• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Fox Tips?

Hakkat

Smash Apprentice
Joined
Apr 27, 2013
Messages
183
Does anybody have any Fox combos they could list that are not dodge-able

Also, how do I perfect my DDing, and how should I approach, and also how can I use DDing to approach?

P.S. I posted this in the PM section too but he is the same in PM and Melee and I think this will get a faster response (which I need)
 

Jim Morrison

Smash Authority
Joined
Aug 28, 2008
Messages
15,287
Location
The Netherlands
Fox combos are too many, you have to watch vids and practice yourself to figure them out, there's no way to list.
Perfect DD'ing by moving your control stick from left to right to left a lot. It is important in approaching in the sense that you use it to bait the opponent into reacting. It's not really approaching, it's spacing yourself to set up an opponents mistake. Watch vids from high end Foxes, they usually utulize DD well.
 

Hakkat

Smash Apprentice
Joined
Apr 27, 2013
Messages
183
OK, thanks, I've seen good Fox players like Mango DD really well. I can never run away and run back in that quickly because they have too much range on their attack, and if I hold the stick long enough to dodge, I have to do a turnaround and I can't counter. I can DD pretty fast though...I usually use it to confuse my opponents before running away to use my laser, or to approach by suddenly rushing them. For dodging I end up jumping, shielding, and rolling out of the DD.
 

Ziodyne

Smash Ace
Joined
Jan 10, 2013
Messages
571
Location
UCLA
OK, thanks, I've seen good Fox players like Mango DD really well. I can never run away and run back in that quickly because they have too much range on their attack, and if I hold the stick long enough to dodge, I have to do a turnaround and I can't counter. I can DD pretty fast though...I usually use it to confuse my opponents before running away to use my laser, or to approach by suddenly rushing them. For dodging I end up jumping, shielding, and rolling out of the DD.
Don't think about doing just fast DD's...think about how to mix up the distance with your DD and make sure you can switch between short DD's and long DD's on command, because you should be able to dash away from the attack and avoid it and be able to run back and punish it. If the attack still hits you, maybe you're DDing too close to the person and need to space yourself away so that you can bait a bad SHFFL, dash back and dash in to grab.

This fast DD to sudden approach or laser camping sounds trivial and unnecessary lol. Unless you're actually using your DD to space correctly, why not just approach/laser camp directly and save yourself the hassle?

It's good to know when to dodge out of a bad DD, but just remember that the fact that you have to jump/shield/roll out of the DD means you failed the DD somehow and you should think about what went wrong and try to fix that.
 

Jim Morrison

Smash Authority
Joined
Aug 28, 2008
Messages
15,287
Location
The Netherlands
OK, thanks, I've seen good Fox players like Mango DD really well. I can never run away and run back in that quickly because they have too much range on their attack, and if I hold the stick long enough to dodge, I have to do a turnaround and I can't counter. I can DD pretty fast though...I usually use it to confuse my opponents before running away to use my laser, or to approach by suddenly rushing them. For dodging I end up jumping, shielding, and rolling out of the DD.
Try wavedashing if you're too far away to turn around for a dash dance. Wavedash and then continue dashdancing
 

Ziodyne

Smash Ace
Joined
Jan 10, 2013
Messages
571
Location
UCLA
I like that Fox always has options though
He feels very free-flow like that
 

KirbyKaze

Smash Legend
Joined
Nov 18, 2007
Messages
17,679
Location
Spiral Mountain
Yeah but

[COMBO SEQUENCE]
<U-THROW ><watch opponent><INSERT_APPROPRIATE_ATTACK>

Is kind of vague as an answer. Even if it is accurate.
 

Hakkat

Smash Apprentice
Joined
Apr 27, 2013
Messages
183
Don't think about doing just fast DD's...think about how to mix up the distance with your DD and make sure you can switch between short DD's and long DD's on command, because you should be able to dash away from the attack and avoid it and be able to run back and punish it. If the attack still hits you, maybe you're DDing too close to the person and need to space yourself away so that you can bait a bad SHFFL, dash back and dash in to grab.

This fast DD to sudden approach or laser camping sounds trivial and unnecessary lol. Unless you're actually using your DD to space correctly, why not just approach/laser camp directly and save yourself the hassle?

It's good to know when to dodge out of a bad DD, but just remember that the fact that you have to jump/shield/roll out of the DD means you failed the DD somehow and you should think about what went wrong and try to fix that.
I'm not really sure how to fix that...and it doesn't always mean I failed. Sometimes I can jump out of it and counter, but sometimes it does mean I failed. Also I do notice that sometimes dash attacks CAN (not always) beat dash dancing easier than other attacks.

Also I now have a very good idea for a solution. I can turn my DD into an offense as my opponent grows very close and counter by dash attacking them. This is something i started using lately and it works well, because then I may be able to string a Utilt or two after (depending on their %) into combos and aerials.

Sorry if typos I am typing from my phone btw (in case of autocorrect)
 

Ziodyne

Smash Ace
Joined
Jan 10, 2013
Messages
571
Location
UCLA
Sorry if typos I am typing from my phone btw (in case of autocorrect)
I'm not saying you automatically lose because you jumped lol, I'm saying though that means your DD could still use work (or your DD just didn't work for something obvious, like you DD'ed and ran off the edge or something). It means that you could still use some work in either spacing your DD distances or positioning yourself to maximize your DD potential. All I'm saying is that if you jump, you're not necessarily in a bad spot at all, but it still means you probably could've done more with your DD that you just didn't do. I will admit though, sometimes DDing isn't always the answer. Fox's DD is really ****ing good though, so getting used to abusing it can take you very far.

That solution isn't bad, but it's a mixup, and probably one that should be spared for rare instances. If the opponent has reason to believe you'll do it often, that sort of dash attack is pretty trivial to punish: shielding flats out beat it, shielding can be done even from a dash, and getting shield-grabbed as Fox is quite often GGs.

Mix it up with DD grabs, DD aerials, and maybe some pivot tilts for max effect. Also, in Fox dittos against a Fox who liked dash-dancing a lot, I just run in and dtilt in the middle of his DD. It got me a good amount of success. This is from two people who aren't high-level Fox players though, so take from that what you will.
 

Kaeon

Smash Cadet
Joined
May 17, 2013
Messages
36
Location
Long Island (NY) / North Carolina
Fox has so many options, there's no good reason for you to commit to an attack that can get you shield grabbed of all things. Practice something simple like nair>shine instead when you find the proper opening, and go from there. You can shinegrab to punish a shielded opponent, waveshine out to create space/punish a reaction, or follow the shine if it connects. Drill>shine or Nair>shine are much safer approaches than a dash attack, but a dash attack can definitely combo into something. Mix it up.
 
Top Bottom