Karaoke Man
Smash Apprentice
Let this set be an example of what happens when you try to heavy camp MK.He really doesnt. SHTL can apply a lot of little damage to him while hes approaching you. When he nados, you can just full hop and shine stall through it. And mk dies at like 80ish% from usmash (idk the actual percent but its between 80 and 90). Also fox is a fast faller and can live quite a bit longer than mk, with some good di. He also has a lot of good mixup options with grabs and tilts and dairs. I would say where the MU really falls out of foxs favour is when he gets below the stage. In the same way that marth beats him out recovering from below, mk can do it even better. Alll he really has to do is jump near the edge and dair or nair, since foxs side b doesnt have a meteor hit like wolfs or falcos, and his up b doesnt have much of a stage spiking threat, like wolfs. I would say that foxs fair gives him the best chance of getting back even with the stage, and then he could shine stall and try and mix up his landing, and in this respect maybe mix up his overall recovery different from how wolf or falco might, but even still against a high level mk youll probably die regardless. Thats just my opinion from my standpoint, having never actually played a high level mk, and not really being a high level fox. If wusi or somebody would get on here itd be a lot better ha.
https://www.youtube.com/watch?v=8PWiTT5isNs
Literally the only way Fox is going to beat MK with a defensive playstyle like the example shown is if MK is either super aggro, or Fox has a strong lead. Either way, the issue isn't necessarily cause' MK can well...do what he did; It's because Fox is limiting his own options.
What I mean by that is that (from what I can tell) camping with the lasers is the general go-to strategy for Fox, and don't get me wrong, it is effective, but it's not all of what Fox is about. SHTL can apply some damage if he approaches and tbh, it won't even do that much. If he doesn't this playstyle flat-out doesn't work very well, but that doesn't mean Fox shouldn't switch it up. Fox can camp, but he's mainly renowned for being a Speedy character, because of his more swift attributes.
Of course, running straight up to him (or anyone) depending on how far you are from the opponent, is counter-productive. I say this because while Fox has the 3rd fastest run speed, running puts him in a position where he has few options to deal any kind of pressure. One would think, that this would make things rather hopeless for Fox buuut, I believe the saying "Walk don't run" applies here.
Fox's walk speed is also like top 5 in the game I believe. When walking (as I'm sure you know this), Fox retains access to all of his options, while still pressuring the opponent with unpredictability. Regardless of the character you're fighting, Fox needs to stay close to the ground. The Full Hop dair approach barely even works anymore as now, it pretty much just relies on if the drill kick will sheild poke before the move ends or not. More often than not, it ends with Fox getting blasted soooo, that's a no-go for the most part. This, however is what will make Fox's grab game even more important. Even if it isn't safe to Dair MK on the ground; this doesn't apply to using it on MK (or whomever) while they are in the air.
The key here isn't really to outcamp MK, but to outspeed him.
Just my quick 2 cents...and a nickel.
Last edited: