Thunders combo follow-ups (perform these after you've jab reset them):
Doing uair all the time gets boring and you know...being creative is fun. So I've come up with a variety of ways to build on this combo.
-uair; EVERYONE does this, but w/e its still worth listing)
-dair; you can actually dair->shine your opponent again and do another thunders. Doing the thunders again has two main purposes. Damage output, and you force your opponent across the stage and towards an edge. It sets up for easy edge-guards and corners them usually.
-run at your grounded opponent and shine; If you thunders your opponent near an edge, running at them and shining makes you life easier and will lead to early kills sometimes.
-utilt; you can actually keep walking forward and land an utilt on them. I'd suggest turning around and using its range, because you might miss. If you want to get super flashy like me, turn around after you jab and do a perfect WD backwards into utilt. lulz
-grab; self-explanatory
-usmash/charged usmash; self-explanatory
-nair; for those of you who love this move ^^. Use it against an opponent that isn't adept at CCing. You can nair->utilt, nair->grab, nair->shine->thunders again...so many things will work if you land this nair successfully.
-dsmash; if you get a Fox in thunders at higher than 50/60 near an edge...do this. Dsmash knocks them far off and its over from there. Grab edge shine or bair. Thunders to dsmash is usually overlooked, but it comes in handy in certain situations.
-shine usmash; novelty purposes. If you thunders your opponent successfully you actually have enough time to run back and shine usmash before they can do anything. lol its mad gay, and I do it all the time.
-dtilt; yes thunders to dtilt works. It leads to grabs and usmashes and edge-guards if they d.i. away or something. Use it sometimes to keep things fresh.
Wow, I've almost listed all of Fox's moves. -_-
oh well. lol