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
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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
|
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
|
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
|
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
|
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
|
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.
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|
Skills
5S
5S
|
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
|
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
|
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 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
|
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.
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|
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