What is this?
This will not have an in depth discussion of specific combos. When I say tactics, I mean your overall strategy - how you think of the game and how you perceive Fox as a character. I'll update this occasionally with tidbits of advice. I'm assuming you have an elementary understanding of how Fox works here - if not, go read through the stickied threads until you know at least that much. A lot of Fox players are missing fundamentals, or they just don't know how to think of Brawl as a fighter. That is unacceptable.
If you ask questions relevant to the topics, I'll try to answer them.
Table of Contents (Ctrl+F to find stuff)
I. Nair as a Spacing Tool
II. The Point of Lasers
III. Punishing with Usmash
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I. Nair as a Spacing Tool
This will not have an in depth discussion of specific combos. When I say tactics, I mean your overall strategy - how you think of the game and how you perceive Fox as a character. I'll update this occasionally with tidbits of advice. I'm assuming you have an elementary understanding of how Fox works here - if not, go read through the stickied threads until you know at least that much. A lot of Fox players are missing fundamentals, or they just don't know how to think of Brawl as a fighter. That is unacceptable.
If you ask questions relevant to the topics, I'll try to answer them.
Table of Contents (Ctrl+F to find stuff)
I. Nair as a Spacing Tool
II. The Point of Lasers
III. Punishing with Usmash
---------------------------
I. Nair as a Spacing Tool
II. The Point of LasersRe: Nair.
If you've ever played Street Fighter 3/4, then think of Akuma, Yun, Yang, or Rufus. If not, I'll explain it shortly. All of these characters have great "dive kicks" that change the trajectory or their jump and gives them a very good and threatening options. Nair works a little bit like these dive kicks.
Out of a jump, if you do a dive kick EARLY in the jump, you can:
-Do an ambiguous 50/50 crossup that will mess up their blocking and then combo
-Stuff a potential anti-air counter which can lead into either a combo or a reset
-Stuff a jump, leading into a reset
If you do a dive kick LATE in the jump (close to the ground), you can:
-lead into a combo if it goes unblocked (which usually leads to knockdown and thus a reset in your advantage)
-have frame advantage on block and rejump to dive kick again (resetting the situation and making your opponent guess!)
-Tick into a throw
-Tick into a safe blockstring
My point in saying this is that Nair functions a lot like a dive kick in that with the correct spacing, you can make your opponent guess a lot. If you think about it, a lot of the applications of Nair function like a dive kick. Early Nairs, for example, are safe on shield against many characters, can catch bad jumps, can crossover on shield if you space correctly, etc. Late Nairs lead to knockdown or combo on hit, or into a quick jab against shield into whatever, etc. etc.
This is usually how I tend to think of Nair as far as a spacing tool goes. It's versatile, but if you use it incorrectly, you get ****ed up.
III. Punishing with UsmashFirst off, don't think of Fox's laser as a projectile. Think of it as an extension of his fist. Imagine that a laser is actually just a really long range poke. Imagine Fox's jab travelling all the way across Final Destination. Although lasers may not carry the hitstun that a jab does, it functions the same way as a poke does - it forces your opponent to react.
Really, that's the point of camping and of projectiles in general. You make your opponent respond to pressure. Standard options are shielding, running toward you, jumping, etc. My point being - by using lasers, you make your opponent to follow your game plan, rather than focus solely on executing theirs. This is why projectiles are so powerful in 2D fighting games. They control the space in front of them and demand a reaction from your opponent, while being, for the most part, entirely safe for the projectile user (their hitbox is protected far from the poke) . Why are hadoukens so good in Street Fighter? Because they act as an incredibly safe, long range poke that your opponent has to deal with. Sure, they deal chip damage (shield damage in Brawl), but that's not really the point. There is no distinction as to what makes a projectile a "special" move besides that it's often associated with the "specials" button or a "specials" motion, rather than a normal move.
Remember: Projectiles are just safe, long range pokes.
Granted, Fox's laser controls space in an odd way. I'm assuming here that you know how to SHL and SHDL consistently. (If you don't, practice execution!) At mid range and close range, it's very unsafe, especially because it provides no hitstun, so your opponent can easily punish your poke. At long range, though, your opponent must respond somehow. The effectiveness of Fox's camping, then, can be considered in terms of the effectiveness of the opponent's response. Against Falco, for example, Falco would most likely respond with his own lasers, which ordinarily puts Fox in a disadvantageous position. Fox does, however, have use of the shine - a reaction to Falco's lasers. Against Peach, there's not much she can do effectively at long range because of her poor movement speed; as a result, she's forced to come toward you.
My main point is that you should be thinking of lasers as a long range poke, rather than as a vaguely defined "camping tool." The damage and whatnot that comes from effective laser camping is an added bonus, but what you're really doing is juking for position and forcing your opponent to respond. This is why lasers, and projectiles in general, are so powerful.
One of the biggest tips when playing fighting games is to learn at least one combo. Hopefully your character's bread and butter combo, but if not, then the one combo you need to know is how to punish a bad shoryuken/reversal. For example, in SF3: Third Strike, my instant reaction to a bad shoryuken as Dudley is to do s.RH->Ex MGB-> Ducking Upper (-> Super if I have meter). If you didn't understand that, just understand that if anyone misses a shoryuken, I will do that to them every time, without fail.
In Brawl, you don't really have the same wakeup options, but if there's one thing you need to learn how to do with Fox, it's punishing a bad action against your shield. (Note that this is not always necessarily an offensive move - it could be spot dodging, even.)
Let's take an easy example. Let's say Bowser Fsmashes against your shield. You're at massive frame advantage - so what do you do next? Anything, really. You can punish him however you like. However, there should be three things you look for in a punish. In order of importance, they are:
1) Reliability
2) Damage
3) Safety
So what's the best punish? In many situations, it'll be an Usmash. Out of shield, boost, running - it doesn't matter, but Usmash is a easy and effective way to punish your opponent's mistakes. Not only do you score free damage, but it also puts your opponent above you (almost always a good position for Fox), and it scares them and makes them think twice about attacking you. If you can reliably and regularly punish your opponent with Usmash, it becomes that much more potent. After all, the move is stupidly disjointed, does ridiculous damage, and has knockback like no one's business. If you can punish them with it, it will help you win the mental battle.
Sure, if Bowser does Fsmash you, you can always do Dair->Utiltx3->Fair->Uair or something like that. But unless you can pull that off consistently, it's not worth it. I'm not saying you shouldn't do it. If you can, then by all means. But if you learn nothing else for punishes, at least learn how to Usmash people.
Keep it simple - save the flashy stuff for practice and friendlies, because without basics, you won't get far. Start small, then work on character specific punishes.