SSBM/Fox/Matchups/Fox

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< SSBM‎ | Fox‎ | Matchups

Marth vs Fox

Common tactics used in the Fox ditto and counterplay

Overshoot shine

Explanation: Running shine can be used to call out Fox's dash back. Shine knocks down Fox and can lead to many follow ups, especially if the Fox being hit fails to tech after being hit.

Counterplay:

  • SH aerial in place: Doing a stationary drill will beat a Fox trying to overshoot shine as the opposing Fox is running in. Nair and bair can also be used but at low percents will not knock down and often doesn't lead to follow ups. Up air can lead to big combos, but the timing is more precise than other options.


Full Hop in place

Explanation: Full hop is often used to avoid attacks and punish on reaction. If Fox full hops and the opposing Fox attempts to attack with something like SH aerials, grab, or shine, then Fox can reactively counter-attack with an drill or uair.

Counterplay:

  • Bait and whiff punish: If Fox sees that the opponent is FH'ing, he can pretend to attack by dash dancing nearby and attempt to bait the opposing Fox into whiffing an aerial.
  • Rising FH aerial: Fox can use FH to beat FH. If the opponent uses a falling aerial after FH, you can call him out by doing a rising aerial to hit him before he puts out an attack.


Approaching SH aerials

Explanation: WIP

Counterplay:

  • WIP


SH aerials in place

Explanation: WIP

Counterplay:

  • WIP


Shine grab

Explanation: WIP

Counterplay:

  • WIP


Uptilt

Explanation: WIP

Counterplay:

  • WIP