that link into each other fairly well. Up air does 16 damage, back air does 13, up tilt does 9 damage, and, if used in some cases, firefox does 28 damage. All of these moves set up team combos extremely well also, and can extend them as well. The space animal also has one of the best juggles in Smash 4 with up tilt and up air, which can add more damage.
-Cons: Fox's large combos can be interrupted if the other opponent is not occupied.

-Optimal Partners:

1. :4cloud:See reasons above.

2. :4mario:Mario is one of the best carry character is the game, and also has great killing power via up smash and back throw. Fox can bring his opponents to kill percent for Mario in a flash with his juggles. Fox can also team combo with Mario fairly well, but not as much as others.

3. :4lucario:/:4ryu: Lucario can eat up a bunch of damage while Fox gets his damage in on the other team, which can build his aura and rage. Especially at low stocks where he reaches max aura faster, just one combo from Fox is enough to bring the opponent to kill percent. However, team combos aren't great with this pair, but still possible. Ryu, on the other hand, is more consistent on landing kills, especially with true shoryuken. The team can also team combo extremely well.
 
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Mr. Johan

Smash Hero
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Jul 9, 2009
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Sonicboom93
First off, I want to apologize for not getting this out better. Illness for more than a few days can do that.

Second, I figure it would be "cleaner" if I started the next round of discussion on Thursday, at the turn of the month, and go from there. So S-tier characters will be given the open floor for an additional 24 hours.
 
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