Jab cancel: Difference between revisions
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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]]. | 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]]'' | 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 comparison, ''[[Super Smash Bros. Ultimate]]'' universally modified neutral attacks by adjusting their launching angles and knockback values 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''; although {{SSBU|R.O.B.}} was able to jab cancel his neutral attack's first hit into his down tilt, this was removed in update 4.0.0, which resulted in {{SSBU|Mr. Game & Watch}} and, as of update 3.1.0, {{SSBU|Little Mac}} being the only characters whose neutral attacks are currently capable of jab canceling reliably. | ||
==Jab lock== | ==Jab lock== |