Berserker.
:^)
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nice tips i find this matchup so hard, i think the best way to deal a fox is the patient because he can punish all the shulk moves.The two characters that I've spent the most time with in this Smash game.
Fox is my main, while Shulk is my secondary. All of this post is going to be very long as a result, but I can tell you I've tested all this data to the best of my non-frame perfect ability.
Some Fox things
- Among the fastest overall fighters. 4th fastest dashing speed, 2nd fastest walking speed, fastest vertical air speed. All these in combination make Fox's lack of range in most of his moves moot, he can chase Shulk to the ends of the earth or run away to shoot lasers.
- Jab on frame 2, U-tilt on frame 3, Dash Attack on frame 4 (lasts all the way up to frame 15), F-tilt and D-smash on frame 6. All these moves are faster than or just as fast as Shulk's jab on frame 6.
- D-air and F-air have multiple hitboxes and can be used to frame trap. N-air is long lasting hitbox and can be used for frame traps as well. Keeping this in mind with Fox's vertical momentum, air-dodging can be dangerous.
- Fox has the shortest amount of start up in his jump: he takes 4 frames to leave the ground. He can chase very fast, regardless if you're above him or far from him.
+ Despite Fox's startup data, he does have cool-down in his moves, most notably his smash attacks.
+ Fox has lost his way of forcing approaches efficiently. Lasers are no longer as reliable as they used to be.
+ A global change is that all characters lost the ability to shield to interrupt fox-trots. This hurt Fox a lot, since he can't run in with shield until the fox-trot (ie, dash startup) animation is finished.
^ This means that the best way to space out Fox is just outside his fox-trot distance and play footsies. Watch out for pivot and walk-up anything, since his walking speed is still quite fast, and side-B mixups.
The MU
The only time Shulk is at an advantage is when Fox is offstage, as he has a very predictable recovery and Shulk can go deeeep and far offstage with Jump. Fox wins the ground, neutral, and everything else.
If you toss Fox up in the air:
- You can interrupt Side-B recoveries with F-smash, F-air, and D-air.
Speed monado ties Shulk's dash speed with Fox's for 4th fastest running speeds: both are put on the same speed tier in terms of dashes. Shulk's walking speed becomes the fastest in the game.
- Careful of landing N-airs and D-airs. U-tilt will beat both these options, but you gotta be fast since Fox falls really fast.
- Fox can only stall once with Shine in the air (or rather, he should only stall once, as the second time won't hold him there long). This was nerfed in this game.
- Side-B lets Fox escape to the other side of the stage very quickly and has very little landing lag. However, the unorthodox Back-slash can actually get there fast enough when he lands from it, depending on how far you are from him.
Jab -> Jab 2 is an infinite on Shulk at any percent, though Fox must be frame perfect if Shulk is below 25%.
Buster and Smash, like Shield, are a risk in this MU:
- Below 20%, Shulk can escape if he has Shield equipped by DIing down: he'll land right away and be able to grab Fox before his next set of jabs come out, thanks to the added weight.
- This is a RISKY strategy, however, since Fox can also throw a U-tilt to start comboing you. Being in Shield and getting combo'd is not worth, even if the damage Shulk receives is lessened.
- If he's hitting you with the jab while you're slightly above the ground (ie, let's say you short-hopped and a jab stuffed you), since it takes longer for you to fall back to the ground, Vision counter here would activate before you land on the ground and suffer landing lag.
- ONLY try to counter it if you get hit by the first jab while you were in the air. If you were standing, use jab or grab.
- Additional notes on jab -> jab 2:
- You can also escape the jab -> jab 2 barrage if Fox spaces incorrectly:
- DI in if he's hitting you close to his body. The second jab will make him step forward, missing the next string of jabs.
^ Beware of a follow-up U-tilt or turnaround grab, however.- DI away if he's hitting you right on the tip of his fists and if you're in Speed. Careful of the run up U-smash though.
- Fox steps forward with jab 2, which means he'll run out of stage eventually and won't allow it to be a "true" infinite.
- The second jab can make Fox step off a ledge. Be mindful of where you are, since Fox can act out of walking offstage into a N-air or potentially deadly F-air spike.
Other Monado advantages and notes:
- Fox's damage output isn't as scary as it was in Brawl's, but he still racks up respectable damage up close.
- Fox can also just run away while in these modes and shoot lasers.
- If you are in Buster, Smash, Vanilla, or Shield especially, Foxes that like to run away and get greedy with lasers can get a nasty surprise with our dash attack. The long lunge forward can hit them to punish the guns lag. This will not work on smart Fox players who know when to stop shooting lasers though.
- Buster equipped means you also deal a lot more shieldstun and pushback, something Fox doesn't like being a light-weight character.
- Make good use of the better range in this Monado against Foxes that like to use dash -> shield or walk -> shield to get in, this is how you will keep them off of you.
- I recommend referring to Berserker's guide on Buster mode in the Shulk board.
- Smash equipped is safe at the start of the stock, where the risk of getting KO'd is low and getting knocked farther away serves us well to escape the vortex of Fox.
Vision:
- Jump short-hop B-airs come out just in time as you get close to the ground. Tomahawk jumps are risky since Fox can easily snipe with his own B-air, U-air and N-air, but if you get the read they're effective to land the grab on Fox.
- Speed use fading N-airs and F-airs to keep Fox out. After landing, use d-tilt if Fox is running at you or U-tilt if he's trying short-hop / tomahawk jump approaches.
- Shield lets Shulk punish Fox's Smash attacks using an F-smash out-of-shield.
- Buster on a 20% or less Fox: D-throw -> F-smash does 35% damage. At 25% and more, you can chase him with dash attacks if he starts DIing far away from you. At more than that, after 55%, F-throw -> Dash Attack, F-smash or F-air (dependent on DI) is hard to escape. Vision is gawd-like in this Monado as well.
- Smash helps out for KOs on the light character Fox is, and again is safe when at low percents.
Stages:
- Absolutely awful if Fox baits it, but absolutely incredible if you manage to land the counter.
- A Vision counter has turned the tides in this MU more times than I can count. To put it in perspective, a countered Fox Up-smash can KO him at ~50% from centre stage Final Destination, and this is not counting Power Vision.
- In layman's terms, be very smart about how you go using Vision, watch what Fox is doing carefully to find your openings.
I've covered just about as much as came to mind regarding what Shulk can do in this MU and what will happen to him.
- Avoid Battlefield, Final Destination, Halberd, and Town & City.
- Smashville, Castle Siege, and Delfino are definitive recommendations.
- Lylat and Duck Hunt: if you like them. Otherwise, avoid them.
IMO:
35:65 in Fox's favor. (-2 Shulk)
In conclusion, I believe that Fox wins this with a notable advantage. Shulk's neutral game is slow, which means Fox can bait out his footsies and get in on him as soon as he makes the first mistake.
As I covered above in all my points though, there are things that you can keep in mind during the MU.
EDIT: added notes on offstage and stages. Cleaned up the post as well.
As a final note, I can't stress this enough: Fox can't shield to interrupt his fox-trot (dash startup) anymore like he could in previous games. You CAN play footsies with him if you think he'll dash forward. Stay just outside his fox-trot distance and space him there.
Learning this distance and using your range correctly will be what takes this matchup from 25:75 in Fox's favour to 35:65. It's that vital to learn how to play footsies vs Fox.
While we obviously don't have Ness tier throws, we do have some pretty decent kill throws in smash art. The fact that Fox can't kill off of a throw means that Smash art might be slightly more safe to use than against other chars have kill throws (assuming we're spamming shield and playing very defensively). While this doesn't really do much to alleviate the jab lock issue, it still might be an option worth exploring.To beat Fox you have to abuse the fact that he has no kill throws, allowing you to spam shield at kill percents. You [Ness] have the best kill throw in the game, so you wanna use that.
This is a great point, and I think it could be very useful with Air Slash out of shield in Smash mode. You can use it if Fox is spacing back airs on shield. Same thing with dash cancelled up smashes. Up B out of shield is a riskier option than shield grab, but it can be more beneficial to us in some cases, like when we're at center stage.To beat Fox you have to abuse the fact that he has no kill throws, allowing you to spam shield at kill percents.