Editing Fox (SSBM)/Neutral attack/Hit 1
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 27: | Line 28: | ||
'''Conclusion''' | '''Conclusion''' | ||
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. In the best case, a jab can bait a whiffed or late out of shield punish, and in the worst case, a jab will be punished by a well-timed grab or strong character-specific option. | 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. In the best case, a jab can bait a whiffed or late out of shield punish, and in the worst case, a jab will be punished by a well-timed grab or strong character-specific option. | ||
===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. | ||
Line 43: | Line 45: | ||
===Grab=== | ===Grab=== | ||
Grab is a useful follow-up to Jab when Up Smash will not KO and/or Jab does not do enough knockback to keep the opponent in the air for the up smash before they can land and shield (this is especially true of fast fallers who will fall to the ground too quickly to up smash them until high percents). Against some characters at certain percents, this is a true combo, but it can be an effective follow-up even if it is not inescapable. | Grab is a useful follow-up to Jab when Up Smash will not KO and/or Jab does not do enough knockback to keep the opponent in the air for the up smash before they can land and shield (this is especially true of fast fallers who will fall to the ground too quickly to up smash them until high percents). Against some characters at certain percents, this is a true combo, but it can be an effective follow-up even if it is not inescapable. | ||
The advantage is even if they land on the ground before your follow-up, there are 3 frames of landing lag and the opponent may only have a few frames to do an action before the grab connects. The quickest, most common defensive actions (shield and crouching) can be buffered and will cover most follow-up options, but both of these options are vulnerable to a grab. A quick, weak attack may be an option for your opponent, but holding down can allow Fox to counter any quick attacks that would connect before his grab. Only a buffered roll or spot dodge is likely to escape this follow-up, and the opponent can be punished for consistently committing to one of these options. | The advantage is even if they land on the ground before your follow-up, there are 3 frames of landing lag and the opponent may only have a few frames to do an action before the grab connects. The quickest, most common defensive actions (shield and crouching) can be buffered and will cover most follow-up options, but both of these options are vulnerable to a grab. A quick, weak attack may be an option for your opponent, but holding down can allow Fox to counter any quick attacks that would connect before his grab. Only a buffered roll or spot dodge is likely to escape this follow-up, and the opponent can be punished for consistently committing to one of these options. | ||
Fox's up throw leads to guaranteed follow-ups against many characters, and so Jab - Grab can be an effective way to create an up throw | |||
Fox's up throw leads to guaranteed follow-ups against many characters, and so Jab - Grab can be an effective way to create an up throw oppurtunity. | |||
===Down Smash=== | ===Down Smash=== | ||
Line 56: | Line 60: | ||
==Hitboxes== | ==Hitboxes== | ||
{{MeleeHitboxTableHeader}} | {{MeleeHitboxTableHeader}} | ||
{{HitboxTableTitle|All hits (7)|19}} | |||
{{MeleeHitboxTableRow | {{MeleeHitboxTableRow | ||
|id=0 | |id=0 | ||
Line 65: | Line 70: | ||
|r=852 | |r=852 | ||
|bn=25 | |bn=25 | ||
| | |xpos=1192 | ||
|effect=Normal | |effect=Normal | ||
|slvl=S | |slvl=S | ||
Line 112: | Line 117: | ||
|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}} |