Super Smash Bros. Galaxy Deluxe/Fox Moveset

BFox (フォックス, Fox) is a playable fighter in Super Smash Bros. Ultimate. He was officially revealed on June 12th, 2018 alongside fellow Star Fox fighter Falco and the rest of the returning roster during the E3 2018 Nintendo Direct. Fox is classified as Fighter #07.
Mike West reprises his role from Super Smash Bros. 4 with new voice clips, sounding more akin to his appearances in Star Fox Zero and Starlink: Battle for Atlas. In the Japanese version, Fox is now voiced by Takashi Ōhara, reprising his role from Star Fox 64 3D and Star Fox Zero, replacing Kenji Nojima from Super Smash Bros. Brawl and Smash 4. 
Fox is ranked 5th out of 82 on the tier list placing him in S tier. This is a slight improvement from his placement in Smash 4 where he was ranked 7th/8th out of 54 and tied with Sonic. Fox's biggest strengths revolve around his phenomenal movement options, stellar frame data, and high damage output, which gives him the ability to overwhelm opponents easily and allows him to have one of the best neutrals and advantage states in the entire game. Fox also has several ways to kill reliably thanks to his powerful and quick smash attacks and his notoriously safe back aerial at ledge. Finally, Fox's combo and juggling game also greatly benefits from universal changes made in the transition from Smash 4 to Ultimate, such as the game's increased speed, reduction to landing lag, and airdodging nerfs.
However, Fox also has some noticeable weaknesses. His most notable weakness is his survivability, as Fox is one of the lightest characters in the game and has the fastest falling speed and gravity out of anyone in the roster. This means his endurance is poor compared to the rest of the cast, as he is rather susceptible to combos and potential early KOs. Finally, although Fox has several recovery options that cover a great distance, their linearity makes it easy for Fox to be edgeguarded continuously if the player isn't careful.
Overall, Fox's strengths outweigh his weaknesses, and he has garnered several strong results from players such as Light and Paseriman.
== Moveset ==
 	 	Name 	Damage 	Description
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Rapid Kick (ラピッドキック) / Rapid Kick Finish (ラピッドフィニッシュ) 	1.7% 	Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time (frame 2) means that dash-canceling into jab is a solid approach option in neutral, is a good spot dodge punish option and is a reliable move for breaking non-true grounded combos. Compared to Smash 4, the jab can lock and the rapid jab connects better, making it a more effective damage racking tool at almost any percentage. However, it can no longer jab cancel into other moves. Good combo finisher, most notably with early hit neutral aerial at low percentages. However, the rapid jab finisher has high ending lag, making it very punishable on shield.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Rapid Kick (ラピッドキック) / Rapid Kick Finish (ラピッドフィニッシュ) 	1% 	Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time (frame 2) means that dash-canceling into jab is a solid approach option in neutral, is a good spot dodge punish option and is a reliable move for breaking non-true grounded combos. Compared to Smash 4, the jab can lock and the rapid jab connects better, making it a more effective damage racking tool at almost any percentage. However, it can no longer jab cancel into other moves. Good combo finisher, most notably with early hit neutral aerial at low percentages. However, the rapid jab finisher has high ending lag, making it very punishable on shield.
Neutral attack 	Neutral attack 	Jab (ジャブ) / Straight (ストレート) / Rapid Kick (ラピッドキック) / Rapid Kick Finish (ラピッドフィニッシュ) 	0.6% (loop), 2% (final hit) 	Two alternating jabs followed by a flurry of kicks, ending with a mid-level roundhouse kick with his opposite leg. Quick start-up time (frame 2) means that dash-canceling into jab is a solid approach option in neutral, is a good spot dodge punish option and is a reliable move for breaking non-true grounded combos. Compared to Smash 4, the jab can lock and the rapid jab connects better, making it a more effective damage racking tool at almost any percentage. However, it can no longer jab cancel into other moves. Good combo finisher, most notably with early hit neutral aerial at low percentages. However, the rapid jab finisher has high ending lag, making it very punishable on shield.
Forward tilt 	↗ 	Fox Whip (フォックスウィップ) 	7% 	A roundhouse kick with good startup (frame 6), very low ending lag and decent range making it good for spacing. However, it's not safe on shield if not spaced properly. Has transcendent priority, which allows it to ignore or trade with other moves, but prevents it from canceling out projectiles. It can be angled up or down, both of which deal more damage and knockback than if not angled. Using this move repeatedly causes Fox to move slightly forward. Angling it down may hit the opponents hanging on the ledge. May cause tripping at low percentages. Using forward tilt at low percentages can combo into itself once more, at low-mid percentages can lead to dash attack and at mid percentages can lead to tech chase and jab lock opportunities.
Forward tilt 	→ 	Fox Whip (フォックスウィップ) 	6% 	A roundhouse kick with good startup (frame 6), very low ending lag and decent range making it good for spacing. However, it's not safe on shield if not spaced properly. Has transcendent priority, which allows it to ignore or trade with other moves, but prevents it from canceling out projectiles. It can be angled up or down, both of which deal more damage and knockback than if not angled. Using this move repeatedly causes Fox to move slightly forward. Angling it down may hit the opponents hanging on the ledge. May cause tripping at low percentages. Using forward tilt at low percentages can combo into itself once more, at low-mid percentages can lead to dash attack and at mid percentages can lead to tech chase and jab lock opportunities.
Forward tilt 	↘ 	Fox Whip (フォックスウィップ) 	7% 	A roundhouse kick with good startup (frame 6), very low ending lag and decent range making it good for spacing. However, it's not safe on shield if not spaced properly. Has transcendent priority, which allows it to ignore or trade with other moves, but prevents it from canceling out projectiles. It can be angled up or down, both of which deal more damage and knockback than if not angled. Using this move repeatedly causes Fox to move slightly forward. Angling it down may hit the opponents hanging on the ledge. May cause tripping at low percentages. Using forward tilt at low percentages can combo into itself once more, at low-mid percentages can lead to dash attack and at mid percentages can lead to tech chase and jab lock opportunities.
Up tilt 	Up tilt 	Back Kick (フリップキック, Flip Kick) 	8% (clean foot on grounded foe), 7% (clean/midfoot on aerial foe), 6% (clean leg/late foot on grounded foe; mid-leg/foot on aerial foe), 5% (late foot on aerial foe)	Fox plants his hands on the ground and does a scorpion kick with his right leg. It has extremely fast startup for a tilt (frame 3), which can make it a good option for surprising the opponents and is his most reliable option to use after perfect shielding. Compared to Smash 4, the hitboxes are moved higher up, which makes it impossible to 2-frame punish but is better as an anti-air move. A purple trail indicates the hitbox, starting behind and ending in front of him. It's not safe on shield, making it punishable. Combos into itself along with jab, down tilt, forward tilt, up smash (at higher percents), neutral air, up air, back air, and several other moves. Fox's strongest tilt attack when sweetspotted, although it will only start KOing Mario at around 215% on Final Destination.
Down tilt 	Down tilt 	Fox Tail (フォックステイル) 	8% (close), 7% (far) 	Fox spins while crouching, sweeping with his tail. Comes out on frame 7 and can 2-frame punish certain opponents if timed properly. One of his best combo starters due to the new launch angle - can lead to up smash, neutral air, down air, back air, forward air, and in case the opponent DIs towards Fox, up air.
Dash attack 	Dash attack 	Jump Side Kick (ジャンプサイドキック) 	6% (clean), 4% (late) 	A flying kick with great startup (frame 4) and low ending lag. Good approach option in neutral that can lead to a jab, up tilt, up smash, neutral air or down air follow-up. The late hit can combo into forward aerial at mid or up smash as a KO setup at higher percentages, while the early hit can follow up into forward or up aerial depending on the opponent's reaction. However, it stops on shield unless done at point-blank range, making it punishable.
Forward smash 	Forward smash 	Leg Shot (レッグショット) 	14% (clean), 11% (late) 	A butterfly kick. Fox's only non-special move that has more than 10 frames of startup (13 frames), but has decent ending lag compared to his other smash attacks, making it somewhat hard to punish on whiff, but is still punishable on shield. It has good range since Fox somersaults forward. It has a decent duration for a smash attack, making it reliable for punishing regular ledge getups. Has somewhat low base knockback for a forward smash, but decent knockback growth. KOs Mario at around 92% near the ledge and at around 127% at the center of Final Destination. The late hit is capable of hitting opponents on the ledge, while also having decent knockback near the ledge, KOing Mario at around 116% near the ledge of Final Destination, albeit failing to KO until around 160% at the center of Final Destination.
Up smash 	Up smash 	Flip Kick (サマーソルトキック, Somersault Kick) 	16% (clean), 11% (late) 	A bicycle kick with good horizontal and great vertical range. One of Fox's primary KO moves. Very fast (frame 8), has high knockback and even has reliable KO setups to it, most notably falling late neutral aerial to up smash. However, due to the high ending lag, it is very punishable if shielded or whiffed. The late hit also has significantly weaker knockback and can only KO the opponents near the ledge at very high percentages. It can hit opponents standing on top of some platforms, like the lower platforms on Battlefield. The clean hit KOs Mario at around 107% on Final Destination. The late hit is hard to land because of up smash's short duration and launches opponents weakly at a horizontal angle. It KOs Mario at around 137% at the edge of Final Destination, and at around 180% at the center of Final Destination.
Down smash 	Down smash 	Ground Kick (グラウンドキック) 	14% (feet), 12% (legs) 	A split kick. Quick start-up (frame 6) means this move can be used to cover rolls and ledge options and is Fox's most reliable 2-frame punish move. Sends the opponent at a semi-spike angle. His legs gain intangibility the moment the hitboxes are active (frames 6-7). However, its high ending lag makes it punishable if shielded or whiffed. KOs Mario at around 116% and 159% while near the ledge and at the center of Final Destination, respectively.
Neutral aerial 	Neutral aerial 	Fox Kick (フォックスキック) 	9% (clean), 6% (late) 	A flying kick. Fox's fastest aerial attack, coming out on frame 4. Due to being a sex kick, it loses power the longer it is out. However, the late hit can be useful for setting up any of his attacks at mid to high percentages, especially due to rather low landing lag (7 frames) coupled with Fox's quick falling speed and it can be relatively safe on shield if spaced properly. A great combo & pressure tool that all Fox mains would be wise to take advantage of. Auto-cancels from a full hop. Fox’s third strongest aerial when hit clean, albeit it only starts KOing Mario near the ledge of Final Destination at around 169%.
Forward aerial 	Forward aerial 	Tornado Kick (トルネードシャフト, Tornado Shaft) 	1.7% (hit 1), 1.2% (hit 2), 1.7% (hit 3), 2.7% (hit 4), 4.8% (hit 5); 2% (landing hit) 	Does five roundhouse kicks in quick succession. Comes out on frame 7. This move makes Fox "hover" until the move ends if used right after a jump. Good for building up damage, as opponents will be trapped within the flurry of kicks for the duration of the attack. Suffers from noticeable landing lag (18 frames) and auto-cancels in a full hop, but with strict timing. When fast-fallen, hitting an opponent with any of the first four kicks will drag them towards the ground, allowing for Fox to combo into any of his tilts and smashes upon jab-locking. It can function as a pseudo meteor smash when fast-falling offstage with the opponent before the final hit, allowing him to gimp some opponents who have used their midair jump and can even possibly lead into Reflector, making the opponent even harder to recover, but it also puts Fox at higher risk for recovering back to the stage. It can also be used as a situational KOing option while near the upper blast zone at very high percentages.
Back aerial 	Back aerial 	Reverse Spin Kick (リバーススピンキック) 	13% 	A back kick. A good KO option at very high percentages due to decent startup (9 frames) low landing lag (9 frames), a semi-spike angle, and somewhat high knockback. It has a great auto-cancel window (frame 18), allowing Fox to use back aerial at the peak of short hop and fast fall while still auto-canceling before landing, making it a good pressure and spacing option and is relatively safe on shield if hit with the tip of the move, making the move somewhat hard to punish. Also great for catching horizontal recovery options, but it leaves Fox vulnerable offstage due to very high ending lag and Fox's high falling speed. It also has poor range and is angled high, making it somewhat hard to land. Fox can combo out of back air at low percentages due to its very generous autocancel window. KOs Mario at the ledge of Final Destination at around 118%, and around 155% at the center of Final Destination.
Up aerial 	Up aerial 	McCloud Flip (テイル＆レッグ, Tail & Leg) 	5% (hit 1), 10% (hit 2) 	From a mid-air somersault, Fox attacks above him with a tail sweep followed by a heel kick. Comes out on frame 9. It can combo into itself and is great for juggling opponents while racking up quick damage. If hit with the tip of the first hit, there's a chance that the second hit will miss. While it can auto-cancel from a short hop, it can only be done on the first frame Fox jumps after a jumpsquat. Due to lower landing lag (13 frames) compared to Smash 4 and the first hit of up aerial having set knockback, landing only the first hit on the grounded opponent can lead to other moves at any percentage, most notably up smash. Fox's strongest aerial in terms of knockback, and can KO Mario at his full jump height at around 125% and can even KO Mario on the ground starting at 143% on Final Destination if both hits connect in both cases.
Down aerial 	Down aerial 	Air Drill (エアドリル) 	1.3% (hits 1-6), 3% (hit 7); 1% (landing) 	A corkscrew kick that hits multiple times in quick succession. The move auto-cancels almost immediately after its final hitbox ends, and has good startup (frame 5), making it useful for punishing mis-spaced moves out of shield and for getting Fox from the ledge back on stage. The last hit deals moderate diagonal knockback. It is a very useful combo starter, both with the landing hit and the final hit when auto-cancelled. When autocancelled, the opponent is launched diagonally upward and Fox can freely follow up with another aerial of his choice. When using its landing hitbox, the move can combo into tilts, jab, and into itself at low-mid percentages, and confirm a KO into his up smash at high percentages. While it has high landing lag (17 frames), it can be used as a mix-up in case the opponent expects and wants to perfect shield the neutral aerial or to shield poke. There's a chance the opponent will fall out of this move.
Grab 	Grab 	Grab (つかみ) 	— 	Reaches out with his right arm. Has quick startup (frame 6), but has low range and moderate ending lag.
Pummel 	Pummel 	Grab Kneebutt (つかみニーバット) 	1% 	A knee strike. Very fast, but also weak.
Forward throw 	Forward throw 	Smash Elbow (スマッシュエルボー) 	4% (hit), 3% (throw) 	Releases the opponent and quickly performs a cross, launching them forward. It can be used for tech chasing at mid percentages or putting the opponents offstage. Fox's strongest throw, but fails to KO Mario until around 212% at the very edge of Final Destination.
Back throw 	Back throw 	Close Range Blaster H (クローズレンジブラスターＨ) 	2% (throw), 2% (Blaster shots) 	Throws the opponent backward and shoots them with three rapid shots from his Blaster. Due to its high angle and very weak knockback, it's not great at putting the opponents offstage. It can be used to set up tech chase on platforms at various percentages.
Up throw 	Up throw 	Close Range Blaster V (クローズレンジブラスターＶ) 	2% (throw), 2% (Blaster shots) 	Throws the opponent upward and shoots them with three rapid shots from his Blaster. It can be used to put the opponent on a platform or to follow up with up air if the opponent's reaction is read properly. Has weak knockback as it only starts KOing Mario at around 294% on Final Destination.
Down throw 	Down throw 	Close Range Blaster Down (クローズレンジブラスターダウン) 	2% (Blaster shots), 1% (throw) 	Slams the opponent onto the ground and fires three rapid, point-blank shots at them with his Blaster. Less reliable as a combo starter compared to Smash 4 due to the changes of knockback, angle, hitstun and Fox's slower initial dash speed. Can follow up with an up smash, back air, neutral air, or forward air at low-mid percents depending on opponent's DI and/or if the opponent's reaction is read properly.
Floor attack (front)	Floor attack (front)	 	7% 	Does a kick in front and in back.
Floor attack (back) 	Floor attack (back) 	 	7% 	Punches forward and kicks backward.
Floor attack (trip) 	Floor attack (trip) 	 	5% 	Spins around, kicking around himself.
Edge attack 	Edge attack 	 	9% 	Fox climbs up the ledge and does a sliding dropkick. Afterward, he retreats with a single-armed back handspring.
Neutral special 	Neutral special 	Blaster 	3% (point-blank range), 2% (mid-range), 1.3% (long-range) 	Takes his Blaster out of its holster and fires at the opponent. The Blaster itself has relatively low ending lag and the projectiles have transcendent priority, which makes it good at forcing approaches at long distances. The Blaster's lasers are fired rapidly but do not make the opponent flinch and they lose power the farther they travel. Slightly less lag while used in the air. It can be used for camping and is an excellent move for punishing shield breaks or very laggy moves (like Rest) because of the lack of hitstun.
Side special 	Side special 	Fox Illusion 	8% (grounded version), 5% (aerial version) 	Dashes forward at a blindingly fast speed, leaving behind afterimages. Fox will launch opponents at an upwards angle on contact. It can be used as a situational recovery option. Stops on shields, making it punishable. The end of the grounded version can function as a KO setup into his up aerial at around 100% on middleweights. The grounded version can also function as a situational KOing move, KOing Mario at around 174% on Final Destination.
Up special 	Up special 	Fire Fox 	1.8% (charge loop), 16% (clean dash), 10% (late dash) 	Engulfs himself in an aura of flame before launching himself in a fiery tackle. Since this move is fire-based, it can detonate some items like Links' bombs. Travels a long distance, but has very high startup for both his charging flames and dash (20 and 43 frames, respectively), in addition to it being completely linear making Fox widely open for edgeguards. The trajectory of the move can be chosen before Fox launches himself, with up to 8 angles to choose from. After the move ends, Fox becomes helpless. It can be used to KO at high percents, however, this is risky due to the high ending lag. It can also stage spike reckless edgeguarders who got hit with Fire Fox.
Down special 	Down special 	Reflector 	2% (activation), 1.4× reflected projectile 	Activates his Reflector, surrounding himself with a blue hexagonal energy field. All projectiles are deflected and do increased damage. The Reflector also damages nearby foes upon activation, weakly launching them at a semi-spike angle. After reflecting a projectile, Fox can jump, spot dodge or roll, which allows him to escape potential punishes. It stalls Fox in the air, giving him a landing or a recovery mix-up, though he can only do it once until he lands or gets hit. Due to 3 frame startup, intangibility on frames 2-3 and low knockback angle, this move can be used to finish combos, start tech chases, escape combos, and edgeguard or gimp recoveries.
Final Smash 	Final Smash 	Team Star Fox 	3% (trapping hit), 30% (lasers), 10% (end) 	Upon activation, Fox shouts "It's go time!", with a large green reticle appearing in front of him. Three Arwings fly in a tight formation from behind the screen in the area where the reticle is located. Upon hit, a cinematic begins with Fox and his team flying in a group of Arwings, as Fox himself says, "Star Fox- fire at will!" (saying "This is the end for you, Wolf!" if he hits Wolf), as all of the members then fire lasers at the trapped opponents, damaging them heavily and launching them horizontally as the cutscene ends.
== Appearing ==
Ejects from an Arwing.
== Taunt ==
Up taunt: Charges himself up with an aura of flames, similar to his Fire Fox move, saying "Let's go!" (行くぞ！, Let's go!)
Side taunt: Spins his Blaster in his hand in the air before putting it back in its holster.
Down taunt: Kneels down and sternly says "Come at me!" (かかってこい！, Come at me!) whilst making a beckoning gesture with his left hand.
* Smash Taunt: Kneels down before contacting Team Star Fox. This can only be done on Star Fox stages and is performed by tapping the down taunt command. Fox will hold a pose for a few seconds, then a conversation will begin. This can only be done once each round and if the player is hit while Fox is holding his pose before the conversation starts, it is canceled.
== Idle ==
Adopts a taekwondo-type fighting stance and takes a deep breath.
Holds out his left hand and makes a beckoning gesture with it while smirking.
== Victory Pose ==
Left: Fox holds out his Blaster, then proceeds to spin it in his hand before putting it in his holster, saying "This is Fox. Returning to base." ("こちらフォックス、これより帰還する。", This is Fox, heading back.).
* If Falco was present in the match, there's a chance he will say "Better luck next time, Falco." ("まだまだだな、ファルコ。", Not just yet, Falco.) instead.
* If Krystal was present in the match, there's a chance he will say "This Ones For You, Krystal." ("私はあなたを愛しています、クリスタル", I Love You, Krystal.) instead.
* If Pit was present in the match, there's a chance he will say "You Have No Victory Against Us." ("あなたのゲームは終わりました", Your Game Is Over.) instead.
Up: Points his Blaster to the right, then the left, and then points it to the right again, saying "Mission complete!" ("作戦完了！", Operation complete!).
Right: Crosses his arms, looks upward, and raises his tail (his "character chosen" animation and taunt in Super Smash Bros.).
== Victory Theme ==
Fox: Star Fox Victory Theme
== Classic Mode: Spaceborne Smash ==
Round 	Opponent 	Stage 	Music 	Notes
1 	Samus 	Brinstar 	Title Theme - Metroid 	
2 	Rosalina & Luma 	Mario Galaxy 	Egg Planet (Remix) 	
3 	Meta Knight 	Halberd 	Meta Knight's Revenge 	
4 	Giant  Dark Samus	Frigate Orpheon 	Star Fox Medley 	Krystal is a CPU ally.
5 	Olimar 	Distant Planet 	Stage Select - Pikmin 2 	
6 	Wolf 	Venom (Ω form) 	Star Wolf (Brawl) 	Items do not appear, as a possible reference to competitive play.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage 	Bonus Stage
Final 	Kraken 	Space-Pirate Ship	Boss Battle 1 - Kid Icarus: Uprising	Krystal is a CPU ally.
== Character unlock tree ==
# Krystal
# Zero Suit Samus
# Roxas
# Falco
# Hero
# Bowser Jr.
# Wolf
# Mewtwo
== Palutena's Guidance ==
: Pit: Got any tips for fighting Fox?
: Palutena: Fox McCloud is the leader of the mercenary flight team Star Fox. His trademark is incredible speed.
: Pit: It's about time you showed up, Fox!
: Viridi: That was a terrible General Pepper, Pit.
: Palutena: You should be wary of his Blaster too.
: Pit: Everybody, stay alert!
: Palutena: Focus, Pit. You might think Fox's Blaster doesn't hurt all that much and ignore it, but you'll soon find that you've taken lots of damage.
: Pit: Sorry—I'm back. OK, I'll just reflect his shots with my Guardian Orbitars!
: Palutena: I figured you'd say that.
: Pit: Huh? Is that...not what I should do?
: Palutena: Like I said, he's quick on his feet, so there's no telling when he'll suddenly rush in and grab you. You've got to watch your back constantly when Fox is around.
: Pit: DO A BARREL ROLL!
== Color ==
# Original
# Black
# Pink
# Green
# Orange
# Black-Green
# Yellow
# Purple
== Story Mode ==
Fox Was Vaporized By Oleander When She unleashed Her beams of stars. and imprisoned alongside the rest of the fighters, with the exception of Girl & Dog.
No.	Name	Type 	Power	Stage 	Music
07 	Fox 	Shield	3,700	Sector Z	Star Fox Medley
== Spirit ==
Category:Character Movesets