I've found that the Jab 1 -> Jab 2 -> follow up (d-smash, u-smash, grab, etc) aren't necessarily guaranteed. Some characters can escape with their own jab at low percentages (ZSS, for example) and character's with quick N-airs (Ness, Peach) can escape at high percents, since the second Jab will slightly pop characters in the air. Probably the best option we have in this case is shield the incoming N-air and punish it with U-smash OoS.
Also, anyone with a counter can interrupt the impending D-smash or U-smash after the 2nd jab, though we can counter their counter attempt (lelz) with a grab of our own instead.
Fox's jab 1 -> jab 2 "combos" (since they're not necessarily true combos) are pretty amazing though.
Whats up fox boards! I made a little basic competitive guide for Fox and I was hoping if you guys could provide some insight on other good things with fox, or maybe some things I missed. I'm not a Fox main so my guide is probably incomplete, but I think it gives beginners a good enough sense if they want to pick up the character.
http://youtu.be/E9IMOam-Sdg
Any insight would be appreciated, thanks
Hey, thanks a ton for the video Jtails, I was meaning to watch this much sooner. I liked it, I think you did a great job, hit the nail in the head with it.
There is one thing though about the F-air spike -> jab 1 -> jab 2 -> grab: the "jab jab to grab" only works on characters in the ground who have big frames to hit them while they're laying down. Like you showed there, it works with Bowser Jr, and it will also work with others like DK and ROB. However, I've played some matches where it outright misses the first jab against characters with small hurtboxes in the ground, and by small I mean they're too low to be hit by the first jab, like ZSS and Sheik.
EDIT: F-air "spike" -> jab 1 -> jab 2 -> grab doesn't work against Sheik and ZSS if they're lying down in the ground, but it does actually work on them (and the entire cast) as long as you jab them
right when they bounce off the F-air "spike." As soon as they lie down on the ground though, the first jab will miss. Ma bad, I should've specified.
The F-air spike -> an F-tilt (angled down or normal, will lock them at low percents), U-smash (the initial hitbox is still near the ground) and D-smash also work against the entire cast, as long as they don't tech when they fall in the ground.
Thanks again for the video!