Editing Captain Falcon (SSBM)/Neutral attack/Hit 1

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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
[[File:CFalcon_SSBM_Neutral 1.gif|thumb|330px|Hitbox visualization showing Captain Falcon's jab 1.]]
:''For an overview of the overall natural combo, see [[Captain Falcon (SSBM)/Neutral attack|here]].''
:''For an overview of the overall natural combo, see [[Captain Falcon (SSBM)/Neutral attack|here]].''
==Overview==
==Overview==
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 [[../Hit 2|jab 2]].
Jab 1, otherwise known as '''Jab''' is a fast and weak grounded move. It is the fastest of all of Falcon's moves, coming out on Frame 3. The hitbox 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 his Jab 2.
 
It is negative on hit, especially if the opponent [[crouch cancel]]s or [[ASDI|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 [[../Hit 3|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.


This move may seem like a poor option at first, as it may be negative on hit, especially if the opponent crouch cancels or ASDI Downs the hit. 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 Falcon from a shielding opponent attempting to counterattack if the Falcon player performs an unsafe aerial on shield. However, the move's primary purpose, by far,  is to be chained into his Jab 3, nicknamed 'The Gentleman.' The Gentleman's knockback is not set, so at mid-percents it can cause the opponent to tumble, making the Falcon plus on hit. If, however, the Falcon 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 the Falcon will not chain into Jab 2. This enables the Falcon to play a mixup between single jabbing and chaining into the Gentleman.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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{{MvSubNavCaptainFalcon|g=SSBM}}
{{MvSubNavCaptainFalcon|g=SSBM}}
[[Category:Captain Falcon (SSBM)]]
[[Category:Captain Falcon (SSBM)]]
[[Category:Neutral attacks (SSBM)]]

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