Shulk 101

Fox

Community Rating:
-1.5 (Notable Disadvantage)

Professional Rating:
-0.7 (Slight Disadvantage)

Neutral

  • Jump, Speed, Shield, or Buster Art.
    • Mobility Arts are the key in the neutral. Abuse mobility and spacing.
      • Jump Art – Arguably the best Art. With strong movements, Shulk can land away to avoid Fox’s juggle game (Uairs and Utilts), thus forcing Fox to constantly run on the ground to get close. Ghostwalker still does fairly well.
        • Use spaced Bairs or Fairs when Fox gets too close. Jump away and repeat the process.
        • FH Nair FF is great against Fox when spaced.
        • Avoid using Vision against Fox’s 2nd Utilt combo at any %. Jump away when safe.
        • Jump Art Uthrow → Air Slash at the ledge can work if Fox has 48-82% and DIs away.
      • Speed Art – Recommended Art to keep up with Fox’s movements (fast as Fox’s running speed), including dashing in to punish at the right opportunities.
        • Use Dthrow → Nair or Dash Attack to cover Fox’s tech in place, then continue the pressure with Dtilt or another Grab. This allows Shulk to gain tons of stage control and possibly early edgeguard.
        • Against Laser camp, which forces Shulk to approach because he starts to accumulate damage, it is possible to dash in and grab Fox during the Lasers’ endlag (from 2/3rds of the stage away). If Shulk cannot reach Fox in time, use retreating aerials.
    • Vanilla – Can help without advantages nor disadvantages, but only if Fox is within mid-range of Shulk.
    • Shield ArtShielding game becomes stronger thanks to his good shield regeneration. However, Fox can easily maneuver around with his speed and Fox Illusion. However, if Fox does get too close, Shulk can attack back.
      • At low %, Fox can simply laser camp.
        • Against Fox’s two Utilts, Shulk can use Vision.
      • At high %, Shulk can build Rage and take advantage of Fox being a light character.
        • Spam Shield Art when Shulk is at kill % and camp because Fox has no kill throws.
      • Against Laser camp, Shulk can still stall and slow the game down, or he can just try to survive when he has the lead.
    • Buster Art – Can start the match with this, but Shulk must play cautiously and space correctly. Play defensively against Fox’s poor OoS game from the front.
      • Buster Dthrow combos:
        • 4-27%: Dtilt
        • 18-24%: Ftilt
      • A smart Fox can camp out Shulk until Buster Art is off.
  • Fox’s biggest strength is he can do burst damage so well, even if Fox is a stock behind. He is an explosive character that needs to capitalizes on his Advantage, so he is waiting for one mistake from Shulk (especially Shulk’s whiffed aerials) to pressure heavily. Fox players likes to press ton of buttons because he can, so he can run into the huge hitbox of Shulk’s attacks to get in with relative ease. He becomes dangerous in close-range.
    • Things to avoid:
      • Do not hold forward too much.
      • Do not press too many buttons because Fox’s punish game is very good.
      • Do not FH too much or else Fox can use Usmash or Uair.
      • Do not overextend Shulk’s combos/strings due to Fox’s speed, especially at low %.
      • Shulk must not get put into Fox’s frame trap situations. Avoid getting hit, and mix up Shulk’s escape options in these 50/50s.
      • Shulk’s aggressive cross-ups Nair is not worth it due to Fox’s Utilt OoS (which is his best combo starter). Avoid getting behind Fox it can combo and set up an Uair kill at high %. If possible, shield and grab Fox.
        • It’s possible to shield grab Fox. Other that that, do not punish well-spaced Utilt or Bair. It’s better to be in front of Fox (while being away from his Jab/Grab range) than behind his Utilt.
        • If Shulk air dodges it after Fox’s Utilt, Fox can go for an Uair, then FF for a free Utilt and repeat.
          • Fox’s Utilt also hits in front of his head, but Shulk can shield grab.
    • Recommended strategies:
      • Play a ground game with patience, staying calm and being defensive.
        • Walking
          • It is better for Shulk to commit as little as possible due to Shulk’s poor startups. While standing still when Shulk has the lead is one option, Fox can use lasers, especially on flat stages.
        • Tilts
          • Spaced Dtilt when approaching or not.
          • Ftilt is another option, but Fox can punish that.
          • Utilt is best if Fox hold forward too much, which he will most likely to do with his Nair or Dair.
        • Empty hops and dash/pivot grabs
          • Bait and abuse Shulk's range to space and wall Fox out. Tomahawks and empty hops are Shulk’s best way to get a grab on Fox.
          • Mix up spaced aerials with empty hops to make Fox unsure of whether he should approach with shield or an attack.
          • It's better to grab than use Shulk's fastest attacks.
    • Play passive aggressive just outside Fox’s instant Dash Attack range, Nair spamming, and tomahawk grabs. Know his threat zones, bait Fox out, and space in front of Fox’s shield.
      • Retreating Safer Fairs is one of Shulk’s best walling tool while camping away from Fox. However, if Shulk FHs too much, Fox can use aerials or Usmash.
      • Spaced Back Nair can work. Its lingering hitboxes can surprise Fox who commit too much.
      • MALLCing must be on point when landing/fighting against Fox. Use SH FF MALLCs as it is good against Fox.
        • Use MALLC Bair for safe pressure, but other than that, do not Bair too much. Bair alone works if Fox SHs too much.
        • When Shulk is using SH Bairs, it is usually best to shield.
    • Shielding is really good since Fox has no guaranteed throw follow-ups after low %, and he has no kill throws. This also means that Smash Art, when playing defensively at high %, is somewhat safe against his throws. While Fox will have a hard time killing, shielding is not 100% foolproof.
      • Try PP shielding Dash Attack.
      • Against Fox’s throws, watch out for Shulk’s air dodge or else Fox will read that and punish.
  • If Shulk shields Fox's rapid jab finisher, he can:
    • Ftilt
    • Dtilt
    • Fsmash, but Fox can possibly shield it.
  • Fox’s main goal is to land with either Utilt, a Dash Attack, Nair, or a Bair. Bait Fox's rushdown options, then punish.
    • His Dash attack is one of his main combo starter. At low %, it combos into Utilt. At high %, it combos into Uair. It is also gret at catching landings. Treat his Dash Attack like Samus or Meta Knight; avoid getting hit, especially where you land. Punish his Dash Attack as that is one of Fox’s common approach options and it is not safe on shield.
      • Air Slash OoS is the best option against Dash Attack, as it can kill after +100%. Watch where his Dash Attack ends as it can cross up Shulk’s shield. In this situation, Fox can Utilt behind Shulk, so watch out for that.
      • Use Smash Art Bair to kill.
      • Use SHs aerials and reverse Nairs against Dash Attack.
    • Regarding Fox’s aerials:
      • Dair – Will approach with FH Dairs. His Dair can AC from a FH or a late FH. Fox’s AC Dair leads into Usmash, Fair footstool near ledge, or Uair. However, Fox must FH to AC, so if Shulk sees the FH, avoid punishing it OoS.
        • Intercept with Air Slash OoS, Utilt, spaced aerials, pivot Fsmash, or Vision before Fox lands on the ground. Shulk can also Jab or shield grab a misspaced Dair.
        • Fox has reset and footstool combos, usually starting with FH Dair. Avoid getting hit.
      • Nair – AC after frame 32, so if Fox fails, he suffers 11 frames of landing lag.
        • Fair or SH Nair are Shulk’s safest options when Fox descends toward Shulk. Utilt can work, but Fox is so fast that can he can punish the whiffed Utilt.
      • Uair – Fox’s Uair can AC from a rising SH. He can also do a FH Uair, then FF to AC.
      • Fair – Fox’s Fair AC after frame 45. If not, he suffers 27 frames of landing lag.
      • Bair – AC either frame 1-8 or after frame 15. Punish Fox’s AC Bairs is extremely difficult.
        • If Fox spams with AC Bairs too much, use Back Slash.
        • Air Slash OoS is another good option.
  • Fox Illusion can be used onstage. Be warned that it can combo into Uair. Shield a lot or use Nair/Fair to wall Fox out.
  • If Fox really likes to run back and forth, Back Slash is another option.
  • Punish his smash attacks, especially his Usmash, if possible.

Advantage

  • While Fox as hyper offense, he has hyper bad defense. When Shulk gets the advantage at mid-high %, push it as far as possible. Abuse Fox’s Disadvantage, but remember to respect Fox’s options to reset the neutral.
    • When using Buster Art Dthrow → Dash Attack or Air Slash, if Fox DIs down near the ledge, Shulk can buffer-deactivate Buster Art for a kill at ~100%.
    • Buster Bthrow → MABD → Back Slash to cover Fox’s missed tech since Fox is a fast faller.
  • Always juggle Fox since Fox’s aerial momentum is bad. Have strong spacing while doing this.
    • Fox’s Reflector/Shine can help him to stall in the air during Shulk’s juggling game.
      • Fox attacks? Use Fair, Utilt, Air Slash or Uair.
      • Fox air dodges? Frame trap with SH Nair, then punish his air dodge landing lag because Fox falls so fast.
      • After Shulk’s Uthrow, if Fox decides to drift away offstage to fall down and grab the ledge, use Air Slash. Running Usmash can work if Fox decides to land right next to the ledge.
    • Try Buster Uthrow → Utilts, but not at low % because Fox can just use Nair or Dair.
      • Buster Uthrow → Jabs against a fast faller like Fox until after 30%.
      • Fox at ~40% (assuming Fox messes up his DI and misses his tech. Fox can escape by tech-rolling, DIing in, up or up+away):
        • Buster Dthrow → Dair Lock (2nd hit sour spot at Fox’s legs) → charged Fsmash for total of 55% damage!
        • Buster Dthrow → Dair Lock (2nd hit sour spot at Fox’s legs) → Buffer Jump Art and SH Uair 2 → DJ Uair to kill.
    • Purge works really well on Fox. Uair starts killing at +66%, and Fox will almost never air dodge into the ground because of fall speed.
  • Always edgeguard, as this is Shulk’s big (and only) chance to kill Fox with ease. Shulk’s ledge game must be on point, including going for deeper edgeguards (Jump Art) or mind games to make Fox scared (Smash Art after Fox passes +80%).
    • Although Fox’s recovery distance is great, they are punishable, especially by Shulk’s disjoints and lingering hitboxes (Nair).
    • Fox’s Reflector/Shine:
      • Can only stall once in the air. Second time onwards, Fox will not stay in the air long.
    • Fox’s DJ:
      • The key is to pay attention of Fox’s DJ as he cannot waste it yet. A good Fox player will recover back to the stage without wasting a DJ. And even if Fox gets hit, he still has his DJ to recover again. Pressure Fox even more once he uses his DJ.
    • Fox Illusion:
      • Most Fox players usually aim slightly below the ledge. They can mix up their options, depending on Shulk’s edgeguard.
      • Punish options:
        • Reverse Air Slash, Fair, and Barrier Nair are the most consistent moves.
          • Fair – Best used to Fair during the start-up of Fox Illusion. Otherwise, spaced Fair at the ledge or in front of where Fox Illusion will end can work.
          • Barrier Nair – Run off the edge, then jump back and use Nair in front of the ledge. Nair should be active just before Fox uses Fox Illusion to autosnap.
          • After edgeguarding a bit, use Air Slash to cover his return options.
        • Bair – Since Bair is a straight hitbox, it can intercept Fox’s linear recovery and kill earlier. Shulk can also grab the ledge, drop down, DJ Bair if Fox aims at the ledge. The key is to use Bair directly in front of the ledge.
        • Fsmash (any angle depending on Fox), Dsmash, or Dair can work, but the timing is so strict. It’s usually not worth it to give up this Advantage.
          • It is possible to run off the ledge, jump back a bit, and use Dair to intercept and spike Fox. And if Fox misses and stops just below the ledge, Shulk’s Dair above the ledge can stage spike.
    • Fire Fox:
      • If Fox is forced to use Fire Fox, attack immediately, if possible. Note that Fox can snap to the ledge, and the fire can hurt Shulk if he misspaces improperly.
      • Punish options:
        • Recovering low? Dair (if Fox is really low), RAR Fair, or Air Slash
          • RAR Fair and Bair are the most consistent moves.
            • Fox may tech the stage spike (e.g. Shulk’s Bair or Fair), so anticipate that by using Fair or Air Slash.
            • Buster Art can be used, even with Fox having 0%. If Fox tries to Fire Fox directly below the ledge, drop down and use Fair. Even if Shulk get hit by the fire, Fox will slowly drop down more as long as he gets hit by +2 Fairs.
              • And if Shulk managed to hit Fox, it’s okay if Fox gets back to the stage thanks to the extra damage.
          • Air Slash to scoop up and stage spike Fox.
          • Dropping down from the ledge and DJ Dair is the best usage of Shulk’s Dair in this MU. One common Shulk mistake is that they use FF Dair directly above the ledge in hoping to hit Fox, but the timing is too strict whereas Fair has 5 frames of active hitbox.
        • Recovering away?
          • Fair, Bair or Air Slash.
          • Dair can also work.
  • Once Fox grabs the ledge:
    • When Fox is at high %, Smash Art can make Fox scared, especially if Fox is aware that Shulk’s Dthrow/Bthrow can kill. Fox may do an unsafe ledge jump, allowing Shulk to Air Slash, Utilt, or Uair.
    • Ledge trump → Uair is true if the ledge trump is fast enough. Kills very early, especially in Smash Art.
    • If Fox tries to return to the center with Fox Illusion (½ FD length), Shulk can grab/Air Slash Fox during the startup, Usmash, Bair, Back Slash to the center stage, or shield it. However, Nair and Fair are Shulk’s safest tools as it covers all options of Fox Illusion.
      • Smash Art SH Nair can kill Fox’s ledge getup.
    • Fox’s ledge trump Dair can AC. He can also use Fair → Uair kill.

Disadvantage

  • Fox will rely on tech chases. Avoid Fox’s tech chases, do not miss the tech, and mix it up or Shulk will get heavily punished.
  • Fox Illusion can lead into Uair, especially at kill %. Shield it.
  • Usmash is one of Fox’s common kill options. Dair, Bair, Nair, and even Ftilt can lead into an Usmash. especially when Shulk is launched horizontally and before he lands on the ground. It can also be used as an OoS option if Shulk does something unsafe like Nair.
    • DI down so that Shulk hits the ground sooner. Jump or tech out of Fox’s read.
    • If Shulk twirls around when hit (25% chance), he cannot tech, and Fox can Usmash for free. Avoid getting hit at all since Fox’s Dair → is a true combo depending on %.
    • Vision can be good if Shulk predicts Fox’s Usmash kill.
  • Fire Fox at close range is a decent shieldbreaking move if Shulk uses shield too much.
  • Fox has a powerful juggling game where his best chance to win the MU is to intercept Shulk in the air (although Shulk can outrange Fox due to Fox’s terrible air speed).
    • Do not challenge his Uair; pay attention to Fox’s Uair range. Land away from Fox while not pressing too many buttons.
    • The Vortex is a term where Fox puts the opponent in the Disadvantage and hits the character a lot (hence Fox being an explosive character). When Fox hits with Uair, the opponent either gets hit or air dodge. But if the opponent air dodges, Fox can FF Utilt and start another vortex. If the opponent drifts offstage, Fox can Fair footstool, 2-Frame Utilt, or Bair. Fire Fox can also be used as a kill option if Fox reads an air dodge.
      • Fox’s Utilt vortex may be escapable by switching to Shield Art or potentially with MALLC air dodge.
        • Switch to Jump Art (if possible) and go to the ledge. Jump away and air dodge. Jump Art and MALLC air dodge are Shulk’s best tools to land properly. MAIT → shield is another option.
        • Monado Wavebounce, FF B-Reverse can work as Shulk lands with Fair.
      • Do not air dodge at early vortex % (~50%). Jump away as soon as possible when safe.
    • When being in the air, simply grabbing the ledge is another escape option rather than landing on the ground.
    • Jump Art helps Shulk to escape pressure and rethink strategy. However if caught in the vortex, switch off Jump Art.
    • Switch to Shield Art if being juggled, especially on platform stages.
    • Fox’s Fair Footstool: The best way for Fox to use it is to hit the opponent at the ledge (e.g. Nair), which forces the opponent to slip off the ledge. Then Fox can use falling Fair while mashing FF during the third hit of Fair. This will give Fox enough time to footstool the opponent. If Fox misses, he either loses his stock or is forced to recover with Fire Fox. Avoid getting hit at the ledge.
  • Do not waste Shulk’s DJ mindlessly. Otherwise, when knocked offstage, Fox can Fair footstool Shulk. The vortex also becomes worse on Shulk.
  • When Shulk is offstage:
    • Shulk using Air Slash to the ledge and attack back Fox is risky since Fox can simply shield and Dsmash. Fox’s Fsmash can also hit Shulk. Shulk must snap to the ledge with Air Slash.
      • Fox’s 2-Frame Utilt can catch Shulk if Shulk does not snap the ledge. His reverse Utilt → Bair is a true kill combo. If possible, stall the recovery and attack when Fox uses his Utilt.
        • If being 2-Framed, Shulk still has his DJ since he technically grabbed the ledge.
      • For a best scenario, try to knock Fox offstage once Shulk gets back on stage.
    • Against Fox’s Fair footstool, Air Slash should always beat it, but Fox can time it around if Shulk is not careful enough.
  • In Jump Art while Shulk hangs onto the ledge, he can drop down → DJ forward air dodge towards the stage. If executed properly, Shulk’s Nair can come out behind him.
    • If Shulk is at high %, beware of Fox’s Usmash, especially if Shulk does a ledge roll in.
    • If Shulk does a ledge roll in, Fox can use Utilts to combo.
    • Fox can ledge trump → Bair to kill.

Other Notes

  • Shulk is heavyweight and has medium fall speed [My Smash Corner].
  • Universally considered as one of Shulk’s worst MUs, having one of these notable secondaries against Fox helps out a lot.
    • Ryu: Use Utilts in the neutral, which can also lead into True Shoryuken.
    • Luigi: Grab combos work really well, and Luigi Cyclone can gimp Fox easily. He can also use Nair against Fox’s Utilt and use it as a kill move. Fox’s combos become harder for Fox because Luigi is floaty.
    • Kirby: Can Utilt a lot to +60%, crouch under lasers, dash attack, and grabs, and can gimp Fox easily with Dair.
    • Sheik
    • Bayonetta
  • Can wall jump.
  • Air Acceleration: 0.08 [11-16th]
  • Air Dodges: Intangible 2-25; FAF 31 [2-10th]
  • Air Speed: 0.96 [39-40th]
  • Fall Speed: 2.05 [1st]
  • Fast Fall Speed: 3.28 [1st]
  • Ledge Attack: 19-21 (Intangible: 1-16); FAF 55 [8th]
  • Ledge Getup: Intangible 1-33; FAF 35 [15-52nd]
  • Ledge Roll: Intangible 1-28; FAF 50 [22-25th]
  • Roll: Intangible 4-14; FAF 27 [2-4th]
  • Run Speed: 2.184 [4th]
    • He is faster than Sheik, making it difficult for Shulk to space Fox out.
  • Spot Dodge: Intangible 2-15; FAF 25 [2-9th]
  • Walk Speed: 1.45 [3rd]

Summary

  •  Neutral/Advantage
    • Do not hold forward too much or Fox can easily punish Shulk. Use Safer Fairs, especially against Fox approaching forward in the air and against Fox Illusion.
    • With great reaction, use Air Slash OoS, especially against Dash Attack, Dair, Utilt, Dtilt, etc.
    • Juggle Fox with SH Nairs, Utilt, or Air Slash. Use Air Slash if Fox drifts away from the stage. Fox may Shine Stall, so attack with Uair or Air Slash.
    • Use Purge (+77% or +91% to start killing. Total range: 75-175%)
      • Jump Art Uthrow → Air Slash at the ledge can work if Fox has 48-82% and DIs away.
  • Edgeguarding (always attack as since this is Shulk’s big chance)
    • DJ
      • Pressure, and then attack again when Fox used up his DJ.
    • Fox Illusion
      • Always attack. Use Fair, Barrier Nair or Air Slash. Use Bair if Fox becomes predictable (e.g. aims straight to the ledge)
      • Grab the ledge, drop down, and use reverse Air Slash or DJ Bair to kill.
    • Fire Fox
      • Attack immediately. Risk it.
      • Recovering from below? Use RAR Fair or Bair.
        • If Fox techs a stage spike, cover that as well.
        • Using Dair on the ledge is not great; the timing is too strict.
      • Recovering away? Fair, Bair, or Air Slash.
  • Disadvantage
    • Do not get hit. Do not panic; stay calm.
    • Air dodging is occasionally fine, but not during frame-trap situations.
    • Avoid being above Fox’s Uair juggle and Usmash kill.
    • Against 2-Frame Utilt, buffer the second slash of Air Slash to snap the ledge.
    • At the ledge, do not get hit or else Fox can Fair Footstool to kill Shulk. 

Fox (79)-

  • Against Utilt:
    • After 2 Utilts, SDI Up and Vision, or jump to the ledge.
  • Against Uair:
    • DI toward the direction Fox are facing.
  • Against Usmash:
    • DI away from Fox.
  • Down Throw (C)
    • Fox players usually try to follow up down throw with a fair, so you can DI down and away to escape the fair. If you are light or they are a smart player who will follow up a down throw on a heavy character with a dash attack, then DI up and away. If they land the fair follow up then while you are getting hit by the multiple hits of the fair DI up and away to try and escape the up air that will come after this (this only matters at low percent or for heavy characters, typically the fair hits them too high for an up air follow up at anything after 20ish%). Also at mid percent rar bair becomes more common so DI away and try to escape. At mid-high percents just DI away since you can usually act before Fox reaches you.
    • 0-15%: DI up and away (FH Bair is guaranteed, but Diing away gets Shulk hit by SH Bair, which leads to other follow-ups).
    • +15%: DI away (Fox’s follow-ups is not guaranteed.)
    • It is possible for Fox to Dthrow → Bair → Fair footstool to kill Shulk.
  • Forward Throw (C)
    • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. If you miss your tech Fox can do a running pivot f tilt
  • Forward Throw (K)
    • Kills at about 185% from the edge of the stage.
    • Kills at about 265% from the middle of the stage.

 



Information from this guide on Smashboards

Best Stages:

  • Battlefield
    • One of Fox’s best stage, if not the best.
      • If Shulk is on the side platforms, Fox can Nair → Ftilts reset, especially since characters cannot tech when slide off the platform.
      • The stage’s length helps Fox to last longer against horizontal attacks/kills.
      • Fox’s movement options, AC aerials, Uairs and combo pressure on platforms are stronger, especially since the tri-platforms are close together.
    • The platforms can help Fox’s recovery mixups.
  • Dream Land 64
    • Can wall jump.
    • Unlike BF, Fox cannot reach the opponent with a SH.
    • Fox’s Uair and combo pressure on platforms are stronger, especially with the low ceiling and slightly smaller stage size.
    • The wind can interfere with Fox.
    • Fox can get pineappled (get stuck under the stage and lose a stock.
    • The platforms can help Fox’s recovery mixups.
  • Town and City
    • Fox can still AC on the platforms for increased damage and early kills.
      • Fox’s vertical kill moves can now kill earlier. AC Dair → FH Uair.
    • Fox’s ledge guard game will kill earlier (Fsmash at the ledge getup, 2-Frame Utilt → Bair, Fair footstool, etc)

Worst Stages:

  • Smashville
    • One of Fox’s worst stage.
      • The moving platform usually does not help Fox’s combo because Fox wants more/stagnant platforms. In Shulk’s case, he can easily choose to recover to the moving platform rather than the ledge to avoid Fox’s ledge traps. In the neutral, Shulk can stand away from the moving platform to avoid Fox’s potential combos.
      • The stage length forces Fox to be in close-quarters, but Fox prefers that to be in the Advantage. Due to being close, his mix-ups are weaken, so he must play at mid-range like SH Bair. Also, Fox has less room to run around, including his laser camp.
    • It is hard for Fox to edgeguard; he will not go offstage that much since going offstage puts him at risk. Fox will still use 2-Frame Utilt, SH Bair, Fair footstool, etc.
  • Lylat Cruise
    • One of Fox’s worst stage.
    • Fox’s Uair is great as it can shark through the platforms.
    • Tilting can mess up Fox.
      • Onstage, if Fox uses grounded Fox Illusion on an upward slant, he has more landing lag (and if Shulk reads it, he can use Back Slash). The aerial version has less landing lag.
        • The slants also can mess up Fox’s AC plays, especially SH AC Uairs.
        • Can mess up Fox’s 2-Frame Utilt at the ledge.
      • Offstage, Fox can miss the ledge. His Fire Fox can still help up when below and in the stage, but he can be stage spiked.
        • If Fox tries to Fox Illusion to the ledge, Shulk can attack the ledge (angled down Fsmash, Dsmash, Air Slash, Dtilt, etc).
  • Final Destination
    • Lots of space for Fox to run around.
    • Laser camp.
    • Without platforms, Fox’s Uair pressure is a bit weak. He has no early vertical kill moves unlike in platform stages.
      • Shulk’s juggling game is now strong, so use Uthrow, Utits, SH Nair, SH aerials, etc. Fox might mix-up his fall by using Reflector/Shine.

Other Stages:

  • Omegas (Same notes as Final Destination unless otherwise)
    • Wily Castle
      • Can wall jump.
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • Can wall jump.
    • Lots of space for Fox to run around.
      • Laser camp.
    • If Fox gets hit/comboed hard, he can Fire Fox to the tree or other safe spots.
    • The right tree/platform can help Fox with his conversions.
    • When the dog rises, if Shulk switches to Smash Art and Uthrows Fox, it can true combo into a Utilt for the kill. However, the timing is super strict.
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Last updated by TrueSapphire on May 2nd, 2017 at 08:14 PM