Editing Fox (SSBM)/Neutral attack/Hit 1

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 4: Line 4:


==Neutral==
==Neutral==
In [[Neutral_game|neutral]], jab is in many ways out-shined by Fox's down special, which is faster, cannot be crouch canceled, has less lag, and does more knockback (until very high percents). Jab is still useful though because of its range in front of Fox and the different potential follow-up options. The following is a full examination of jab's strengths and weaknesses:
In [[Neutral_game|neutral]], jab is in many ways out-shined by Fox's down special, which is faster, cannot be crouch canceled, has less lag, and does more knockback (until very high percents). Jab is still useful though because of its range in front of Fox and the different potential follow-up options. The following is a full examination of jab's strengths and weaknesses:


Line 30: Line 31:


===Crouch Canceled===
===Crouch Canceled===
Jab is very susceptible to crouch canceling at even high percents, and even ASDI (auto-smash direction influence) down is equally effective at most percents. Depending on the situation, the defender will have about a 10 to 15 frame advantage, with access to their full moveset (in contrast to the limited options in shield). This means more characters will have faster attacks with more range to counter than from in shield. A poorly spaced jab can be crouch cancel countered easily by the full cast, and even a well-spaced jab may not be safe against most characters.
Jab is very susceptible to crouch canceling at even high percents, and even ASDI (auto-smash direction influence) down is equally effective at most percents. Depending on the situation, the defender will have about a 10 to 15 frame advantage, with access to their full moveset (in contrast to the limited options in shield). This means more characters will have faster attacks with more range to counter than from in shield. A poorly spaced jab can be crouch cancel countered easily by the full cast, and even a well-spaced jab may not be safe against most characters.


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)