Star-Lord vs Fox McCloud (Marvel vs Star Fox)



[Toxin]


[Stationsearcher]


[Garf]


[blessedaura]


[Riley]


[Adam]




[Toxin]
[Star-Lord art by Yossra El Said]

[“Shoot for the moon. Even if you miss, you'll land among the stars.” - Norman Vincent Peale]





When our mercenary had invaded the enemy base to capture his target, he never would’ve expected the worst. Instead of a solo operation where he could sneak in and out of enemy territory, he would end up in the crossfire between two of the galaxy’s greatest mercenaries.

In one moment, a sergeant was yelling at his men to tighten the perimeter around Hangar Three. In the next, every light in the corridor would go out.

Darkness would engulf the hangar as muffled and violent grunts of pain followed suit.

When the emergency lights returned, many soldiers were found unconscious, their weapons laying aside them as heaps of scrap. Thinking to himself as silence echoed across the sector, questions immediately zipped into his mind.


All of a sudden, a red streak drifts into view from above as rocket boots roared, lowering the stranger onto a catwalk. The lights of their helmet’s eyes would shine brightly in the dim hangar. Whoever this figure was, they seemed to have some sort of twin pistols in grasp, ready to fire in the blink of a spaceship warp.

The intruder looks over the railing at the panicking soldiers below. Sounding disappointed, the stranger comments on the situation at hand.


One soldier fires in his direction. And then another. And then many more follow up with repeated fire.

What would someone like the renowned fugitive turned mercenary turned cosmic hero Star-Lord do? Well, this was nothing to him. He was practically unflinching in the face of danger, especially when he can always pull out his trusty Element Guns.


As he flew forward, no movement would be wasted as he evaded the incoming gunfire. No shot of his went unused as he managed to blast down every enemy within his sights, almost as if he was a master of the gun. Even during this drawn-out battle, Quill couldn’t help but put his tunes on full blast as he tore through the soldiers.

Within minutes, Hangar Three was under his control.

As Star Lord puts one pistol to his side, he looks to the sleek ship resting in the center of the hangar. The Milano.


He ran up to the Milano and pats its hull affectionately.


High above the hangar, another spacecraft had slipped past the stars. As the blue and white blur zipped into the scene, Fox McCloud's eyes swept over the Arwing's displays.





Fox nods.


Choosing to push forward regardless, the Arwing would begin to drop lower.

Through the cockpit canopy, Fox spots dozens of armed soldiers forming around a single hangar.


Trigger at hand, the Arwing’s twin laser cannons would fire beams of green light that would tear into the space station. Soldiers were easily dealt with as warships vanished in explosions, and as the lasers made their way to Hangar Three, one laser happened to clip the wing of an unfamiliar ship parked inside the hangar.

The Milano jolts forward violently. Inside the hangar, Star-Lord froze. He looks at the burning wing before he then slowly… very slowly… looks upward to the ceiling.

The roof began to fall apart as another laser had struck it, covering the Milano in molten debris.



As the Arwing flew overhead, Quill would quickly dispel the flame on his wing with his Element Gun as he jumped into the cockpit of his ship. With one hand on his steering mechanism and another hand on the acceleration thingy, the Milano quickly took off.

As Fox continues to shoot down enemies, his comms would then be intercepted by a new unfamiliar voice.


A tractor beam would then project from the Milano as it catches the Arwing.


Unexpectedly, the Milano began to shake violently as the Arwing forcefully shook itself out of the tractor beam… somehow.


The Arwing begins hurtling towards a communications tower after it had freed itself but thanks to Fox’s instincts, he barely clips it.

The Milano then flies after the Arwing as it boosts away.


As Star-Lord pursued Fox in a prolonged ship chase, he would once again interfere with his comms.








Fox looks past him at the smoking wreck of a hangar.









The grin vanishes from Star-Lord’s face.


As the two continue to engage in a chase, alarms would echo throughout the space station as dozens of ships took to the stars and surround them both.


Fox readies the Arwing’s laser trigger in his hands.



Quill readies the Milano’s weapons as the two face their ships at each other. At the same time, our rookie mercenary looks to the faraway ships from the destroyed hangar, anxious about the outcome of this fight.


With both ships locked onto each other as the surrounding enemy ships begin to charge their laserfire, they find themselves in a battle to the death… a death battle perhaps?



[insert cool intro transition here bleh]


Star-Lord vs Fox McCloud! Marvel’s intergalactic mercenary vs Star Fox’s head honcho! In today’s blog, we will find out which cosmic mercenary has what it takes to rock and roll to the stars and beyond…

Before We Begin…


Even before we get to the media lists themselves, it’s important to get some other rules out of the way. Standard arsenals will be the primary focus for this blog so any of their usual weapons, tools, powers, and whatnot are fair game. This will include their iconic ships as well which will be assumed to A] be the pinnacle of their spacecraft from across their series and B] be assumed to have every weapon and function it has showcased across different mediums. To really dive into both sides however, we will also be covering the sides of their arsenal that are a bit more… out there. Anything that would usually be non-standard will at the very least be covered to the best of our ability. As for whether it’ll pop up in the debate, each item will be attached with a mini-section that shares our opinion of whether we think it could be valid in any debate. Some of these items may sound like stretches but in truth, it could just make the fight that much more fun so please hear us out at least.

The battle itself will be assumed to take place in some random solar system and support is an a-okay here. With that said, the fight won’t entirely be team v team [as in, Star Fox vs Guardians of the Galaxy]. Instead, it’ll be assumed that these two meet for the first time without their team present, and if they have the ability to summon team members at will or simply communicate with them from afar, then it’s justifiable to use.

Media List

This is where things get weird. Rather than solely focus on the mainline continuities for both, we will take a few liberties with the media used. Both Star-Lord and Fox McCloud will be soft-composited for a few reasons.

For the first reason, Star Fox’s continuity is weird in how it’s been rebooted and remade numerous times [thanks Nintendo]. As of writing this blog, there appear to be four distinct timelines that make up Star Fox. You have the Super Nintendo timeline [Star Fox, Star Fox 2], the 64 timeline [Star Fox 64/64 3D, Star Fox Adventures, Star Fox Assault, Star Fox Command], the Zero timeline [Star Fox Zero, Star Fox Guard], and the new Switch timeline [Star Fox for the Nintendo Switch 2]. Due to this, Fox essentially has to be soft-composited in order to cover all his game content, which to be fair is pretty justified in how Fox isn’t radically different across all these timelines. Official expanded material will also be considered alongside the games. Having said this however, this does lead into our second reason.

Star-Lord does have a mainline continuity in the form of his Earth-616 comics. Nevertheless, it would feel a bit unfair to soft-composite one character and not the other, especially if it ends up drastically affecting the verdict. Given this AND the fact that we want to be especially comprehensive on both sides, we made the decision to soft-composite every official version of them, covering everything that is mainline and supplementary material that is greatly associated with them. Think of it like how G1 treated Blade in their Blade vs Buffy blog; this will essentially give Quill MCU, video game, and even cartoon content while Fox gets Starlink: Battle for Atlas, the Mario Galaxy Movie, and Smash Bros content alongside less headaches on what should be “canon” within the Star Fox games. The only rule attached to this soft-compositing is that both Quill and Fox will only get equipment, abilities, and direct feats. No scaling from this supplementary media will be used whatsoever.

Oh and one other thing. You may think that classic Star-Lord would be used here per soft-comp rules but due to his retconned nature, he has technically always existed in a completely separate reality from 616. It’d be difficult to say that canonical retcons fall under the usual rules of soft-comp so we decided to leave him out altogether for this blog. We didn’t want to completely ignore him however, so I [Toxin] will be releasing a separate blog that will only cover Earth-791’s Star-Lord soon after this one is out. Keep your eyes peeled for that.

For Star-Lord, we will be using…

  • Earth-616 comic appearances
  • Guidebooks entries of 616 Star-Lord
  • MCU appearances such as the Guardians of the Galaxy trilogy, Infinity War, Endgame, and MCU-related side material such as specials, theme park rides [yes, really], guidebooks, and novelizations
  • Video games such as Marvel's Guardians of the Galaxy, Marvel Ultimate Alliance 3: The Black Order, Marvel Rivals, Marvel: Avengers Alliance, Marvel Future Fight, and Marvel Heroes 2015
  • Cartoon shows such as Disney XD’s Guardians of the Galaxy

For Fox McCloud, we will be using…

  • Every mainline Star Fox game as of writing this blog
  • Associated game manuals
  • Starlink: Battle for Atlas and all of its Star Fox content
  • Official comics and mangas such as Farewell Beloved Falco, Lylat Wars, the Star Fox Adventures prequel manga, Star Fox Adventures, etc.
  • His frequent appearances in the Smash Bros games
  • His appearance in the The Super Mario Galaxy Movie

With all that being said, let’s take off…good luck.

Sources

Background



“There’s another name you might know me by…Star-Lord”

  • Full Name: Peter Jason Quill
  • Aliases: Legendary Star-Lord, Master of the Sun
  • Species: Human/Spartax hybrid
  • Height: 6’2”
  • Age: Somewhere around 164 years
  • Leader of the Guardians of the Galaxy
  • Likes: His tunes, dancing, saving the galaxy, Twin Peaks
  • Dislikes: J’Son, Thanos, getting spoiled on Twin Peaks [damn you Groot]

Outlaw. Mercenary. Hero. Ruler. God. When you’ve racked up all those titles over the span of your lifetime, then you know you’ve done something right. Now, would you believe me if I said that all of that was accomplished by a half-human who led an awesome ragtag group of heroes that saved the galaxy, no, the universe on multiple occasions? That’s right, we’ll be talking about the legendary leader of the Guardians of the Galaxy today, Star-Lord, aka Peter Quill, himself!

He may have become the galaxy’s greatest thief turned hero but his origins were a lot more humble and down-to-earth, literally. Growing up as a farmboy in Colorado doesn’t really open your eyes to the world but it was a quiet and fulfilling life that Quill lived out with his single mother Meredith. Where was his father? Well, it turns out that he was King J’Son, planet Spartax’s monarch who had ended up crashing into Earth while he was fighting a major war. A woman named Meredith would end up saving his life and nurse him back to full health, and wouldn’t you know it, they’d fall in love and have Quill before J’Son had to return to his planet. Quill would grow up to be a good-natured kid, only causing trouble at school when he used his fists to solve problems, but his life would change for the worse when lizard aliens came to kill Peter. They would kill his mother right on the porch but Quill would manage to defend himself, escaping that assassination attempt and going straight into foster care.

Years later, Quill would remain motivated by his urge to take revenge on the aliens who killed his mother, joining NASA to try and reach the stars. He would soon be dispatched due to his behavior but that would never stop Quill as he stole one of their ships, went full-throttle into space, and came face-to-face with well-renowned space pirate Yondu and his crew of Ravagers after his ship had broken down. Rather than throw him back to space, Yondu chose to keep him as their cleaning boy. After going on a Ravager mission to steal some of NASA’s warp drives, he gained a gem from Yondu that would’ve led Quill to those aliens he wanted revenge on but he chose to go back on his word as he knew that his mom wouldn’t want him to follow that path. Now he would have to carve his own destiny among the stars, later finding a sentient ship and accidentally killing her and 350,000 people in his attempt to kill Thanos’ former herald. Not a good look for the hero he wanted to be as he would now be thrown into Kyln prison for life.

Now at an all-time low, he would don those cyber implants and drop the Star-Lord name altogether to run away from it all. Well, that lasted until he got out and then became drafted into an all-out war between the Nova Corps’ and Annihilus and his forces. Wonderful. At the very least, he would get the chance to meet the very warriors and prisoners that would make up his newfound commando team: deadly assassin Gamora, head-strong Drax the Destroyer, smartass Rocket Raccoon, the towering Groot, and plenty of other members that Quill would enlist in his battle against evil. He would only think of the team as dispensable and a means to an end but he would soon turn it into the ultimate team of space do-gooders: the flarking Guardians of the Galaxy. From that point on, the team would go through some absolute bullshit over the course of their careers. They came face-to-face with fissures in reality that forced them to meet an alt-universe team, had to end a war between the Kree and Shi’ar, bounce through multiple timelines and getting assistance from Kang to stop a rogue Magus, soon after fight a revived Thanos and seemingly sacrifice him by sealing himself and Nova with him in the Cancerverse, and then somehow survived that entire encounter when Richard Rider sacrificed himself to bring Quill back to their reality.

Once he was back in 616, he would reassemble the team and continue the good fight against evil. They would essentially become a found-family, fighting as a unit and somehow managing to stay together despite their many, many breakups. Even in their worst moments, Quill’s always been there to keep the team together. In fact, that leadership would somehow find another use as he would succeed his dad as the king of Spartax, a position that he would eventually be booted out of but y’know. He’s found love in Kitty, found himself stranded on Earth after he assisted Captain Marvel in Earth’s superhero war, come face-to-face with Asgardian warriors, and most notably he ended up in a black hole and took him to another reality where he would take a 144 year-long vacation to unlock his true power: Master of the Sun. The power of the sun had empowered Quill but despite his godly power reserves, he would return to his duties as a Guardian. Even when his best-friend Groot turned into a monstrous planet-conqueror and had to be taken out alongside the rest of the Guardians, Quill never lost his way.

The team would seemingly split soon after and Quill would have to become the first head of the Galactic Union but through it all, Quill is a formidable son-of-a-gun. Quill’s seen and experienced it all and he continues to take up the mantle of Star-Lord to lead a team that was not only a team, a family, but a fire. More importantly, he’s made a name for himself, leaving a legacy as one of the galaxy’s greatest warriors. If you ever enter a stand-off against the Star-Lord, get ready to face the music.



“I see them up ahead, let’s rock and roll.”

  • Full Name: Fox McCloud
  • Aliases: Star Fox, Fox McCloud Jr
  • Species: Humanoid Red Fox
  • Height: 1.73 SM
  • Age: Somewhere around 29-30 years
  • Leader of the Star Fox mercenary team
  • Likes: Corneria, his team, Krystal
  • Dislikes: Star Wolf, Andross, the massive debt he inherited from his father

Space. Planets. Stars. Galaxies. The Universe. Long has man dreamed of soaring through it to touch the heavens themselves, but, what if we did, and what if we were furry fighting machines? In this world, at the center of the Milky Way lay the Lylat System, populated by all manner of animal humanoids from birds to bunnies to boars. Despite the differing species, they could come together to form a galactic interconnected society, or band together to tear it asunder in the case of its most dangerous rogues. From Andross to the Star Wolf squadron, there was always a dampening cloud shrouding the bright suns of the cosmos… and yet, always a countermeasure to this evil in the legendary Star Fox squadron, led by the similarly outstanding James McCloud. Alongside his bro Peppy Hare, James fought for the galaxy until his dying breath due to one of his members turning traitor. The team had lost its leader, but not its heart, which simply moved positions to James' own son, the new leader of Star Fox, Fox McCloud.

As the son of James McCloud, the leader of the first generation of the Star Fox mercenaries, Fox wanted nothing more than to grow up to be a legendary pilot just like his father, and so attended the Cornerian Flight Academy. So, after Star Fox investigated the planet Venom [where the evil scientist Andross was exiled to] and James was betrayed by Pigma, he was never heard from again and Fox dropped out of the Academy from grief. Instead of letting it settle though, he burned it away in the engines of his Arwing to form a second generation of Star Fox to honor his dad’s memory. Alongside Falco Lombardi, Slippy Toad, and Peppy of course, they would combat the forces of Andross’s army under the command of General Pepper, helping all the planets across the Lylat System in fighting his forces. They would even combat their rival mercenaries, Star Wolf, eventually leading to Fox taking on Andross himself on the planet Venom and saving the Lylat System.

Having saved the whole galaxy, Fox and the team fell on harder financial times over the next eight years after Falco left to do his own thing. They then got another job from General Pepper to save the planet Sauria from the forces of General Scales, and in that journey, Fox worked with Prince Tricky to save the entire planet from destruction. As an unexpected addition, Fox would meet a vixen named Krystal, who he quickly became smitten with and committed to helping. Sadly, as it turns out, this was all a plan devised by Andross, who somehow returned and was using the Krazoa spirits. Angered, Fox took the fight back to Andross with Falco returning to help him out in destroying Andross for good this time. Krystal would then join the Star Fox team as thanks for saving Sauria, and just in time too, since the Aparoid’s were invading the Lylat System, threatening to possess all life under their rule. Fox led his team, and even Star Wolf, to ensure that wouldn’t happen and saved the Lylat System once again by destroying the Aparoid’s queen.

Even after that victory, things suddenly took a turn for the worse when the team would disband due to a number of factors, such as Fox pushing Krystal away from Star Fox due to a fear that something would happen to her on the battlefield, just like his father. Even so, when the fish-people Anglar army from the Planet Venom invaded the Lylat System, the team would reform once again, to varying degrees. From here, things either get terrible for Fox or end on a good note [the endings of Command are… trippy]. Either Krystal ditches Fox for Star Wolf [twice], or Fox gets depressed and becomes a racer, or they have to save the Lylat system again from Andross’s grandson? More seriously, and likely the truest ending, Fox continued to work with Star Fox for the rest of his days, just like his dad. In one such ending, he even retired to marry Krystal and have a son with her, who himself would form the third generation of Star Fox. So long as McCloud sits in the cockpit of any ship, the galaxy can put their trust in Fox to save them from all threats across the stars.

Experience and Skill


Overall Experience

In most people’s eyes, Quill just seems like an absolute goofball… and he is, but that doesn’t mean he’s no less of a living legend across the stars. He knows the structure of the universe due to his time as Star-Lord, the man who will defend the galaxy when nobody else will. Spending his youth with the Ravagers would help him gain skills in areas such as hand-to-hand combat, marksmanship, acrobatics, starship piloting, and thieving. Pete’s encountered his fair share of warpjackers, is known across the cosmos for beating Thanos and Annihilus, and has spent 144 years on the planet Morinus. That kind of resume has allowed him to easily pick handcuffs restraining him, wield new guns while sneaking into facilities past security, almost succeed in escaping jail without any of his normal equipment, and keep track of galaxy affairs like the arms race for Mysterium across the galaxy. Even though he can barely sleep at night sometimes because of his spiked past, his gut instincts have never failed him before in a jam.

That instinct pairs well with his smarts and intuition, which is a bit off-putting from the pre-2000s obsessed nerd who engages in dance-offs to save the universe, but that’s all just part of his rogueish charm. Star-Lord is actually a pretty successful strategist, able to infiltrate the Tower at the center of the Phalanx’s power and assist other tacticians like Rocket in their own combined plans. This quick thinking breaches into political affairs, plans to save the universe [that he makes up as he goes along], and tricking his enemies into infiltrating the wrong area. He’s also a bit technical with that sort of thing, given examples like helping Rocket hotwire tech or sealing off fiery objects in a forcefield to cut off the oxygen that keeps that flame going. Even in his time with the Ravagers, Quill was a master trap creator and managed to create all sorts of complex traps within Ravager hideouts.

Quill once noticed Mother Entropy’s spores were transmitted through airborne contact and also that Groot wasn’t affected by them, subsequently deducing that his helmet would protect him from inhaling them. On other occasions, Quill’s figured out that a moon’s surface regresses people and promptly counters it with ice, he comes up with crazy plans to send symbiote-filled meteors hurtling towards the sun, and he’s even taught Adam Warlock how to be deceptive while tricking the Black Order by using holograms and the environment to lead them into traps. With his Elemental Gun, Peter also learned to replicate the essence of growth; harnessing sunlight, soil, fresh water, and fresh air into a single blast to supercharge a plant-life being like Groot. Even despite that, Peter isn’t [usually] that arrogant, and knows when to run from danger rather than face it head-on.

Piloting

Having started his space-faring career at such a young age, Peter had to quickly develop a knack for piloting his own space vessels if he wanted to keep up with his band of Ravagers. According to adaptations like the MCU, he’s been flying his Milano ever since he was the age of 10 and his skills certainly get their spotlight whenever he’s caught in a tricky spot where he’s the one chased. Even when hundreds of ships are flying after him and trying to shoot him down, he is usually able to maneuver around danger. Members like Drax consider him the greatest pilot in the universe when they can accomplish feats such as driving through a quantum asteroid field, a phenomena where asteroids are constantly shifting in and out of reality at random intervals.

Given enough time, Quill would become an absolute master at piloting every ship he’s ever owned. Whether it’s the Milano, the C.I.T.T., or any other ship that the Guardians have to take up, Quill’s a fast learner and is not afraid to use his piloting skills to show off. This is incredibly noticeable in ship-to-ship combat as Quill can casually weave between blaster fire or asteroids, dodge missiles at closer ranges, and outpace incoming ships before he then makes his grand escape, returns fire on his enemies, or even uses nearby comets to throw off any ships that are chasing him. He’s even used lesser aircraft on earth like helicopters on the fly and he has taken a page out of Star Fox’s gameplay to perform barrel rolls with the Milano as a means to slingshot enemies into space.

Close-Quarters Combat


With how often the Guardians get in barfights, random skirmishes, or any other kind of feud around the galaxy, it’s no shocker Star-Lord is an excellent combatant up-close. Even disarmed, he is prepared to use acrobatics and hand-to-hand knowledge to deal with stronger foes, which he fights all the time. Speaking of disarming, that thievery comes into play as he can steal enemy weapons from their holsters without them noticing, take Shocker’s gauntlets and use them mid-scrapping, and consistently swipe items from others in the GOTG Disney XD show.

On other occasions where he is put on the back foot, Star-Lord has held his own against master martial artists like Daredevil ambushing him until he used his club, battled Black Cat in the dark and later several thieves alongside her, or riding random creatures just for the heck of it. His quick wit has also shown when he uses his Elemental Gun to counter people with materials the gun can’t affect like Promethium Steel or to use multiple elements at once to subdue a monster that could turn into any element. He has also used it to obliterate the heart of a goo monster, and all this comes from spending a long time around the galaxy with just his wits and a couple pistols. Despite that, he survived every black market and underworld saloon across the galaxy without any powers, so there’s no doubt he knows how to throw hands. To top off his close combat skills, Star-Lord is a skilled marksman across his varied space or earthly weapons. He’s dual-wielded Uzis or his standard guns, can nail enemies with his back turned, shoot powerful artifacts away from prospective wielders, and quickly adapt to new weapons he’s unfamiliar with using mid-combat.

Teamwork


As the leader of the Guardians, Quill is actually pretty good at his job despite the times he appears juvenile. Peter has led the Anti-Phalanx resistance, shown experienced leadership after just one mission, and his time as a specialist advisor with the Kree even makes Blastaar admit how useful he is. Even his short fuse and tendency to jump in without looking is what makes him such a brave and successful leader; and one who can negotiate with even the Kree from all the cards he holds to his chest. Most importantly however, he’s managed to always pull some magic and bring his team back together despite the numerous times that they’ve split up to moral dilemmas and massive disagreements. Gamora actively questions why everything always ends up going right for Quill by the end, to which the answer is clearly his sheer determination to carry out his duty. He is very capable at leading his team straight into unfathomable plans that result in their victory so it’s clear that he knows what he’s doing.

Overall Experience

In an effort to live up to the shadow left in his dad’s wake, Fox trained to be the absolute best in all fields, which he had been doing even before his pops passed on. As shown above, Fox was considered the top of his class, able to fly circles around a flea, endure days of gravity training, recite the cornerian constitution backwards, and burp on command [all dads would be especially proud of that last one]. His mix of training and experience definitely would if nothing else, given Fox is single handley responsible for making sure the rest of his team survives each mission and makes it home alive, or what about the time he singlehandedly took on all four members of Star Wolf and won? His wit has helped him take out several of Andross’s ships by targeting their power cores, figure out a way to beat a ship that can absorb laser fire, find very well hidden rooms, and destroy a whole battle carrier on his own.

Piloting the Arwings like this is no joke, as they regularly fly all around the galaxy like from Meteo to Fortuna in a short amount of time, or have the raw power to defeat the Meteor Crusher. Yet, Fox has no trouble riding the wings of Arwings while firing at enemies and not falling off at ground level. He was even offered a place in the Cornerian Army, but turned it down due to preferring to do it their own way. His tactical prowess also involves plenty of planning, like making one to directly strike the enemy base, as well as on the fly moves like disabling a time bomb on his own before it can blow up. Even from a skill standpoint, Algy, someone Fox beats, is capable of exploiting weaknesses in his targets with extreme precision. Most impressively, he defeated Andross even while he was warping through dimensions and sneaking around the arena with that added boon.

Piloting

Given the name of the game is piloting, it’s pretty much a given Fox is a monster of a pilot. He’s always had a natural talent as a prodigal flyer, with said skills impressing General Pepper. In practice, they have done things like the time he weaved through several falling structures or navigated through and helped fend off a massive swarm of enemy ships blending in as ally ships. Fox has even handled a training simulator at max difficulty. The Arwing can even escape tractor beams with special maneuvers, while Fox’s sheer talent has let him navigate another dimension, piloting through city streets, and evade being sucked into Andross’s mouth. He once perfectly piloted the Blue Marine despite it only being recently invented and easily navigated through Sector Z’s magnetic field [which was noted hard to do for other pilots]. Fox’s training got him a rating of 115%, and his quick thinking has had him attempt to hide in the sun’s glare like the Red Baron or distract other pilots for good shots on their ship. Even in ships that he’s completely unfamiliar with like Rosalina’s Comet Observatory, Fox will be able to pilot it like he was built to fly them.

Close-Quarters Combat

The cockpit isn’t the only experience Fox has in combating threats of the Lylat System, he’s had some good showcases of combat on the ground. In the main series, he’s usually shown wielding a weapon in close-quarters. This is mainly shown in the game Star Fox Adventures, where Fox spends a majority of the game combating the dinosaur forces of General Scales on the planet Sauria using Krystal’s staff. Upon first use, he was instantly proficient with it, and was the main weapon he used throughout his whole adventure on Sauria, such as in combo attacks able to stun enemies in place. But staffs aren’t the only weapon Fox knows how to wield in close-quarters, he’s also a pretty good swordfighter, even throwing a sword accurately right into Andross’s eye. All of this makes a good bit of sense, as he did attend extended training at the academy, and has been stated by the Adventures manual to be skilled in various weapons as well as martial arts.

Unfortunately in the main Star Fox series, Fox himself doesn’t have many good showcases of hand-to-hand combat beyond notations that he is an athletic adventurer. Still, most of the gaming community knows of his stardom as one of the original 8 fighters in Super Smash Bros, being a series mainstay ever since. In Smash, Fox has some of his best showings of close-quarters without a weapon. He may not be the hardest hitting combatant outright, but he is a quick and nimble fighter who is fast on his toes and can kick at a rapid pace, Chun-Li style. He’s also a pretty good aerial fighter as well, and can use moves like his Up Smash flip kick to send his opponents up there. By mixing his strength with speed and evasive moves, Fox can best be described as one who overwhelms foes in quick bursts and has the tools to back off if ever caught in a jam.

Teamwork

Given his dad was the first leader of Star Fox, it’s only fitting Fox stepped up to fill his shoes. He is reportedly single-handedly responsible for making sure the rest of his team survives each mission and makes it home alive, such as the time Star Fox alone was enough to help the army of Corneria push back the forces of Andross. Under his command, they have successfully navigated through an ambush, took on a lethal gauntlet surrounding Venom which was made to keep any military force away from the planet, and easily mops the floor with Star Wolf [their mercenary enemy counterparts], despite them having bombs that can wipe out their shields. They’ve gone through areas in space even more dangerous than that, and regularly clear up threats around the galaxy.

Spacecraft [And Other Vehicles]

Milano II/III

For as grand as Star-Lord’s adventures may be, he is always brought back to his roots with the very ship that defined his journey: the Milano. Well technically speaking, he didn’t start out with the Milano in his original comic run as they just had an unnamed spaceship prior but his backstory did have to dramatically shift to fit his movie rendition. It is a ship that was created for the MCU but it would later be integrated into the comics and be the Guardians’ go-to method of transportation… at least until it was destroyed.

Due to how many versions of the ship that the Guardians have shuffled through, we’ll be assuming that Star-Lord is using the most up-to-date version of the ship and that it comes with everything that previous ships have showcased.

The ship is notably not the most high-tech of ships across Marvel’s universe as it’s had its fair share of malfunctions and is usually left in a decrepit state after every encounter. Given that the ship was gifted to him by the Ravagers [or stolen from the Fraternity of Raptors if you want to focus on the comics], it’s not surprising that Quill holds onto it despite having some troubles with it. Not only does the ship’s bright color palette and roughness emanate Quill’s soft spot for the 80’s but he even named the ship after his boyhood crush of actor and singer Alyssa Milano! Luckily for him, the ship’s been rebuilt and tinkered with by… more competent engineers. Most notably, Rocket’s consistently made quite a few upgrades to the ship across all continuities, letting the ship be far more adept on all fronts.

Basic Mechanics

The ship itself is covered in an outer metal shell that can resist incoming attacks and let it charge through explosions due to its sturdiness but in a lot of cases, that shell alone isn’t the greatest defense. To better fortify it, the Milano now comes with energy shield generators that let it tank fire breaths and a de-icing setting that is meant to prevent the ship from ever freezing over. Should the walls have holes blown into them, a temporary energy wall can be deployed to prevent teammates from being sucked into deep space. Within its engines are external thrusters and acceleratrons that let the ship fly at great speeds, and within the mainframe, the ship’s equipped with devices like gyro-stabliziers to keep the ship steady as well as artificial gravity to keep everyone onboard. It would even get the ability to jump through hyperspace within certain continuities. In any case, the ship will also usually come with a common area, engine room, living quarters, touchscreens for easy access to the ship’s comms, vitals that are actively monitored, and it of course has a cool ass tape deck for all of Quill’s music.

One of the most important areas on the ship would have to be its main cockpit as it has multiple seats for all the Guardians and the easiest access to the ship’s main functions for piloting and other important affairs. If a pilot ever needs to bail, a lever on the side of their seat can eject them out of the ship or its back/side hatches can be opened to let members take to the skies. Thanks to the built-in autopilot, the Milano can hover in place or fly of its own volition, even being able to activate other functions to let Star-Lord escape in a pinch. For more precise control, devices like Rocket’s remote or Quill’s tech can let Quill operate the ship from a distance for the same effect. Along with its innate ability to detect intruders and interfere with both proximity scanners and transmission signals alike, it’s hard to get the jump on the Milano unless you actively lead Star-Lord and the Guardians into a trap.

Basic Weapons

The Milano wouldn’t be a noteworthy or dangerous ship without its many, many gadgets and weapons however as Rocket’s had a bit too much fun with upgrading the ship. The ship’s got built in laser machine guns, explosive shots, stun shots, continuous lasers of destructions, a heat cannon which can shoot out a continuous beam to heat up targets, and it can zap a massive bolt of electricity by diverting the power in its engine to its blasters. Laser turrets can pop up anywhere on the ship’s surface to shoot out rapid-fire energy beams and every shot can zero in on targets with the Milano’s built-in lock-on system. It can even fire out a giant laser that will blow up foes on contact.

On Quill’s command, the ship can unleash a Strafe to barrage enemies with a linear path of explosive shots, engulf targets with Incendiary Cluster Bomb warheads and leave a burning firestorm on its impact, launch an Orbital Strike that covers a wide area, or drop a few grenades that have enough firepower to leave an impact that was visible from outer space. All of these attacks can instantly be reloaded thanks to Star-Lord’s passive Starship Uplink buff, reducing the cooldown of each attack to nothing. You of course can’t have a mighty spaceship without your fair share of missiles. One missile can be unleashed at a time for persistent damage or five of them can be fired at once, all of which is done while the missiles automatically lock onto targets. These missiles are especially effective in opening pathways, shooting down airborne foes, or even getting foes off Quill’s tail by firing them backwards.

Other Functions

On top of its aforementioned tech, the Milano would of course have a few more crafty tricks up its sleeves. It comes built-in with a cloaking device that lets the ship turn completely invisible. In this state, the ship can’t really attack as that will deactivate the disguise but most ships will fail to notice its presence for as long as the disguise stays on. The Milano also has a powerful tractor beam that can obviously carry people into the ship through levitation. Anyone who is levitated via tractor beam is still subject to attack but the fun thing about the tractor beam is that it can be aimed and grab foes as a means to restrain them. Even if they’re flying deep into space, the Milano can force its targets to stay stuck in one place… at least until a stronger foe comes along and breaks out of it through sheer strength. That’s not mentioning the fact that the device that activates the tractor beam can also be shot out of commission. The ship’s also got energy apprehenders that perform the same function along with being used to grab teammates and make a quick escape.

Should the Milano ever crash for the 72nd time or Quill needs to cross distances with more inconspicuous vehicles, the Milano can deploy different kinds of rides. It’s got one-person space pods that come equipped with their own laser blasters, some of which may be able to cross distances between planets in short time periods. The ship also carries hovering bikes that can be used to cross cities or even fly into space, keeping up with a casual Richard Rider in flight.

Resistances

Vulnerabilities

Cool Interstellar Travel Travelship [C.I.T.T]

While the Milano is the main ship of the Guardians in every major adaptation, the comics chose a ship that was a little more… practical. As a matter of fact, this ship actually existed before the movie, albeit it didn’t even have a name when it first appeared. Quill would eventually get around to naming it but as he says himself, acronyms are hard. The ship itself becomes more inconsistent in design every time a new comic artist draws it but it generally takes the appearance similar to that of a jet plane. With its creation being in the hands of Rocket, the C.I.T.T is a pretty notable ship in its mechanisms.

For all notes related to the C.I.T.T., please refer to these scans.

Basic Mechanics

In an effort to make the ship more adaptable to all kinds of scenarios, the C.I.T.T was designed for the purpose of deep-space use and operation in planetary atmospheres. It’s got your usual features like an internal gravitational field, outer energy shields for defense, various stabilizers, additional stabilizer wings that angle out from the bottom to increase atmospheric maneuverability, wings that can extend to improve lift and flight stability, and four separate airlocks located across the ship. It can remain in a low hover mode if it left in the air, powering that hover with secondary exhaust ports near the base of the retractable wings. Most notably, the ship’s powered by six separate engines, two of which are modified tachyon/anti-tachyon reaction chambers designed for maximum physical thrust and warp capability. The engine chambers energize raw plasma fuel to really optimize its thrust, and due to the extended rear engine housings, it makes it very difficult to detect and follow the ship’s energy signature. With this, the ship can move at decent speeds casually as Rocket has stated that the ship can go from stationary to the other side of the “magellanic clouds” in the time it takes to buckle your seat harness. It is thanks to the built-in warp drive however that the ship can cross galactic distances immediately. A semi-sentient navigational computer also aids in the process and continuously updates the ship’s galactic map in real time as the Guardians travel to new locations.

In terms of interior, the ship has a crew capacity of 12 people and is entirely livable as its own sort of mobile home. It’s even got a workshop in the rear of the ship for everything the Guardians need to repair, recharge, or upgrade their weapons/armor. In terms of the cockpit, it was designed with a Hawksbill Bridge kind of design that lets the pilot and co-pilot have the best field of vision due to a wider viewport. Speaking of, the cockpit can detach itself from the main ship to become a flight-capable escape vehicle should the team need to bail the main ship. Once separated, it has its own power source for life support, limited shielding, and propulsion.

Weapons and Functions

While the C.I.T.T isn’t as weapon-heavy as other ships, it does have its fair share of gadgets. It's got light combat energy weapons, chute-deployed fusion mines, wingtip plasma cannons, and batteries of anti-ship missiles that are all housed within the hull of the ship. That way, the ship has better flight stability and less chance of damage via space debris. For more defensive functions, the ship can cloak itself from others, the ship’s navigational system is a surveillance system that performs threat assessments on nearby vehicles, and it can detect the energy signatures of most known weapons to then automatically engage evasive maneuvers. This only occurs when the ship’s under attack while the pilot’s chair is vacant but the ship’s A.I. in general is far more useful. Not only does it course charts and land the ship but it can automatically target any foes within its sight. It can even hack into nearby satellites to let the Guardians get close-range surveillance of any location through any vulnerable camera.

The Benatar


Having lost the Milano in the previous movie, the Guardians would come across the Benatar and call it their new home. The new ship takes after the Milano’s old color scheme but this ship actually has features that the Milano didn’t. By setting coordinates, the Benatar can automatically fly its passenger to a location, a trip made much quicker with its new warp drive that lets it cross interstellar distances instantly. In the case that everyone on board needs to split up, a mini-ship can be deployed and used by one team while another team pilots the main ship.

The Bowie

Groot would win this ship on the planet Sin and it’d become yet another new ship for the Guardians. Besides being named by the legend David Bowie, its most notable scene is it… being destroyed by Zeus. At the very least we have the MCU version to look at as well. It is a completely different ship in design and function but it does have far more going for it. The MCU’s Bowie can scan planetoids for their defenses, escape exploding planets, and it has a device activated that lets them penetrate forcefields. In situations where the Guardians have to go separate ways, the cockpit can be dispatched from the main ship and turn into three separate mini ships with their own miniguns. If those mini ships are ever boarded by enemies, Quill can bail and program a code that causes it to self-destruct on that enemy. Its only real downside is how easy it is to electrocute it out of commission.

Other Ships

Here are a bunch of other ships that Quill’s had at one point in time.

Star Lord’s Original Ship: In the time when Peter Quill had yet to be known as “Star-Lord”, he would have his father’s old ship. She was once a sentient star that was destroyed in an interstellar war and had her consciousness guided to a ship by the Master of the Sun. This ship was the one that Star-Lord’s dad J’son crashed into Earth with but it would eventually be passed onto Quill. Not only did the ship have food and water synthesizers, guns, and faster-than-light travel, nothing beat out her sheer loyalty. The ship has saved Quill’s life numerous times, even creating a human form to nurse him when he was badly wounded. They would fall in love before Quill then lost her in a black hole, vowing to one day find her.

Bad Boy: After Star-Lord was captured by the Badoon, he took this ship from himself when jailbreaking. The Bad Boy ship comes with an onboard computer known as Lydia, as well as Quantum Core Kymellian Boosters, a Thousand-Year Warp Engine, and Lord Starsmasher Titan Cannons. Lydia can pilot this ship and states she runs at a Hundred Kymellian-Core Processors. 

The Ryder: Once the Milano had fallen, Quill’s new ship would be dubbed The Ryder. It may look like a flying brick but it works perfectly fine as the living quarters for what was left of the Guardians. Unfortunately for its fate, Gladiator had gone a bit too crazy inside the ship.

The Almond: Succeeding the Bowie, the Almond became the Guardians’ primary ship. It was implied to have warp engines but we know what happened next.

The Tennant: This was the secondary vessel of the Guardians that was perhaps named after a certain doctor. It’s not too notable outside of the fact that its hull is designed to withstand meteor impacts of 200 Megatons. Shame that it lived such a short life.

Sommerville: Why do you look like that? The ship is a two-person diplomatic shuttle that can fly separate from their main ship but wouldn’t you know it, it was destroyed pretty quickly.

Unnamed Spaceship: As of recently, Star-Lord and the Guardians have gained yet another ship… without a name still [at least as of writing this]. It’s made of three separate parts that are conjoined via metal structures. All we know is that it can shoot lasers but maybe it’ll do something cool…

Arwing

When you think of Star Fox gameplay, your first immediate thought would be the epic fast-paced shooter where you control the ever-elusive Arwing ship. Each member of the Star Fox team has their own personalized Arwing that they use to combat enemy forces. In Fox’s hands, the Arwing has become an airship that he’s especially familiar with, and has helped in saving the Lylat System multiple times.

Basic Mechanics

At 18.5 meters long and 5.5 meters tall, the Arwing is the ultimate fighter spacecraft. Easy to learn but difficult to master, it packs plenty of the greatest gadgets known to Lylat inside its hull. Actually, it is specifically stated to be the greatest firepower in the Lylat System, and with all it can do in the hands of pilots like Fox, that much is a given. Falco in particular outpaced two homing charge shots and sent them right back at Fox off raw speed and skill, but the ship packs a surprising amount of sturdiness to it as well as strength. Just one charge shot from Pigma’s Arwing critically damages James’s Arwing, but more advanced ships later can casually tank those same kinds of charged shots. Beyond just the stats and polish, the ship carries numerous features for keeping its pilot safe. It can function underwater, examine weather conditions and the terrain of a planet, and has an ejector seat coupled with a propeller for whenever Fox needs to make a quick exit. Oh yeah also it can interact with the credits… somehow.

As for combative purposes, oh boy is it a beauty. It obviously comes equipped with laser cannons powerful enough to blast most enemy ships to smithereens, which he can even double with select power-ups or upgrade even further into the Hyper Laser. The Arwings lasers can be charged up for shots as well, unleashing massive damage in AOE blasts that hit multiple enemies at once while homing in on them. He can’t spam them, sure, but when you’ve got the range he does [alongside systems that pick up on hidden enemies], he’s definitely always prepared for the worst. In addition to other modes like all range mode or a targeting computer to help Fox aim at and lock on to targets, it also is capable of stealing items from other ships if it destroys them, though being fair any damage to the Arwing’s wings will knock off any upgrades from the Laser gained. It can take as well as it can dish thanks to its Shield Meter, which enables him to take continual attack from all the scourge of the universe. While its depletion destroys the ship, Fox has also used various power-ups to refill or restore the Shield Gauge in small or large amounts. After a mission, the shields on the Arwings can even auto-repair a bit.

It can also absorb nearby warp energy, letting Fox travel through a fourth dimensional rift to travel to a different point in space, albeit with no choice of where he ends up. A similar tool with varying usages is the built-in G-Diffuser system, generating anti-force that seems to reduce the very force of gravity on it. This has been used for helping it survive even the gravitational force of a black hole, or to fly even faster when set to max speed. In addition, this builds up speed for a variety of maneuvers, mainly just boosting or braking, or to navigate through obstacles in training with ease with somersaults. Speaking of those same tricks, we’d be stupid not to mention its iconic ability to DO A BARREL ROLL! This is more than just a cool flip, as these sorts of twists and turns can repel enemy fire by generating an electromagnetic forcefield around itself and reflecting it away from Fox’s ship. Similar moves can fling Amoeba off itself, and another technique known as Tilting allows Fox to make turns much quicker than usual.

Outside of that, its computer and technological systems are also second to none. For example, if he needs to take a breather for a second, the ship also has an auto pilot built into it which can help Fox stay on course. The built-in Arwing radar can help Fox locate nearby power-ups, enemies, cores, and many other things, such as scanning information about his enemies, like detecting how many enemies are left in the area, or displaying a meter of enemy ships on their health bars [even ones not made visible yet]. The Arwing can correctly identify where an incoming missile is flying from, point out weak points in a barrier, somewhat pick up enemies that were cloaking themselves, and seemingly pick up telepathic communications. In that vein particularly it is not perfect, and has proven vulnerable to having its radio communications jammed.

Basic Weapons

Beyond the base laser cannons, Fox has scores of other technology to fire at his frightening foes.

Resistances

Walker Mode

In Star Fox Zero, the Arwing received an upgrade where it can transform into the Walker, this mode is better suited for using the Arwing’s features on the ground and in more confined spaces. It has all of the essential Arwing weaponry and features like the G-Diffuser, which can be used to hover in the air for a bit. The Walker is also able to directly hack computers.

Starlink Mechanics + Weapons


This is gonna need a bit of explanation. When the Star Fox team came to assist the Starlink Initiative in taking down their enemies, every ship would be hit by a powerful EMP that caused them to crash land into the planet below them. Everyone would manage to get back up into space eventually but in order to combat the next wave of enemies, the Arwings would need an upgrade. Star Fox’s ships would be remade with Starlink technology, giving them a massive boost in performance, longevity, and, most importantly, their arsenal.

Starlink’s Quantum Transportation technology allows the Arwing to effortlessly swap through ship parts and weapons via long-distance teleportation, letting the ship change its weapons and add-on at a moment’s notice. There is no need to return to the main ship when it can all be done remotely and even in the midst of battle. A variety of devices are available at Fox’s fingertips, some of which apply an effect known as “Overheat”. When a target is hit by Overheat, their molecules are moving fast enough to the point where the matter rips itself apart, instantly shredding through defenses in the time that it takes for a person to blink their eye. In the case that the Arwing is damaged and destroyed, the Starlink system and its Quantum Transportation will instantly summon a backup to replace it. The process occurs fast enough to prevent its pilots from being stuck in space, forming around them and immediately letting them jump back into the action. Such a process can be done 12 times before the Arwing is properly out of the battle.

On top of all of this, a variety of powerful devices are available at Fox’s fingertips. There is no ammo system attached to these weapons but they can still overheat and require time to cool down before they can be used again.

Kinetic Weapons

  • Shredder & Shredder Mk2: A tri-barrel gun that sprays kinetic projectiles, tearing through most forms of resistance. The MK2 variant amplifies the rate of fire of the projectiles.
  • Gauss Gun: A charged up slug of hyper-dense energy made for taking out enemies in one shot. MK2 adds electromagnetic coils, amplifying the Railgun’s power output.

Fire / Overheat Weapons

Frost Weapons

  • Frost Barrage: The Frost Barrage launches multiple guided missiles that freeze targets on impact, slowing them down. When combined with a heat based weapon, it can cause thermal shock.
  • Hailstorm: An altered version of the Shredder which can freeze targets and apply thermal shock.
  • Freeze Ray: Launches a stream of energy which freezes targets on contact, immobilizing them and allowing them to be easily shattered.
  • Ice Mine: Shoots Ice mines, freezing enemies caught in them, letting them be shattered.
  • Note: Frost weapons can reach temperatures as low as -273°C, also known as Absolute Zero.

Gravity Weapons

  • Imploder & Imploder Mk2: The Imploder uses quantum superpositional technology to create mini-singularities to shoot at targets, dubbed a cannon that “literally shoots black holes”. These can be used in conjunction with other elemental weapons to add Freeze or Overheat effects. The MK2 variant powers up these singularities, reducing enemies caught in them down to their “base components”.
  • Crusher: The Crusher applies a Gravity Well around its target, causing any projectiles to be drawn into them for extra damage.
  • Nullifier & Nullifier Mk2: The Nullifier launches a storm of homing missiles that cause a Gravity Well around their targets, ‘If the impact doesn’t get em, the gravity will.’ The MK2 variant amplifies the singularities to such a point they have been known to cause hallucinations, a sense of euphoria, or even complete personality dissociation.
    • Gravity Shock: Applying stasis and then shooting the target with a gravity weapon combines the two effects, ripping through targets by snapping the fabric of space-time on top of them.

Lift / Stasis Weapons

  • Levitator & Levitator Mk2: The Levitator shoots a target and makes them unable to fight back while trapped in suspension. Two shots can apply the ‘Stasis Overload’ status effect, which locks targets between two space-times at once. Mk2 possesses an “antimatter-matter annihilation system”, making its stasis even stronger, getting caught in multiple blasts causes targets to feel a stasis overload.
  • Tidal Wave: Functions similarly to the Shockwave, except lifting targets into the air with antigravity stasis power.
  • Jaunt: Like other ramming weapons, Jaunt launches the ship forward through targets, applying antigravity to them and launching them through the air.

Misc

The Landmaster

Aerial ships aren’t the only ones Fox knows how to pilot as he is also capable of piloting this anti-air tank known as The Landmaster. This beast of a ship is capable of using the same powerups as the Arwing and is generally mechanically similar, but it has greater fire power than the Arwing does and is ideal for eliminating aerial threats. The Landmaster can also fly with its boosters underneath the treads, but only for a few seconds before it goes back to touching the ground. Just like the Arwing, it can fire charge shots that lock onto enemies, barrel rolls, and fire smart bombs. But the charge shots differ from the Arwing since it can lock onto three targets at once when fully charged and fires missiles. 

The cannon of the Landmaster is so powerful that it once blew up a clone of Andross point blank with a single shot. The Landmaster of course is also pretty damn tough, able to shrug off a building falling on top of it and can tank massive explosions. It is even strong enough to traverse a magnetic storm. But that’s not all since in Zero, the Landmaster received an upgrade to be able to fully fly as the Gravmaster, but only for a limited time. The Gravmaster is also not meant for space combat. Oh and the Landmaster also has seat warmers, a nice little bonus there.

Blue-Marine

The Blue-Marine is an attack submarine that is meant for underwater missions. It comes equipped with blasters, an infinite supply of torpedoes that light up the dark, and even a giant laser. The Blue-Marine’s fuel source is a hydrogen source meant for their own plasma engines. With Fox behind the wheel, he is capable of evading laser fire underwater with this vehicle and even defeated the bio-weapon, Bacoon.

Gyrowing

The Gyrowing is a hovercopter that is mainly used for utility purposes. It is not as mobile or powerful as the Arwing, but it can still fire lasers and charge shots. It even comes with an on-board robot known as Direct-i, which when lowered, can hack into computer systems, and even control hacked beings like the Gigarilla. The Gyrowing with Direct-i can also pick up and drop bombs on enemies [more in Support].

Great Fox

Piloted by Rob64, [see the Support section] The Great Fox is Star Fox’s mobile headquarters. The Great Fox is the least mobile of all of Fox’s ships, but it’s a massive threat in its own right. Its cannons can destroy Asteroids and create massive explosions. It also comes equipped with missiles to take down fleets of enemy ships. But it’s not just the Great Fox’s weaponry that’s the only powerful part about it, it can pierce right through forcefields like the Aparoid motherbase’s and Zeram Class Cruiser’s. With the Great Fox’s plasma engines, it can even travel at light speed, which as stated here, can match the Arwing’s own speed, and such speed allows it to fly between planets fairly quickly. As a bonus, the Great Fox can detect energy hidden within areas.

Hoverbike

Coming from the Nintendo Power comic, Fox and the gang have speedy hoverbikes. Not much else besides that.

Standard Arsenal

Outfit & Retractable Mask


Peter’s patched-together suit of all his stolen galactic tech [or otherwise acquired gear] gives him plenty of useful tools for almost any occasion in the final frontier. Both his suit and helmet are actually of Kree origin, ensuring he can breathe in space and fight there no problem. The suit protects him from heat, while his helmet gives him a breathable atmosphere with full-body protection from vacuums, radiation, and air pressure. Being of Kree design, it has numerous gadgets itself, such as a setting to burn up Spider-Man’s webs restraining him, a remote control belt buckle to fly his ship from afar, a different button on his belt buckle that sends out a grappling hook that can be used to steal items, other settings to prevent depressurization, and body armor to help him survive blasts from stronger foes like Nebula [barely]. Even aside from the Jet Boots [more on those in a second], he also has rockets on his belts to fly around if they are taken off-commission. Quill can also wear stab-resistant mesh patches on his clothes that can protect him from basic stab attacks.

Although, the most iconic part of the suit is definitely his unique headset mask, which carries even more goody-goodies for him to play with.

It enhances his natural sight and provides data analysis, such as reading the movement of incoming Imperial guards or locating the weakness of Mindblast, respectively. The HUD’s threat detection system can improve the wearer’s own reflex time, it can provide protection against ballistics, and it’s got both thermal and ultraviolet vision that can be enabled in the display. It can even see through the walls of a building to laser beams protecting its interior, locate objects within other beings, or notice Mother Entropy’s spores were transmitted through airborne contact [and Groot wasn’t affected by them]. Even those spores couldn’t get past his helmet, and it is fairly easy to put on with just a tap to the side of his head though its sensors do have trouble seeing through smokey clouds. Just like his suit, it can also remotely pilot his ship and he can obviously communicate with his crew at will through it.

Jet Boots


Having lacked general mobility, Star-Lord decided to get his hands on special boots that are built in with rocket-thrusters. With the push of a button on his waistside or belt buckle, Quill can rocket into the sky and fly at speeds fast enough to keep up with other heroes like Nova and Captain Marvel. Once off the ground, the jet boots come in handy whenever Quill needs to maneuver around attacks, dodge projectiles, ram himself into enemies or surfaces, ram his boots into enemies to send them flying, and shoot his shots from a fairly safe distance or while evading his enemies’ attacks. The boots’ propulsion can be strong enough to push Quill through especially strong gusts of wind, and the flames themselves can send stronger foes flying if aimed properly. Quill can even detach the rockets from his boots and attach them to his opponents to send them flying.

Its strength does have its limits as it can overheat if it doesn’t have enough propulsion, but Quill isn’t afraid to use it at full force if it means that he can dropkick enemies with his jet boots. Even better, upgrades like Vantage Point can further prolong the burn of his boots to make them fly for longer periods of time.

Walker


Absolutely essential for listening to killer tunes while you ragebait your enemies.

Explosives

You can’t be a scrappy space fighter without some portable destruction in the back of your pocket.

Cryo-Snare


Should Quill find himself up against opponents far beyond his league, his best course of action would be to slow their movement. With a Cryo-Snare in hand, Quill can throw it at his opponent’s feet and freeze victims in solid blocks of ice. It would have a high enough power level to not only stop an Acanti but it’d even be able to freeze Captain Marvel in place… for a good 30 seconds. That same device was also used to freeze Death’s Head, a character who could physically battle with Carol himself, so it’s safe to say that this device can easily operate on foes of her level.

Element Guns


If a guy like Quill was ever gonna hold his own in outer space, especially against the cosmos’ greatest threats, he would need the appropriate weapon. Luckily for him, he would find his father’s Element Gun in his house after his mother had passed away. In terms of function, the Element Gun has an odd history. Quill technically had the Element Gun for his entire comic history but it would only become the Element Gun after Quill’s entire backstory was redone. Due to how distinct these two versions of the gun are in use, it’d be best to cover their pre-retcon and post-retcon versions separately. For debate purposes, it’ll be assumed that Quill’s got access to both through his modern Element Guns.

Pre-Retcon

The Pre-Retcon guns are absolutely nothing like his current versions but that doesn’t make them any less useful. Sure, they may just look like dual-wielded uzis that seemingly run on normal ammunition but they have a surprising amount of functions within each one. Each gun can be reloaded manually but vocal commands let Quill load the guns up with bullets or other devices such as explosive penetrators that can blow up monsters or stagger a Cancerverse Giant Man, armor-piercing detonators, energy blasts, and tranquilizer rounds. The guns also constantly change appearance for whatever reason but it can be assumed that these are all just meant to be the same gun.

Post-Retcon

Now this is more like it. This was a special one-of-a-kind weapon that had been created for J’Son specifically, being encoded to his specific strand of DNA and thus only usable to Peter or his immediate family. In fact, attempting to use the Element Gun against Peter will either make the gun fail to activate or it can completely backfire on the user, zapping their body to death or completely vaporizing them on the spot. The gun itself is made of an ultra-dense Kymellian fiber that makes it invisible to metal detectors and lacks any sort of energy trace, plus it has easily accomplished feats such as blowing massive holes through ships or shooting at ranges which lets it cross and destroy prison towers in mere moments. It seemingly runs on a limited charge of energy but the gun will always tell Peter how much charge it has left.

As the name suggests, the Element Gun takes after the four major components of nature: water, earth, air, and fire. It can seemingly create each element out of thin air, allowing Quill to harness the elements in his battle against evil. While the gun itself is majorly focused on these four elements, this doesn’t stop Quill from creating any element that he wishes. Peter has claimed that the Element Gun can change the very composition of just about any substance he aims it at, essentially letting Quill bypass indestructible substances through transmutation or turn anything into a weaker version of itself. Such a move does deplete all of its energy but its potential is practically limitless by that point. In fact, the only downside to such a weapon was Quill himself, a fault that would be brought to light once Quill had found out about his true power. Before we get to that however, the Element Gun itself is an extremely versatile tool that is powerful in its own right.

With the fire setting, Quill’s got flames at his beck and call to burn the ground beneath his foes, create giant fire walls to ward off symbiotes, and launch fire blasts to meld metal together, weld doors shut, chip away at forcefields, or send Chitauri flying. Flames can be consistently exhumed in ways that let it create a makeshift flamethrower, shoot fireballs with AOE, shoot slow-moving fireballs that deal multiple hits, and damage can be stacked with Thermal Blast and Ignition Barrage. The heat’s strong enough to melt through robots instantly but it also has the magical ability to heal Quill with every shot when he uses Hearth Shot. The flames from a Hot Shot can also just remove and prevent all stat increasing effects on a target outright.

With the water setting, Quill can either turn his weapon into a glorified water gun or he can actually use it for meaningful purposes. Giving a town water from nothing, breaking out of containment with a powerful enough water stream turned tidal wave, and blocking powerful fire breaths with water is notable enough but the water’s true power comes in the form of ice. The gun can instantly freeze over objects and people alike, freezing vault doors to the point of becoming brittle, freezing others to restrict their movement, freezing enemies in mid-air, or just flat-out shattering them like glass as if he were Sub-Zero. Objects can be frozen together to keep them connected and the ice can be used to create a small area in which enemies will be slowed down via Tundra Blast, to which Frigid Barrage can deal greater damage to slowed enemies. By shooting the ground, he can cover it in an ice sheet too slippery to walk on or he can create ice barriers out of thin air to block attacks. Mobility is increased when Quill creates a trail of ice to slide on, falling satellites can be frozen over to prevent them from being heated up by the atmosphere, attacks can be massively slowed down if a target is frozen over before it lands, ice structures can be raised to block danger, ice bullets can be shot into the sky to hail around Quill, freeze weapons to prevent his enemy from shooting first or to intercept them, and Quill can still hit all of his shots even when he freezes the ground beneath him and begins to slip around.

With the air setting, giant bursts of wind can be unleashed to blow foes off their feet or send off entire crowds of soldiers flying, the former of which can easily send enemies like Cull Obsidian a fair distance away. Those same wind streams can hone in on flying targets to knock them out of the air or they can be strong enough to disperse sandstorms that are blocking his vision. Besides pushing away, these wind streams can also pull foes towards Star-Lord if they’re ever out of his reach and the gun can create mini tornadoes to deal persistent damage. The power of wind can also let Quill’s shots bounce between multiple enemies with Carom Shot, let those shots pierce through multiple enemies with Piercing Blast, and dramatically increase his shot speed with Rapid Barrage.

With the earth setting, any form of rock and mineral falls under Quill’s control. A wave of rocks can be shot forward with the Element Gun, Quill can shoot the ground for a surprise shockwave attack, and he can shoot life energy forward as a big ol’ blast. Giant rock walls can be raised to block a foe’s path, defend Quill while he shoots, or intercept incoming vehicles, made all the more useful when Quill can create sturdy materials like peridotite from nothing. It’s especially useful in trapping foes in place as Quill can coat them in a certain earth-related element to fully halt their movement. He’s coated Misa the Hunter in granite while she was mid-swing, covered foes in lava that can quickly harden naturally or with the assistance of cold things like ice and outer space, use cement to keep others in place, and he could trap Artemis within a diamond shell, a maneuver that basically used up every drop of charge instantly. It can also create earth-adjacent phenomena such as volcanic gas or sandstorms. With Shrapnel Shot, Quill can fire three shrapnel projectiles at his foes, Seismic Blast can deal damage by shaking the Earth, and Crushing Barrage increases shot damage as area damage is dealt.

Besides the main four, other elements get their chance to shine in Quill’s hands. The lightning setting on the Element Guns are used best for knocking out even the strongest of foes like how Quill was able to knock out Angela, but if Quill wants something a bit less painful, then he can set it to Gentle Lightning. These electric shots can be spammed in all directions to damage enemies within Quill’s radius and it’s especially effective against technological foes like a Cancerverse Iron Man. The gun can also just shoot out regular energy blasts thanks to its… blast setting. It can shoot powerful blasts forward that deal direct damage to enemies and structures that are struck, being able to punch holes through ships, break through Groot’s vines, blow up other ships, and hurt foes that are much stronger than Quill himself.

Beyond these solo usages, the gun can fire multiple elements at once or said elements can be used together for complex solutions like replicating the essence of growth to supercharge Groot with sunlight, soil, water, and air. With such magical power mysteriously stored within these guns, Quill was especially curious on how it functioned, but even after he took it apart multiple times, changed the housing, added a voice chip, and made a second one, he still never really got the hang of it until he had unlocked that power.

Quad Blasters


To not confuse new audiences with more science gizmos, James Gunn chose to make Quill’s weapon of choice far more simpler than the elusive Element Gun. In fact, his new Quad Blasters better suited the kind of scrappy fighting style that Quill would often need to use in his day-to-day Ravager turned Guardian lifestyle. These dual-wielded guns were a gift from Yondu after Quill had taught him the meaning of Christmas and despite the lack of versatility, they are no joke.

Each gun has two separate barrels that can be triggered apart from one another or together if both triggers are pressed. The top barrel usually fires lethal plasma blasts that are meant to kill targets through a high amount of force. It’ll usually kill weaker enemies in one blow but stronger ones will only be knocked back by its impact. Meanwhile the bottom barrel is reserved for non-lethal electric shots that are meant to stun foes in place. The holsters on his pants keep both quad blasters at his side at all times and Quill can always add attachments like gravity mines to his gun as a means to shoot them far distances.

Energy Bolas


Even in the depths of outer space, Quill finds himself using basic Earth-like weapons like bolas! On our planet, these throwables were made to capture animals by throwing them at their legs to entangle them. Quill’s version is essentially the same except for the energy-like strings and he can not only throw them long distances but he can intercept incoming foes while they’re still in mid-air. The best part is that these energy bolas can be easily compacted for storage and they’ll automatically wrap around a foe’s legs with their built-in proximity sensors.

Gravity Mines


A nifty little device that can create a localized source of artificial gravity when placed on a surface. This gravity field attracts anything that it locks onto, whether that’d be artifacts that are surrounded by energy defenses or groups of soldiers that were apprehended by a thrown gravity mine. Once you’re caught in a gravity mine, you remain stuck to that mine unless you’re strong enough to break free. Quill can also attach gravity mines to his opponent to get them stuck on a surface.

In Marvel Tokon, the gravity mines take the form of a grenade that activates upon coming into contact with an opponent. Once it does, it’ll create a localized gravity field that will lock the opponent in place, letting Quill follow up with any attack.

Electromagnet

It oddly looks like the gravity mine in appearance but take our word on it when we say that this is a completely different device. Just like the mine, it can attach to any surface and it does have functions like being able to force targets to get stuck together. However, it can also tamper with technology by electrocuting devices to short-circuit them, start up inactive bombs, or enter a ship’s systems and forcefully open their cockpits from the outside. In the case where it’s intercepted mid throw, it can still work as there is physical contact with its target. When it latched onto the Destroyer armor, it used its electricity to latch onto the Destroyer’s face to forcefully make the Destroyer punch itself in the face.

Big Gun


For Star-Lord’s super move in Marvel Tokon, he pulls out a massive gun and blasts an opponent with the elements like how the Element Gun can. He can shoot a big horizontal energy beam forward, create massive fire tornadoes, shoot out a giant beam that will freeze foes on contact, or shoot forward a barrage of rocks that is laced with some kind of earth-based energy. Given that he can pull the gun out of nowhere and have it disappear soon after use, he can likely summon it to his hands whenever he wants.

Other Space Gear

While a lot of this gear isn’t inherently useful in a normal fight, Quill’s got a bunch of other miscellaneous items that he’s collected over the years.

Visor

[Model by Matthew Hart]

Created by Slippy, this visor comes in handy since it’s useful for locking onto targets using Fox’s own eyesight.

Binoculars

Fox has binoculars that are useful for scouting the mission ahead.

Blaster


Whether it be the classic sci-fi gun used in the Nintendo Power comics, the pistol in Smash Bros, or the carbine weapon in Assault, Fox always comes equipped with a Blaster when out of his ship. Fox’s blaster shoots at a pretty fast rate of fire and can charge shots which destroy armored enemies with ease. On top of that, it has infinite ammo, confirmed again in the manual, so he’s never really running out of shots here.

Reflector


A device Fox has that surrounds himself in a hexagonal energy field that can reflect any projectile sent right at him. It even damages opponents when activated, which is also useful for waveshining, shine grabbing, multi shine- ahem, excuse us. That said, the downsides to the Reflector is that Fox can’t move or attack while using it and is at a complete standstill. Fox also can’t reflect too many projectiles in one use cause they will start to bypass the Reflector and hit Fox instead; same goes with projectiles of sufficient power.

In Super Smash Bros. for Nintendo 3DS and Wii U, the Reflector can take on two other forms thanks to the game’s move customization. With the Big Reflector, the reflector covers a larger area but reflected projectiles don’t have their power boosted, and with the Amplifying Reflector, it takes longer to activate but it doubles the speed and power of reflected projectiles.

Krystal’s Staff

[Model by Austin Hicks]

A staff that once belonged to Krystal which Fox mainly used in his adventure on Sauria upon finding it. Even at first usage he was instantly proficient with this weapon, which became all the deadlier because of its strength, enough to lift heavy rocks and break open crates. It also received various upgrades on top of that, such as the Fire Blast and Ice Blast. The former is a simple fire blast, while the latter creates ice

capable of extinguishing fire and even freezing enemies in place. Other usages include the Rocket Boost on select areas to boost up, Ground Quake to shake the area and stun nearby enemies, and advanced versions of the latter are powerful enough to knock over bulky RedEye minions. Lastly, it can give him a Sharpclaw disguise to sneak by enemy sensors as a dinosaur soldier.

Besides that, it is able to open magically sealed doors, and stun enemies with certain combos. The most impressive of these usages is its power to make forcefields that protect Fox from basically anything he comes across. These barriers defend from physical attack, flame blasts, and somewhat act like psuedo-intangibility, where larger objects like boulders and dinosaurs just move right through him. While it does require energy, he can nosh on Puk-Puk eggs from the Planet Sauria to restore a full unit of his energy meter for all of the powers of Krystal’s Staff.

Booster Pack


[Shout out to Smash Bracket for the footage!]

Basically a jetpack in function, this allows Fox to hover in the air using Gravity Defusion. It takes advantage of the exact same technology used for the Arwing and Landmaster.

Smart Bombs


If you’ve played Smash Bros with items on in any capacity, odds are you’ve encountered this little shit in the worst way possible [and that’s putting it kindly]. They cause massive explosions able to destroy asteroids, and Solar Flares. The way these explosions work is via sending out a massive shockwave with a good range of effect. Fox can only carry up to 9 Smart Bombs at once, though he can collect more on the field. The Smart Bombs can also track enemies if Fox locks onto them. In Command, the Smart Bombs can be fired like drone strikes anywhere in the vicinity Fox is present in.

Basic Power-Ups


Fox has a good deal of power-ups to aid him in his battle against Andross, Wolf, or any other slippery son of a gun he crosses.

First Aid Kit


For whenever he gets damaged, Fox has first aid kits that can restore Fox’s HP. These are usually found on the ground and they come in three types: green ones heal 10% of Fox’s health, silver kits heal 50%, and gold kits heal 100% of his health.

Barrier Sphere


In Star Fox Assault, the Barrier Sphere creates a shield around Fox and deflects all enemy attacks for a limited time.

1-Ups

If the Arwing or Fox himself take too much critical damage, he has ways of getting himself and his Arwing back into the fight lickety-split. It may just seem like game mechanics but there are proper in-canon explanations for the two [technically three] kinds of 1ups that Fox can collect.

Bazooka


An item unlocked once getting all the medals in Star Fox 64’s extreme difficulty, this item is usable in the multiplayer battle royale mode, and is, funnily enough, just as capable as the vehicles of team Star Fox, even being able to fire out the signature Smart Bomb or do damage to the Arwings and Landmasters.

Machine Gun


The Machine Gun fires at an even faster rate than Fox’s typical blaster and has the highest potential ammo count at 999.

Grenade


Fox carries grenades, which does exactly as it sounds, it explodes on an enemy upon contact.

Sensor Bomb


Sensor bombs are another explosive Fox caries, which is a proximity mine that goes off when an enemy is near it.

Sniper Rifle


As it usually is, the Sniper Rifle is a high precision rifle with a double maniscope to zoom in, only this fires long range laser bullets that can kill an enemy with just one precise shot.

Homing Launcher


The Homing Launcher does exactly as it sounds, it locks onto an enemy and fires a rocket that will chase after it. It can carry up to 20 rockets and does a devastating amount of damage, but Fox can’t be too close to the explosion or he will get hurt himself.

Gatling Gun


The Gatling Gun is an even more powerful version of the Machine Gun, but it’s better suited for close range due to lower accuracy.

Plasma Cannon


The Plasma Cannon is a bazooka-like blaster that fires rapid fire shots and just like Fox’s blaster, it has infinite ammo.

Demon Launcher


The Demon Launcher is an upgraded weapon variant that can one shot Landmasters and Arwings, usable during VS Mode.

Demon Sniper Rifle

The Demon Sniper Rifle is just like the previously mentioned Rocket Launcher, only it’s a rifle that can one shot Landmasters and Arwings.

Unconventional Equipment

Rocket’s Weapons

Rocket usually holds onto all of his best stuff for himself but if he’s nice enough, then he’ll be willing to lend his buddy Quill a few of his… devices. These guns may not be super duper herald level but they are nonetheless very direct and very powerful guns that Quill has no business using. In the comics, Rocket once gave Star-Lord a firearm larger than half his body. It’s only got five shots but it’s implied that each shot has the capability to level buildings. In the Telltale game, Star-Lord managed to get his hands on Rocket’s dropped Thanos-killing gun and used it to one shot Thanos with a prolonged energy blast. Despite only having its singular shot and the tendency to break down after use, Rocket has claimed that it has the power to atomize a big moon or a small planet so it’s got quite the punch behind it. In the movies, Quill gets to use a similar gun in the form of the Hardon Enforcer. It is a bit clunkier to use as Quill has to strap the thing on but Rocket’s said that this gun could also blow up moons [earlier than 1:20:40]. The guidebooks reinforce this and clearly he should’ve put more power if they really wanted to one-shot Ronin.

Is it usable? Likely no.

The issue with including these guns as Quill’s arsenal is that they are still inherently ROCKET’S property. It can’t be standard if Quill is essentially borrowing Rocket’s gear in scenarios that would be unreplicable in a 1v1 fight. You could maybe argue that Quill having the Milano means that he could have some of Rocket’s weapons onboard but it’s purely hypothetical by that point.

Tessaracted Storage Crystal

Desperate to save Moondragon from the Universal Church of Truth, Rocket would come up with a plan that required the entirety of Knowhere. This would have proved to be an impossible task with how shaky the relationship was between the Guardians and Knowhere’s leaders but Quill had a trick up his sleeve. Having snagged one of Cosmo’s extra Tesseracted Storage Crystals, Quill managed to trap the entire population of Knowhere within it. As Cosmo describes it, these crystals act like dimensional envelopes that can forcefully warp entire groups of people into the crystal’s own space pocket, keeping them trapped until the user chooses to let them out or until the crystal’s finite power source has emptied.

Is it usable? It seems reasonable to include.

First off, Quill specifies that he grabbed one of Cosmo’s EXTRA crystals. He didn’t steal the original one from Cosmo, he just went and “borrowed” an extra crystal that was lying around Knowhere. Second, he is fully aware of how to use the crystal without issue. Most importantly, we don’t know what happened to the crystal after this but he never seemed to get rid of it from this point on. With how compact the device is, a good argument can be made for Quill having this on his body in a fight.

Yondu’s Yaka Arrow

By the end of the Guardians of the Galaxy Disney XD show, Quill would inherit Yondu’s Yaka Arrow after he had died protecting a village. We don’t see too much arrow action but Quill would try to control it through whistling like how Yondu effortlessly did. It did initially work… but then it backfires and stabs him in the butt.

Is it usable? It may actually be but that depends on your standards.

It shares the issue that Rocket’s weapons have in that the Yaka Arrow is mainly Yondu’s property. Unlike those however, Quill does properly inherit the arrow instead of just borrowing them off his alive teammate. Given what we’ve seen of Quill using the Yaka Arrow, we can’t say that he’s likely to use it in battle, let alone use it as effectively as Yondu.

Nega Bands


In one random comic run, Star-Lord got access to one of the Nega Bands for a short time to use as a nifty new weapon. He could punch monsters through multiple walls out of a ship into space, battled another while they had the other Nega Band, in which he survived a massive explosion that blasted him down to a nearby planet, created a massive explosion to get them off his face while also taking both bands for himself, and even made portals with them.

The Nega Bands are no joke, and similar to the Quantum Bands via sharing a relation to them. The Quantum Bands can channel the powers of others, like how Adam Warlock lets the bands absorb his power, which allows Quasar to wipe out Ultron’s giant form. The Nega Bands themselves are Omega Class weapons in the same league as Thor’s hammer Mjolnir, and work by drawing anti-matter from the Negative Zone into our universe; charging them with regular matter to create the explosions they fired. Aside from that, they can create a shield of anti-matter particles, reflect magic, teleport through space and dimensions, and understand any language. Although, as Peter showed, they can be overwhelmed in sheer power, and the Quantum versions can be drained of their power for comparison.

Is it usable? You can make an argument for it but likely not?

Quill only used these nega bands for a singular issue in a singular comic run. He is surprisingly proficient in using its power but he chose to throw those bands into a portal to get a Raptor off his ship. If you’re willing to include every one-off item like how Blade and Rocket have in the past, then it would be fine to include at the point. We’re not betting on it though.  

Crypto Cube


A weird artifact that is derived from Spartax history. Originally in the hands of Korath, Quill would successfully steal the cube and escape to Knowhere where he would find out about its potential universe-ending purpose. Only he had the ability to open the cube due to his Spartax heritage and once it was opened, it could project a map that would directly take him to the Cosmic Seed. What is a Cosmic Seed? As the name suggests, it is an all-powerful item with the primary power to accelerate life, being potentially capable of creating or destroying entire galaxies. The cube in Quill’s hands is nowhere close to that level of power but it happens to have quite a bit of residue left over from when the Cosmic Seed was originally within it. With just this bit of residue alone, the cube could accelerate Groot’s growth and accidentally turn him into a massive beast. It even had the power to reawaken Knowhere, the beheaded skull of a Celestial, for a short period of time.

Besides life acceleration, the cube has a surprising number of powers at Quill’s fingertips. It can send out giant beams of energy that even Thor can’t block, protect him from mental regression, blind foes when Star-Lord aims its light in an opponent’s direction, and it can absorb the type of energy that comes from the Cosmic Seed, whether it’s empowering a suit of armor or emanating from crystals. At its most useful, the box’s complete destruction can end up empowering the one closest to the blast with Cosmic Seed energy. With this energy, one would have the power to create massive black holes that suck everything around them. Granted it is very easy for this to be used against Quill but either way, it does require the destruction of the cube to make this possible.

Is it usable? Potentially, although its destruction does throw a wrench in things.

This trinket was especially vital to Quill’s mission in season 1 of the GOTG Disney XD show as it was what was leading them to the Cosmic Seed. It undoubtedly has its narrative importance and Quill has used a lot of its functions throughout the show. The fact that it was eventually destroyed does make it a bit questionable if Quill should have it anymore but unlike something like the Cosmic Seed, the box is at least tied to Quill’s first main arc in the show.

Eternity Forge


Found during the events of the Telltale game, Star-Lord manages to get his hands on a strange relic of unfathomable power, a power so great that even Thanos was on the search for it. The Eternity Forge had been hidden away in a temple for centuries but Thanos would die to the Guardians’ hands before he could ever tap into its power. Now in Quill’s hands, it started to give him weird visions of his past that left him standing there for hours, with the vision of his mom telling him to find her.

After the immediate encounter with enemies who wanted to take the relic by force, Star-Lord would end up dying of a big stab wound to the stomach. Luckily for him, the Eternity Forge had the exact power that would save him from death as the relic would bring him back from the dead, restoring his body to be good as new. You see, the relic has the power to bring life into anything as it can collect the life energy of the dead to power itself up. To accomplish a revival, it needs a sacrifice to power itself up, and the only reason why Quill was revived was because Thanos had died with the relic in hand, thus taking all of his life energy and storing it for later use. It is limited in the fact that it can only restore life to a body that is mostly whole and undeteriorated but it can otherwise bring just about anyone back to life. It can even give life to the dormant Celestial head that makes up Knowhere, although such a feat essentially left the relic in a weakened state where it could only perform one more revival before shattering.

Is it usable? We think it is.

Due to the nature of Telltale games, there are story paths where Quill chooses to destroy the Eternity Forge for the sake of the universe. However, there are also paths in which he holds onto the Eternity Forge for a prolonged amount of time. The Forge may end up being weakened and destroyed by the end of that path but it is also an item that is pretty important to Quill’s story in this game specifically. There are clear weaknesses to the relic as well so including it seems to be fine despite its fate by the end of the game.

Power Stone

One of six Infinity stones scattered through the Marvel cosmos. Having found it on the planet Xitaung, the stone appeared to tower over Quill at least fifteen times over. Later however, he would discover that its giant appearance was a facade as he could bypass it and grab the handheld version within. Simply putting his hand up to the stone gave him enough power to crush a gun and when it’s clenched in his fist, he could smack away guys that previously overpowered him like Warhammer.

Is it usable? Definitely not.

Quill did in fact use its power one time in combat. He definitely did not throw it to Drax right after using it. He may have kept it in Infinity Watch for a time but he clearly did not want to keep using its power for himself. He was also willing to use it against Ronan in the movies but it didn't really help the argument when Quill immediately gave it to the Nova Corps soon after.

Mandalay Gem


As one of the many Infinity Stone-adjacent items across the universe, Peter picked up this little trinket of Celestial technology. It is so powerful that even trying to take it off his person burns you, even if you are the Mad Titan himself, Thanos. That in of itself is impressive given that Thanos has easily endured the heat of a planet’s core, a literal star, and even hellfire from Cosmic Ghost Rider. Besides defensive measures, the gem lets Star-Lord directly go blow for blow with Thanos, dealing damage and surviving his blows while he flies around, utilizes his fists, and unleashes energy blasts. Bear in mind that at this point, Thanos’s energy releasing could obliterate Earth’s moon, and Peter was solidly outmatching him with this baby in tow. He isn’t completely invincible with the gem as Thanos could still hurt him and push him around regardless but this gem is definitely no joke.

Is it usable? Maybe.

Of all of the Mandalay Gem’s appearances within Marvel 616, Quill is the only one who actually uses its power. In fact, the gem is only relevant in his own comic run. He was the one who stole it off its previous owners and he is currently the only guy who has actively used its power to purposefully attack Thanos. His reason for ditching the gem is simply that Thanos had guilt tripped him into letting it go as he was holding Earth’s moon hostage. Thanos would also make him realize that going down the path of vengeance was not worth his time and Quill would actually follow his advice, leaving the gem on the moon.

While he did leave it on the moon, one could argue that its exclusive usage to Quill and its efficiency with its power could potentially warrant its inclusion.

Cosmic Cube


If a discount Infinity Stone wasn’t quite your speed, how about one of the craziest cosmic devices this side of the full Gauntlet? Kang the Conqueror handed Peter a calibrated Cosmic Cube to assist him and his team in defeating Magus, letting him open a local time flow hiatus and stretch a tiny window of opportunity to 5-10 minutes at its peak. Literally putting time on hold, it gave the Guardians enough time to change destiny, and despite how easily he can be disarmed of it, Peter has also shown usage of it to turn Magus back into Adam before shooting him. For a while after this, Peter was actually revealed to have had it still on his person, though only with enough juice for one more zap [though, since it can twist reality and grant wishes like to become a god, this is negligible]. After he zapped Thanos and knocked him out, losing its juice, he later recharged it for a few more shots at Thanos.

Aside from that, Quill has used it for physical strikes hard enough to rock Thanos off the planet to another one, energy blasts, and it can even take over his body for devastating attacks against armies of monsters. The Cosmic Cube during these runs is able to kill Thanos with one blast, though they only really use it for basic stuff due to limited experience. Richard used it and killed himself from the struggle, so Star-Lord realistically can’t keep using it even aside from other flaws he’s shown. He lacks the knowledge and physical power to wield it fully, is reluctant in using it at all in fear of the danger it’d cause, and taking control of his body despite the power makes him unable to really control his actions. Peter has also noted using it was eating him alive [despite other times he’s used it easier], so it’s a powerful tool, but not a perfect one given limited experience. Even when the cube is blown up however, it’ll do a ton of AOE damage and stun any nearby bosses while also giving Quill a 15 second buff to all his weapons, buffing their damage and giving him unlimited ammo for his Element Gun.

Is it usable? You can be on the fence with it but it may be fine.

Star-Lord held onto a Cosmic Cube for a considerable amount of issues and he actively used it against both Magus and Thanos. In fact, the Cosmic Cube was personally gifted to him by Kang and he only let it go to let Richard Rider create a portal back to their home reality and sacrifice himself in the process [RIP]. It is admittedly an odd period of time where someone like Quill shouldn’t just casually have such a powerful weapon but in fairness, he is obviously not the most proficient with it. Its many uses in Quill’s hands and its consistent relevancy across GOTG Vol 2 [the comic] into Vol 3 makes us believe that it would possibly be fine to include.

It’s also worth noting that in the game Marvel Heroes, Star-Lord can randomly pull a Cosmic Cube out of his pocket and use it as his ultimate so pulling it out of his ass isn’t unfounded.

Versus Mode Power-Ups/Items

The main adventures Fox goes on aren’t the only places where he can acquire power-ups, he has been able to use others in his own versus battles with his wingmates.

Star Fox 64 3D:

Star Fox Command:

Star Fox [2026]: [Credit goes to Game8 for descriptions]

Is it usable? You might be able to argue against it but it should be fine.

The majority of powerups here are locked behind the versus mode for a reason. A lack of presence in the canon story would massively hurt their inclusion usually, and unlike other series with powerups, it’s not like Fox and co happen to carry these in their back pocket or on their ships. Even so, we imagine that most people would be fine using them regardless as it simply enhances Fox’s versus potential.

Abilities

Terran/Half-Spartoi Physiology

Despite having “no enhanced abilities,” Peter’s half terran/half spartoi nature grants him a few very needed defenses against the cosmic threats he faces. His alien heritage is noted to give him peak human strength, speed, durability, endurance, and intelligence, as well as triple the life expectancy. That added reaction time is sure to aid in gunfights, or any of the other several hour long battles he’s kept up in. This kind of endurance is no joke, enabling him to move even when all of his bones were broken despite the pain, or briefly taking the pain of a ritual that deals a big blow to Dormammu. Even after he seemingly died, his brain activity would somehow continue and give Quill enough endurance to hold out and come back to life.

Master of the Sun

Ah, the inevitable random cosmic power-up every street tier hero, X-Man, or random character receives because reasons. Not to discount this though, as it is easily one of the coolest examples, and makes Peter’s title of the Star-Lord far from a simple cool-sounding name.

In actuality, Peter’s alien heritage manifested in crazy golden god powers from a memory previously locked to him that let him do all sorts of crazy stuff through his Elemental Guns. Once fully unlocked after some time on Morinus, the Element Gun became a prism in which Quill focused his power into it like he is the sun itself, glowing to match. At its full potential, the gun is invincible according to Quill’s mentor, and the only weakness is himself, or rather, his lack of understanding of it. After he actually trained in it, this became one of his most potent defenses against darkness all across the cosmos. These shots from his innate power can reach space in seconds, slaughter Symbiote Dragons, and blast out of being consumed by Knull’s symbiote power to destroy his manifestation, taking out the entire Symbiote Dragon as a result.

This time spent battling Knull is referred to as its “full potential,” and around this time he was stated to have “half the power” of the Olympian Gods on him. That was actually because, when the Element Gun’s charge was depleted, it had automatically absorbed all energy from its surroundings to recharge, such as the power from those Olympian gods. With their powers, Peter could charge up a massive gun with an equally massive mysterium bullet, assisting Richard’s full nova force to send a bullet flying at light speed and punch a hole straight through a giant Dormammu-Ego hybrid. On another occasion, he also charged it up for destroying a giant ship in one blast with a side effect of a continent-sized flare. Now, despite all the golden god powers, it is noted that running too much of his own cosmic power through the element gun can eventually cause it to burn up into nothing. Along with having such energy flow through his body, Quill’s also gained a few other powers that came with his ascension to godhood. With enough focus, Peter can levitate in place, and he can manifest a sort of cosmic awareness that tells him where he needs to be at any given moment. If the cosmic balance is off at any given moment, then he’ll immediately be able to tell when danger is awry. He can even open mini windows from the palm of his hand that lets him spectate events without needing to be there and call his gun back to him by holding his hand.

Technically, it would also put Quill on the level of what you would consider “herald-tier” characters but there is undoubtedly a lot of confusion on where Quill currently scales. See Before the Verdict for coverage on that.

Celestial Powers [Inapplicable]


Taking a completely different approach to Star-Lord’s heritage, the MCU would make Quill the son of Ego the Celestial, one of many primordial beings who simply wanted to remake the entire universe in his image. Quill didn’t know that at first but when he found out the harsh truth of how his mother died at Ego's hands, their son-father relationship had completely shattered. Once Quill had built up enough anger over Ego threatening the life of all his loved ones, he managed to awaken the latent Celestial powers within him. As a half-human half-celestial, Quill was unable to die naturally when he had his powers and he was physically resilient enough to wield the Power Stone without being atomized. With his awakened powers, Quill could shoot himself through the air, manipulate cosmic energy to make solid constructs, and manipulate matter itself to form rock around his fists and create a giant Pac-Man to clash with Ego.

Unfortunately for Quill, the death of Ego would end up stripping him of his Celestial powers as it relied on Ego being alive to stay active.

Guardians of the Galaxy [Game] Abilities


From the Guardians adventures on consoles, Peter picked up a few unique moves from this medium that don’t make much sense, but… video games.

Marvel Rivals Team-Up Abilities


As of season 9 of Marvel Rivals, Star-Lord is one of many characters who would get two new abilities associated with his fellow teammates. Unlike previous abilities that required Star-Lord’s teammates to be physically present, heroes can now activate team-up abilities without the other present. This will only give them the base effect however as the enhanced effect needs the teammate to be there.

Marvel Future Fight Abilities


As a playable character in Marvel: Future Fight, Star-Lord has a ton of skills and abilities that he can access at a moment’s notice. For a full list of Star-Lord abilities and their effects, refer to this page.

Leadership:

  • Legendary Outlaw: Having such a prestige status, every one of Quill’s energy attacks has its damage increased by 10% at its peak.

Passive Skills:

  • Link with the Milano: A skill that ignores 30% of a target’s ability to evade
  • Wing Man: A skill that generally increases all the kinds of damage that Star Lord can deal. Skill damage increases by 15%, bonus damage increases by 20%, critical damage increases by 10%, and Quill’s general critical rate is increased to 30%

Active Skills:

Marvel: Avengers Alliance Abilities


Star-Lord would also be a playable character in Marvel: Avengers Alliance!

Passive Effects:

  • I Have A Plan: If an ally is attacked, it has to chance to grant Star-Lord an extra turn and morale boost, the latter of which increases his attack, defense, evasion, and accuracy
  • Leather Jacket: Keeps Quill in style [it does nothing lol].
  • Legendary Outlaw: If an ally is attacked, then Star-Lord is able to counterattack the enemy with one of many Opportunity Debuffs. That chance is greatly increased if said ally is a member of the Guardians of the Galaxy. Opportunity Debuffs include the following:Cornered: Removes and prevents protect effects, aka buffs, that protect an ally or allies from single-target or AOE attacks
    • Exhausted: Cannot take extra turns [oh the horror] and likely forces opponents to feel tired
    • Impaired: Attacks do 20% less damage and cannot crit while also removing/preventing effects that increase damage output
    • Neutralized: Removes and prevents stat increasing effects
    • Off-Balance: Removes and prevents counter-attack effects, aka counter attacks
    • Staggered: Leaves targets unable to dodge most attacks
    • Winded: Removes/prevents follow-up attacks

Abilities:

  • Spray and Pray: A move where Star-Lord sprays his enemies with bullets. This can inflict effects such as Impaired and Cornered onto the opponent for one round.
    • Impaired: Attacks do 20% less damage and cannot crit while also removing/preventing effects that increase damage output
    • Cornered: Removes and prevents protect effects, aka buffs, that protect an ally or allies from single-target or AOE attacks
  • Trick Shot: Getting all fancy with his shots, Star-Lord shoots at an enemy while showing up his skill. This can inflict effects such as Stun, Staggered, and Pain.
    • Stun: There is a 10% chance for enemies to be left stunned in place. Enemies will not be able to strike again until their next turn is up, their chance to dodge an attack is reduced, and they can’t counter or protect themselves. Attacks against the target are also guaranteed to hit.
    • Staggered: Leaves targets unable to dodge most attacks
    • Pain: Increases damage taken by 15%, this effect stacks up to 5 times
  • Quantum Leap: Using his rocket boots to propel himself forward, Star-Lord knees an enemy before he then flies backwards and sprays them with his shots. This can inflict effects such as Fumbling, Hobbled, and Winded.
    • Fumbling: Single-target attacks provoke a counter-attack from the enemy
    • Hobbled: Attacks can no longer be stealthy
    • Winded: Removes/prevents follow-up attacks

Resistances

With supplementary material…

Fox Illusion


An ability where Fox can dash forward at great speeds with afterimages, damaging anyone in its way. It also makes Fox hard to touch against slow moving attacks due to the speeds he’s travelling at. But Fox only seems to be capable of performing the Fox Illusion in front of him and not in any other directions.

In Super Smash Bros. for Nintendo 3DS and Wii U, the Fox Illusion can take on two other forms thanks to the game’s move customization. With the Fox Burst, the dash won’t deal damage but an explosion will occur when Fox stops moving, and with the Wolf Flash, Fox takes heavy inspiration from his rival as he diagonally dashes into the air and has an active sweet spot that can spike an enemy or send them flying upwards .

Fire Fox


An ability where Fox surrounds himself in flames and flies in the direction he chooses, covering a good amount of distance while catching any opponents within his fire’s range.

In Super Smash Bros. for Nintendo 3DS and Wii U, the Fire Fox can take on two other forms thanks to the game’s move customization. With the Flying Fox, Fox can propel himself much quicker but he loses the range and power of the Fire Fox, and with the Twisting Fox, Fox twists into the air and drags opponents with him up until the final blow sends them flying.

Might Gauge

The Might Gauge can show if the enemies in the area have increased or decreased, for both ships and regular enemies on the ground.

Rock N’ Roll


In Starlink: Battle For Atlas, every pilot has their own signature pilot ability that they can activate while in combat. In Fox’s case, he’s got the Rock N’ Roll ability which will make the Arwing glow green as the Corneria theme begins to play in the background. A beacon of light that spawn nearby as it teleports one of three Star Fox members to Fox’s general location. Its range is unclear but it seems to properly summon them at his side and they’ll prioritize taking out enemies first while following Fox is their second priority. With ships that are the same level as Fox’s and basic laser weapons as their go-to, they’ll keep attacking/following Fox until they take too much damage or their timer is up, forcing them to retreat.

Starlink’s Skill Tree Upgrades


Also in Starlink: Battle For Atlas, Fox is one of many pilots who comes with his own skill tree.

Ability Skills:

  • Aftermarket Upgrade: After Slippy tinkers with the Arwing’s loadout, wingmates can now use laser cannons.
  • Trust Your Instincts: Intense Cornerian training would improve his wingmate’s ship defenses. This can be upgraded 2 times.
  • On My Mark: Imparting his tactical know-how to his crew, Fox can improve his wingmate’s weapon damage. This can be upgraded 2 times.
  • Come In Swingin’: By charging up his fellow friends with passion, Fox can increase his wingmates’ initial barrage damage. This can be upgraded 3 times.

Mentor Skills:

  • Never Give Up: Inspiring his friends and keeping them motivated, Fox can improve the charge of all pilot abilities in the area. This can be upgraded 2 times.

Stat Skills:

  • Ridin’ The Line: Choosing to stay determined in the fight as he grits his teeth, Fox can deal more damage while his health is in critical condition. This can be upgraded 3 times.
  • Flying Ace: Thanks to his innate flying skill inherited from his father, his ship’s energy increases by 10 per level. This can be upgraded 3 times.

Style Skills:

  • Mix n’ Match: With his improvisational combat style, Fox can get more ability charges while doing elemental combos. This can be upgraded 3 times.
  • Stay in Formation: Fox would be inspired by his crew as he can now deal more damage when his allies are nearby. This can be upgraded 3 times.

Resistances

Support

Groot

You may immediately wonder why we’re including a major player of the Guardians of the Galaxy despite him being his own separate member. Well, he is, undoubtedly. However, there is a certain instance that we’d like to focus on. When Star-Lord was cornered by Black Swan in Secret Wars Issue 8 and was about to die to her power, he had one last trick up his sleeve. You see, Quill had a toothpick on him this entire time which turned out to be a piece of Groot, and when Quill stabbed the toothpick into one of Yggdrasill’s roots, Groot would immediately grow into a monster that towered over Doom’s castle. Of course, that specific scenario is unreplicable in a normal fight but Quill does actually have ways to replicate a similar effect. With his Element Gun, Quill managed to empower Groot by using a mix of plant-like qualities needed to make beings like Groot grow in size and power. Rocket even achieved a similar feat with one of his solar grenades. Theoretically speaking, Quill could not only replicate such a process on-the-fly but it wouldn’t be too out-of-character for him to essentially summon Groot into the battle.

With that out of the way, what does Groot do for Quill? Assuming that he’s his normal self and not the beast that we see him as in Secret Wars, he is an especially important Guardians member for a reason. As a Flora Colossus who was born on Planet X, Groot’s body is entirely made of a kind of wood that can be grown and shapeshifted at will. Groot himself is sturdy enough to resist damage and fire, plus he’s considered the physically strongest member of the Guardians team, and with his shapeshifting, he can tower over enemies when he’s especially angry. This shapeshifting also lets him create multiple arms, create vines or wood tendrils to restrain foes, smashing people with his giant arms, impaling his enemies with sharp tendrils, planting his roots into the ground to escape danger, stabbing enemies from below with a surprise root attack, growing spikes out of his body, or even growing his roots through a target’s crevices.

Should Groot ever be massively damaged, he has the capability to come back from a single splinter. He does need time to regenerate his body as he is otherwise left in a small helpless form, but even this isn’t entirely true when Groot can instantly grow back to normal sizes in desperate times and restore his entire body through his roots. Due to this, he is especially resilient to damage, even if he is smashed to pieces, sliced in half, or has lasers pierced through his body. With that said, it’s been implied many times that complete incineration/destruction can put Groot down for good, plus his ability to grow is reliant on his cells to begin with. Having bits of him may also be useful however as those pieces can turn into their own Groots and act as a sort of duplication method, giving Groot more support in his fights.

Peppy Hare


A member of Star Fox dating back to the first generation when Fox’s father, James, founded the team. He assisted Fox against the forces of Andross, but has since stepped down as a pilot and is in the position of mission control. As mission control, Peppy gives advice and instructions from the Great Fox, such as directions for Fox to go in when in a maze-like corridor. Peppy is also able to analyze enemies for weaknesses to let Fox know and can send ships like the Arwing and Landmaster. Peppy can also break the fourth wall, but this is mainly for stuff like controls.

Rob64


Rob64 is the robotic operator of the Great Fox, the main HQ of Star Fox. He mainly gives advice when needed and informs Fox of things happening in the surrounding area, like incoming enemies, enemy fire, and life form data, which is useful for tracking the location of Arwing crash sites. Even though he’s of an older generation and shows signs of that, Rob functions at a level much higher than expected for a robot of his age. He’s even capable of plotting courses between interstellar destinations, tracing transmissions from planets away, and can simulate DNA codes with obtained files. Rob can also send Fox supplies and power-ups based on the condition of Fox’s ship, and they get deployed very fast. But in case an enemy tries to communicate with them, Rob can secure the comms, making sure no outside frequencies get in. In battle, Rob can assist in covering fire for the team and can calculate mission success and how many additional factors can affect it.

Direct-I

Direct-i is the Gyrowing’s on board robot which is attached to it by a rope and when lowered, can hack into computer systems. It can also pick up bombs and drop them on enemies and fire lasers when in tight corridors.

Feats

Overall

  • Became renowned as a galactic hero and legend across the universe
  • Formed a team-turned-found-family out of the galaxy’s roughest criminals
  • Saved countless planets across the vast cosmos of space
  • Personally whooped Thanos’ ass on more than one occasion
  • Finally unlocked the dormant Master of the Sun power within him
  • Helped give us the best MCU trilogy of all time
  • Has top tier music taste

Strength


With base stats and basic weapons…

With the Element Gun…

With unconventional gear…

With Master of the Sun…

With supplementary material…

Speed


With base stats…

With Element Gun [Attack speed only]…

With his ships…

With supplementary material…

Durability


With base stats…

With non-standard/one-off gear…

With supplementary material…

Overall


  • Became Team Leader of Star Fox
  • Saved the planet Sauria and the Lylat System and gained the respect of the Cornerian Army
  • Married Krystal and had a kid in one of Command’s endings
  • Avenged his father against Andross and honored his legacy
  • Defeated Star Wolf, Andross [across numerous timelines], a Giant Slot Machine, the Aparoids, General Scales, and the Anglar
  • Earned the legendary top tier status in Super Smash Bros Melee and was in the original eight that started it all
  • Didn’t leave Slippy hanging

Strength


With base stats…

With the Arwing…

With other vehicles…

Speed


With base stats…

With the Arwing…

Durability


With base stats…

With the Arwing…

Scaling

Guardians of the Galaxy


Peter’s ragtag group of space rebels have aided him through thick and thin. Given that he generally keeps up with his teammates in active battle, he should be able to scale… to an extent. Physically, he’d only be similar to Rocket given their baser physiologies and his own alien heritage, but with his weapons, he’d more than compare to the stronger members of his team. Of note though, he will not be scaled to them in speed or physical strength under most cases, due to the obvious differences between their roles to play.

Rocket has…

Gamora has…

Drax has…

Groot has…

Mantis has…

Kitty Pryde has…

The Other Terrans


Despite his galactic adventures, Peter is physically meant to just be a human, but that hasn’t stopped him from battling all kinds of heroes when push comes to shove. He’s physically held his own with physical threats like Black Cat and Daredevil to some pretty notable degrees, so he should generally compare to the majority of feats performed by the Terran species known as “Street-Tiers.”

Big Bads

Naturally as intergalactic heroes for hire, the Guardians run into all sorts of thugs and monsters, from the Mad Titan to bugs from another dimension. Through it all though, Peter has managed to hang with several of them thanks to his wider arsenal, though admittedly he isn’t usually on their level physically. Nonetheless, it is extremely noteworthy for the kind of firepower he packs. On top of that, he may not be at their strength but Quill’s certainly been able to keep up with and even outpace attacks from the biggest of these bads. Whether we buy the scaling and call it consistent enough for Quill is a topic that will be saved for the Verdict.

Death’s Head has…

Thanos has…

Blastaar has…

Ronan has…

Artemis has…

Team Star Fox


As the leader of the Star Fox team, these are the wingmates that have stuck together with Fox in dealing with threats to the Lylat system. Given most of them have received training at the Cornerian flight academy, as well as the fact that Fox is their leader, there’s no reason to say Fox can’t scale to his wingmates. It’s also worth mentioning that the Star Fox 64 battle mode where the characters face each other off is made to be a life-like simulator and very much intended to be exactly like the real thing. If anybody can outfox these guys, it might as well be Fox.

Original team members have…

Current team members have…

General allies have…

Team Star Wolf


Star Fox’s eternal rivals, ones that they have squared off in numerous dogfights. It’s been stated that only the Star Wolf team have comparable skills to Star Fox, and given they have defeated them numerous times [including an instance where Fox took them all out singlehandedly] Fox himself definitely scales to this team. Star Fox even beat them when they were piloting the Wolfen II’s, which were considered to be technologically superior to the Arwing.

Big Bads


Beyond mere mercenaries, there’s always the wannabe conqueror and madman ready to ransack the galaxy that Fox must take down. Whether it be physically or against them in ships, Fox has always managed to save the Lylat System from them, and none have managed to defeat him at his best. The Arwing has obviously killed Andross [multiple times at that], even while Andross was warping through dimensions and sneaking around the arena they were fighting on, and destroyed or defeated all the other foes stupid enough to try and take him on.

Andross:

Various:

Weaknesses



Star-Lord might be one deadly son of a bitch, but he’s still human and still prone to mistakes [Infinity War climax flashbang]. Physically, Peter can simply be overwhelmed by restraints and has been quickdrawed by faster opponents before. Mentally, his pride enables exploitable arrogance an enemy can exploit, often used to trick him into falling into his own pitfalls. His tech is subject to similar flaws, such as his communication being blocked or the Element Gun being reflected by Doom’s magic-disrupting sword. Speaking of the Element Gun, it is useless against materials that are as sturdy as Promethium Steel, and even as the Master of the Sun, running too much of his own cosmic power through the weapon can eventually cause it to burn up into nothing.

Even with other general weapons, he has gotten disarmed of his guns and his ships aren’t much better off. Star-Lord has gotten the Milano hijacked and destroyed by Vision’s laser, while esoteric effects like time jumps can fry the AI of the ship even if it maintains stability. His other more central tech like his helmet have been hacked by Tony Stark and generally speaking, his tech is just consistently vulnerable to short circuiting or EMPs. Aside from that, Peter is subject to a good deal of cosmic attacks even despite his alien heritage. Falling into the sun, getting drastically aged by temporal alterations, having his biology manipulated by symbiotes, or getting slipped out of the continuity entirely are just a few of the examples. Add in that he can be physically overwhelmed by large falls or similar trauma, and he’s gotta watch himself against the competition.




While Fox himself doesn’t have many notable weaknesses, he’s not without them. He has had those moments where he rushes into danger without thinking things through, and he can also let his emotions get the better of him, like when he pushed Krystal away from the Star Fox team out of fear something terrible would happen to her yet Falco, Slippy, and Peppy are okay? God Command’s story sucks. That attitude did irreparable damage to Fox in various endings in Command [which is also a weakness outside of like three endings]. As for the Arwing, while powerful, it isn’t invincible, and if its wings get clipped, it will lose any laser upgrades gained. Should the Arwing’s shield meter be depleted by enough enemy fire, the next blow will surely be fatal, as is the case for all of Fox’s other ships.

Before the Verdict[s]

Master of the Sun… Wannabe Or Certified Herald?


For the purposes of this section, we will only be talking about how Star-Lord scales in terms of strength and durability as that alone has a lot of confusion surrounding it.

To get it out of the way, Star-Lord did not lose the Master of the Sun powers that he had gotten in 2020’s Guardians of the Galaxy run. He explicitly still has that power stored within him during later comic runs like 2023’s Guardians of the Galaxy run as we see him use to blow away giant ships. Quill is still actively aware of his power obviously and it isn’t what was argued to have been lost. Instead, something else was seemingly lost. When Quill had initially gotten access to Master of the Sun, he had absorbed the energy of the Olympian gods, often taken as Quill gaining the power that amplified his shots and put them at the level of these gods. Quill does explicitly state that he has half the power of the Olympian Gods within him, and that the gun itself is not what contains the gods power but rather he is channeling his inner power through the gun like it is a prism. During this period of time, he performs explicit herald feats like shooting Zeus’ eye out or taking down Symbiote Dragons/manifestations of Knull. For Quill to deal with such enemies, the energy he channels through his gun would have to be on their level. The only real hurdle with this argument for the longest time was whether he kept that power boost.

That initial power boost, the one that was bestowed to Quill by his mentor, was the first permanent amp and the second one would come in the form of Quill’s developed understanding of the Element Gun. Losing those memories of Morinus would have no effect on Quill’s knowledge of the Element Gun and its prism-like nature so it should be fine to keep. It’s the supposed third amp that comes with an issue as Quill had absorbed the Olympian gods’ power RIGHT before getting that first power boost. Those gods were left significantly weakened and Quill performed every notable feat above while having that “god amp” within his system. We know he used up that energy between GOTG Vol 7 and 8 as the Element Gun kept its charge for 144+ years but Bane of Blastaar [the comic after GOTG Vol 7] would see that charge has finally run out. Does this mean that it was a one-time god amp that can’t be replicated? Well, no actually.

In fact, what if there was no amp? When Quill absorbed the gods’ power, it didn’t actually make Quill or his shots any stronger. That may sound like a weird claim but we know for a fact that the gun had a limitless charge only because of the god amp. What if the god’s power simply just gave the gun an almost infinite power source? There is no implication that the gods power actually increased Quill’s firepower and the whole point of Quill getting stronger was because he had a much clearer understanding of the Element Gun. Therefore, a third amp never existed, it was simply bundled in with the second one. It’s like how a car will get infinite fuel if you hook it up to a nuclear reactor but the car itself won’t be able to go past the speed limit that was ingrained into its design. What this means is that every feat accomplished by the Element Gun during the 2020 run was simply the gun at its full potential due to Quill’s much more clear understanding of its potential, hence why his mentor claimed that the gun was invincible outside of its weakness through Quill himself. That is what the one guidebook statement was referring to when it says that the gun’s ability to take down symbiote dragons/manifestations of Knull was the gun at its “full potential”. No amp was ever verbally mentioned either, albeit there is only one feat that would make this argument a bit strange [which will be talked about in a sec].

Even if the gods’ power was its own standalone amp, there is a potential argument to scale it back to the gun. In 2023’s Guardians of the Galaxy run, specifically Issue 5, Quill’s repeated with the Element Gun end up causing the gun to completely fall apart. As Quill describes it, he “ran all that cosmic juice through the Element Gun” which eventually just bit him in the ass. What this means for scaling however is that Quill’s own energy was somehow enough to overload his Element Gun to the point of making it fall apart, even despite the fact that the gun was completely fine when Quill had channeled his god-amped energy blasts through it in the prior comic run. Quill’s own Master of the Sun power is now above the amp itself and he is even called a herald by his sister. Granted, there are potential counter arguments you can bring up such as the following:

  • “Quill said that running all the juice through the gun would bite him in the ass eventually, potentially meaning that the gun could have just worn down over time rather than be completely overpowered by Quill’s energy”
  • “Breaking the gun with his energy would be an outlier because he never showcases any other feat like it after he had seemingly lost the amp”

The latter just can’t be proven with how little the Master of the Sun form is seen after the events in GOTG Vol 7. We see it used to blow up a ship in one go and then we see that it fails to subdue Grootfall before the Element Gun is gone for good. It seems like the Element Gun is the only way to channel these powers into proper energy blasts so ultimately there’s no grounds to call it an outlier. With that said, there might be grounds for the former since Quill did say “eventually”. This one’s a bit trickier to figure out because there is never any statement of the gun’s sturdiness decaying in any sort of way so why would it only start to weaken now? It could handle those herald-level shots earlier with no issue and yet Quill now only loses the gun because he just now put too much cosmic juice through it. It would entirely make sense for the gods’ power to be the reason why the Element Gun was left unstable but there is no confirmation on that front.

Either way, we think that this third amp was misinterpreted. It should just be the Element Gun’s regular power level once Quill unlocked its full potential through a better understanding, not that the gods’ power had amplified it. The normal Element Gun did have some alright showings against heralds [implications that it could kill Thanos, harming Groot with a blast on accident, etc.] but Master of the Sun makes that scaling much clearer.

So… Where Does Star-Lord Himself Scale?


Yet another odd topic in terms of scaling. For the record, we are separating the stats from the Element Gun itself and from Quill’s proper physical stats. It may be believed that Quill himself is also on the level of heralds because he can generate the energy needed to damage herald-level beings but it’s not as simple as saying Quill’s energy = Quill’s body scaling back to it. We know that the Element Gun acts more like a prism that lets Quill focus his own energy through it to deal devastating blows than a proper gun. However, it’s never stated that Quill’s physical strength was boosted alongside his Element Gun shots, plus it’s kinda clear that Quill can only access his “herald energy” by channeling it through the Element Gun. He has never channeled it through a punch, a kick, or any other attack of any kind outside of the Element Gun. It’s the reason why he can’t access his Master of the Sun powers right now in the comics as his Element Gun had disintegrated a bit ago. This doesn’t mean that other abilities, like cosmic awareness or levitation, are completely inaccessible but the energy channeling aspect of the Master of the Sun powers is locked to the Element Gun… for now at least.

There is also one feat that we must touch upon as it’s the sole piece of evidence for enhanced durability. While on the planet Mornius, Quill would be jumped by all the Olympian gods and Zeus would seemingly strike him with one of his lightning bolts, zapping him into a crater. Quill is left with burnt clothes, broken sunglasses, and a nosebleed but he notably survived the attack. This may just seem like an easy piece of evidence for higher durability but there is actually some more context surrounding this feat as previously, the gods had their power stolen. It turns out that every shot from the Element Gun, after Quill had absorbed the gods’ power, would set just a tiny bit of power free every time, eventually giving the gods enough power to let them find Quill and attack him. They didn’t get their full power back, only enough. We don’t know how weak the gods were right after Quill had absorbed their power nor do we know exactly how much power they had gotten back up to Quill’s ambush. Our only indicator is Quill’s later line of having half the gods power within him but that was after Quill continued to use even more of his shots after the ambush. It’d be safer to say that the gods were still weakened to the point of not being at the absurd level of power that they were previously, especially because the gods in general were portrayed as much more grounded in this comic run… at least until the Guardians and gods properly fight. Due to that, this feat can’t really be proven to be that of higher durability as of now.

That aside, where is Quill getting in physical stats? Well strength-wise, it is pretty clear that he isn’t allat physically. He’s been on the level of “street-tier” for a while, albeit he and the Guardians are weird in that they don’t technically fall into that category or really follow those rules. It’s clear why he is on that level though as his previous fights with Daredevil and Black Cat give us the full extent of Quill’s physicality. He’s been outclassed by the likes of Wolverine in their brief scuffle, and most importantly, he would have massive anti-feats even after his Master of the Sun powerup. Victoria would stab him through the stomach, he’s been beat up by normal Skrulls, his brief fight with Richard Rider [without Nova powers] was making him bleed, and large impacts across planets or the equivalent to a supernova were threatening him and even the other stronger Guardians members. It should also be obvious but he can’t really scale to the likes of Drax, Gamora, or Groot because of his negative showcases against heralds. In the past, he’s been choked by Ronan, unable to escape Thanos’ grip, had a hole bored through his chest by Thanos, and was defeated by Doom alongside the other Guardians in 2020’s run. Quill may have taken an enraged punch from Gamora but he also implied that she was holding back her power, all while Quill was on his Master of the Sun craze. The only Guardian that Quill can scale to physically is Rocket since they are around the same level, and of course, his weapons scale higher.

As for speed, it’s also weird but that will be saved for our verdict.

TL;DR: Quill can’t physically scale to his guns in any realistic way, and even with his Master of the Sun powerup, he is still physically at the same level he was previously [at least in terms of strength]. Street-tier may not be the right term for Quill but he is certainly around that level.

Can Fox physically scale to the Arwing?


Close enough, welcome back Gatchaman.

Due to Star Fox being a primarily ship-based game as opposed to video game platformer [aside from a few games], I bet you’re curious if he personally scales to his vehicles. It was always going to matter a good deal, so, is this just another Zord to Ranger conversation? Well… kinda yeah. Most of the games do have Fox piloting his ships without much in the way of physicals, but the early 2000s gave games like Adventures and Assault, both of which have Fox step out of the cockpit to fight physically. Mainly, games like Assault have a VS Mode where you can fight your friends as the Star Fox crew [the standard four plus Krystal], and Wolf for the heck of it. In this case, all players can damage and tag even their vehicles. While obviously the vehicles are stronger than they are, such as a Landmaster charged shot killing Fox in one hit, there’s weirdly several examples of gameplay showing the opposite to a degree. All characters can survive their Arwings exploding and getting shot down by Landmasters or other ships without much health lost [Fox and Krystal here, the latter at low health], and their weapons are capable of destroying these same vehicles themselves. Their personal weapons in regular or charged up shots can damage or destroy both Landmasters and Arwings, with more powerful ones like the Demon Launcher destroying them in one hit. Their personal shields can protect them from vehicle attacks, while they can also dodge them [Falco] or even take basic shots from both, though they do drain about half their health [Falco and Krystal].

For more proof, this mode measures both physical performance and your ships, which obviously means character tank bombs and repeated energy blasts from each other [Krystal and Slippy], and these same weapons are used for damaging both aforementioned vehicles. Even in the main story, similar examples exist of this kind of thing. Fox has outran repeated blasts from Wolf’s ship, and his personal weapons destroyed various ships that threatened Star Wolf’s aircraft, while he can just walk off the destruction of his Landmaster before running around to another one. As far back as 64, its own prior VS Mode also had the team take and dodge shots from their personal weapons that could do this to begin with. Sure, they are physically weaker and easier to take out by their vehicles than the ships themselves, but we are shown numerous examples of tanking attacks that destroy the Arwings, shots from the ships weapons, and their own tools which can destroy Arwings themselves. Of course, their weapons scale outright, being able to down both vehicles in multiple or even single shots with their strongest weapons.

Conclusion: All of Team Star Fox, McCloud included, can tank shots from these ships, their crashes/detonation, dodge these attacks, and shoot them down personally with their galactic firearms [which they can also dodge or tank attacks from]. Examples of similar exist in campaign, and they should safely downscale their ships physically while scale outright in personal reaction speed. Their weapons bypass this entirely and scale similarly to their ships in both regards.

Star Fox Black Holes


In the Star Fox Nintendo Power Comics, the team has to fly through a black hole to take Andross by surprise, because of course they do. That warrants a little explanation. So, the idea goes that if they make it through, they’d enter a Four-Dimensional warp by way of Slip-Space Theory. Fox was all in favor of this, but Pepper, Slippy, and Peppy all were against it due to the Arwing being unable to survive the gravity of a black hole, on top of a black hole in this continuity killing his dad when he tried similar. Naturally Fox goes anyway, after the group had questioned if it was possible and amplified their own gravity diffusers. This ends up a success, and all their ships travel through this black hole and warp through space as a result.

Now, this is pretty clearly stated to be a matter of surviving the intense gravity/pressure, which all their ships are able to do multiple times as they travel through black holes again. Its legitimacy is a bit weird in how it was stated to have been created by Andross’ gravity, sucking up half an asteroid belt upon being formed. However, the black hole’s wormhole-like properties would sort of contradict the other quotas it fills as a black hole. It also just lacks any proof for other properties that would convincingly dub it as a proper black hole. Regardless of its classification, it is still made very clear that not being durable enough to withstand its gravity just sends you to another dimension, meaning their regular Arwings can just survive this kind of gravity and they only thought this because James was lost. Given that Fox has obviously defeated Andross’ strongest weapons and numerous forms himself, it’s pretty safe to scale the Arwing to this kind of power.

TLDR: The Arwings traveled through the black hole due to resisting the massive gravity inside via their own technology, which they repeated multiple times. Their misconception the Arwing couldn’t do so naturally was because James was believed dead, but we are shown his ship survived and merely disappeared from their dimension. This black hole was also caused by Andross’ weapons, and since Fox can tank them/beat the mad scientist to begin with, it’s consistent to scale him back to this.

Does this mean that the black hole itself is 4D?

Not exactly no. The gravity of the black hole is notably resisted by the Arwings later but the black hole itself isn’t 4D. When Fox is referring to the 4D warp, he mentions that it is possible to use the Arwing to manipulate gravity within a black hole to create a 4-D warp. The immediate conclusion here is that the black hole was producing a strong enough gravity to make the 4-D warp possible to begin with, supported by the fact that things such as dimensional planes are mentioned alongside a potential interpretation of the 4D Black Hole theory. Since the Arwing was upgraded to be able to survive the full output of the black hole, the Arwing is then given 4D durability.

Despite all these interpretations, I think it’s easy to argue against 4-D durability specifically. The 4-D warp is practically impossible to discredit as it was how Fox and co made it to Venom in the first place. However, the gravity itself did not have to be 4-D in strength to make the warp possible. It must be remembered that the Arwings are packed with G-Diffusers that not only produce enough gravity to counter the black hole’s own gravity but are likely diffusing the gravity and manipulating it to create a 4-D warp within the black hole. The black hole is notably the only way in which a 4-D warp could be created and manipulating gravity into a warp doesn’t inherently equate to AP of any kind. It is likely just an ability that the Arwing managed to tap into with the surrounding gravity, kind of like how the Arwing could do the same thing later on in the SF64 game. In fact, the new remake would clarify that the Arwing has absorbed warp energy to open that 4-D warp so it’s likely that creating a 4-D warp through gravity is more so done through hax than anything that can equate to durability. Resisting the gravity should still be valid for the Arwing but it just wouldn’t get that high.

You can also just call the 4-D scaling an outlier if it were valid but y’know.

The Dreaded Cosmology [The Lylat System]


The Lylat System is confusing. It is the core setting of basically every Star Fox game, and he frequently traverses massive parts of it for some likely insane ship speed if we can actually lock down how it functions.

Getting a given out of the way, Lylat’s structure is really inconsistent depending on different games, maps, routes, and other varying factors spread out across all the reboots and sequels [as the Star Fox wiki shows]. What we do know for sure is that it is a Solar System located near the center of the Milky Way Galaxy, and we are given various pieces of information about areas inside it. Sector Y for example is an area full of radiation and magnetic energy, but fortunately there is a heap of information on Solar. It is stated multiple times to be an M-Class Dwarf Star, and actually one of multiple in the system [which isn’t uncommon, 85% of systems have more than one star]. Beyond that though, there isn’t much elaboration, and the maps tend to shift between games. The most recent map in Star Fox for the Switch 2 is also its own thing, like showing Solar located roughly equal in distance from Sector X, Y, and Z, so let’s try to judge it as best we can.

The Star Fox 64 Player’s Guide is actually shockingly detailed on a lot of this. It gives details on all the planets, with plenty of details for each. Corneria is basically its version of Earth, while Meteo has a dense planetoid ring of what was once the ninth planet in the system. Fortuna has a bunch of frozen water and no vegetation, Titania has huge ion storms that swirl dust from the surface into the stratosphere, and Katina is similar to Cornia. Planet Macbeth has a lot of minerals, Aqua is a water planet where water covers the entire surface, and Zoness was an aquatic vacation homeworld. Lastly, Venom is stated at the periphery of the system [means the outer edge]. More odd, it actually gives specific details about all the planets and areas, ranging from Albedo [how much sunlight a planet reflects], Gravity, Atmosphere, Escape Velocity, Biomass, and even Radius. Corneria for example is given a radius of 6,464 “skm,” which is a pretty easy substitution for kilometers based on the paired escape velocity of “12.10 skm/s” or 12,100 m/s, similar to our own escape velocity. Under that lens the radius is 6,464 kilometers, making the diameter 12,928 kilometers and just over 8,000 miles, also similar to Earth [funny, huh?].

There’s also some other details for general notes, like the Bolse satellite’s size and energy generate a powerful magnetic field, implying celestial mass to some degree. However, the good stuff comes from the descriptions of the game Sectors [X, Y, Z]. With Sector X, it states, quote, “Sector X is one of three mysterious areas of space in the Lylat system where luminous space dust has formed a nebula that appears to be shaped like a giant letter. Scientists are certain that these formations are not natural, but so far no one has explained the phenomenon. Sector X has many strange magnetic currents flowing through it that make travel there extremely dangerous.” Yeah, so, this is kind of huge, literally. Sector X being verbatim described as a nebula means we can gain some crazy size arguments just from that, but also from the descriptions for Sector Y and Z. Like X, they also share the same description of being one of their trio; cosmic space dust forming a curious letter and carrying intense magnetic description. That is pretty much an exact match for X, and evidently the other two parts of its conversation of a letter-shaped Nebula. In other words, Sectors X, Y, and Z are all nebulas each, which sounds crazy… but it is sort of contradictory.

Remember how the book gives measurements for things like radius? It does the same for these supposed nebulas, listing X, Y, and Z with radius’ of [checks notes] 19,871, 17,364, and 12,530 skm/kilometers. This makes absolutely no sense even for this book, as it previously listed a near-duplicate for Earth as similar in size to Sector Z, an essential Nebula. Bear in mind that the smallest nebulas in the known universe are 0.1 light-years across, which is leagues greater, and far off from the cosmic collection of dust where stars are born. Even its measurement of Solar is odd, as its radius is stated to be 8153 skm, making its diameter 16,306 km or a little over 10,000 miles [the smallest red dwarfs are nearly four times larger for reference]. Of course, this sizing is even odder because of the fact that if this was true, we could measure a size based on this map and the planets would be only a few of their own length away from this star. While the Star Fox lore does note it is a cold star compared to others in the system, this would still make the system’s temperatures go all over the place, ranging from planets farther away being frozen over or ones being inconsistently placed for their temperatures.

So, we are left in a bit of a pickle. We know the Lylat System encompasses these planets, and that the Arwings can fly to its edge via Venom lying on the outer rings. 64 outright notes the Sectors are Nebula, but gives inconsistent sizing far lower than established nebulas. We are left with two options to gain an adequate size, which are a bit better in some areas. Both the Nintendo Power Comic and original Star Fox games showcase black holes in the Lylat System, and planets obviously can’t be very close to black holes or they would get torn apart by spaghettification or the intense gravity. Likewise, we know there are multiple stars in the system due to Solar’s description in 64 of being one of multiple in the Lylat System. Talking of “other stars” in the system means there is at least two besides Solar, but likely more, yet the max that exists is around 7-8 based on real world physics and knowledge. With all that in mind, as well as needed distances between stars, planets, and black holes, we can safely assume the Lylat System is at least a few light-years wide to sustain everything logistically, and we can actually prove it. The Lylat Wars story explicitly details Meteo being one light-year away from Venom, the noted edge of the system. Mateo is located near Corneria, the first planet in the system and on the other edge from Venom, so a light-year sized distance for the whole system is a solid lowball.

Conclusion: The Lylat System is reasonably 1-5 light-years across based on the Lylat Wars statement, existence of black holes, and multiple stars in the system. You could push it bigger if you accepted the Nebulas as real size, which would bump it up by a few light-years if you took the smallest Nebula sizes.

Both

What’s The Deal With Their Piloting Feats?


These two pilots would obviously have their share of piloting feats to go along with them so let’s dissect this real quick.

Star-Lord

Simply put, it would be very difficult to try and scale Star-Lord’s reactions to his ship’s speed, if not then completely impossible.

To get it out of the way, the speed feats given to the Milano could sound shaky in their own right. The feat that comes from the comic wouldn’t pose many issues as the Milano is never stated to have hyperspace capabilities. Every other ship of the Guardians, from the C.I.T.T. to the Bad Boy to the newer models of the Milano, have some sort of stated ability to warp but the Milano’s evidence only lies in a page that implies that it can warp [which is oddly never touched on again afterwards]. However, none of this ultimately matters for Quill’s reactions because there is practically no evidence of Quill dogfighting at full speed. In fact, he doesn’t even dogfight with the comic Milano to begin with. It gets destroyed before he can really use it in battle so that’s out of the picture. The MCU ironically has the opposite issue where Quill does engage in full-speed dogfights but that version of the Milano has no high-speed feats like the comic does.

In terms of the GOTG Disney XD show… it’s weird. You can definitely nitpick the feat with its assumed timeframes and distance but at the same time, the implication is fine enough if the show is willing to make note of the fact that it was heading for “inhabitat systems”. It may also seem odd to assume the ship didn’t use hyperspace despite the fact that the Guardians have activated hyperspace in the past. We’re just going off what the episode shows us as the feat is mainly off-screen, and when we do cut back to it in the next episode, the Milano is simply trailing behind the meteor after it had made it to Spartax’s system. There isn’t much to go off admittedly so if the feat is too sketchy for you to buy then it’s understandable.

Either way, this is not scalable to Quill’s reactions either as while he does dogfight with the Milano occasionally, we never see any evidence that he goes full speed with it.

Fox McCloud

So, can Fox react at the speed of his ship’s piloting?

Firstly, Fox obviously pilots his ship in heavy dogfights across the cosmos on various planets or in space, seemingly flying at top speeds. Dodging energy blasts coming at you from behind or any other direction moving as fast as the ship, or even faster like multiple ships do, is insanely impressive. Various ships can outpace the Arwing’s own fire, and Fox can dodge them while nailing them later just fine. Even outside of combat, Fox has dodged close range debris and meteors, which are far smaller than things like planets and require immediate evasive action to dodge. In the Mario Galaxy movie, he did the same thing from lasers behind him with a much larger diameter than his own ship, which should speak to how fast he’d need to think and thus react to dodge something like that. As mentioned prior, Fox has literally gone at full speed in the Arwing and he could still dodge obstacles and fight enemies regardless of how fast he's going. 

So, due to his various examples of piloting the ship to dodge rapid attacks as fast or faster than the Arwing, in tight turns or with small random projectiles, Fox should safely scale to the flying speed of his ship in reactions. 

Verdict


The ships are revved up, our space mercenaries are all geared up, and now it’s time for an all-out battle in space! There’s also a script for the match Round 1 Fight has written [he’s really proud of it], so please give it a read!


Let’s take to the skies and start with an especially important category if either of these two are going to keep up with each other: versatility. It has become apparent that there is a lot to go through in terms of arsenal, abilities, ships, and pure experience, but we can break it all down and focus on what is the most useful out of all of the tools at their disposal.

Starting off with Star-Lord, we’ll get the basics out of the way as well as his ships.


Equipment

The Positives and Negatives

Jet Boots

+ Lets Quill fly wherever he wants
+ Especially useful when combined with his ranged weapons, letting him deal consistent damage from afar

+ Ramming attacks let Quill push enemies back

+ The flames of the boots can be used to unexpectedly hit opponents from mid-ranges

+ Can be attached to foes to send them flying

- Can be shot out of commission

- Can overheat if the rockets can’t counter a force stronger than it

Outfit

+ Protects him from the effects of outer space

+ If he’s restrained by a flammable object, his suit can automatically burn it away

+ The belt buckle on his ship can activate and fly his ship from afar

+ The body armor underneath his outfit can protect him from deadly blows

+ Stab resistant thanks to his meshes

+ Has rockets on his belt for more mobility

Grappling Hook

+ Always accessible via his belt

+ Has been used for additional mobility purposes

+ Can steal important items from his opponents’ hands

- Strong enough foes could just yank him around by pulling the grappling hook

Mask

+ Lets him breathe in space

+ Enhances his natural sight and improves his reaction time

+ Lets him see through walls and in the dark

+ Provides data analysis that lets him see the movement of enemies out-of-sight and locate weaknesses in enemies

+ Can be used to call his ship to him and pilot it from afar
- Struggles with seeing through smoke

Explosives

+ Has a wide variety of explosives that Quill can rain down on foes whenever

+ C4 can shock foes

+ Knockout gas bomb knocks out foes that try to intercept it

+ The plasma glow light bulb can disintegrate foes

Cryo-Snare

+ Freezes opponents in place

+ It’s actually really useful in how it can work on stronger beings like Captain Marvel and Death’s Head

Energy Bolas

+ Can restrain foes in motion

- Likely would fail to work if the enemy is stronger

Gravity Mines

+ Can force foes to stay stuck in place

+ Its grenade-like form suspends midair foes for follow-up attacks

- They have been broken out of with enough strength

Electromagnet

+ Essentially acts like another gravity mine

+ Has the ability to short-circuit technology and forcefully open cockpits from the outside

+ Even when intercepted, it will still activate as long as there is physical contact

Misc. Gear

+ Quad blasters are a good offensive tool, having concussive blasts and non-lethal stun blasts… albeit Quill may not utilize it in full here

+ The gamepad can also control his ship from afar

+ The flying camera lets Quill spy on others from a safe distance

+ The chronoskimmer could be used to trick enemies, albeit it’s situational

- A lot of items aren’t useful here

Milano

+ Sturdy enough to charge through lower levels of damage

+ Able to go into hyperspace

+ Has autopilot and Quill has many ways to utilize it even when he is outside of the ship

+ Ejector seat lets Quill bail if needed

+ Can detect intruders and it can interfere with transmission signals along with proximity scanners

+ Has many means of direct damage, including turrets that can pop up all over the Milano, stun/explosive shots that lock onto enemies, giant lasers, and a massive bolt of energy

+ Has many explosives, including lock-on missiles, grenades that create impacts visible from space, orbitals strikes, and missiles that can fire backwards

+ Has a cloaking device for sneak attacks

+ Has a tractor beam that can carry Quill away from danger and restrain foes…

- Can fall apart with enough damage

- …but it can broken out of by strong enough foes

Other Vehicles

+ The Milano comes with emergency space pods and hoverbikes that can fly into space

+ The C.I.T.T. is just as capable of a ship and it has a real-time threat assessment system for enemy ships

- The C.I.T.T. has less effective weapons in general

- Most other ships aren’t too notable

You then also have his Element Gun, which in of itself is a whole bag of elemental worms. Not only does it give Quill a lot of creative ways to use it but Master of the Sun fully unlocked its potential and gave Quill more options in both equipment and abilities.

Equipment/Forms

The Positives and Negatives

Pre-Retcon Features
[Debatable]

+ Armor-piercing detonators and explosive penetrators deal greater damage from a distance

+ Tranquilizers can knockout foes

- Might run on limited ammo

Post-Retcon Features

+ The gun can only be used by Quill due to the gun being encoded with his unique DNA, and if an opponent tried to use it, they will ultimately die

+ Lacks any energy to trace

+ Generally shoots at insanely far ranges, crossing entire city blocks worth of distance instantly

+ Multiple elements can be shot at once

- It runs of a limited charge nonetheless

Fire Setting

+ Its heat melt through robots instantly
+ Good at chipping away at enemy defenses

+ Fireballs can unleash a great AOE

+ Slow-moving fireballs will deal multiple hits

+ Damage can be stacked with fire-based moves

+ Hot Shot flames can remove all stat-increasing effects from a target

+ It can somehow heal Quill with every fire-based shot used

Wind Setting

+ Bursts of wind are good for blowing enemies off their feet

+ Can hone in on flying targets to knock them down

+ Disperse dust-like phenomena to give Quill a clearer line of vision

+ Can create mini tornadoes to deal persistent damage
+ Can pull enemies towards Star-Lord

+ Shots can bounce between enemies and have their speed increased with wind power

Water Setting

+ Is strong enough to push back against fire attacks and break out of restrainment even when Quill can’t reach his gun

+ Ice shots can freeze others in place and freeze targets to the point of being easily shatterable

+ Creating ice barriers in thin air lets Quill block incoming attacks

+ The ground can be made too slippery to walk on

+ Can create small areas in which foes are slowed down

+ Increases mobility via ice trails that Quill can slide around on

+ Weapons or foes can be frozen solid before their attacks can land

Earth Setting

+ Can shoot massive boulders to smash foes

+ Can also shoot shrapnel projectiles to deal piercing damage

+ Lets Quill create surprise ground shockwaves

+ Giant rock structures can be raised for defense and to send targets flying

+ Can coat foes in granite, lava, cement, or diamond to restrain them

+ Sandstorms and volcanic gas block foes’ vision

Other Settings

+ Electric shots are good at knocking out foes and disrupting technology
+ The energy blast setting deals direct damage

+ Generally can transmute objects…

+ Can be set to a setting that lets it drain energy from all available sources nearby, greatly weakening enemies while absorbing power to recharge the gun

- …but this uses up a lot of energy

Master of the Sun

+ Focusing his energy through the gun now create much more powerful blasts

+ These blasts can reach into outer space within seconds

+ Quill can now call his gun back to his hand whenever he wants

+ Cosmic awareness tells him where he needs to be at any given moment and lets him know when a large amount of danger is imminent

+ Mini windows can be opened at his palm which lets him spectate faraway events

- He does require his Element Gun in order to create those powerful blasts

- Putting too much energy through the gun will eventually cause it to disintegrate

- Every shot needs time to charge

And now, to round everything out, let’s get everything else out of the way.

Equipment and Abilities

The Positives and Negatives

Groot Toothpick

[ REDACTED ]

GOTG Game Abilities

+ The Huddle can revive fallen teammates and buff Quill’s damage

+ Perfect dodges briefly slow down time and let Star-Lord land more attacks

+ Has a shield that will protect him until its broken

+ If the Element Gun overheats, he can activate them at the right down to cancel their cooldown

+ Sheer confidence gives Quill a brief period of invincibility

+ Being at low health will buff his fire rate

- The Huddle is mostly effective when paired with a teammate

Marvel Rivals Abilities

+ Flora Munitions sets traps over a wide area

+ Star-Soul lets him revive a single time once it’s set down

Marvel Future Fight Abilities

+ Passive skills ignores an enemy’s ability to dodge by 30% and increases general damage output

+ Lets him pull out powerful items like the Hardon Enforcer and the Power of Orb [it’s not the exact versions from the MCU though]

+ Has moves that can stun for a few seconds

+ Can technically summon others [although again, they’re versions with unknown stats] while also removing all debuffs, increasing his guaranteed critical rate, and apply effects like stunning and blinding

Marvel: Avengers Alliance Abilities

+ Gains ally-based buffs like getting boosted stats and accuracy or access to opportunity debuffs if the ally is attacked

+ These debuffs include lowered damage, removing/preventing stat increasing effects, preventing counter attacks, remove effects that protect allies, leave targets unable to dodge, or prevents follow-up attacks

+ Other attacks can increase the amount of damage a foe takes and removes the stealth of enemy attacks

Now with that out of the way, let’s also cover Fox’s own equipment and abilities.

Equipment/Ability

The Positives and Negatives

Visor

+ Allows Fox to lock onto enemies within his sight, improving his aim as a whole

Blaster

+ Fox’s blaster has infinite ammo

+ A useful weapon in terms of dealing persistent damage

+ Its shots can be charged to deal greater damage

Reflector

+ Surrounds Fox in an energy that will reflect all projectiles

+ Attacks that are reflected are usually amplified
- Fox is unable to move while the reflector is out

- It also lends no protection against melee attacks

- It will eventually break if enough damage is dealt to it at once or if multiple projectiles are reflected

Krystal’s Staff

+ Can exhume fire to burn enemies or ice to freeze them in place

+ Ground Quake can shake the surrounding area and stun enemies

+ Can stun enemies with combo attacks

+ Creates barriers that defend from attacks while also making him somewhat intangible to let danger pass through him

- Does rely on a charge that has to be replenished

- The last use forces Fox to stay in place

Booster Pack

+ Lets Fox take to the skies

- Its range of movement isn’t the most flexible

Smart Bombs

+ Can create massive explosions

+ Multiple can be carried at once

+ Can track enemies if Fox locks onto them

Basic Power-Ups

+ Rings can recover a bit of Fox’s shield gauge with each one collected

+ Rings also act like a sort of checkpoint that Fox can respawn at

+ The Power Shield would give Fox invincibility and invisibility… until he takes enough damage at least

+ Weapon upgrades improve the strength of his firepower

+ The Wing Gyro can repair broken Arwing wings

- Fox does have to go out of his way to collect these

Barrier Sphere

+ Passively deflects enemy attacks

- Only lasts for a limited time

Various Weapons

+ The machine gun is unlikely to run out of ammo during the fight

+ Has explosives in the form of grenades, a rocket launcher that homes onto enemies, and a plasma gun with infinite ammo

+ The sniper lets Fox attack from a safe distance

+ Demon guns and the bazooka let Fox attack from afar with power on the level of Arwings

Extra Lives

+ Has numerous ways of coming back after he’s died

+ The Arwing also has its own form of extra lives via spare ships/Starlink tech

Fox Illusion

+ Gives Fox a boost in travel speed, letting him catch enemies off guard and damage them if they’re in his path

- Fox can only travel in a straight line while performing it

Fire Fox

+ The flames act as a natural defense

+ It sends him flying through the air while he drags foes with him

- Fox is put into a state of freefall which prevents him from doing anything until he lands

Rock N’ Roll

[ REDACTED ]

Skill Tree Upgrades

+ Stat skills that let Fox deal more damage at lower health

+ Style skills that let Fox deal more damage when allies are nearby and gain more ability charges when he uses elemental combos

+ Mentor skills let Fox improve his and his ally’s charges

+ Ability skills improve the offense and defense of his allies

Arwing

Base:

+ Can function in many environments

+ Can deal consistent damage with basic laser shots, explosive charge shots,

+ Able to detect hidden enemies with its scanners

+ Its targeting computer lets shots lock onto enemies

+ The Arwing’s shield is able to take tons of damage before its meter is depleted

+ Ejector seat lets Fox bail if needed

+ Can absorb warp energy to access a fourth dimensional rift to travel through space much more quickly

+ Its G-Diffuser system lets it maneuver much more efficiently, keep full control of the ship even when it’s moving at top speed, and perform a barrel roll with an electromagnetic forcefield to reflect enemy fire away

+ Naturally comes with all sorts of bombs
+ Walker mode lets Fox use the Arwing in confined spaces and hack into computers given enough time

- Damage done to the ship will knock upgrades off

- The Arwing tends not to be the most durable as gameplay has shown

Starlink Upgrades:

[ REDACTED ]

Other Vehicles

+ The Landmaster shares many functions with the Arwing

+ The Landmaster works best when dealing with aerial threats

+ The Gyrowing lets Fox access Direct-I, a robot that can hack into computers and drop bombs

+ The Great Fox not only has its own weapons for defense but it can detect energies and let Fox access the other vehicles

- The Blue Marine is pretty situational

At a first look, these two have their own huge advantages in their respective areas. Quill’s gear is better suited for close-quarters to mid-range combat while Fox’s gear works better at those mid-range to long-ranges. Despite this, both still can effectively fight in the ranges that they’re not excelling in. A lot of Star-Lord usual gear seems much more basic and surface level but the thing about his arsenal is that he uses it in very effective ways. The jet boots obviously give him a massive mobility advantage compared to Fox’s limited booster pack but Fox’s “Fox Illusion” and “Fire Fox” moves gives him opportunities to take Star-Lord off guard on the ground. Star-Lord’s gravity mines, explosives, and cryo-snares give Quill a great amount of battlefield control but the Arwing and other vehicles can give him that control in the form of Smart Bombs and other explosives. Specifically with the cryo-snare, that would technically do the job on its own but Fox can replicate the same freezing effect with Krystal’s staff, which could debatably take Quill down in the same way.

Energy bolas are a good apprehension tool but a pretty big issue that Quill has to overcome is Fox’s reflector. A lot of Quill’s go-to options are gonna find themselves reflected back at Quill when Fox has it activated, and all things considered, Fox can just use it whenever he wants. However, it’s not completely invincible as strong enough attacks will bypass it. The majority of Quill’s options would fail to bypass Fox’s reflector but something like his Master of the Sun shots would certainly shatter the reflector altogether. Fox also has to stand completely still and focus on holding the reflector in place, leaving him wide open for an easy melee attack from Quill. Likewise, Krystal’s staff and its pseudo-intangibility would suffer from the same fault while also needing that charge to maintain it. In terms of direct comparisons, Fox’s visor improves his aim but Quill’s helmet can improve his sight, track his enemies, find their weaknesses, and actively enhance his reaction time. His mask and outfit combo lets him survive in space for prolonged periods of time but Fox can survive in space without any additional equipment. The grappling hook would be especially useful for Quill because he can directly steal objects off of Fox, although its success would rely on other factors outside of versatility.

In terms of ships, the Arwing does have a lot going for it when compared to the Milano. It’s not an uber stomp like how the Arwing does other ships but the Milano is likely to fall to the Arwing at some point. On its own, the Milano comes built-in with strong weaponry like stun shots, electric shots, orbital strikes, giant lasers, missiles that both track and can be deployed behind it, cloaking, and tractor beams. All of this is not only accessible from within the ship but Quill can always control it remotely and activate its functions from afar. A lot of this would actually be effective on the Arwing but as mentioned before, the Arwing was built with maneuverability and defenses in mind. The barrel roll alone could deal with a lot of the Milano’s basic kit, not to mention that Fox also has enough freedom in movement to dodge all of the Milano’s attacks, lock-in on it, and deal enough damage to put it out of commission. While the Milano can mess with scanners to prevent the Arwing from tracking it, its defenses don’t quite stack up to the Arwing’s especially durable shield. Quill’s other ships are also not giving him the most benefits while vehicles like the Landmaster and Great Fox essentially give Fox more to work with, although the hoverbikes/space pods do give Quill another way to maneuver around the battlefield. Starlink’s technology hasn’t even been elaborated on [which it will in a sec] but judging by the crazy list of unique attachments that Fox can attach to his Arwing at any given time, it really adds a lot to his plate.

While Fox takes the advantage with vehicles, a proper ground fight is a different story. We already went over the more out-there bits of their arsenal but what about their actual firepower? It would be Quill’s Element Gun versus Krystal’s staff and the many guns that Fox has on him. The winner seems obvious, Fox has more weapons at hand which in of themselves have high ammo counts, good destructive potential, and are straightforward methods of dealing damage. The demon weapons especially could be a problem since they would be way above Quill’s durability due to taking down Arwings in a single shot. However, more is less here as the Element Gun alone is very much capable of holding its own. If anything, it might outdo Fox’s entire arsenal of guns and melee weapons. Many of the elements would give Quill a crazy amount of battlefield control, whether it’s freezing the ground, setting it on fire, raising the Earth, blowing powerful gusts of wind, etc. The fact that it can use multiple elements at once is especially helpful as it lets Quill use any two elements at any given time, and when those elements are capable of freezing your opponent solid, restraining them in diamond, melting them with lava, healing Quill with fire damage, ricocheting shots with Earth energy, shocking them with lightning, or outright transmuting them into weaker materials, it’d be a lot for Fox to handle. Even the fire and ice powers of Krystal’s staff wouldn’t match it as everything the Element Gun can do can have especially long ranges. That’s not to mention the fact that the gun is only accessible to Quill and that Quill can always call the gun back by holding his hand out if it’s ever shot out of his hand. Just like the demon weapons, the Element Gun also has the potential to one shot with an AP higher than Fox’s durability. Outside of his gun, Quill also just has access to traps, a shield that can take hits from him, the ability to briefly slow down time with a good dodge, brief invincibility, many varied ways to buff himself and debuff his enemies, cosmic awareness, etc.

Quill had a great versatility edge in ground combat but Fox still can hold his own, and likewise, Fox has a great versatility edge in the skies despite the fact that Quill can still hold his own. It’s hard to determine a winner based on who’s more versatile so it’s only fair to call it a draw.



With their entire arsenals now laid out, surely we can figure out who will land their wincons first. The immediate idea that comes to mind is the fact that Quill stomps because of his “herald stats”…  which is partially true! More specifically, the Element Gun should easily be on the level of heralds, especially with the boost that was gained when Quill finally understood the gun’s full potential and used it under the title of Master of the Sun. In fact, that boost of power also just gave Quill’s basic shots a much greater range and AOE to work with, going as far as travelling into space and blowing up giant ships. With his aiming skills, Quill can certainly tag both Fox and the Arwing and take them down with singular shots. While the Arwing could technically scale to beings like planet-manipulating spirits, which can net it planet level durability through Andross, the gun will always be stronger. You could maybe also argue that the barrel roll could simply reflect those shots away but it depends on if you think the Arwing could reflect projectiles that are that strong. It isn’t too dissimilar to lasers in terms of its attack style but in Star Fox 2026, similar lasers [plasma blasts] can’t be reflected, likely because of its power output. EM shields are what reflect projectiles away from the ship but nothing really suggests that it can just reflect every projectile in existence, especially if they are massively overpowering the ship and blow up upon contact like unreflectable bombs.

Having said this, Fox’s wincons also fall under somewhat similar conditions. You see, Quill’s durability isn’t actually high enough to tank Fox’s stronger attacks. His AP may have been improved by his greater understanding of the Element Gun but as we’ve discussed before, Quill’s durability is likely to not have improved by a great margin [if at all]. The best that you can argue for him is dubious scaling to Wolverine, which would net him a durability of 1.6 Kilotons, but Fox’s firepower can easily outdo this and then some. Weapons like the Smart Bomb alone can damage enemies who can create solar flares which would get to around 23.9 Gigatons, and the Arwing itself is upscaling ships that can vaporize cities [215.13 Gigatons to be exact] and is fighting off the kind of power that destroys and rebuilds entire planets. The latter of these get around 591.41 Petatons - 59 Zettatons in AP, a massive step up compared to Quill’s own durability.


It’s clear that both are in a weird spot where their AP is very high in comparison to each other’s durability, making a one-shot on either end especially possible. What we have to consider however is the absolute insanity that is Starlink: Battle For Atlas. Due to Fox’s presence in the game as a playable character, he gets an insane amount of hax that his Arwing can utilize at any given moment. In fact, there is so much unique hax that we have to directly compare it to Quill’s own resistances and counters to say just how well it stacks up.

Starlink’s Attachments

What does it do?

CAN QUILL COUNTER IT?

Overheat

A phenomena that, when applied to targets, forces their molecules to move fast enough to the point of ripping their matter apart

No - Quill lacks any resistance to having his molecules manipulated. It would likely do him in if he has Overheat for too long.

Tractor Beams

These forcefully pull enemies towards the Arwing

No - Neither Quill or the Milano have ever shown any resistance to being pulled in by tractor beams.

The Shredder

Shoots out fast kinetic projectiles that will tear through any form of resistance

No - This is proper durability negation that Quill doesn’t really have a direct answer to.

Gauss Gun

Releases hyper-dense energy that snipes foes and causes critical damage

Maybe? - It’s possible that Quill could dodge these shots altogether but he would probably go down if he was hit by one of these.

Volcano

Shoots out fire beams that have their heat amplified the longer it’s used, also applying Overheat as a result.

Maybe - Quill does have a pretty high resistance to heat but, as mentioned prior, not necessarily to Overheat. He could still dodge the shots though.

Meteor

Launches the ship forward to apply Overheat and send enemies flying

No - Quill is likely cooked if he is rammed into at full speed, and if he’s still alive, then Overheat will do him in.

Flamethrower

Sets enemies and the environment ablaze

Yes - It’s simply a flamethrower that Quill could counter with his Element Gun’s water/ice setting.

Fury Cannon

Launches exploding rockets that set fire to everything it hits

Yes - It is likely that Quill gets caught in its AOE but he has a resistance to heat as he’s tanked beams that were 27,000,000 degrees.

Frost Barrage

Sends out multiple missiles that freezes targets and slow them down, also causing thermal shock when combined with a heat-based weapon

No - While Quill does have some resistance to the cold, he’s never countered being frozen and had his movements forcefully slowed down. Thermal shock is something Quill has never resisted either. The coldest that frost weapons can reach is Absolute Zero, which would take out Quill if landed.

Hailstorm

A version of the Shredder that freezes foes and applies thermal shock

No - Same reason as above except without the slowed down part.

Freeze Ray

Sends out a stream of energy that freezes enemies to the point of becoming brittle, making them easily shatterable

No - Same reasons as above.

Imploder

Creates mini-singularities that are described as black holes, doing a ton of damage on impact

No - Quill has never managed to fight off the effects of a black hole so it’d be super effective.

Crusher

Creates a gravity well that causes projectiles to be drawn into enemies hit by it, amplifying its damage as well

No - Quill has never resisted gravity-like phenomena and it would make many of the projectiles unavoidable or too much to deal with if it lands.

Nullifier

Launches missiles that create an intense vortex of gravity, trapping foes and crushing them. They can also cause hallucinations, euphoria, and complete personality dissociation.

Not really - Same reasons as above and Quill is likely not durable enough to withstand the crushing effects of a gravity well if his time in a gravity storm is anything. He could potentially resist the mind-bending effects but that won’t save him from everything.

Gravity Shock

A mix of gravity and stasis rips targets through space and time.

Definitely not - Quill has never resisted any phenomena similar to being ripped across space-time.

Levitator

Traps foes in anti-gravity suspension, leaving them vulnerable to attack. Two of these shots can force targets to be stuck between two timelines.

No - No resistance to having his gravity manipulated. Additionally, Quill has no resistance to getting trapped between two timelines at once. In fact, he has an active anti-feat against such phenomena.

Tidal Wave

Sends out a concussive blast that lifts target into the air with applied anti-gravity

No - No resistance to having his gravity manipulated.

Jaunt

Launches the ship forward and applies anti-gravity to any targets that are caught

No - No resistance to having his gravity manipulated.

While Star-Lord does have access to moves that can remove debuffs [Guardians United], it requires him to perform a specific action to activate its effects. If he is restrained or in too much pain to perform the move, then he likely can’t activate it.

It becomes very obvious that Star-Lord would fail to counter any Starlink’s shenaniganry that can be equipped and swapped out at any given moment. Whether it’s immediately killing him on the spot or utilizing its AOE to trap Quill and set up follow-up attacks, Fox’s durability negation is just as effective as Star-Lord AP stomping him. With how many devices Fox has that could wipe out Star-Lord, it just seems like he cleanly takes wincons. However, you also have to consider the likeliness of those wincons being pulled out, and when it comes to that factor, Star-Lord actually has a massive benefit here.

Starlink tech can’t be ignored but Fox would likely not pull it out frame 1 if he is just fighting an enemy that he has no info on, plus he would just start off with basic weapons like how he does in every Star Fox game. He usually builds up to his more powerful arsenal while still relying on his Arwing’s basic laser fire and smart bombs to deal with most enemies. He would eventually get to using his Starlink arsenal if it’s needed but compare that to the very weapon that Quill utilizes and pulls out first in 90% of his fights, usually right off the bat. Combine that with his cosmic awareness, which will give him the info necessary to prepare for imminent danger, and Quill will know when to pull out the wincon when he truly needs it. This may beat out Fox’s attempt at a wincon, although to be fair, we did establish that the basic weapons of an Arwing could also take down Quill before he could act on that awareness. Even without the Arwing, his demon weapons would also be able to one-shot Quill if they land once.

It’s weird to determine a winner here because one guy only really needs his one weapon while Fox just has more overall. Having more in his arsenal does somewhat hurt his chances of pulling out the actual Star-Lord killers but he still has basic wincons regardless. For all intents and purposes, we have to call yet another draw and find our winner in a different way.


To really figure out a winner in this battle, we need to think beyond the usual categories. You see, both are exceptional fighters within their respective areas so we have to ponder further on what scenario is the most likely. How will the fight evolve to the point where either Star-Lord or Fox will gain the best upper hand and take out the other first?

Given that this battle takes place between multiple locations and in multiple forms with completely different set-ups, let's examine each scenario at a time.

Space Combat

Once a spaceman, always a spaceman. Assuming that the two are likely to meet within the depths of outer space first, they’d be going into combat ship-first. In order to determine a winner here, we’ll mainly be focusing on their versatility in space and their general experience within the stars.

As we mentioned before, the Arwing is a beast in of itself. It should be able to handle the Milano pretty well in terms of its arsenal, although we’ve yet to comment on Quill’s own piloting experience. He is very much a capable pilot in his own right, being able to maneuver around danger without much of a hassle. Quill’s got impressive showcases of dodging literal meteors that phased in and out of reality, only getting hit because Rocket got in the way. As an exceptionally fast learner and weaver of every projectile that comes his way, Quill can outlast long enough to land his weapons, plus he’s used the Milano and his environment to deceive foes plenty of times. On top of that, the Milano can be remotely controlled even when Quill is forced to leave his ship, technically turning it into a 2v1 when Fox initially fights him in the sky. Despite all this however, Fox’s ship combat practically makes up 70% of his series. He arguably has way more impressive showcases of piloting and he’s proven time and time again that he can weave through any enemy and always take advantage of their weak points. Even when the Arwing training simulator is at its max difficulty, no amount of challenge has ever knocked Fox down… canonically at least. While Quill has dealt with massive hordes of enemies by outmaneuvering them and shooting each one down, Fox has done the exact same. His tricks are usually composed of hiding in areas where foes won’t see him and distracting foes so that he can line up that killing shot and blow em up. The sheer adaptability of Fox and his greater maneuverability in the Arwing would make it very difficult for Quill to finish the job, although Quill keeping up isn’t unfounded whatsoever.

There is still the issue of Starlink’s technology however, as a majority of its devices would eventually chip away at the Milano or just tear through massive chunks of it with a few well-placed shots. With how fast every attachment can be swapped out and the general absurdity of most weapons, it’d be hard to justify that the Milano would manage to keep up if the fight ever got to that point. In fact, it generally is lacking a lot of important resistances and is notably the most well-put together ship in terms of pure defense. It is here that we must briefly talk on two factors that we’ve yet to touch on: ship speed and the Arwing’s own vulnerabilities. The Arwing’s main defenses are made of a shield meter that depletes with every attack thrown its way, and given enough hits, the ship will just fall out of the sky and crash into the planet below or it will just blow up in space. If its wings are clipped, it’ll also just lose any powerups it has gained until it manages to repair itself with a powerup that Fox has to go out of his way to find. This would be pretty substantial for Quill when he does have shots that are able to affect the Arwing [stun shots, electric shots, all sorts of missiles], although two issues admittedly become present.

One, the barrel roll is still a massive pain to deal with, but two, the combination of extra ships and Starlink technology enables the Arwing to come back from damage near-instantly or fast enough to where Fox can return to battle soon after crashing/blowing up. The fact that the Arwing forms around him and lets get back into the fight would be a massive hurdle to jump over, yet you’d also have to consider that Fox has 16 extra ships from his own series AND the 12 times that Starlink technology can repair the Arwing and make it good as new. Even when you bring in the MFTL speed of the Milano to blitz most of Fox’s feats [the speed that is debatably falling into outlier territory], Fox has his own calcs that share similar levels of leniency and yet get just a bit higher than the Milano’s absolute best.

Star-Lord

Fox McCloud

Difference [in times]

Debatable Ship Speeds

The Milano travels to another solar system

11,091.78c

The Arwing flies to a black hole

43,661.31c

~3.94x

Having said that the Arwing outclasses the Milano in the most important ways, the fight doesn’t exactly end there. Thanks to escape methods like ejector seats, space pods, one of his flying bikes, or simply bailing ship with his mask and jet boots on, Quill can not only abandon ship but he can just start engaging in physical combat while in space. He also has the option to just boot Fox out of his ship with his electromagnet or just blow up the ship outright, which while Fox does have counters, this does lead into a weird point. No matter the outcome of the ship fight, Quill is just able to continue the fight while Fox can continue fighting with the Arwing or choosing to pursue him on foot. The fight simply won’t conclude in pure space combat alone so let’s move on to our next scenario.

Ground Combat

When we talk about ground combat, we’re referring to a scenario where both Quill and Fox end up on a planet and have to engage in physical combat. Everything goes here and advantages from the previous scenario do carry over. With Quill out of his ship, he’d be using everything in his versatility and wincons section which we did already go over. At the same time, Fox would be using his mix of weapons and tools to hold his own in combat. Everything that was just brought up with the Arwing can also apply to ground combat because Fox is likely to summon it back or use its Walker mode to keep up with a grounded Quill. Despite this, Quill does have more to work with than he did when he was in space, having his fair share of wincons that he can unleash at any time. The same goes for Fox, although there is some stuff that we must discuss.

For example, it could generally be agreed upon that Quill and Fox are just as capable as the other in terms of close-quarters combat. Quill has been fighting hand-to-hand for a longer amount of time and utilizes a mix of acrobatics, thievery, and quick wits to act on plans that will leave foes caught off guard. Being a skilled marksman is especially important when Quill’s main weapon is a gun that could snipe Fox from afar, and with the right plan, Star-Lord would be able to have Fox in the right position to blast him away. However, despite the fact that Fox is mainly behind the Arwing for most of his series, he does have noteworthy physical combat prowess that definitely lets him keep up. He is generally portrayed as a quick and nimble fighter that can not only adapt very well to new weapons but he makes effective use of the many weapons that he does have on hand. His apparent knowledge of martial arts, sword fighting, and marksmanship that lets Fox snipe Arwings out of the sky while on a moving Arwing would certainly be helpful against someone who has fought all sorts of enemies. Fox’s more evasive fighting style would also make it harder for Quill to tag him when he’s struggled with faster opponents before, although it’s not like Quill hasn’t adapted to worse before.

In terms of strategy, Fox has also proven to be clever when it matters most, whether it’s finding weaknesses in enemies without outside help, pulling off plans that let him infiltrate packed enemy bases, and coming up with counterattacks to enemies who had gimmicks such as phasing through dimensions or absorbing laserfire. That isn’t to say that Quill lacks any strategy and smarts on his own though, especially with how he has a knack for analyzing problems and coming up with creative solutions to counteract enemies. He is not only a master of making traps but he can easily use the environment around him to deceive foes in clever ways, plus he’s certainly come up with entire plans that he and his team work together on to efficiently take down foes and solve war-spanning conflicts. Admittedly, Fox’s plans are a lot more straightforward whereas Quill has come up with many complex plans even when he’s been stripped of everything, plus Quill would technically have greater experience even without the 144 years that he spent on Mornius. No matter how you slice the cake however, both are just as competent as the other in terms of fighting ability, marksmanship, and pure strategy when they engage in ground combat.

If these two are outright matching each other in many, many aspects when they have to fight on a planet, then perhaps it’s not just a battle of who lands their shot first… not yet at least. Before we get to the quickdraw, the war of attrition is also a vital component in this battle.


It may seem like a surprise to mention it here given that we established the wincons a bit ago but these two still have a lot of tricks up their sleeves. If these two want to play the long game and tire out the enemy to successfully land a blow, then the debate becomes even more complicated.

For example, let’s look at a simple area: support. Assuming generosity on both ends, Fox would get to summon one ally to his side via Rock N’Roll as well as additional support via Peppy, ROB64, and Direct-I, while Quill would get access to Groot. It would seem weird to put Groot’s validity on the level of Fox’s other support but in fairness, we not only see Quill carry a Groot toothpick and summon Groot during the events of Secret Wars but we know that Groot clones can be created out of singular splinters. Quill’s cosmic awareness could give him enough info to prepare a Groot splinter and as mentioned before, the Element Gun can quickly grow that splinter into a very dangerous ally. Groot would be a massive pain for Fox to deal with [even with the Arwing] as Groot’s herald strength and persistence through regeneration makes it nearly impossible to take him down with basic weapons. Couple that with his ability to grow to sizes that tower above buildings, growing vines that easily restrain stronger foes, and splitting off to create more versions of himself, and it’ll be a lot for Fox alone. Groot can only be taken down through complete incineration and while Fox does have the tools to pull it off [via Starlink tech], he’ll need his own support to help back him up. With Peppy’s ability to analyze enemies for weaknesses, Direct-I’s ability to hack into tech and drop bombs, and Rob64’s got all kinds of functions. Calculating success rates, piloting the Great Fox, sending Fox supplies, and informing Fox of the surrounding area are all pretty useful when your foe is constantly pulling out tricks. Fox does just have a lot more benefits at hand but Groot alone remains a massive hurdle to get over, especially when he can always overpower Fox outright and restrain his Arwing. Summoning a second team member, thus summoning another Arwing, would absolutely help Fox out despite them being limited to base weapons.

What Groot essentially does for Quill is give him three major benefits: 1] a potential wincon, 2] a hard-to-avoid distraction that will let Quill pull some sneaky tactics, and 3] it actually gives him some easy access to the odd status effects that he can inflict on foes. Some of the status effects that weren’t mentioned prior were locked behind the needed presence of an ally but with Groot there, Quill can access them all. In general, the effects that Quill can inflict on Fox are insanely useful in a war of attrition. Buffing his damage in all sorts of ways, slowing down time while dodging to let Star-Lord counterattack before Fox can react, brief invincibility, ignoring an enemy’s ability to dodge [30% of the time at least], inflicting stun, and performing a move that cancels all debuffs, adds a guaranteed critical rate, and ignores a target’s ability to dodge. Opportunity debuffs rely on an ally being attacked but with Groot here, Quill can inflict Fox with effects that prevent stat increases, counter attacks, dodging, follow-up attacks, effects that benefit allies, damage buffs, and critical attack rates. That isn’t mentioning other moves that increase damage taken by 15% [which stacks up to 5 times], prevent stealthy attacks, and force counterattacks if the enemy tries to harm a single target. This is a bit detrimental since Fox’s upgrades from Starlink can give him damage and ally buffs, and in general, Fox is going to be on the backfoot if any of the debuffs are applied.

At the moment, it just seems like a slam dunk in terms of attrition. What Fox needs is a way to outlast long enough to get his own advantages off, a method of persisting in battle despite every single thing that Star-Lord can throw at him. What he needs.. are a few extra lives. Not only does Fox have extra ships galore but he does just canonically carry a bunch of Bafomdads that can revive him when he falls dead. In fact, his Bafomdad holder does just let him hold onto nine of them, giving him a way to bounce back into the fight and learn from his mistakes. Even with all the debuffs that Quill can inflict on Fox, he has absolutely no counter to cancelling out revives, and while Star-Lord has a method of reviving himself with Star-Soul, it only works a singular time. Even if the Eternity Forge is valid and gives him another revive option, it’d still be a comparison of 2 revives versus 9 revives. This and the many extra ships just makes it far too difficult to take down Fox normally, and spamming the Element Gun would eventually bite Quill in the ass and cause it to disintegrate in his hand, leaving him with one less wincon and one more benefit in Fox’s favor. Despite Quill’s many advantages in a drawn-out battle, Fox can win that war of attrition and leave Quill wide open for an attack.


From here, you could just call the fight a win in Fox’s favor but we must look at all scenarios. Quill is likely busting out Master of the Sun before the fight is truly over, which in of itself poses an interesting setup. Fox alone would never think that he could handle a force like Master of the Sun so his next move would be to call down the Arwing to finish this damn fight. It all boils down to this final confrontation and a facet that we’ve mostly been avoiding this entire time. Let’s dive right in.

Master of the Sun vs Arwing

With our last scenario, we shall answer man’s longest standing rivalry: god vs ship. Both Quill and Fox are at their most powerful and all they have to do is unleash their reliable wincon before they get beat to it. Think of it like a shootout, last man standing kind of deal. As discussed earlier, Master of the Sun gives Quill an insane range and a massive AOE with every shot. We’re talking kilometers worth of AOE [around 232 km to be exact!] and the kind of range that lets Quill snipe targets in outer space from a planet’s surface. This means that he’ll likely be able to tag the Arwing even if it escapes to outer space, blowing it up like how he’s blown other ships to smithereens. However, while the Arwing’s AOE is far smaller compared to Quill’s, Fox is evasive enough and has a great enough handling of the Arwing to dodge those shots and land attacks that would eclipse Quill in size. Smart bombs alone would fulfill this quota but a lot of Starlink’s tech has a decent sized AOE that would likely just tower over Quill if it lands on top of him.

For either to act on their wincon however, we have to determine who’s landing that shot first, leading us straight into a weird part of this debate: speed.

Both Quill and Fox are undoubtedly quick at their feet and are willing to outpace their opponents to land that killing blow but how quick would their reflexes be? They’ve dodged energy beams-a-plenty but none of these really have any direct speeds attached to them, especially because they break the fundamental rules of light. Star-Lord admittedly does have way more showcases of speed than Fox does on foot, whether that’s jumping out of the way of bullets, outrunning repulsors blasts, and even dodging a Mjolnir that could casually be flying at Mach speeds. Fox on the other hand… doesn’t really have many notable reaction feats without his Arwing’s scaling so it’d be hard to compare their direct feats side by side. However, there is easily a bare minimum that we can use for reactions.

Bare Minimum Speed Scaling

On Star-Lord’s side, he is directly comparable to street tiers like Daredevil and Black Cat, briefly holding his own in their brawls. This means that he could scale to feats like Moon Knight’s interception of a laser which got to around 0.44c. It may get pushback for not being true in-tandem movement but Star-Lord did get his own rela feat in the form of his space pod feat from the GOTG show, getting him 0.21c as its highball. He is safely within those relativistic speeds at a baseline, even with all the feats that have been disproven as of now, but compared to Fox, we gotta look at Arwing scaling. It’s been established that we think that Fox can scale reaction-wise to his ship’s full speed as he has literally gone at max speed and continuously dodged objects within tight spaces while moving at these top speeds. It may not look like he is travelling at bazillions times faster than light but that isn’t the point. Fox has enough evidence to where he could actually have valid piloting feats to scale, especially when he constantly engages in dogfights at these high speeds. What this would give Fox, at a baseline, is SOL scaling at the bare minimum since Arwings are stated to fly faster than the light-speed Great Fox. However, FTL scaling also seems to be reasonable as Arwings can easily escape the pull of black holes. You would have to keep in mind that the Arwing has been stated to have a travel speed of Mach 4.6 while under atmospheric conditions but given that these FTL speeds should scale to Fox’s reactions, this would give a speed difference of ~2.27 in Fox’s favor. If the fight continued within a planet’s atmosphere, Quill could certainly tag the Arwing but Fox himself is still fast enough to outmanuever a lot of Quill’s attacks.

Potential Speed Scaling

Outside of acceptable ends, we do also have to touch on potential avenues of scaling… that are within reason. For example, Quill would seemingly quickdraw with Artemis in 2020’s Guardians of the Galaxy run. Artemis is meant to be the goddess of the hunt who has instantaneous reflexes and a crazy amount of skill with the bow, and despite this, Quill was able to draw out his gun and cover her in diamonds before she could react. Artemis is weird in that she is a much more grounded character than the likes of other gods like Zeus and whatnot, so in a way, using her direct feats for a potential scaling avenue may be plausible. In the past, Artemis has been able to tag Monica with her arrows, a Monica who is flying in a form that pushes her to the speed of light. Being generous with this feat, Artemis would need to have somewhat comparable reactions to even track Monica. While you may say that Monica’s path was predictable on Artemis’ end, she still had to pull her bow back and shoot an arrow while Monica was already flying forward. It’d be hard to attach an exact value to this feat but it should be somewhat above the speed of light, and given that this is one of few direct feats that Aretmis has, Quill can scale through his encounter with Artemis. However, this also raises two other issues. One, there wouldn’t be any proof of Artemis actually moving at these speeds because comics like these don’t consistently portray characters as operating on different tiers of speed, and two, you might have to give Quill absurd scaling if you use Artemis. While there aren’t really any proper instances of scaling, Artemis shouldn’t be any slower than other Greek gods, the same gods who casually cross millions of lightyears and keep up with heralds like Thor and Hercules. It just gets to a point where it is not only absurd to get Quill’s speed on the level of Thor but it may be weird to say that Artemis wouldn’t scale to the gods even when she’s lacking a scaling chain. This is all to say that it may just be weird to give Quill Artemis scaling even when her best direct feat is only around FTL but let’s just say that the direct feat is valid.

So… what about Fox’s potential scaling? Well, it may be just as odd of an argument as we have to rely on game menus for potential speed feats. As we see in games like SNES’ Star Fox, Star Fox 64, and Star Fox 2, the Arwing is capable of making quick trips from one planet to another when the player selects the next area. We know that these journeys happen in short timeframes because of Star Fox’s urgency to make it to Andross’ planet to take him down. The Arwings seem to fly that distance naturally and as established before, Fox and co can react in the Arwing while moving at full speed. It does feel like a more solid case of piloting feats but the real issue with these map calcs are timeframe. We know for a fact that Star Fox 2’s travel is done in real time as the entire point of the game is that a timer is constantly ticking as you travel across the Lylat system and take down enemies. However, the other two games don’t have the same systems, and if you took the timeframes literally, then saying that it took seconds for the Arwings to make it from one planet to another does admittedly sound absurd. It doesn’t stop us from using low end timeframes however, which do at least feel a bit more reasonable; it also keeps the factor of these trips needing to be short due to the urgency of these missions. Even with the new timeframes, the Arwings are solidly getting speeds that are above the speed of light; more specifically, journeys between planets/astrological bodies would get anywhere from 2.3c - 4.8c.  

Again, we don’t have a concrete number on Quill’s side but the comparison would essentially be >1c vs >2.3c, a 2.3x difference in Fox’s favor. The gap could easily be much higher but you wouldn’t need too much for speed to be in Fox’s favor here.

Absurd Speed Scaling

Now, what if we just forgo all these narrative limits and just buy the craziest speed scaling possible? We’re talking about the kind of speeds that outright dethrone Quill’s street tier status and Fox’s… uh… consistency! It may not be worth bringing up in an actual debate but I know that some people will bring it up regardless so…

Star-Lord, right. He’s had to fight many foes while under the moniker of legendary outlaw and Guardians of the Galaxy member but some of these foes are kinda absurd speed-wise. Let’s take Thanos for example. Star-Lord has not only been able to dodge his punches [and other assorted attacks] but he could shoot the Cosmic Cube out of Thanos’ grasp as he was trying to grab it. Thanos is the same guy who could keep up with and outpace heroes like Beta Ray Bill and Thor, plus keeping up with Champion is notable in how he could blitz Thing and easily keep up with Silver Surfer. In a similar vein, Star-Lord could tag Blastaar with his gun [although modern confrontations do contradict this scaling], and Blastaar is someone who keeps up with Captain Marvell, Hulk, and the Fantastic Four. Reed alone has his feat that gets as high as 3.549 billion c along with Johnny’s own MFTL feat, and despite their speed, Blastaar could match blows with them and tag them many, many times. Star-Lord’s even kept up with Ronan as his brief scuffle only ended with him being utterly overpowered; Ronan is not only a guy who could keep up with Fantastic Four members as well but he’s caught attacks from Ms. Marvel [as in Captain Marvel, not the other one] and he could dodge and intercept a lot of Silver Surfer’s attacks.

It may just seem like an open and shut case given that Star-Lord and the Guardians as a whole technically don’t abide by what most would call “street tiers”. However, Star-Lord specifically is a weird case. He undoubtedly has some evidence showing that he can keep up with these big bads, especially because he’s not being blitzed a majority of the time. The issue with assuming that Star-Lord can scale to this level of speed is similar to that of Artemis scaling: characters aren’t consistently portrayed as moving at different speed tiers. Sure, Quill may not have been blitzed by any of these heavy hitters but at the same time, Thanos and co aren’t always fighting at MFTL speeds. If anything, their usual brute-like fighting style portrays them all as way slower during combat. It’d be difficult to argue that any of these guys were moving at top speed while fighting Quill, plus going this route can just lead to immeasurable arguments that especially don’t make sense for Quill. It’s also worth noting that a lot of these feats happen before Quill fights the street-tiers of Earth, and in those fights, he was very much struggling to keep up or simply just matching them blow for blow. Even after his Master of the Sun powerup and his lack of fights against street tiers, he was still losing to Doctor Doom and was getting his butt whooped by human Nova… not Nova without the helmet… human Nova. It might just make more sense to not buy it, although the many avenues of scaling existing to begin with is admittedly strange still.

Fox’s absurd scaling is a lot simpler in comparison but it is very much an odd feat to use. In the Nintendo Power comic, Andross is essentially banished to the edge of the universe but he would eventually return to the Lylat System by the time that Fox was helming Star Fox. Given that Andross was likely banished before Fox was born and that the Lylat system is in the center of the universe, it would give a speed value of 2.585 billion c. It seems pretty legitimate… outside of one factor. We never see the trip that Andross made back to the Lylat System and we certainly never saw how he managed to cross that distance in such a short amount of time. It’s never elaborated on if he used a ship, if he somehow flew that distance, or if he made use of warps to eventually come back. After all, the Nintendo Power comic made it clear that warping, while extremely dangerous, is still a very viable method of crossing longer distances quickly. Andross could maybe have hitched a ride on a warp but we just don’t know how he made that trip, which is pretty vital as we need to know that info for scaling. It is likely just not viable and even if everything were to line up, it’d just be an obvious outlier.

That was a lot of info thrown out at you so let’s simplify this down via a convenient chart.

Star-Lord

Fox McCloud

Difference [in times]

Bare Minimum Scaling

Moon Knight intercepts a laser

0.44c

The Arwing can fly out of a black hole

FTL

~2.27x

Potential Scaling

Artemis intercepts a Monica in flight

>1c

The Arwing flies from Solar to Macbeth

>2.3c

>2.3x

Absurd Scaling

[And Outliers]

Mr. Fantastic reacts to the Ultimate Nullifier’s beams

3.549 billion c

Andross flies from the edge of the universe to Lylat

2.585 billion c

~1.37x

If Quill is only faster than Fox through what most would consider absurd outliers, then it would just seem much more reliable to stick with lower scaling at this point. In that case, the fact that Fox takes speed with every other end admittedly just cements him as being faster in general. What this would mean for the fight is that Fox could absolutely last long enough to land a solid wincon and he would be a bit too fast for Quill to reliably tag. A lot of Quill’s advantages become much harder to land when his opponent is substantially faster in reactions [unless you buy his high ends of course] and even with the Arwing’s speed debuff under an atmosphere, Fox is just going to get his wincon off first.

Granted, a massive speed gap won’t completely obliterate Star-Lord from the get-go. Cosmic awareness has been brought up many times earlier in this verdict and while it is inherently useful, would it actually pick up Fox as a danger? We don’t know the full extent of Quill’s awareness as we only see it be used to analyze the cosmic balance to let Quill know when danger is coming, along with it telling him where he needs to be at any given moment. It may not be much but we do think that cosmic awareness can do a lot here even with how little we’ve seen of it. The fact that Quill senses the cosmic balance, the one that spans across the entire universe, would certainly make him aware of Fox and his Arwing if they head in his direction, plus it telling him where he needs to be would give him enough time to prepare for such a danger. It’s not like it is full-blown precognition that could let him predict every one of Fox’s attacks but it could just give him enough info to whip out the Element Gun sooner than expected and blast Fox to pieces if he gets the chance to. The ultimate problem would be that Star-Lord needs to act fast enough on this awareness to get those hits off, and as established, Fox is still beating him at the quickdraw regardless.

Likewise, energy draining is an ability that hasn’t been elaborated on but it would actually be one of Quill’s best bets here ability-wise. Once the Element Gun runs out of energy, it will automatically absorb all sources of energy within its vicinity. Surprisingly, neither Fox or the Arwing have a resistance or proper defense to protect their energy from being stolen. It’d certainly work on the Arwing because of its reliance on the G-Diffuser and as we see in his encounter with Olympian gods, Quill also can just steal the power directly out of living beings within seconds. It isn’t merely just stealing energy, but it is stealing the innate power within these beings and storing it within the gun. What this means is that Fox would be massively weakened if he were being absorbed by the gun, and given that Quill had seemingly absorbed the entire explosion that had engulfed Olympus, its range is actually pretty decent. The biggest caveat to pulling this off however is that Quill seems to have no control of the Element Gun’s absorption ability. The gun automatically pulled from all those energy sources when it was low on charge, and given that Quill hasn’t used the ability since [or ever will for that matter], it would be a one-use trick that Fox could still work around because of the speed gap.

It would be fair to say that Fox McCloud has what it takes to win that final confrontation. Despite all odds, Fox can take down even a god and clear that mission once and for all.

But… what if we included the one-off items?

If we really wanted to get crazy with it, why not include everything regardless of how standard it is? Would it actually affect the debate massively or even let Quill win with its inclusion? Note that this section is merely entertaining a hypothetical and is not technically reflective of the main debate at hand. We imagine that most people wouldn’t buy the inclusion of one-off/out-there items but we’d be remiss to not look at how useful they are.

Starting off with Quill, he seems to gain a LOT from the inclusion of one-off items.

Quill’s “Trinkets”

CAN FOX COUNTER IT?

Yondu’s Yaka Arrow

He doesn’t have to do much frankly - It is undoubtedly a dangerous weapon but in the hands of Quill, it won’t be much of a threat. He could barely control it in the little amount of screen time with it so its importance wouldn’t really be there.

Rocket’s Weapons

Probably? - Gaining access to a few of Rocket’s guns would only increase Quill’s firepower strength and let him destroy Fox/the Arwing in one shot, all without the Element Gun. This… doesn’t really change the verdict however, it just gives him more weapons that are potentially above Fox’s level.

Crypto Cube

He could but it would leave him annoyed. - This nifty artifact would act as yet another way in which Quill could quickly grow Groot by a substantial amount, so if the gun wasn’t enough, then he can easily amplify Groot’s power further. It does come with the downside of making Groot lose control but besides that, the cube can blind foes, absorb energies similar to the Cosmic Seed [life energies basically], protect him from regression, and shoot out giant beams of energy. Blinding Fox and engulfing him in a surprise energy beam are certainly helpful in a war of attrition, plus the absorption could maybe steal Fox’s staff energy since it does rely on Puk-Puk eggs.

Fox could always just try to destroy the cube when it is in Quill’s hands but as seen with Thanos, this could just engulf Quill in Cosmic Seed energy and give him the power to create giant black holes out of thin air. The Arwing may be able to outfly black holes but it would still be a pain for Fox to deal with a Quill that can just summon black holes on top of him whenever he wished.

Tessaracted Storage Crystal

He may not be able to actually - The crystal would actually be a really solid wincon for Quill all things considered. Essentially being able to BFR your opponent by trapping them in the crystal’s pocket dimension is notable by itself but Fox… actually has no counter to BFR. The best thing that he’s got is creating 4-D warps with the Arwing but he could only do in specific scenarios where he could manipulate gravity/gather warp energy to accomplish such a feat. Given that the Arwing lacks any innate means to cross dimensions and that the crystal has enough of a range to grab all of Knowhere’s residents, both Fox and the Arwing would have to pray on the crystal’s finite energy source to escape. Would it trap them long enough to simply end the battle due to Fox’s prolonged absence? Maybe.

This of course presumes that Quill can get it off the first time but he certainly isn’t afraid to use it when necessary.

Nega Bands

It’d prove a challenge but the verdict remains the same. - With these bands on his wrists, Quill has his physical power amplified and he can now box with the Arwing itself… hell yeah. Not only is his strength and durability massively improved but he can make explosions visible from outer space and take flight into outer space. These bands can also absorb outside energy to further amplify his attacks, create anti-matter shields, reflect magic, and create portals that let Quill travel through space and even dimensions.

Of course, you’d have to assume that Quill is smart enough to use everything here but given his adaptation ability and the understanding that he already had of the bands when he first got them, it’s not unfounded. However, none of this really gives Quill another wincon and it only delays the inevitable, especially when they can be overwhelmed by stronger foes. It doesn’t seem to boost his speed dramatically either so at best, it’d just be a good boost in power to not be obliterated by… smart bombs.

Eternity Forge

Being completely honest… yeah. - What the Eternity Forge does is completely absorb the life energy of whoever sacrifices themselves for the artifact. That energy is stored within the Forge until it’s used up when a certain someone needs to be revived from a fatal wound that would’ve killed them. Assuming that Quill would have the singular charge that came from Thanos dying with the Forge in hand, he’d be able to revive himself once. However, getting another charge for another revive would be too much of a hassle to deal with mid-battle, plus Fox would still have his 9 extra revives compared to all… two of Quill’s revives.

Power Stone

Ha. -  It sure is a power stone. Quill’s AP would be amplified and he could maybe channel the additional power through his weapons but the debate would still boil down to the same results as before: Quill takes AP but that stone alone would give him the speed boost needed to overcome Fox’s durability negation. He certainly isn’t acquainted enough with the Power Stone to access all of its ability so there isn’t much to say here.

Cosmic Cube

It doesn’t seem like it. - Admittedly, the Cosmic Cube is another McGuffin that gives Quill a great power boost but it does have one other power! He had managed to use it to literally stretch time out, turning seconds into a few minutes of opportunity that would let Quill overcome destiny and potentially land the blow that he wasn’t fated to land.

That alone sounds crazy but whether Quill would resort to that kind of tactic to begin with is a bit more questionable. He didn’t even want the cube originally and only had to act on this extended window of opportunity to prevent Magus from taking over. Besides that, Quill’s potential with the Cosmic Cube is canonically limited because of his meager experience and a lack of knowledge that lets him wield it at full power. He can still blast Fox in the face with the kind of power that took down Thanos and blowing it up lets Quill do tons of AOE damage, stun infliction, and buffs his weapon while giving his Element Gun unlimited ammo. On the flipside, using the Cosmic Cube for too long literally eats away at him and makes him lose control. If Fox played it smart, he could certainly make the cube backfire against Quill given enough stalling time.

Mandalay Gem

This is arguably something that Fox will REALLY struggle against. - The Mandalay Gem is yet another strength/durability booster that lets Quill physically fight at the level of Thanos. He was properly throwing hands with the Mad Titan and dealing a good amount of damage to him, and given how high base Thanos scales, Quill can make light work of the Arwing and Fox by punching really hard. Unlike the other artifacts however, which could easily be knocked out of Quill’s hand with a well-placed shot, the Mandalay Gem can prevent anyone from stealing it by directly burning enemies upon contact. While the Arwing has a high heat resistance itself that extends into the thousands, the gem’s ability to burn a Thanos that survived the heat of a star is simply far more impressive than anything that either Fox or the Arwing have endured.

The mix of energy blasts and what seems to be flight capabilities would also let Quill keep up with an Arwing if it tries to outmaneuver him, albeit we admittedly don’t know if it gives Quill a speed increase as well. Either way, it’s one of the best tools that Quill gains from his pool of wacky trinkets.

While Fox doesn’t technically have “unconventional” gear like how Star-Lord does, the best thing we have are the various power-ups that can only be found in Star Fox’s versus modes.

Fox’s Powerups

CAN QUILL COUNTER IT?

Forcefields

Pretty soundly yeah. - Additional forcefields would certainly fortify the Arwing’s defenses but it only really delays the inevitable as they will eventually break under Quill’s stronger attacks.

Hyperboost

Not really? - The Arwing’s even greater boost in speed would only make it harder for Quill to land a shot on the Arwing. It doesn’t become impossible if the Arwing remains within the atmosphere but up in outer space, Quill will not have much of a chance to strike the Arwing until the powerup runs out.

Its additional maneuverability also doesn’t help whatsoever.

Stealth Powerups

Technically he can… but he won’t be able to in most cases. - Items like the Stealth Suit and Cloak/Stealth powerups turn the Arwing completely invisible for a short amount of time. It won’t even pick up on any radars but luckily for Quill, he has a single debuff that he can apply to Fox that will prevent attacks from being stealthy. It does however require a specific move to be performed [Quantum Leap] and it’s not like Quill will know exactly when that specific move needs to be used to prevent Fox’s next move from being a stealth attack.

Slow Burrs

He could counter but it may be a bit too late. - Slow burrs/dead weights would be hard to avoid given how far that they’re thrown from the Arwing. Their latchability also makes it hard for Quill to get them off, and while he tries to shake them off, it gives Fox the perfect opportunity to attack Quill while he’s distracted.

Transposer

Not at all. - Being able to remotely swap places with an enemy is a pretty good advantage for Fox because Quill’s singular instance of dealing with place-swapping only left him in utter confusion. Fox could certainly set up some nasty attacks by getting the transposer off.

Homing Missiles

He definitely can. - Homing missiles would be a bit annoying for Quill to deal with but it’s nothing that he hasn’t seen. He could certainly intercept all the missiles with regular shots or a few freeze blasts.

Bombs

It should be manageable. - Fox has bombs galore but a lot of them aren’t life-threatening technically. Timed bombs, hovering mines, and additional smart bombs would have to be dealt with but it’s nothing that Quill can’t intercept. Stealthy mines are a bit trickier but his forcefield and other defenses could protect him from being too hurt.

Laser Pods

He could probably shoot them down. -  These orbs would be hard to hit but Quill’s marksmanship would let him shoot them down before they can do any real damage.

Decoys

Pretty confusing but Quill can adapt to it. - Quill isn’t immune to being tricked so a fake Arwing could certainly leave him distracted enough for Fox to land a sneaky surprise attack. However, it’d only work the first time as Quill can adapt to his enemy’s tricks soon after.

Plasma Blast

It can be matched… and it’ll look cool when Quill does counter it. - A giant laser beam from the Arwing is certainly intimidating but Quill does have two major ways of beam clashing with it. If he is in the Milano [or if he commands the Milano remotely], he can make his ship send out its own giant beam to clash with the Arwing’s blast. If he isn’t on the ship however, he can always just pull out his massive Element Gun and blast towards the laser at full power. Whether either of these would completely match its power is unclear but you can’t lie, it would be pretty freaking sweet as a fight interaction.

Supernova

While it is intimidating, it’s certainly not unavoidable. - Quill being caught in such a big blast would certainly damage him greatly, if not then kill him outright, but he should just be able to fly out of the way. The giant ball of energy is slightly guidable on Fox’s part but Quill’s maneuverability is coming in clutch here.

EMP

I can’t lie, the counterplay is nonexistent. - This powerup is arguably one of the deadliest in Fox’s kit. Its AOE can essentially hit multiple Arwings at once so Star-Lord is certainly gonna get hit if one is shot his way, plus a lot of Quill’s arsenal is tech-based. In fact, major weapons like his Element Guns are notably weak to EMP-like weapons. While the EMP only seems to be able to disable weapons and certain maneuvers in its respective gamemode, that may just be a quirk with the Arwings specifically.

Firebird

He can if he plays it smart. - It’s unclear how strong the Arwing is when it has the Firebird powerup but it should just be much stronger than the Arwing’s usual durability given its capability to one-shot. This ramming attack would be perceivable and dodgable in atmospheric conditions so Quill could move out of the way in time, although it’d be far more difficult if it was done in space.

Both would surprisingly gain a lot from their more out-there equipment while not completely stomping the other into the ground. Quill’s best additions would be new wincons in the form of the storage crystal and Mandalay Gem but additional things like the Eternity Forge, Nega Bands, Crypto Cube, and Cosmic Cube would assist him in the war of attrition. Meanwhile, Fox gains even trickier bits of his arsenal that can let him swap places for surprise attacks, trick Quill with decoys, slow him down with dead weights, sneak up on him invisibility, boost his speed, instantly kill Quill with a ramming attack or giant energy attacks, and deploy dreadful EMPs. It is worth noting that a lot of Fox’s items have to be found around his general area but he also has the protection and speed of the Arwing when he grabs those items. The fact that Quill can keep up with the Arwing using something like the bands or the Mandalay Gem is gonna be a massive help when he can now just box the Arwing outright. Even with the much greater battlefield control and direct wincons that both gain from this however, Fox may just end up coming out on top with everything at his disposal. His ability to properly control the fight from afar and shut down some of Quill’s most vital items is a really good combo, and when you add on the aforementioned speed advantage, he is still likely to get off his advantages before Quill can really capitalize on what he gained.

Having analyzed each and every scenario that we possibly can, it’s safe to say that Fox McCloud is coming out on top in most cases.

Potential


[Edit by Gloomy_Database8550]






[Edits by Toxin]

For the longest time, I [Toxin] felt like an obvious matchup for both Star-Lord and Fox McCloud had to have existed. I didn’t mind their most popular options but the vibe wasn’t exactly right, I wanted something that could capture their general cockiness, their journeys of emotional maturity, their dynamic and closeness with their most trustworthy peers, and their drive to bring peace to the galaxy despite the odds. All of that plus a cool space-based fight that took advantage of their banter potential, creative ways in which their arsenals/powers could be used, and their general applications of intelligence that are used against the unfamiliar. It felt like a long time coming but once I had heard that this matchup was a thing, it instantly vibed for me.

The matchup may not have the most in-depth connections or thematics but honestly, it never really needed them. Inherently, the comparison is simple in that they are both space mercenaries who are often responsible for saving the galaxy, all thanks to their efforts as leaders of capable teams who will follow them to the ends of the universe. Needing to live up to the greater legacies that only they can fill, whether it’s following their unexpected path towards godhood or following in their father’s legendary footsteps, no number of big bads, team breakups, or utter losses will truly put these starmen down. If anything, they revel in the action and often act cocky, yet responsible, in their battles against the biggest bads. When you think of these two, you’ll think of them as classic warriors of the cosmos who will give it their all to be the ones who will save the universe when no one else will. This is not even mentioning the iconic spacecraft that they’re associated with, the Arwing and Milano respectively. It may seem a bit odd to put the Milano on the level of the Arwing, especially with how it makes up a much bigger part of the Star Fox series, but it is arguably still important in how it was incorporated into Star-Lord’s history and how it is massively associated with him now. James Gunn’s movie had essentially rewrote the Guardians brand as a whole and the Milano is iconic enough to where it can parallel the Arwing fine [in my opinion].


What the matchup really does a great job on however is basically everything else. Banter between the two would be such a fun time to see in real time, especially because Quill would have someone to bounce off of as he goes all in on the fight. It’d feel a bit off to have Quill’s banter be one-sided, hence why I think Fox works great in this regard. He may not be on the same level of goofiness and charisma as Star-Lord but he is certainly cocky and bold enough to play an essential part in the banter. It’d kinda be like his banter with Falco if I were to compare it with Fox’s experiences, or if you really want to go all in on the banter, you could possibly adapt his personality from the Super Mario Galaxy movie if you really want something more lively from Fox. Either way, both could believably smack talk the other as they throw out their crazy weaponry and weave around the others attacks, coupling especially well with the fight dynamic.

We’ve gone into length about their extensive arsenal but I’d say that the fight works amazingly here despite pre-established perceptions. It may seem like the two are in different wavelengths in terms of combat as Fox mainly takes to the skies with his ship while Star-Lord is purely a physical combatant but I think both can also slot in into the sections that are less associated with them. Fox is very much capable of physical combat and it can be sold well in a fight, and Star-Lord’s Milano is more than capable enough to visually keep up with the Arwing despite seeming like a way inferior ship. Not only can you have seamless transitions between ship and ground combat, mainly in part to how they can remotely control their ships and summon them at a moment’s notice, but I think it’s possible to sell Star-Lord as being able to handle an Arwing on his own. In fact, it would be raw as hell for him to outpace an Arwing, try to deal with it with his tricks, and then give Fox some big trouble once he utilizes Master of the Sun. Even up against those odds, Fox can rely on his skill and speed to fully deal with Peter, really pushing his piloting ability to their fullest. A lot of interesting clashes can be had in general and it’ll really feel like one has to outshoot and outwit the other to win their battle. Some interesting interactions for a full-on battle would be seeing Star-Lord use his greater mobility and his epic dancing skills to weave around Fox and style on him as he lands many shots on him, only for Fox to then use Fire Fox to burn his way through and send Quill flying. The Arwing’s plasma blast can easily clash with the Milano’s own giant laser or even Quill’s big Element Gun, and when Quill needs to bring in Groot for support, he can grow to large sizes and deal with Fox and the teammates he summons with Rock N’Roll. For the kill of the fight, I think it would be cool if Fox rammed his Arwing into Quill and carried him to the system’s star. Quill aims his gun at Fox's windshield and continuously shoots MOTS shots at it to try and shatter it but ultimately, Fox shoots Quill into the sun as Fox reports that the mission was a success. Add some more sentimental bits and that would make for a great way to cap off a fun battle.

I can’t say that I am an experienced script writer but luckily for me, I am not the only one that shares that passion. Mentioning it once again but Round 1 was nice enough to write a script for this matchup so please, feel free to give it a read y’all!

In terms of music for this fight, it would be really cool to capture the orchestral and cinematic soundtrack of Star Fox and mix it with Star-Lord’s own rocking tunes. Imagine if songs associated with the Guardians of the Galaxy, like those found in the game [Zero to Hero and Watch Me Shine are my personal favorites!] were mixed in with the likes of remixed Corneria tracks while also having dashes of the normal Star Fox theme. You could even sprinkle in other classic 80s songs that really molded the Guardians of the Galaxy identity as a whole. In fact, I think Smash Bracket’s own Sonic vs Fox track works great as a basis to the kind of track I’d love to see out of this matchup.

For one last thing, look at some of the great trailers that people have made of this matchup!

Summary



“You said it yourself bitch…we’re the Guardians of the Galaxy”

Equal:

  • Generally comparable in terms of CQC and strategy
  • Both excel in their respective areas but it isn’t enough to where they skillstomp
  • Both are especially versatile
  • Has viable wincons that they can get off sooner rather than later
  • Are capable in any scenario

Advantages:

  • Way stronger with the Element Gun
  • Master of the Sun gives him greater AOE and range
  • Has greater mobility all things considered
  • Groot would make it difficult for Fox to get up close

Disadvantages:

  • Physically weaker than the Arwing
  • Slower in general
  • Can’t truly separate Fox from the Arwing
  • The Milano is less capable than the Arwing
  • Less revives
  • Won’t last as long in the war of attrition
  • Got his ass beat by Captain Jack Sparrow



“Thanks but no thanks, General. We prefer to do things our own way.”

Equal:

  • Generally comparable in terms of CQC and strategy
  • Both excel in their respective areas but it isn’t enough to where they skillstomp
  • Both are especially versatile
  • Has viable wincons that they can get off sooner rather than later
  • Are capable in any scenario

Advantages:

  • Faster in general
  • Will always be able to access the Arwing
  • The Arwing is much more capable than the Milano
  • Has more revives that would let Fox last long enough
  • Star Fox video skits
  • You know what he did in Melee

Disadvantages:

  • Physically weaker than Star-Lord’s Element Gun shots
  • Has less AOE, range, and mobility in general
  • Man Nintendo just can’t do anything else but make a billion Star Fox 64 remakes can they?
  • Star Fox Command

 




Managing to dodge Quill’s giant energy beam at the last second, Fox manages to catch him off guard and rams the Arwing right into him. 

As Star-Lord continues to shoot his shots directly at Fox’s windshield, it slowly but surely begins to crack. Fox has no choice but to finish the fight right there and then. Using his nearby surroundings, he accelerates towards the system’s nearby star while carrying Quill in tow.


Damage to the Arwing accumulates as Quill keeps shooting and shooting and shooting, but despite coming face-to-face with imminent danger, Fox would not back down. 

If anything, he persists.

The star gets closer and closer as the Arwing pierces through the vacuum of space. Alarms blare from within the ship as its hull struggles to defend Fox from Quill’s onslaught. 

Nonetheless, he persists. 

Debris from times of old was the only thing standing in the way of Fox and the star. As the debris stood in his path, he weaved, he accelerated, and he persisted.

Fox was undoubtedly struggling to weave through the debris while attempting to keep Quill at bay. His blasters could blow up the debris but it only created more obstacles. The Arwing almost clips the space junk at one point and to Fox’s dismay, the Arwing’s shield gauge was about to hit zero. At that moment however, a mysterious voice popped up.





Realizing that his basic shots aren’t cutting it, Quill stops shooting for a second before his body then begins to glow brighter.



As a grin widens across Quill’s face, his Element Guns charge up and unleashes two continuous blasts that absolutely tear through what defenses were left of the Arwing. A large explosion engulfs the Arwing, sending Quill flying back. 

It took a moment for Quill to regain his balance but he managed to fix his orientation as he looked ahead at the destroyed Arwing. Victory had somehow been achieved… but it was merely a brief one.

To Quill’s surprise, the Arwing’s scrap would immediately begin to gravitate back to the epicenter of the explosion. At the same time, a faint glow was briefly visible from the explosion before it was then covered up by the Arwing’s sturdy hull once more. Little had Quill realized that one of Fox’s Bafomdads had brought him back to his physical peak while the ship had the ability to form itself back into a complete Arwing.

One laser popped out, taking Quill off guard and smacking him in the gut. Another laser pops out, directly striking his shoulder. Then another. And another. And another. Continuous lasers kept pushing Quill further and further back into the star’s gravitational pull.

With no other counter at his disposal and an imminent Smart Bomb flying his way, Quill aims his gun for yet another energy blast.

*poof*

The gun disintegrates in his hand.


The Smart Bomb makes contact with Quill’s body, engulfing him in an explosion that knocks even the Arwing back. From the depths of outer space, the explosion was merely a faint glow. However, even it would grow brighter than the Master of the Sun as his light dramatically dimmed. 

Once the explosion had subsided, Quill’s charred body could be seen as it began to fall downwards into the star. 

Meanwhile, it was up to Fox to escape the star’s gravitational pull so that he wouldn’t meet a similar fate. Reaching for his comms, he managed to make contact with the rest of his allies.



Despite being caught in the kind of battle that was far more drawn-out than his usual fights, this was all still a normal day for Fox. Had he been aware of the prophecy that Quill was following, perhaps he would have spared the life of the legendary Star-Lord. However, he had a duty to fill and a galaxy to save, and with the recent defeat of Andross still on his mind, he couldn’t take that chance. Perhaps, in another universe, he and Star-Lord would’ve gotten along great. 

For the time being though, despite all the trouble Quill’s caused him, he unexpectedly gained respect for the one known as Star-Lord. Now flying back to home base, Fox managed to persist through the unknown and come out on top.

Final Tally

Star-Lord [1]: Riley

Fox McCloud [7]: blessedaura, Round 1 Fight, Evergreen, Stationsearcher, Adam, Garf, Toxin

The winner is Fox McCloud.



Afterword + Next Time…

What a way to start phase 3 of my blogs. Apologies for making y’all wait for this one but I certainly feel like it was worth it. I really like how this one came out and I hope y’all did too. I also want to thank Adam for Starlink footage and his portion of the research, Blessed for doing a great amount of Star Fox research, Round 1 for writing a script alongside doing his portion of Star-Lord research, and many others for their assistance during the research and debate process [Riley, Garf, Evergreen, Station]. 

Also, I'm not done with this matchup yet! Stay tuned for the upcoming Star-Lord vs Fox McCloud pitch happening later this year!

With that out of the way however, we move on to the next time of Toxin’s DB Corner [along with a few other announcements]. For your next time…


Yes, really. For the record, this one won’t be joinable. I will be doing this all by myself.

You may also be curious about DanTDM vs Stampy and Walter White vs Tony Soprano but worry not! I have a plan with those that will come to light soon… so stay tuned for that as well.

Comments

  1. This was a fantastic blog, can't wait for Tony vs. Walter.

    ReplyDelete

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