Fox vs Zero Suit Sheikachu Climbers is 0:100... e_e
I'm afraid of the bolded part of the enemy's name.
Zero Suit Shiek gets wrecked by Fox.
30:70 At worst.
I'm sure if me and Fenrir sat down we could write a 30 page paper on why Fox is dead even with Zero Suit Sheikachu Climbers.
And then the players who don't play Zero Suit Sheikachu Climbers would come in and agrue against our amazing paper. The Zero Suit Sheikachu Climbers players would remain silent and continue to forget that Fox exists.
Since I've already peered into the future, now I don't have to write a 30 page paper.
YES! Fox wins.
I'm daunted by all the "dictionary data". I mean, it's clear that a lot of Fox is memorized combo strings. Improvising that stuff by feel just won't pay off as much as the memorization, and it can lead me to big losses if I try for something not guaranteed.
I first got involved in competitive gaming with Tekken; in Tekken there are some clear cut basics in differences between attacks and how they are used. In Tekken these applied to all characters.. because in most fighting games.. combos = good. However, in Smash.. Fox is one of the few characters that employs this ideology.
First this is first: The absolute basics. Rising forward air. Laser play. Turn-around-shinestall Understanding our speed and range. Even if you think you already have Fox down pat; revisit the basics first and everytime once again before you strive to practice a particular thing.
Rising forward air while moving either straight up or even back rather than forward. Ensure you can hop laser while staying stationary, changing directions, advancing, retreating, perfect the timing of zero lag landings. Can you reliably turn around in mid shine (holding the directional stick down and slightly left or right) while in the air to change how you will attack opponents at your sides? Just how far away can someone be before you shield/pivot/standing grab or jab them? Practice shield grabbing Metaknight's Tornado.
Then. Everything else is Tekken mind-set and categorized.
Starters/Launchers: D-air, Jab, D-tilt, D-throw, U-tilt, U-Throw so on..
These are moves that are generally the start of a string of attacks and set you up for transitions..
Transitions, the inbetweens: Anything that falls into this category can go anywhere but can also be used to move from a starter/launcher to a finisher: Double jab cancel, grab, U-tilt, N-air, F-air, Reflector.. so on.
and then you have your finishers
Finisher: D-smash, U-smash, U-air, B-air, Reflector.
These aren't definitive lists, but you get the idea. Basically what you want to practice on is.. pick a starter/launcher. Keep using this one method of launching a string of attacks and keep switching your transitions.. either aim for even more transitions or the ability to launch another string for more %, or find ways to reach the Finisher to kill your opponent.
The easiest and most effective launcher to start learning is D-air. It punishes lag, smashes, spot dodges, rolls, and jumps. Now fill in all the blanks yourself to see whats effective. D-air > U-tilt > U-tilt > D-throw > F-air? Or maybe D-air > Jab Cancel > Reflector > U-throw > B-air.
Start with a launcher and just keep tinkering with it until you feel incredibly comfortable with its versatility, and then try a new starter to play with. Everything else Fox does is punishment and laser. Easy stuff to get the hang of.
So again, synopsis, pick a launcher.. combo starting from that one move over and over.. something comfortable will come to you naturally. Keep practicing. Continue practicing. Get TOO used to that one launcher, then try a different move to begin. Try to think of scenarios where your launcher will be used.
Good luck.
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