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[Lab Project] Everything you need to know about Fox's Utilt.

S-Critical

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Project no.18: EVERYTHING you need to know about Fox’s Utilt
Provided by the Fox Discord Lab Team


IMPORTANT NOTE: Please be aware that there are hyperlinks to examples and demonstrations for visualisation purposes, so be sure to click on them! Also, most percent ranges that we mention in this lab project are averages. The exact range will depend on the character’s weight and fall speed.


Introduction

Fox’s Utilt is, by far, one of his best combo tools, and the easiest to connect. It can lead into very damaging combos and can set up kills very well. However, it seems like there may be a couple of things that we need to know in order to fully optimise our use with Utilt. I will be explaining everything you should know already, as well as some new things that you may or may not know.


Everything you SHOULD know already
This section goes over everything you should know, with more detail to help you polish the things you do already with Utilt


Fox’s Utilt is a frame 3 move that is very good at punishing options, covering landings and comboing into a multitude of things. You will often see Utilt in his most essential combos. These combos vary on the percentage, but I want to clear a few things with said combos/concepts.


Utilt Strings

Utilt has the ability to string into itself, but there are some things that you need to know in order to optimise the way you use them. To begin with, almost all characters are able to shield the 2nd Utilt below 10%. Only a few very floaty characters can get get hit multiple times without being able to land and shield at 0% (Kirby, Rosalina and Luma, Mr. Game & Watch and Jigglypuff). You should try and follow this rule when doing Utilt strings on people. It describes the percent in which they cannot land and shield the 2nd Utilt:

  • Very floaty characters (Kirby, Rosa, Game & Watch, Jigglypuff)≈ 0%

  • Floaty and average fallers (Mario, Corrin, Marth, Sonic etc)≈ 10%

  • Fast fallers (Fox, ZSS, Captain Falcon, Greninja, Roy etc)≈ 20%

All characters will get hit by multiple Utilt strings after about 20%.


It starts to get more complicated when you consider people’s attacks. Out of the 15 characters we tested it on with some of the quickest jabs and aerials, we noticed that the characters with moves that come out on frame 5 or earlier are able to interrupt Fox’s utilt strings with aerials. To avoid being hit by an aerial or any fast move, start doing Utilt strings from around 20%. However, if you do Utilt>Shield (assuming that you buffer the shield), you can powershield or shield any attack starting from around 10%. Only with 150% rage can you shield attacks after Utilt from 0%. Furthermore, after the first few utilts, certain characters can jump out. Be aware of this, so when they do try to jump out, you can try to punish them for it, giving you an even better advantage, since now they must try to land with their double jump gone. This does not work for fast fallers, however. Fast fallers are usually stuck in the strings until later percents (from around 40%, but can be even more depending on what you do). Utilt strings stop working at around 40% for most characters.


The Fox Vortex

The Fox vortex is best described as a series of frame traps that the opponent falls into from mid percent-high percent range. Fox is able to use Utilt to set up the vortex, and by baiting, conditioning and punishing options, you can potentially give a large amount of damage to the opponent.


An example of a frame trap that can set up the Fox vortex is Utilt>Uair between mid and high percent range. There is a small gap between the frame trap at mid percent and the frame trap at high percent due to Utilt>Uair actually being a true combo From around 50-85%. Utilt>Uair does not actually true combo below 50%, and is a 50/50 between around 85-120%. Your opponent has 2 options that can be baited out, which is either airdodge or attack. The mid percent frame trap starts to work from roughly 40%. Let me explain how it works as clearly as possible.


When hitting the opponent with Utilt, they have a few options to go for:

  • Jump out

  • Buffer an attack

  • Airdodge
Fox is able to punish all 3 of the options very easily, and 2 of the options (jump and airdodge) can be punished simply by performing the SH uair. Uair also combos into itself below 50%, dealing a maximum of 41% simply from the opponent trying to buffer an attack or jump. When opponents buffer an airdodge after being hit by Utilt, Fox’s Uair will miss. However, because it can auto cancel out of a short hop (SH), Fox can immediately punish the opponent’s airdodge with another Utilt. Be aware that this only applies to those with a move slower than frame 3. If their move is frame 3 or faster, then this will only work if Fox has a decent amount of rage (at least 125% rage). If the opponent opts to jump, they will get hit by Uair, which will combo into itself between 40-50% (it can do earlier than 40%, but the opponent will be launched too low for you to even connect it, true or not).

Here is what I mean in a demonstration


Of course, this is assuming that your Utilt is fresh, which it won’t be. So what would the vortex be like if the Utilt has been staled?

The vortex will still work if the opponent airdodges. Utilt>Uair will be true at around 50%, like usual. The opponent will be able to attack before your Uair comes out before then, even if it is frame 6 or 7, compared to a fresh Utilt, in which it had to be frame 3.

The same thing applies once the opponent is between 90-120%, only this time you have a chance of killing them if you guess correctly.


The good thing about this is that you are always able to mix up your combo game due to the strong frame traps that Fox has. Fox is able to combo into Nair, Fair and Dair from Utilt from around 40%, as well as doing this frame trap. This keeps the opponent constantly guessing what you might do next, making you one step ahead of the mental game. You may want to do things like Utilt>Wiff Uair>Utilt>FF Fair>Utilt>Uair (just as an example!)


This allows you to continue your pressure game as you stay close to them after you do Nair. There is a lot of variety in what you can do.


When opponents try to buffer jump or an attack after being hit by Fox’s Utilt at high percent, the the input actually happens a few frames later compared to buffering an airdodge (watch this video on more information about buffering airdodges, jumps and attacks), and Fox can hit them with Uair before the jump or attack comes out, which creates the 50/50. This does not apply at low or mid percent


Utilt>Bair at the ledge

Utilt is very good at the ledge as it can be used to 2 frame punish opponents and punish opponents for regrabbing the ledge. Utilt can also combo into some of Foxes moves, with the most commonly used one being Utilt>Bair. It becomes true at around 60%, in which you can use a SH Bair. From around 95% onwards, you will need to start using FH Bair instead in order to get the Bair to connect. After around 115%, Utilt>Bair becomes a 50/50, but it is less effective for catching jumps unless you do double jump FF Bair. Alternatively, you can use Uair to punish double jumps. Uair can be used at higher percents to punish until around 150%, in which most characters can jump out. It is possible to catch their jump with a double jump Uair, however.


Below the percent range in which Utilt>Bair is true, there are other options that you can go for, such as…

Utilt>Utilt>Fair>Footstool

From roughly 30%, Utilt can true combo into itself from the ledge, as it is able to hit the opponent without them falling too low. By doing 2 Utilts, the opponent is at the perfect height for you to do a Fair>Footstool, which can end their stock very early. This is, however, only a mixup. The Fair>Footstool is not true from Utilt, so the opponent can airdodge or attack with a fast move. However, you can bait this out by shielding just to see what they do, and punish accordingly. Here is an example of an airdodge being baited.


Utilt>PP Dtilt>Fair>Footstool

This has the same concept as Utilt>Utilt>Fair>Footstool, in which it will bring the opponent high enough in order to finish them off with Fair<Footstool. Utilt>PP Dtilt is true, but will not true combo into Fair>Footstool again. However, since you did PP away, you can expect to be away from any threats, so you are less likely to be hit, as well as you shielding any incoming attacks, and punish accordingly.


Utilt>Utilt>Utilt>Bair

This is the simplest combo you can go for between 40-60%. The Utilts will be able to combo into themselves, but you the percentage is too low to true combo into Bair. At percents reaching 60, you want to only use 2 instead of 3.


Utilt combos

Here are the essential Utilt combos that you will need to know in order to make the most out of Utilt:


Utilt>Jab

A very simple combo that takes little effort to pull off. Guaranteed %, but no real followups afterwards.

Utilt>Nair

A basic combo that allows you to stay close to your opponent while they are in hitstun. There are no true followups after this, but you can predict and punish your opponent’s next option (i.e. if they throw out an attack, you can land and shield, then punish accordingly).

Utilt>Fair

Can be used to get the opponent in the air, or put them in a tech chase situation if you fast fall the Fair. If they miss the tech, you can Utilt them again and either repeat the combo, or finish with another aerial. If they tech roll, read the direction of the roll and punish.

Utilt>Uair

Your most damaging basic combo. It deals a decent amount of damage and keeps the opponent in the air, which can start and maintain your juggling game. It also sets up the well known Utilt>Uair frame trap, commonly known as the Fox Vortex, at mid percent. Lastly, it is a 50/50 that can kill at high percent.

Utilt>Bair (at the ledge)

A good way to keep your opponent off the stage if they lose their invincibility at the ledge or you manage to 2 frame punish their recovery. It is also a kill confirm.




Things that you may not already know
This section goes over some things that is not as commonly known, but are very important to know if you want to optimise your use with Utilt.



The 4 hitboxes of Fox’s Utilt

Fox has 4 different hitboxes on his Utilt which sends opponents at different angles with different values of knockback, and can explain why a lot of his frame traps and combos work the way they do.



1st hitbox (Strong/back hitbox)

This is Fox’s strongest hitbox for Utilt, dealing 9% and having the highest amount of knockback and knockback growth. The hitbox is located behind Fox and launches the opponent in front of Fox (110°). This hitbox is out between frames 3-5. You will only get this hitbox if the opponent is grounded.


2nd hitbox (aerial hitbox)

This has the same hitbox as the 1st one, but has different knockback value and launches the opponent at a different angle compared to the 1st. This hitbox will be active if it interacts with an opponent that is in the air as it hits them. It launches the opponent straight up (84°) and deals 7%. The early hitbox is active between frame 3-5, with the late hitbox being frame 6-7 and dealing 6% instead.


3rd hitbox (front hitbox)

This hitbox has low knockback and knockback growth, and will launch the opponent slightly above and away from Fox (80°). The early hitbox is active between frames 3-5, dealing 6% and the late hitbox is active between frame 6-7, and deals 5%. It is uncommon for you to hit the opponent with the late hitbox, as most of the time, they will get hit by the early hitbox anyway, and they would have to somehow dodge the early hitbox via rolling or spotdodging.


4th hitbox (front tipper hitbox)

This is the last generated hitbox of Fox’s Utilt, launching the opponent behind Fox at 110°. This hitbox is located at the end of Fox’s Utilt, in which his leg starts to bend. The hitbox is active between frames 6-7 and deals 6%.


Here is a GIF explaining the 4 hitboxes.

The gif split into separate images for you to look at closely


4 hitboxes: Explaining Utilt strings

When hitting other characters with Utilt, you hit them with the strong Utilt first. For most characters, because there isn’t enough knockback to hit them with something else due to them not being in enough hitstun, they are able to punish you (TL;DR, Utilt is negative on hit at early percent). However, from around 10% onwards (excluding fast fallers, which start from 20%), you can hit them with another Utilt. Depending on the character’s fast fall speed, you will either hit them again with the strong hitbox or with the aerial hitbox.


The reason why Utilt strings don’t tend to work for most characters under 20%, unless with a lot of rage, is that when you hit them with the aerial hitbox, due to the fact that there is less knockback with it and it deals less damage than the back hitbox, the other character will be in less hitstun, allowing them to jump/shield/attack. Also, you are doing this at very low percent anyway, so there will not be much knockback in general, as none of Fox’s moves have insane base knockback. Below 20%, you want to mix up what you do after the first Utilt to make the most of it, which can range from Utilt>Shield if they are buffering fast attacks to Utilt>turnaround grab or even Utilt>Firefox if they opt to shield after being hit. You can potentially pull off something like this and get damage that way.


After 20%, you will be able to catch the opponent in multiple Utilts until mid percent. However, keep in mind that it only works on those with:

  • Moves that are too slow to be used as combo/string breakers

  • Those with large hurtboxes (except for floaty characters, like Bowser)

  • Fast fallers

For those with fast aerials (frame 3-5), are floaty characters and are generally small, it is harder to get them in Utilt strings.


With those with fast aerials, since you are hitting them with the aerial hitbox of Utilt, they are in less hitstun than being hit by the strong hitbox. This gives them time to hit you back with an aerial if you opt to go for another Utilt instead of another option. Also, because they are in the air already, you may not hit them on frame 3. Instead, you may hit them 1-2 later than usual, as the move starts low. It may be just enough to get a frame 3 move in there.
Example of what I mean


Characters that are not fast fallers have the option to jump after being hit by the strong Utilt. However, their jump will likely get caught by another Utilt. If this does happen, you are free to keep using Utilt and extend the string using PP Utilt. This only applies if you do Strong Utilt>Aerial Utilt. The strong Utilt is able to put them in enough hitstun for it to be able to catch their jump if another Utilt is buffered afterwards. When doing Aerial Utilt>Aerial Utilt, they are able to jump out. For characters with large hurtboxes, if you hit them nearer to the ground with aerial Utilt, you still have a chance of catching their jump. Otherwise, most characters can simply jump out, like so. Although they jumped out, you can read this, and hit them with Uair. Now that their jump is gone, your juggling game has been enhanced, and you can do some serious damage to them.


It also helps if they are quite small, so you might find it hard to get a long chain of Utilts on Ness, Lucas, Kirby etc.


On fast fallers, they are usually locked in, being unable to escape until the 40-50% range, in which the aerial and strong Utilt can no longer combo into itself (except for some of the fastest fallers), and you can start comboing into aerials. They cannot escape because they fall almost instantly after being hit by Utilt. Characters like Sheik tend to get hit multiple times by the aerial hitbox. They slowly do move away, since the angle they are being launched is not exactly straight upwards. This is where PP Utilt is useful, as it allows you to keep the string going to deal even more damage overall. Characters that fall faster than that (i.e. Fox and Greninja) will tend to land straight after you hit them with Utilt. However, since they are still in landing lag, you can actually hit them again with Utilt, and you can keep doing it until you are able to combo into aerials. They do tend to end up landing in front of you, so be ready to turnaround Utilt/PP Utilt when that happens.
Practical example of Utilt usage by sensuell

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Follow his smash scene too to see some of his sets!

Note: Opponents in general are likely to end up in front of you after you hit them Utilt if you hit them with the strong hitbox right next to them, compared to a spaced one.


Mythbusting: Utilt and DI at low percent

Not only do a lot of Fox players, but a lot of players in general state that fast fallers can prevent being hit by multiple Utilts by DI’ing downwards in order to land earlier and shield the second Utilt/Floaties can DI upwards in order to escape the Utilt strings. This is all false. The truth is that you cannot DI moves that do less than 80 units of knockback (80 is the total value, once you factor in rage, staling and other factors). 80KB is the tumble threshold, in which landing a move that does 80KB or more in total will put the opponent in tumble animation. Only when the opponent is in tumble can they DI attacks.


For example, if Fox was to hit Mario with a fresh strong Utilt at 30%, Mario will not go into tumble because the total KB would roughly be 76. No matter what DI Mario does, he will be launched at the same angle and speed. However, at 36%, the total KB is roughly 81, so it puts Mario into tumble. However, if Fox has used Utilt 4 times before that, the total KB is roughly 75, so Mario will not go into tumble.


Another thing to note is that you can only influence your launch speed while in tumble, as well.


4 hitboxes: Explaining Utilt>Bair at the ledge

When hitting your opponent with Utilt at ledge, whether it was due to them losing their invincibility or you successfully 2 frame punished them, you hit them with the aerial hitbox of Utilt. When you hit them at the ledge, the game registers the interaction as aerial. Even if your opponent is on another platform, because they are on a stage/platform, the game will register the interaction as grounded, so they will get hit by the strong hitbox of Utilt.


4 hitboxes: Explaining Utilt’s combos

Due to the fact that Each hitbox has different KB values and launches opponents at different angles, their percent ranges for all kinds of Utilt combos are all different.


Utilt>Uair

Type of Utilt | Percent range
Strong Utilt | 50-85%
Aerial Utilt | 60-115%
Front Utilt | 70-125%
Front tipper Utilt | 60-135%

Again, these are rough estimates, and do not apply to all characters. For heavier characters, it tends to work for about 10-15% more, and works 10-15% less for light characters.


You may notice that, although the aerial and front hitboxes are usually seen as the ones that true combo into air until very high percents, it actually isn’t true then. What is likely happening is that your opponent is trying to jump or input an aerial or special move, but due to the fact that attacks come out later compared to airdodges. To our surprise, it’s actually the front tipper Utilt that has the biggest range to not only combo, but to kill. It is important to note that past the percent range for it to be true, they are now 50/50s.


Another way to use Utilt at the ledge

A lot of people are used to using Utilt by facing Fox’s back towards the blastzone and try to punish recoveries using Utilt. This makes sense since the hitbox goes past and under the stage, making it perfect for 2 frame punishes. It also combos into Bair, which can kill at high percent. However, if you turn around Fox (so he is looking towards the blastzone), you can still use Utilt to punish recoveries, only this time you have an opportunity to stage spike them. This works perfectly for those who love to hug the wall/slant of the stage as they recover, and can possibly get you the stock that you need to win the match. You hit them with the aerial hitbox, which starts putting other characters in tumble from around 65% (70% for heavies, 60% for light characters). Watch the video explaining the concept!


We also have a list of what moves to use in order to counter characters’ recoveries using the tactic explained above. View it here!


Utilt kill % sheet (including all stages with rage)

Fox can struggle to kill at very high percent. He has very limited kill confirms past 150%, which can be bothersome, as the opponent can use rage to their advantage and kill you at early percents if you are not careful. However, Fox can kill using strong Utilt, and can be the thing that saves you. It is very good as a punish option when shielding certain attacks, and can cover ledge options, so you may be able to find kills by keeping the opponent at the ledge. We have compiled a spreadsheet, stating the minimum percent a specific character needs to be in order for you to kill with strong Utilt, including all legal stages and factoring rage. These percentages are for VS mode.

Link to the sheet.


A few notes about the sheet:

  1. This assumes that you hit them with strong Utilt and that it is fresh

  2. The optimal DI for Utilt is actually DI down and away. The opponent can live 20-30% more when DI’ing down and away instead of just away.

  3. Some characters can die 1% earlier than usual because they are in the untechable reel animation when launched by Strong Utilt. We believe this is due to the hurtbox extending, so they may reach the blast zone a little bit earlier than the normal tumble animation (Don’t know what we’re talking about? Watch this video)


And… That’s pretty much it for this project! We actually have one more thing that we want to analyse that is related to Utilt, but we will leave that for another time ;)


Thanks for reading this large project, and we hope that it informed a lot of people about Fox’s Utilt, how it works, and why certain things happen, as well as new concepts that can make it even more of a threat.
-Fox discord Lab team

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Mmeaninglessnamee

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Mmeaninglessname
> No Miis included in the utilt kill% chart

Muhahahaha miis are immortal!

But really, include miis. Special moves or not, they will always have the same weight/fall speed and you can consistently test things on them. Also, brawler and gunner both have frame-3 moves to break out of strings, which is good to know.
 
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