How to describe fox?? Hes a glass cannon. A risky character that literally everyone plays. His high-risk, high-reward play style draws many beginners to Fox, and high-level players often use Fox as their main or secondary character.
Pros:
Fast- he can outrun all characters but C. Falcon
quick, rapid projectile
counter that can be used to combo and reflect projectiles
two recoveries- or one and a half because side B is easily punished and edgeguarded.
hard for beginners to avoid fire fox.
throws combo easily
Aerial attacks are powerful and reliable
projectile racks up damage
pretty good survivability despite light weight.
Mindgames- just piss your opponent off with dashdances.
cons:
he's light
he falls very fast
fox illusion (side-b) can send you off the stage if you aren't careful
his projectile doesn't cause the opponent to flinch
use Nair instead of fair, since fair is easily punished.
fire fox is easily edge guarded.
Fox Illusion is easily edgeguarded and punished
Combos
Fox has incredibly good comboing potential. His throws lead to combos, especially his down throw. Dthrow to Shine (Down-B)? Bread and butter of Fox's game. Can spike if you time it just right. His aerials are pretty strong, his u-air can be chained, his d-air can rack easy damage, and while it isn't a spike, it's still pretty useful. his f-air is quick but you need to be careful when using it because it's laggy as s##t. the bair is also a good choice. One of the easiest and most powerful combos in the game is fox's up-throw to up air. In the air, fox needs to maintain total control, dominating with his bairs and uairs, keeping his opponents grounded if possible. otherwise, Fox's susceptibility to combos will work against him. Although he's great in the air, Fox's best place is on the ground. On the ground, fox's speed is his main asset. Blaster racks up damage, then dodge behind the opponent when they get close and hit them with a quick smash attack. Throws need to be a main priority as well, as u-throw can combo into a u-air string, and d-throw can combo into smashes, reflectors, and dashes. Fox's side-b can combo against beginners, but there's always the chance you'll suicide off the stage, and pro's can easily tech out of the combo, so don't make side-b a mainstay in your play style. If forced into the air, chained u-airs rack up massive damage and easily get ko's. You can also surprise your opponent with fox's quick nairs and bairs. Fox's smashes hurt, they're ideally used after you dodge behind an opponent, especially the f-smash. This smash is also useful after his down throw-reflector combo, depending on the opponent's percentage and what character the opponent is. Also talking about blaster, run and gun pisses opponents off. Knowing your opponent is most important. A fox ditto is probably the most high-octane match ever. Watch out, cause pro foxes are tricky as hell. Versus Marth and other non-projectile characters, harass them with blaster. When they inevitably close the distance, dodge behind them, then hit them with a smash attack. Versus other projectile users, reflector, blaster, and fox's speed are what you have to focus on here. Fox's infinite reflector can easily defend him against projectiles, and he's got a faster projectile than anyone else. Control of the stage is the biggest priority. Leave your opponent bewildered and bruised, not knowing how to react against Fox's lightning-fast attacks.
perhaps fox's greatest weakness is his light weight and easily edge guarded recoveries. To minimize these, try to stay on the stage or just above it, harassing your opponent with fox's speed and agility. Also, fox, like all space animals, is easily chain grabbed. Stay far away if possible, using dodges and blasters to keep distance. off stage, his lack of a spike hinders him, but his other aerials make up for this. Fox can't rely on power, because he's not that strong. Fox isn't a close-range fighter. He's gotta get his opponent vulnerable and at high percentages to finish them.
Fox's worst match ups are against Grab-reliant characters, like Falcon, Falco, fox himself, and Marth. These characters can chain-grab fox, and are all fast, so distance is pivotal. High-level foxes are dangerous, common, and know what they're doing.
Here's a scenario: Fox vs. Ganondorf, Fountain of Dreams. Ganondorf is at 50%, Fox at 30%. An overconfident Ganondorf closes the distance from the edge to Fox-directly in the stage middle- with Wizard's Foot. However, Fox dodges directly behind Ganondorf and uses Fox Illusion to knock Ganon into the air. Since Ganon is too far away to capitalize on the lag, Fox immediately goes to the opposite edge of the stage. now, Fox has two options; piss off Ganon with blaster, or dive right in with Illusion and risk getting Thunderstomped. Fox chooses the former, annoying Ganondorf who closes the gap. Know we have a choice; trick Ganondorf by dashing forward, the dodging behind Ganon and f-smashing him, or taking to the air and risking a dark dive, aerial attack, or u-smash from Ganon. Fox chooses to feint forward, but is hit by an unexpected Gerudo Dragon. Fox quickly DI's, using reflector to slow his descent, and dairs on top of Ganondorf, who is readying a u-smash. Fox then chases down Ganondorf, grabs, pummels, and u-throws him. Ganondorf DI's as well, but is caught in a powerful u-air from Fox, which KO's Ganon.
Tips for beginners; "DI"-ing is holding the shield button when you are sent flying through the air. Reflector in the air slows fox's descent for a short time. Capitalizing on DI's and reflectors are vital to any character's playstyle, as they are vulnerable for a short time. Capitalizing on an opponent's mistimed smash is important, but risky, as you yourself can mistime and get caught in a powerful attack that may be a KO.
Thanks for viewing my guide to fox
thanks to @dude it's raining for the tips
Pros:
Fast- he can outrun all characters but C. Falcon
quick, rapid projectile
counter that can be used to combo and reflect projectiles
two recoveries- or one and a half because side B is easily punished and edgeguarded.
hard for beginners to avoid fire fox.
throws combo easily
Aerial attacks are powerful and reliable
projectile racks up damage
pretty good survivability despite light weight.
Mindgames- just piss your opponent off with dashdances.
cons:
he's light
he falls very fast
fox illusion (side-b) can send you off the stage if you aren't careful
his projectile doesn't cause the opponent to flinch
use Nair instead of fair, since fair is easily punished.
fire fox is easily edge guarded.
Fox Illusion is easily edgeguarded and punished
Combos
Fox has incredibly good comboing potential. His throws lead to combos, especially his down throw. Dthrow to Shine (Down-B)? Bread and butter of Fox's game. Can spike if you time it just right. His aerials are pretty strong, his u-air can be chained, his d-air can rack easy damage, and while it isn't a spike, it's still pretty useful. his f-air is quick but you need to be careful when using it because it's laggy as s##t. the bair is also a good choice. One of the easiest and most powerful combos in the game is fox's up-throw to up air. In the air, fox needs to maintain total control, dominating with his bairs and uairs, keeping his opponents grounded if possible. otherwise, Fox's susceptibility to combos will work against him. Although he's great in the air, Fox's best place is on the ground. On the ground, fox's speed is his main asset. Blaster racks up damage, then dodge behind the opponent when they get close and hit them with a quick smash attack. Throws need to be a main priority as well, as u-throw can combo into a u-air string, and d-throw can combo into smashes, reflectors, and dashes. Fox's side-b can combo against beginners, but there's always the chance you'll suicide off the stage, and pro's can easily tech out of the combo, so don't make side-b a mainstay in your play style. If forced into the air, chained u-airs rack up massive damage and easily get ko's. You can also surprise your opponent with fox's quick nairs and bairs. Fox's smashes hurt, they're ideally used after you dodge behind an opponent, especially the f-smash. This smash is also useful after his down throw-reflector combo, depending on the opponent's percentage and what character the opponent is. Also talking about blaster, run and gun pisses opponents off. Knowing your opponent is most important. A fox ditto is probably the most high-octane match ever. Watch out, cause pro foxes are tricky as hell. Versus Marth and other non-projectile characters, harass them with blaster. When they inevitably close the distance, dodge behind them, then hit them with a smash attack. Versus other projectile users, reflector, blaster, and fox's speed are what you have to focus on here. Fox's infinite reflector can easily defend him against projectiles, and he's got a faster projectile than anyone else. Control of the stage is the biggest priority. Leave your opponent bewildered and bruised, not knowing how to react against Fox's lightning-fast attacks.
perhaps fox's greatest weakness is his light weight and easily edge guarded recoveries. To minimize these, try to stay on the stage or just above it, harassing your opponent with fox's speed and agility. Also, fox, like all space animals, is easily chain grabbed. Stay far away if possible, using dodges and blasters to keep distance. off stage, his lack of a spike hinders him, but his other aerials make up for this. Fox can't rely on power, because he's not that strong. Fox isn't a close-range fighter. He's gotta get his opponent vulnerable and at high percentages to finish them.
Fox's worst match ups are against Grab-reliant characters, like Falcon, Falco, fox himself, and Marth. These characters can chain-grab fox, and are all fast, so distance is pivotal. High-level foxes are dangerous, common, and know what they're doing.
Here's a scenario: Fox vs. Ganondorf, Fountain of Dreams. Ganondorf is at 50%, Fox at 30%. An overconfident Ganondorf closes the distance from the edge to Fox-directly in the stage middle- with Wizard's Foot. However, Fox dodges directly behind Ganondorf and uses Fox Illusion to knock Ganon into the air. Since Ganon is too far away to capitalize on the lag, Fox immediately goes to the opposite edge of the stage. now, Fox has two options; piss off Ganon with blaster, or dive right in with Illusion and risk getting Thunderstomped. Fox chooses the former, annoying Ganondorf who closes the gap. Know we have a choice; trick Ganondorf by dashing forward, the dodging behind Ganon and f-smashing him, or taking to the air and risking a dark dive, aerial attack, or u-smash from Ganon. Fox chooses to feint forward, but is hit by an unexpected Gerudo Dragon. Fox quickly DI's, using reflector to slow his descent, and dairs on top of Ganondorf, who is readying a u-smash. Fox then chases down Ganondorf, grabs, pummels, and u-throws him. Ganondorf DI's as well, but is caught in a powerful u-air from Fox, which KO's Ganon.
Tips for beginners; "DI"-ing is holding the shield button when you are sent flying through the air. Reflector in the air slows fox's descent for a short time. Capitalizing on DI's and reflectors are vital to any character's playstyle, as they are vulnerable for a short time. Capitalizing on an opponent's mistimed smash is important, but risky, as you yourself can mistime and get caught in a powerful attack that may be a KO.
Thanks for viewing my guide to fox
thanks to @dude it's raining for the tips