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Fox 
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Fox has poor airspeed, but one of the best dashing SHFF's in the game, so I think as long as you stay on platform stages you're fine. The airspeed takes a while to homogenize to the normal stats out of a dash jump, so you can abuse that to travel long distances quickly in the air.

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Fri Jan 30, 2015 7:43 pm
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TheCodeSamurai wrote:
Fox has poor airspeed, but one of the best dashing SHFF's in the game, so I think as long as you stay on platform stages you're fine. The airspeed takes a while to homogenize to the normal stats out of a dash jump, so you can abuse that to travel long distances quickly in the air.

I noticed that about this game. That dash jump contribute to your jump distance way more than in Melee. I sometimes SD because of it lol.

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Sat Jan 31, 2015 10:54 am
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I have more or less decided on what I would change about Fox without neutering the character:

Fsmash - Increased horizontal distance
Fair - Animation sped up
Laser - At close/semi close range, damage is increased to 2% Also, lasers travel faster

Utilt - Hitbox changed to only hit behind Fox
Bair - Damage is reduced over time
Uthrow - Foe can DI the move earlier on
Shine - While it retains the forced get up of a typical jab reset, the move will have its' standing knockback values against a knocked down foe. Furthermore, hitlag on shield reduced.
Firefox - Moderate landing lag applied




I feel the changes applied to shine fix the attack's true issues in ssf2, without neutering it's combo capabilities and other utility. Overall it is my opinion that the changes in the list will balance out Fox without jeopardizing his fundamental playstyle.

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Fri Feb 06, 2015 2:47 pm
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I don't think i put this here yet, but here is a fox ditto that was pretty fun.

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Sat Feb 07, 2015 11:09 am
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Virtually all characters' upspecials are receiving landing lag next patch. This is how it was at Apex.

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Sat Feb 07, 2015 12:51 pm
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RemPrower wrote:
Virtually all characters' upspecials are receiving landing lag next patch. This is how it was at Apex.


It should say something about m state of mind that this was probably my favorite part of the beta so far lol

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Sat Feb 07, 2015 10:01 pm
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I think fox is one of da best characters every to touch smash bros history imo

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Thu Feb 12, 2015 8:29 am
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I don't know if this is common knowledge, but I think shine -> weak landing nair is the best way to punish a missed tech on dthrow: it works regardless of DI on the throw and combos in to tons of stuff.

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Thu Feb 19, 2015 12:18 pm
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TheCodeSamurai wrote:
I don't know if this is common knowledge, but I think shine -> weak landing nair is the best way to punish a missed tech on dthrow: it works regardless of DI on the throw and combos in to tons of stuff.

I see a lot of people punish a missed tech on d-throw with a shine > grab to reset the situation (back into just fox holding other character).
pretty sure this is he best punish because it just adds on damage and looks like it has about a 90% chance of escape for the other guy.


Thu Feb 19, 2015 2:33 pm
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TacThree wrote:
TheCodeSamurai wrote:
I don't know if this is common knowledge, but I think shine -> weak landing nair is the best way to punish a missed tech on dthrow: it works regardless of DI on the throw and combos in to tons of stuff.

I see a lot of people punish a missed tech on d-throw with a shine > grab to reset the situation (back into just fox holding other character).
pretty sure this is he best punish because it just adds on damage and looks like it has about a 90% chance of escape for the other guy.

I agree with this.

I would sometimes follow up with a shine into back air if the opponent slides behind me or sometimes if they land in front of me while being really close then I might shine or jab, to jab reset them, and follow up with an up smash or another grab.

Some many options, so little time.

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Thu Feb 19, 2015 2:38 pm
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Nair combos into grab at most percents, so it's essentially resetting the situation with more percent and a more favorable situation.

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Thu Feb 19, 2015 3:35 pm
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TheCodeSamurai wrote:
Nair combos into grab at most percents, so it's essentially resetting the situation with more percent and a more favorable situation.

the method I mentioned is doable at every percentage and requires less effort in term of spacing.
I can see your method being more useful to tech-chase tech-rolls out of the down-throw though.


Thu Feb 19, 2015 5:47 pm
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How do you guys feel about down smash? Tac?

I think it needs to be a little stronger because its not as useful as it is in SSB64, Melee or even Smash 4. I think the lack of a semi-spike makes it not as good as it should.

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Thu Feb 19, 2015 11:30 pm
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ZERO_OR wrote:
How do you guys feel about down smash? Tac?

I think it needs to be a little stronger because its not as useful as it is in SSB64, Melee or even Smash 4. I think the lack of a semi-spike makes it not as good as it should.

yea I really just don't use it lol
most situations (if not all) have a better option to use instead of d-smash imo


Thu Feb 19, 2015 11:50 pm
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TacThree wrote:
ZERO_OR wrote:
How do you guys feel about down smash? Tac?

I think it needs to be a little stronger because its not as useful as it is in SSB64, Melee or even Smash 4. I think the lack of a semi-spike makes it not as good as it should.

yea I really just don't use it lol
most situations (if not all) have a better option to use instead of d-smash imo


I tried using it for edge guarding once when 1smash18 was trying to sweet spot the ledge. It sent him up instead of horizontal and didn't even kill him. I was like hmmm maybe I should shine spike next time.

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Thu Feb 19, 2015 11:53 pm
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