SSBM/Fox

From SuperCombo Wiki


Introduction

Fox is Melee's dedicated pixie character and with that comes a truly dizzying array of viable choices to make in any given moment. If you want an elite launcher to start a full combo, Fox has multiple. From recoveries that combo to death, the most consistent kill confirms in the game, the best jump in the game, and blisteringly fast speed, Fox has it all. Not to mention his shine. An invincible, instantaneous, jump cancellable move that leads to full combos onstage and kills offstage at 0%. When you are playing well as Fox, you can feel entirely unbeatable and you quite possibly are.

The true benefit of all of this versatility is that Fox is the most expressive and personalizable character in the entire cast. This gives you the ability to sculpt your Fox to suit your style. Want to laser for 6 minutes, camping until you get a strong hit? Do you want to play pure rushdown, mixing your opponents to death? Most would argue that Fox is an ideal choice for either one. What's more, even the choice to play defensively or aggressively in a situation comes with it the true question, how? There are often a dozen viable moves that, when combined with his incredible mobility options, create endless permutations of answers to even relatively simple questions

However, all of this comes with a cost. Befitting his archetype, Fox is incredibly fragile once he gets opened up. What's more, his low range and inability to safely or effectively interact with his opponents outside of it means that he is often forced to commit which can pose terrifying consequences. Combined with the highest executional demands of the cast, and he becomes an inconsistent tournament character.

Still, this is a small price to pay in order to experience the unequaled high that is Melee's Fox McCloud

Strengths Weaknesses
  • Versatility: Fox's moveset makes him an unrivaled adapter; no matter the matchup, the situation, or the style, he has the tools you need
  • Speed: Fox is one of the fastest characters in Melee, both in the air and on the ground, horizontally and vertically. This allows him both to play runaway and quickly reach his opponent and easily control the pace of any game. This is mirrored in his frame data, which is some of Melee's best
  • Shine: One of Fox's best moves, which can be canceled into jump, pressure shields, push opponents back, spike them offstage, combo into itself via waveshines, stall himself in the air, and even reflect projectiles.
  • Recovery Mix-ups: With multiple Fire Fox angles, Illusion, shine-stalling, and his air-dodge, Fox has a library of choices to pick from when recovering, many of which can easily reversal into Fox's own punishes if he makes it back
  • Kill Confirms: Fox has among the most consistent kill confirms in the entire cast, and some of the best kill options to use them with
  • Full Hop: Fox's full hop is among the most powerful movement options in the entire game, as well as having extremely potent synergy with the rest of his kit
  • Execution: Some of Fox's techniques can be hard to perform consistently, particularly in tournament settings
  • Combo Food: As a fast faller, Fox can get combo'd very easily, get edge-guarded hard, and will likely fall first when both characters can't recover offstage. Almost every character has some sort of special punish trees for him, especially on FD
  • Popularity: As the best and most popular character in the game, he will be his opponent's most practiced and best match up the vast majority of the time. This helps to make his matchups less skewed in practice than they might appear on paper
  • Range: Fox has generally low range and a lack of disjointed options. This isn't a crippling issue for Fox, as his speed gives him a great range of attack despite those attacks being stubby, but it means that he of can't usually engage opponents without getting right on top of them. This puts Fox at a great risk in physical combat.
SSBM Fox Portrait.png
Physics
Weight 75 (22nd)
Fall Speed 2.8/Fast 3.4 (3rd)
Gravity 0.23 (1st)
Ground Movement
Walk Speed 1.6 (1st)
Initial Dash Speed 1.9 (24th)
Initial Dash Length 11f (7th)
Run Speed 2.2 (25th)
Traction 0.08 (10th)
Jumping
Jumpsquat 3f (1st)
Jump Height Full 31.28/Short 10.65/Air 40.204 (17th/23rd/1st)
Air Speed 0.83 (19th)
Air Acceleration 0.08 (2nd)

Ground Moves

Jab
Jab
Catch these paws
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 13 16 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
4% 0 100 70 Normal -10

Oddly, comes out a frame earlier than its animation would indicate. Can set up for an Usmash or aerial at kill percent.

Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
2 2-3 15 18 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
4% 0 100 70 Normal -13

A niche mixup on shield. Sets up for the same followups as Jab 1.

Rapid Jab First Active Active Recovery IASA Landing Lag Autocancel
9 2 per hit 9 (finisher) - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
1% 10 80 78 Normal -

Don't use this move.

Dash Attack
Jumping Side Kick
d.A
First Active Active Recovery IASA Landing Lag Autocancel
4 4-7 (clean) / 8-17 (late) 19 36 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 7%/ Late: 5% Clean: 35/ Late: 20 90 72 Normal 0

Quick startup and long active frames make it a useful whiff punish tool, albeit a risky one. Like jab, leads into Usmash or aerials at kill percent.

fTilt
Fox Kick
fTilt (t.6A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-8 18 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
9% 0 100 361 Normal -15

Quick poke. Essentially outclassed by all of Fox's other moves, but has niche use as an edgegaurding tool.

uTilt
Back Kick
12% sweetspot ONLY hits grounded opponents.
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-11 17 23 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Sweetspot: 12% / Sourspot: 9% 18 140 Sweetspot: 110 / Sourspot: 84 Normal -11

A best in class tool for antiairing and stuffing approaches. Works as a mid-percentage combo extender on fastfallers, a kill confirm launcher on midweights into Uair, or a quick, safe vertical kill move on floaties. Fast, difficult to punish, and rewarding; it's an excellent option on a character infamous for having excellent options.

dTilt
Tail Sweep
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-9 20 28 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10% 25 125 70 (inner) / 80 (middle) / 90 (outer) Normal -15

Another vertical launcher; can be useful against characters holding the ledge or during edgeguards. Leads into aerials or can kill off the top outright.

fSmash
Roundhouse Kick
That ain't Falco
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
12 12-16 (clean) / 17-22 (late) 17 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 15% / Late: 12% Clean: 10 / Late: 2 Clean: 105 / Late: 100 361 Normal -17

Generally only used for edgegaurding, although even there it is generally outclassed by Dsmash.

uSmash
Flip Kick
"He needs it"
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
7 7-9 (clean) / 10-17 (late) 26 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 18% / Late: 13% Clean: 30 / Late: 10 Clean: 112 / Late: 100 Clean: 80 / Late: 361 Normal -26

Has a well-earned reputation of being a brutal vertical kill option. Fox has multiple ways to confirm into it against every character, making him extraordinarily threatening at high percent.

dSmash
Fox Split
Outer hitboxes are the sweetspot, inner hitboxes are the sourspot.
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-10 39 46 - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
Sweet: 15 / Sour: 12 20 65 Sweet: 25 / Sour: 361 Normal -32

Low angle makes it a nice tool for calling out attempts to grab ledge.

Aerial Moves

nAir
Flying Kick
True combos into getting back thrown offstage.
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
4 Clean: 4-7 / Late: 8-31 10 42 15/7 4, 36
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 12% / Late: 9% Clean: 10 / Late: 0 100 361 Normal 0

One of Fox's staple buttons for approaching, pressure, and followups, though exploitable if overused, especially against crouch-cancel. Leads into essentially all of Fox's grounded followups or another shorthop aerial, excellent when paired with shine against shield, great for landing out of a fullhop; the applications go on and on.

fAir
Tornado Kick
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
6 6-8, 16-18, 24-26, 33-35, 43-45 8 53 22/11 <6, 49>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 7%, 5%, 6%, 4%, 3% Hits 1-4: 10 / Hit 5: 50 100 361 Normal -6

Essentially only used as a combo extender in situations where Fox's other aerials won't work, such as to link into an Usmash against Jigglypuff around 60%.

bAir
Reverse Spin Kick
Oppression from above
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
4 4-7 (clean) / 8-19 (late) 28 38 20/10 <3, 23>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 15% / Late: 9% 0 100 361 Normal -2

Fast, active, big, damaging, safe, rewarding with both combos and edgeguards, and on the character that turns jumping into a 10-way mixup. Fox's Bair is imfamous for its dominance, since it forces opponents to respect his jumps regardless of the situation and tends to net him extra damage regardless of where it hits. To top it all off, it's startup, active frames, and strength give it excellent option coverage offstage, making it one of his best tools for closing out stocks.

uAir
McCloud Flip
"HE NEEDS IT"
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
8 8-14 0 36 18

L-cancelled=9

<8, 24>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 13 / Late: 5 Clean: 40 / Late: 0 Clean: 116 / Late: 120 Clean: 85 / Late: 92 Normal Clean: -5/Clean: -2
  • Placeholder
dAir
Air Drill
"Oh? You're holding down?"
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
5 5-27 22 - 18

L-cancelled=9

-
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3% / Late: 2% 0 100 290 Normal Clean: -6% / Late: -7%
  • Placeholder

Special Moves

Blaster
Blaster
because the fastest character in the game shouldn't have to approach
nB (5B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
10 33 26 - - all
Damage Base Knockback Knockback Growth Angle Effect On Shield
3 0 0 - Normal -

Extremely potent tool to force approaches. It's the fastest and most noncommittal projectile in the game, but has no knockback or hitstun whatsoever, so any use within an opponents range is likely to be punished. Still, from fullscreen it's an extremely potent tool against slow characters, especially when combined with Fox's mobility.

Falco Phantasm
Fox Illusion
sideB (4/6B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Fire Fox
Fire Fox
sideB (4/6B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Reflector
Reflector (i
Y'all know this one
downB (8B) (Air OK)
First Active Active Recovery IASA Landing Lag Autocancel
1 1 39 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
5 80 0 0 Normal +1

The most popular choice for 'best move in the game', and for good reason. It's the cornerstone of Fox's pressure and punish game. Frame 1 startup and invul along with the instant JC make this move an ungodly wakeup option, out of shield tool, blockstring fodder, and general panic scramble button. Additionally, it's +1 on shield when JC'd optimally, leading to strong tick throw pressure (dubbed the 'Shinegrab') or simply jumping away to reset with another button. It's fixed knockback and 0 degree angle make it one of the best crouch cancel busters in the game, and ALSO make it one of the most deadly edgegaurding tools. When used on the ground, against lightweights it causes a knockdown, while on heavier characters it leaves them standing, giving Fox more than enough time to wavedash into another shine (the "Waveshine"), a jab, a Dtilt, grab or Usmash for a kill. A shockingly versatile move, limited only by it's range and the player's execution.

Grabs & Throws

Grab
Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Dash Grab
Grab
d.Z
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Pummel
Knee
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Elbow Bash
Elbow Bash
g.6
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Skeet Blaster
Skeet Blaster
g.4
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Star Blaster
Star Blaster
g.8
First Active Active Recovery IASA Landing Lag Autocancel
- - - - - <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal -
  • Placeholder
Floor Blaster
Floor Blaster
g.2
First Active Active Recovery IASA Landing Lag Autocancel
33 0 10 - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
10 150 40 270 Normal -

Generally only used to setup mixup situations when Uthrow won't combo.

Universal Mechanics

Advanced Frame Data

This table shows the frame data for all of Fox's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
ftilt_mh 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_mh 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_mh 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
dtilt 7 9 N\A N\A 28 N\A 29 10 6 -12 N\A N\A N\A N\A -14 -12 -16 -14
dtilt 7 9 N\A N\A 28 N\A 29 10 6 -12 N\A N\A N\A N\A -14 -12 -16 -14
dtilt 7 9 N\A N\A 28 N\A 29 10 6 -12 N\A N\A N\A N\A -14 -12 -16 -14
uair 8 9 9 25 36 18 39 5 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 5 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 5 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 11 14 9 25 36 18 39 13 7 -2 -2 -11 -11 -8 -17 -14 -21 -18
uair 11 14 9 25 36 18 39 13 7 -2 -2 -11 -11 -8 -17 -14 -21 -18
uair 11 14 9 25 36 18 39 13 7 -2 -2 -11 -11 -8 -17 -14 -21 -18
ftilt_l 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_l 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_l 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_h 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_h 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_h 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
dashattack 4 7 N\A N\A 36 N\A 39 7 5 -23 N\A N\A N\A N\A -26 -23 -30 -27
dashattack 4 7 N\A N\A 36 N\A 39 7 5 -23 N\A N\A N\A N\A -26 -23 -30 -27
dashattack 8 17 N\A N\A 36 N\A 39 5 4 -14 N\A N\A N\A N\A -23 -14 -27 -18
dashattack 8 17 N\A N\A 36 N\A 39 5 4 -14 N\A N\A N\A N\A -23 -14 -27 -18
dair 5 6 9 33 N\A 18 49 3 3 -6 -6 -15 -29 -28 N\A N\A -41 -40
dair 5 6 9 33 N\A 18 49 2 2 -7 -7 -16 -30 -29 N\A N\A -42 -41
dair 8 9 9 33 N\A 18 49 3 3 -6 -6 -15 -26 -25 N\A N\A -38 -37
dair 8 9 9 33 N\A 18 49 2 2 -7 -7 -16 -27 -26 N\A N\A -39 -38
dair 11 12 9 33 N\A 18 49 3 3 -6 -6 -15 -23 -22 N\A N\A -35 -34
dair 11 12 9 33 N\A 18 49 2 2 -7 -7 -16 -24 -23 N\A N\A -36 -35
dair 14 15 9 33 N\A 18 49 3 3 -6 -6 -15 -20 -19 N\A N\A -32 -31
dair 14 15 9 33 N\A 18 49 2 2 -7 -7 -16 -21 -20 N\A N\A -33 -32
dair 17 18 9 33 N\A 18 49 3 3 -6 -6 -15 -17 -16 N\A N\A -29 -28
dair 17 18 9 33 N\A 18 49 2 2 -7 -7 -16 -18 -17 N\A N\A -30 -29
dair 20 21 9 33 N\A 18 49 3 3 -6 -6 -15 -14 -13 N\A N\A -26 -25
dair 20 21 9 33 N\A 18 49 2 2 -7 -7 -16 -15 -14 N\A N\A -27 -26
dair 23 24 9 33 N\A 18 49 3 3 -6 -6 -15 -11 -10 N\A N\A -23 -22
dair 23 24 9 33 N\A 18 49 2 2 -7 -7 -16 -12 -11 N\A N\A -24 -23
dair 26 27 9 33 N\A 18 49 3 3 -6 -6 -15 -8 -7 N\A N\A -20 -19
dair 26 27 9 33 N\A 18 49 2 2 -7 -7 -16 -9 -8 N\A N\A -21 -20
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 9 6 -4 -4 -14 -16 -13 -27 -24 -29 -26
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
usmash 7 9 N\A N\A N\A N\A 41 18 10 -22 N\A N\A N\A N\A N\A N\A -24 -22
usmash 7 9 N\A N\A N\A N\A 41 18 10 -22 N\A N\A N\A N\A N\A N\A -24 -22
usmash 10 17 N\A N\A N\A N\A 41 13 7 -17 N\A N\A N\A N\A N\A N\A -24 -17
usmash 10 17 N\A N\A N\A N\A 41 13 7 -17 N\A N\A N\A N\A N\A N\A -24 -17
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
ftilt_m 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_m 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_m 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
dsmash 6 10 N\A N\A 46 N\A 49 15 8 -27 N\A N\A N\A N\A -31 -27 -35 -31
dsmash 6 10 N\A N\A 46 N\A 49 15 8 -27 N\A N\A N\A N\A -31 -27 -35 -31
dsmash 6 10 N\A N\A 46 N\A 49 12 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
dsmash 6 10 N\A N\A 46 N\A 49 12 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
utilt 5 11 N\A N\A 23 N\A 23 12 7 -4 N\A N\A N\A N\A -10 -4 -11 -5
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
ftilt_ml 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_ml 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
ftilt_ml 5 8 N\A N\A N\A N\A 26 9 6 -12 N\A N\A N\A N\A N\A N\A -15 -12
fair 6 8 11 48 53 22 59 7 5 -6 -6 -17 -41 -39 -41 -39 -48 -46
fair 6 8 11 48 53 22 59 7 5 -6 -6 -17 -41 -39 -41 -39 -48 -46
fair 16 18 11 48 53 22 59 5 4 -7 -7 -18 -32 -30 -32 -30 -39 -37
fair 16 18 11 48 53 22 59 5 4 -7 -7 -18 -32 -30 -32 -30 -39 -37
fair 24 26 11 48 53 22 59 6 4 -7 -7 -18 -24 -22 -24 -22 -31 -29
fair 24 26 11 48 53 22 59 6 4 -7 -7 -18 -24 -22 -24 -22 -31 -29
fair 33 35 11 48 53 22 59 4 3 -8 -8 -19 -16 -14 -16 -14 -23 -21
fair 33 35 11 48 53 22 59 4 3 -8 -8 -19 -16 -14 -16 -14 -23 -21
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fsmash_m 12 16 N\A N\A N\A N\A 39 15 8 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 12 16 N\A N\A N\A N\A 39 15 8 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 12 16 N\A N\A N\A N\A 39 15 8 -15 N\A N\A N\A N\A N\A N\A -19 -15
fsmash_m 17 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -15 -10
fsmash_m 17 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -15 -10
fsmash_m 17 22 N\A N\A N\A N\A 39 12 7 -10 N\A N\A N\A N\A N\A N\A -15 -10

Game Navigation

General
Controls & Notation
HUD
Game Mechanics
FAQ
Universal Strategy
Netplay
Glossary
Links
Metagame
Stages
Tiers
Controller Meta
Archived Information
Gecko Codes
Disc Files
Characters
Dr. Mario
Mario
Luigi
Bowser
Peach
Yoshi
Donkey Kong
Captain Falcon
Ganondorf
Falco
Fox
Ness
Ice Climbers
Kirby
Samus
Zelda
Sheik
Link
Young Link
Pichu
Pikachu
Jigglypuff
Mewtwo
Mr. Game and Watch
Marth
Roy
Non-Playable Characters
Male Wireframe
Female Wireframe
Master Hand
Crazy Hand
Giga Bowser
Sandbag