Fight of Animals/Mighty Fox

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FOA MightyFox Full.png

Overview

Mighty Fox is a balanced character that has the best midscreen cover of any character. With his massive Flash Kick that leads into a full combo on anti-air and his long grounded normals, Mighty Fox commands the midrange extremely well and can make it difficult for the opponent to find an opening.

Move List

Normal Attacks

5L
5L
FOA Mighty 5L.png
Damage Guard Chip Invincible Hit
20 M 0 - 20
Startup Active Recovery Advantage Block
6 1 13 -11 2
Cancel options
5H, 2H on Block during frames 13 - 20.
5L, 2L on Block during frames 19 - 20.

A swift knee strike. Good button for getting out of staggers, it's real strength lies in air resets. Naturally resets from a grounded flashkick hit and will crossup if done in the corner.

5H
5H
FOA Mighty 5H.png
Damage Guard Chip Invincible Hit
40 M 6 - 25
Startup Active Recovery Advantage Block
11 2 21 -14 8
Cancel options
6S, 4S, 2S, Super on Hit during frames 15 - 25.

Mighty Fox quickly spins on one foot and kicks with the other. His best whiff punishing tool, used in neutral as a way to check the opponent walking towards him. Confirms into all of his specials.

2L
2L
FOA Mighty 2L.png
Damage Guard Chip Invincible Hit
20 L 0 - 20
Startup Active Recovery Advantage Block
6 2 12 -10 3
Cancel options
5H, 2H on Block during frames 12 - 20.
5L , 2L on Block during frames 19 - 20.

A quick poke to the shins. One of the longest ranged 2Ls in the game, this move is great for staggers and easily confirms to 5H even at max range.

2H
2H
FOA Mighty 2H.png
Damage Guard Chip Invincible Hit
40 M 6 - 25
Startup Active Recovery Advantage Block
11 3 26 -20 8
Cancel options
5H, 6S, 4S, 2S on Hit during frames 14 - 34.

An upwards shoulder tackle. Only used as a launcher and combo filler, flashkick is a better antiair in every way.

jL
jL
FOA Mighty jL.png
Damage Guard Chip Invincible Hit
20 H 5 - 20
Startup Active Recovery Advantage Block
6 3 - - 5

Mighty Fox outstretches his leg downwards while in the air. Decent air-to-air option if close to the opponent, otherwise does not see use.

jH
jH
FOA Mighty jH.png
Damage Guard Chip Invincible Hit
45 H 7 - 20
Startup Active Recovery Advantage Block
12 3 - - 10

Mighty Fox spins in the air and kicks forward with a leg. Used for crossups as it hits on both sides, will combo into 5L/2L on late hit.

Skills

5S
5S
FOA Mighty 5S.png
Damage Guard Chip Invincible Hit
50 H 8 - 15
Startup Active Recovery Advantage Block
21 2 22 -18 5
Cancel options
5H, 2H on Hit during frames 25 - 40.

Universal overhead. A leg drop that hits high. Has good range for a 5S, letting it be used in neutral as a mixup. The animation is noticeable enough to be blocked on reaction in a pressure situation, but can still be thrown in if the opponent is not expecting it. Does not go over lows.

6S
6S
FOA Mighty 6S.png
Damage Guard Chip Invincible Hit
15,15,25 M 2,2,4 - 20
Startup Active Recovery Advantage Block
16 4 30 -28 5
Cancel options
2S, 66 on Hit during frames 25 - 40.

Can not be canceled into 4S. After a single "kick" of startup animation, Mighty Fox delivers 3 hits directly in front of them with an after-image effect. Safe at max spacing. Used for stagger pressure and combos. In staggers, it can scare the opponent into not pressing a button to challenge 5H, as this move will lead to a full combo on hit. In combos, pops the opponent up and leads directly to a flashkick finisher. Does not blockstring, so the opponent can be hit by one of the multihits if they stop holding back.

4S
4S
FOA Mighty 4S.png
Damage Guard Chip Invincible Hit
25,30 M 4,5 - 20
Startup Active Recovery Advantage Block
15 12 29 -35 5
Cancel options
6S, 2S, Super, 66 on Hit during frames 30 - 50.

Two flying kicks. Combo filler and a whiff punish tool, this move moves Mighty forwards, letting him get closer to the opponent than he otherwise would if using 5H. Works as an extremely niche antiair if the opponent is close to the ground, as it will give a better combo on hit than flashkick.

2S
Flashkick
2S
FOA Mighty 2S.png
best flashkick of all time
best flashkick of all time
Damage Guard Chip Invincible Hit
60 M 10 - 20
Startup Active Recovery Advantage Block
6 5 49 -48 5
Cancel options
66 on Hit during frames 40 - 55.

A backflip with a mighty kick. The best move in Mighty's toolset, it has multiple uses. It is the best antiair in the game, as it has a massively disjointed hitbox and leads into a combo on hit. It can also be used midcombo for his optimal damage, or at the end of a combo to continue pressure with a dash cancel.

Super
Super
FOA Mighty Super.png
FOA Mighty Super2.png
Damage Guard Chip Invincible Hit
25*6, 50 M 4*6, 8 0 - 165 25
Startup Active Recovery Advantage Block
35 119 50 -158 10

Mighty Fox does a series of kicks, ending with two flashkicks. Great whiff punish tool since Mighty moves so far forward, this move has a long invincibility time. The flashkicks at the end can hit an opponent that is behind him. If used as a starter, Mighty can combo after using this super.

Combos

Note: If you're not sure what these mean or how to read them, make sure to check out Controls.
66 = Dash Cancel (➝ ➝)
j. = Jump

BnBs

2LL 5H 6S 66 2H 5H 4S 66 2H 5H 4S 66 2H 5H 4S 2S
2LL 5H 6S 66 2H 5H 4S 66 2H 5H 4S 66 2H 4S Super

Anti-air Combos

2S 66 2H 5H 4S 66 2H 5H 4S 66 2H 5H 4S 2S
2S 66 2H 5H 4S 66 2H 5H 4S 66 2H 5H 4S Super

Over Head Combos

5SH 6S 66 2H 5H 4S 66 2H 5H 4S 66 2H 5H 4S 2S
5SH 6S 66 2H 5H 4S 66 2H 5H 4S 66 2H 5H 4S Super

Corner Combos

2LLH 5H 6S 66 2H 5H 6S 66 2H 5H 4S 6S 2S
2LLH 5H 6S 66 2H 5H 6S 66 2H 4S 6S 66 2H 5H 4S 6S 2S


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