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Landing options

Prepare_Yourself

Smash Apprentice
Joined
Nov 16, 2015
Messages
153
Location
Heber City, UT
3DS FC
3067-6422-0231
Can someone please detail fox's landing options against different types of characters? I just picked him up, and the only thing I tend to do when landing after getting launched vertically is a fastfall nair, which I don't really know how to follow up even when it does hit. This is specifically a question about what to do if they just stand there waiting for you to land.
 

luke_atyeo

Smash Hero
Joined
May 10, 2008
Messages
7,215
the biggest thing is movement, if you are moving in linear single directions, its easy for them to know where you are going to land and go there, if you mix up your movements so you sorta zig zag back and forth to the ground and try and trick them and land away from them you'll get punished a whole lot less. Your double jump is an important resource here too and if you just burn your double jump straight away your options are a lot more limited, so dont use your double jump carelessly, use it for more mix ups, if they are ready to punish your landing with say a grab, you can make it look like you are about to land and then double jump, if you time it right they will whiff the grab and you get to punish with a falling nair or something.

Against slower characters you can just side B away so you never land near them, faster characters will punish this though and if you use it too predictably you'll get punished also, if you are gonna side B try to wait till the last second to commit, if they run away from you to get to where your sideB is gonna end to punish you, then obviously you can just land where you are, this might sound stupid but a lot of newer fox players will commit in their head to sideB a second or two before they do, and then just before they do the enemy runs away from them to get in position to punish the sideB, so you gotta be watching to see if the situation changes and if it does quickly force yourself to not sideB.

Against characters that cant really chase you offstage, when you get launched you can just drift off stage, sideB to the ledge, and get back onto the stage that way, against certain characters this is the ideal way to get back to the ground, against others this is a terrible idea and will get you killed/gimped a lot.

tl;dr
Biggest 2 things are MIX UP YOUR MOVEMENTS, dont move from A to B in a straight line or single direction, zig zag.
and watch them carefully and try to always land away from them, a lot of new players when they get hit up will just try land on their enemy with an attack, dont do this. It might seem like a good idea but people will expect it and you should never try approach them head on when you are in a bad position.
 

DavemanCozy

Smash Photographer
Joined
May 16, 2013
Messages
1,716
Location
London, ON
NNID
CavemanCossy
3DS FC
0216-1810-7681
Addressing just landing with N-air, your opponent can shield that and punish you. So you can mix it up between doing landing N-air and simply just fast-fall landing beside the shielding opponent. Fox is the fastest faller in the game, so you'll land right beside the opponent in time to grab them.

Fox's throw game doesn't lead into any combos, but it does help him a lot for positioning. D-throw deals the most damage and is great at low percents where it leads into RAR b-air if they DI away or F-air if they DI towards. F-throw is good in doubles and against Rosalina because it has a hitbox that will hit anyone close, the trajectory is pretty good as well since it tosses them in a low horizontal angle that lets you chase and force your opponent to make a choice. U-throw is really good for positioning since you put the opponent above you, and can lead to starting a juggle. Like F-throw, it forces a reaction. B-throw is probably the worst out of all of them but it's good if to simply toss them offstage.

If you do get the landing N-air though, it depends on what part of the hitbox you hit with. The first part is the initial hitbox, which has strong knockback. It doesn't really lead into anything but it's good to create space between you and your opponent. The second hitbox is the late one, which has lower KB but leads into a a couple of things. At mid-percents, you can follow up with Dash Attack, D-tilt pivot F-tilt, or pivot U-tilt. All of these are character dependant. At higher percents, one of Fox's BnB kill setups is weak N-air to running or JC U-smash.
 
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