Jab cancel: Difference between revisions

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Jab canceling is beneficial because the final hit of a neutral attack is usually either a medium strength attack that launches the opponent away, or a multi-hit attack that is easily [[DI]]'d out of. It also allows the player to take advantage of the hitstun and low knockback of the first few attacks in a neutral attack to continue to attack the opponent, instead of launching them away uselessly or pointlessly using neutral attack repeatedly at nothing after an opponent DIs out of a multi-hit attack.
Jab canceling is beneficial because the final hit of a neutral attack is usually either a medium strength attack that launches the opponent away, or a multi-hit attack that is easily [[DI]]'d out of. It also allows the player to take advantage of the hitstun and low knockback of the first few attacks in a neutral attack to continue to attack the opponent, instead of launching them away uselessly or pointlessly using neutral attack repeatedly at nothing after an opponent DIs out of a multi-hit attack.


The jab cancel can also be used to rack up extra [[damage]] on the beginning of combos with quick moves, such as [[tilt attack]]s. It can also be used to open the opponent up for a [[grab]], although this is not to be confused with a [[jab grab]]. This is especially useful against a [[shield grab]]bing opponent, as most neutral attacks are faster than grabs, allowing the jab canceling character to attack a shield, using the neutral attack when the shielding character attempts to grab, and segue into a grab of their own. Jab cancels can also be used to open the opponent up to attacks that are often difficult to land on their own. Because neutral attacks tend to be very quick and often have good range and low [[knockback]] (or even knockback that launches the opponent closer), they are a great way to land difficult moves. Two of the best examples of this are {{SSBB|Zero Suit Samus}}' down smash or [[Paralyzer]] and {{SSBB|Luigi}}'s [[sweetspot]]ted [[Super Jump Punch]].
The jab cancel can also be used to rack up extra [[damage]] on the beginning of combos with quick moves, such as [[tilt attack]]s. It can also be used to open the opponent up for a [[grab]], although this is not to be confused with a [[jab grab]]. This is especially useful against a [[shield grab]]bing opponent, as most neutral attacks are faster than grabs, allowing the jab canceling character to attack a shield, using the neutral attack when the shielding character attempts to grab, and segue into a grab of their own. Jab cancels can also be used to open the opponent up to attacks that are often difficult to land on their own. Because neutral attacks tend to be very quick and often have good range and low [[knockback]] (or even knockback that launches the opponent closer), they are a great way to land difficult moves. Two of the best examples of this are {{SSBB|Zero Suit Samus}}'s down smash or [[Paralyzer]], and {{SSBB|Luigi}}'s [[sweetspot]]ted [[Super Jump Punch]].


Despite its impressive utility, jab canceling's effectiveness has not been universally consistent throughout the series. In ''[[Super Smash Bros. Melee]]'', jab canceling can be performed by shielding to cancel the neutral attack. Due to the longer time it takes for a shield to drop, however, jab canceling is seldom used in ''Melee''. In ''[[Super Smash Bros. Ultimate]]'', neutral attacks were universally modified by having their launching angles and knockback values adjusted in order to consistently keep an opponent in place throughout the attack's duration. As a result, jab canceling is almost totally nonexistent in ''Ultimate'', with the only exception being {{SSBU|Little Mac}}'s neutral attack as of update 3.1.0.
Despite its impressive utility, jab canceling's effectiveness has not been universally consistent throughout the series. In ''[[Super Smash Bros. Melee]]'', jab canceling can be performed by shielding to cancel the neutral attack. Due to the longer time it takes for a shield to drop, however, jab canceling is seldom used in ''Melee''. In ''[[Super Smash Bros. Ultimate]]'', neutral attacks were universally modified by having their launching angles and knockback values adjusted in order to consistently keep an opponent in place throughout the attack's duration. As a result, jab canceling is almost totally nonexistent in ''Ultimate'', with the only exceptions being {{SSBU|Little Mac}}'s neutral attack as of update 3.1.0, and {{SSBU|R.O.B.}}'s jab 1 to down tilt combo that was removed in update 4.0.0.


==Jab lock==
==Jab lock==
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