Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Captain Falcon (SSBM)/Neutral attack/Hit 1
- For an overview of the overall natural combo, see here.
Overview[edit]
Jab 1, otherwise known as "jab," is a fast and weak grounded move. It is the fastest of all of Captain Falcon's moves, coming out on frame 3. The hitbox duration is short, lasting for 3 frames, and the entire move lasts for a third of a second but can be cancelled on frame 9 into jab 2.
It is negative on hit, especially if the opponent crouch cancels or ASDI-downs the hit, but it has many uses. The move's primary strength, aside from being able to a jab reset a knocked down opponent, lies in its speed. The move can be used upon performing tech-in-place or roll to punish opponents who are attempting to tech-chase, in a method not too dissimilar from Fox and Falco's wake up shine. It can also be used to save Captain Falcon from a shielding opponent attempting to counterattack if he performs an unsafe aerial on shield. However, the move's primary purpose is to be chained into his jab 3, nicknamed "The Gentleman". Unlike jab 1 and 2, The Gentleman's knockback is not set, so at mid-percents it can cause the opponent to tumble, making him plus on hit. If he chooses not to chain his jab into jab 2 then 3, the opponent will not have enough time to react to the lack of a jab 2 hit box, which means an opponent attempting to punish a jab 1 must guess if he will not chain into jab 2. This enables him to play a mixup between single jabbing or chaining into the Gentleman.
Hitboxes[edit]
Timing[edit]
Continuation window | 1-24 |
---|---|
Hitbox | 3-5 |
Earliest continuable frame | 9 |
Animation length | 21 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() Lag time |
![]() Hitbox |
![]() Continuable |
![]() ![]() Earliest continuable point |
|