Use SHD-air combos or camp your foe with SHTL or SHSLim picking up fox, how should i rack up damage early in a stock?
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Use SHD-air combos or camp your foe with SHTL or SHSLim picking up fox, how should i rack up damage early in a stock?
mainly stoping your momentum in the air.What can shine be used for besides reflecting projectiles?
This is imo.im picking up fox, how should i rack up damage early in a stock?
What can shine be used for besides reflecting projectiles?
Shine is one of our best moves! It's very good and very unique. This is a list of its uses:
- Stopping yourself from falling, more than once! For example, Mario's cape only works once and has more cool-down. Some obvious examples of its utility are a Mach Tornado or a smash attack being charged up below you...and even allows repositioning, or punishment with a well-timed fast-fall aerial as soon as the opponent's cool-down sets in. It also resets your fast-fall, if you find that useful.
- Reseting your aerial drifting. If you're drifting into your opponent, who attempts to juggle you, you can shine and regain control over your drifting, so you can switch directions without it being telegraphed. For example, you're put into a position where you can perform an air-dodge or aerial into the opponent, but you shine. Then, since it's ambiguous whether you'll drift into or away from the opponent since there's possibility for either, a much broader mix-up sets in. It's one of the reasons Fox is one of the toughest chars to juggle.
- Turn around in the air. This is a very quick way of doing it. Useful to face the direction you want to airjump fair into, or to set up an aerial like back air.
- Countering projectile games. Shine has two anti-projectile characteristics: It reflects them into the opposite direction, now under your control; and it allows you to roll, spot-dodge or hop (my favorite) as soon as you've reflected a projectile. Some specifics: you can shine R.O.B.'s projectiles on reaction (when he begins a move's animation at a range only a projectile would be reasonably inputed), you can't cancel out of reflecting Pikmin (so Olimar has, in my opinion, a big advantage when far away), and I don't think you can re-direct Pit's arrows after gaining control over them.
- Activate invincibility frames. Shine's hitbox comes out on frame 3, and from input to said moment, Fox becomes invincible. A buffered shine can be a clutch way of escaping some wrongly inputed loops; mostly things your opponents are not buffering. Also, you can shine Snake's grenades while under his control, cause the explosion, and not get damaged. This can fail because the duration of hitboxes extends when they hit something, though (the explosion has hit me after being extended by contact on Snake's shield. I don't know if this depends on spacing). If you're very flashy, you can even hop into a mine and shine it just before you contact it: you'll invincibly blow it up if you touch it with shine's hitbox.
- The shine can be used to gimp several characters, for example you can counter Falco's fire by blocking its trajectory with it, or counter his air-jump nair from the ledge by walking into him and executing it. Other chars vulnerable to shine "spikes" that I remember right now are Ike and the Links. You can react to Diddy's upb with downb if he releases into you...I've done jab, straight, shine vs Snake and Falco to force them to upb too. Jabs until the opponent wastes an air-jump, then a shine is a sneaky way to put them in trouble.
- Shine is our best way to ledge-stall. Letting go of the ledge, air-jumping into it and shining before holding it again; is quicker than waiting for a full air-jump to grab it again. If it's actually too early to grab the ledge again for a ledgehog, you can shine again before grabbing the ledge.
- Wall locks: At low enough percentage for the opponent not to fall over by it, you can shine repeatedly as a combo. I've seen it work in the air against the stage Yoshi's Story, but it can be smash DI'd. There's a chance this doesn't work at all with SDI x4 (QCDI+C-stick), but it's worked for me on Stadium's wall.
- Some combos that I don't use involve shine.
I use the default 'c' to jump and 'B' for special, it seems to work very well.Hopefully u guys can help me out on this. Im pretty sure there are no WiiChuck users up in here, but I must ask: what type of control configuration should u use for the WiiChuck to be able to triple laser cancel consistently?
Fox's best approaches are skid grab (walk/run[while you're in the running animation, not the dash start up]+shield grab) and dash attack. (imo)Hello. I am realatively new to Fox. I was wondering if my common approach methods are legit:
SHD-Air to Jab, Grab/Shine/D-Smash - This one is pretty common
SHF-Air to same as above
SHN-Air to the same as above
I'll sometimes Dash attack to a few U-Tilt strings at very low percentages to variate a bit more.
And I SH double laser but the lasers don't hit most of the time because they're too high even though I SH. ):
I'm pretty sure it depends on where you hit him with your fair. Should be like where MK's body is located (at the feet of the nado).I was going against a MK the other day. Whenever he'd use his b-neutral I tried F-air on it and it broke through 90% of the time. Idk if this only works after the tornado is past the startup frames or if it is really guaranteed. Any insight?
Alright cool, figured I was just getting lucky hits on the weak points. Thanks for posting extra insight into this MU too.I'm pretty sure it depends on where you hit him with your fair. Should be like where MK's body is located (at the feet of the nado).
Personally, I don't recommend using that as an answer to nado, You can nair and dair him from above right inside the center. Though, if you happen to get caught in the nado as you fair, Fox should manage to get out while eating 5% at best, Keep hitting up to DI out of it and Nair/Dair.
Oh man thanks a lot.I believe you can just hold up instead of tapping it rapidly (you can't SDI nado I think). If you pop out of nado and your not in the right position to hit him with an aerial from above, you can shine stall right after you pop out and than land with a soft nair, which beats nado from above and could possibly true combo into upsmash at kill percents.
I kinda doubt any Fox knows it (besides TKD) since it's fox's worst MU and most are too afraid to play it/switch to another character to win. Next time I play it, I'll look more into it.Oh man thanks a lot.
Also, does anyone here have any kind of great insight for the ICs mu? I know the typical *get better and don't get grabbed* but I need a little bit more than that, especially since I don't have many good ICs players to practice against. http://www.youtube.com/watch?v=zz2wepCpeMI *video of TKD going against ICs -though they aren't that great-*
Those are his words, not mine, so I'm guessing it works.Ice Climbers
IC have a lot of tricks. And they all work real well on Fox. So on to the tricks.
Desynch, ice block is easy to deal with, as you can reflect the single block and short-hop cancel, to do whatever you wish to do next. The opponent may mix up with desynch ice block into desynch blizzard into dashgrab, so watch out for that (it'll be easy to see). Another mix-up is the opponent jumping instead of dashing into you behind the ice block, in hopes of intercepting your hop from shine. Not hopping into the climber when he takes the air will be good, and an opponent in the air is a good opening for you. I just thought of desynch ice block into dash, RAR bair, but I'll worry about that when I see it. Shining the ice block is a good opportunity to hop into IC and into their backside to open them, as it is also a good opportunity to hit one with a well spaced delayed nair (delayed well enough for the opponent not to powerblock it; if you think he can, either space nair farther away or don't execute it). If the opponent is careless about desynching, or does it into you (with dash away, toward you, special; instead of toward, away + pivot special), he gives openings for random dash usmashes and stuff, so take the clear chances if they're given often.
Bair is pretty good on IC once in awhile. If necessary, delayed enough to avoid the opponent's powerblock and to allow the most drifting.
Mostly this match-up requires patience, because you can't really let your guard down and still win like in other match-ups. You should avoid being grabbed, but also remember that you need to learn how to struggle so the opponent has a tough time trying to chaingrab you. If he tries a 2ble climber cg, it should be impossible for the opponent to begin it from a dashgrab (too much cool-down on the helper climber) unless he begins the cg with solo climber dthrows. Any time the opponent has to dash grab you with the main climber can be an opportunity to escape.
As for grabbing the Climbers, use fthrow. It crashes a climber into the other. The rest of Fox's throws will result in you being hit with a smash attack. Grabbing IC is pretty good, Fox's grab range is bigger and he zones and spaces better with the shorthop and better walk and stuff.
In general I like to begin interaction with lasers and adapt to whatever the opponent does. Standing rapid lasers are good when IC are far away, as they can't do much about that. Spacing around their range and running away works very well, as the climbers are not too fast a character. Standard juggling applies to them, and they're not a difficult juggle either. Focus on the main climber: if it's controlled via juggling, both of them are: the helper climber will never think it up and grab you or smash you, it'll just keep hopping into the main one. If the main Climber can't do anything about it, it's good to kick the crap out of the other though. Don't let a solo climbers grab you at low percentage, it means either a powerful and long chaingrab, or worse, the same while waiting for the helper climber to regroup. So you'll avoid being grabbed for most of the match: when they're grouped and when you have low %.
Learn to follow the CPU climber when she's alone. She has a pattern, allowing real combos and sometimes easy edgeguards (depending on the participation of the other one, but it's usually good allowing that one to hit you in exchange for knocking the partner out). Also, the helper's carelessness allows you to usually have racked up enough damage to suddenly KO with usmash (if the climber is outside of control range, it won't DI either). The main climber is vulnerable during upb and allows you to hit him after he's thrown his helper in front of him. This can mean a downb, a dair that's not fast-fallen, or i don't know. Their sideb doesn't sweetspot the ledge until freefall, so you can take advantage of it too.
IC players will usually uair to chase you when you're avoiding them. You can either sort of space away in the air and land on them with a nair, bair or whatever, or run away usually. The best you can probably do is powerblock it from a platform and drop with an aerial.
are any of your matches up?I believe you can just hold up instead of tapping it rapidly (you can't SDI nado I think). If you pop out of nado and your not in the right position to hit him with an aerial from above, you can shine stall right after you pop out and than land with a soft nair, which beats nado from above and could possibly true combo into upsmash at kill percents.
I'm not really and expert on the MU and probably suck on explaining things, but I've had to dealt with these guys in the past; no one really has helped me this MU other than Zeton, its just the **** i've seen happen or have had to deal withOh man thanks a lot.
Also, does anyone here have any kind of great insight for the ICs mu? I know the typical *get better and don't get grabbed* but I need a little bit more than that, especially since I don't have many good ICs players to practice against. http://www.youtube.com/watch?v=zz2wepCpeMI *video of TKD going against ICs -though they aren't that great-*
well I meant regular vids of you. I dont have any ICs vids of me playing against them up, but I have other vids of me (not many). I'm always playing on a wii that cant save.I have no vids vs ICs.
Besides, I'm a wifi Fox. I kinda doubt there's anything you might want to see :\
Do you have a video of Fox vs ICs? That would actually help a lot.
for the Bair/Nair: when their at the peak of their Uair and then descending back to the ground, you have to space it and be quick other wise hit the will just tradeI want to do offline, but I usually don't have the time too. I think I'm really going to try to get into it though.
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Using Fair actually doesn't sound too bad now that I think about it. mmm...
"when they try to Uair you from any platform you can drill them (Bair/Nair if quick enough) at the end phase of their attack"
Does this mean that if they SH Uair us from below, there's enough time to platform drop> dair them during their cool-down?
[collapse=Comments on Nana Lock for Diddy by TKD]PROVE that we have an infinite on diddy? Like every char does, those I've found for fox are these; they include 1, 2 and 3 consecutive footstools(before landing) respectively:This probably has been asked a lot of times before, but what kind of naner tricks does Fox have on Diddy? Anything from a good damage racker to infinite is obviously appreciated.
I sort of feel you, man. Once I started playing Melee for a bit though, I knew what shorthopping hell was. Fox or Samus is the hardest to short hop with in that game, and I still cant SH there consistently.Thank you, fox67890.
I should practice SHTL. I still have trouble SH'ing with Fox. Something as simple as that takes more effort than with other characters.
well doing a SH is easy, just lightly press the jump button. make things easier press the jump button and watch the height of fox's jump so that you can see that your SHing or FHingThank you, fox67890.
I should practice SHTL. I still have trouble SH'ing with Fox. Something as simple as that takes more effort than with other characters.