Editing Fox (SSBM)/Neutral attack/Hit 1
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==Overview== | ==Overview== | ||
[[File:Fox_Jab_(3).jpg|thumb|Frame 3 hitboxes of Fox's jab.]]Fox does a quick punch. This is most commonly referred to as Fox's jab. It is his second quickest attack next to {{mvsub|Fox|SSBM|down special|alt=shine}}, as the hitbox activates on the second frame. It is useful for it's quick start-up, low lag, decent range, and combo potential. It can, however, be susceptible to out of shield punishes and crouch cancel counters as well as strong ground attacks and disjointed attacks which out-prioritize it. | [[File:Fox_Jab_(3).jpg|thumb|Frame 3 hitboxes of Fox's jab.]]Fox does a quick punch. This is most commonly referred to as Fox's jab. It is his second quickest attack next to {{mvsub|Fox|SSBM|down special|alt=shine}}, as the hitbox activates on the second frame. It is useful for it's quick start-up, low lag, decent range, and combo potential. It can, however, be susceptible to out of shield punishes and crouch cancel counters as well as strong ground attacks and disjointed attacks which out-prioritize it. | ||
==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: | ||
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*'''Low priority:''' Opposing ground attacks of 13% damage or more will override the jab hitbox (most smash attacks and some tilts). | *'''Low priority:''' Opposing ground attacks of 13% damage or more will override the jab hitbox (most smash attacks and some tilts). | ||
*'''Small disjoint:''' Jab is unlikely to do better than trade with most attacks, and attacks with high disjoint such as Marth's fair will almost surely override it. | *'''Small disjoint:''' Jab is unlikely to do better than trade with most attacks, and attacks with high disjoint such as Marth's fair will almost surely override it. | ||
===Shielded=== | ===Shielded=== | ||
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Shieldstun (7) - Hitlag (4) - Total Duration (15) + Hitbox (2 to 3) = -9 to -10 | Shieldstun (7) - Hitlag (4) - Total Duration (15) + Hitbox (2 to 3) = -9 to -10 | ||
From a mathematical standpoint, jab can be punished out of shield by the average grab which is effective on frame 7. However, this dependent on the reaction time, timing, and out of shield options of the shielder as well as the spacing and use of jab 2 of the attacker. The window for a shield grab is only a few frames, and in some cases it is possible for the attacker to space the jab out of range of the shielder's out of shield options. Immediate use of jab 2 also leaves the shielder with only as few as 3 frames, which if disregarded may catch the shielder's counter option. However, jab 2 is more easily punished than jab 1 if shield is held and use of auto-smash DI down can render even a connected | From a mathematical standpoint, jab can be punished out of shield by the average grab which is effective on frame 7. However, this dependent on the reaction time, timing, and out of shield options of the shielder as well as the spacing and use of jab 2 of the attacker. The window for a shield grab is only a few frames, and in some cases it is possible for the attacker to space the jab out of range of the shielder's out of shield options. Immediate use of jab 2 also leaves the shielder with only as few as 3 frames, which if disregarded may catch the shielder's counter option. However, jab 2 is more easily punished than jab 1 if shield is held and use of auto-smash DI down can render even a connected hit as punishable. | ||
Overall, jab is generally safe from shield punishes when performed from it's maximum range, but it is a risky choice within shield grab range | Overall, jab is generally safe from shield punishes when performed from it's maximum range, but it is a a risky choice within shield grab range. | ||
===Crouch Canceled=== | ===Crouch Canceled=== | ||
It is recommended to use jab sparingly against grounded opponents for this reason. One must consider the risk-reward for connecting the jab as well as if it will be anticipated. Jab is too quick to crouch cancel on reaction, so if the opponent is not prepared to crouch cancel, the jab will hit safely. Consider using moves that cannot be crouch canceled (shine, grab, dair) frequently to condition the opponent to not try crouch canceling. | Jab is very susceptible to crouch canceling at even high percents, and even ASDI (auto-smash direction influence) down is dangerous. 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. It is recommended to use jab sparingly against grounded opponents for this reason. One must consider the risk-reward for connecting the jab as well as if it will be anticipated. Jab is too quick to crouch cancel on reaction, so if the opponent is not prepared to crouch cancel, the jab will hit safely. Consider using moves that cannot be crouch canceled (shine, grab, dair) frequently to condition the opponent to not try crouch canceling. | ||
==Follow-ups== | ==Follow-ups== | ||
===Up Smash=== | ===Up Smash=== | ||
[[File:Jab_UpSmash.gif|250px|thumb|Leffen uses Jab - Up Smash to KO Hungrybox at Big House 4.]]Fox's Jab to Up Smash combo is among the most effective combos in the game for finishing the opponent's stock | [[File:Jab_UpSmash.gif|250px|thumb|Leffen uses Jab - Up Smash to KO Hungrybox at Big House 4.]]Fox's Jab to Up Smash combo is among the most effective combos in the game for finishing the opponent's stock. | ||
===Grab=== | ===Grab=== | ||
Jab 2 | |||
Down Smash | |||
==Hitboxes== | ==Hitboxes== | ||
{{MeleeHitboxTableHeader}} | {{MeleeHitboxTableHeader}} | ||
{{HitboxTableTitle|All hits (7)|19}} | |||
{{MeleeHitboxTableRow | {{MeleeHitboxTableRow | ||
|id=0 | |id=0 | ||
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|r=852 | |r=852 | ||
|bn=25 | |bn=25 | ||
| | |xpos=1192 | ||
|effect=Normal | |effect=Normal | ||
|slvl=S | |slvl=S | ||
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|17 | |17 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=2}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible | {{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | ||
==Similar moves== | ==Similar moves== | ||
* | *[[Falco (SSBM)/Neutral Attack]] | ||
{{MvSubNavFox|g=SSBM}} | {{MvSubNavFox|g=SSBM}} | ||
[[Category:Fox (SSBM)]] | [[Category:Fox (SSBM)]] | ||