If you try to keep Fox’s pressure off you, you risk eating free damage from lagless lasers. The way it exists in Melee allows Fox and Falco to wear many hats - Fox, for example, has both the best pressure and one of the best runaway games. They would still have strong rushdown tools, but their projectile game would be reserved just for characters that really have trouble closing space. ![]() Without those aspects of Melee’s engine, Fox and Falco’s strengths and weaknesses would be more cleanly defined. Lagless landing on lasers and the ability to jump-cancel shines (into wavedash, which you can execute anytime you jump) give Fox and Falco access to arguably the best projectiles in the game and amazing combo and pressure tools. I want to start off by discussing the idea of the “space animal archetype.” Melee Fox and Falco are the most famous versions of the spacies, but they largely owe their notoriety to Melee’s core game engine. With the ability to rush opponents down with fast attacks, shoot lasers from afar to pressure in neutral, go deep offstage for edgeguards and still make it back with great recoveries, and extend combos with shine, it’s not hard to see why the space animals are some of the most popular characters in Smash history. ![]() Signature moves such as the down-B reflector (the “shine”) and the neutral B laser have become synonymous with Smash, and the spacies' ever-potent combo game has kept them relevant in the competitive meta throughout the years. Without physical combat in the source games, the “space animal” movesets are all original. Star Fox is one of the franchises that defines Smash.
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