Super Smash Bros. Melee

Captain Falcon (SSBM)/Neutral attack/Hit 1: Difference between revisions

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(Added a move overview, and changed the set knockback to be accurate (It's 20, not 116, according to https://ikneedata.com/calculator.html and https://melee-framedata.theshoemaker.de/cptfalcon/jab.html ))
m (Formatting, don't need caps on everything, removed some editorial-ness. Started reading this like The Boulder)
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:''For an overview of the overall natural combo, see [[Captain Falcon (SSBM)/Neutral attack|here]].''
:''For an overview of the overall natural combo, see [[Captain Falcon (SSBM)/Neutral attack|here]].''
==Overview==
==Overview==
Jab 1, otherwise known as '''Jab''' is a fast and weak grounded move. It is the fastest of all of Falcon's moves, coming out on Frame 3. The hitbox is short, lasting for 3 frames, and the entire move lasts for a third of a second but can be cancelled on frame 9 into his Jab 2.
Jab 1, otherwise known as "jab", is a fast and weak grounded move. It is the fastest of all of Captain Falcon's moves, coming out on frame 3. The hitbox is short, lasting for 3 frames, and the entire move lasts for a third of a second but can be cancelled on frame 9 into [[../Hit 2|jab 2]].


This move may seem like a poor option at first, as it may be negative on hit, especially if the opponent crouch cancels or ASDI Downs the hit. The move's primary strength, aside from being able to a jab reset a knocked down opponent, lies in its speed. The move can be used upon performing tech-in-place or roll to punish opponents who are attempting to tech-chase, in a method not too dissimilar from Fox and Falco's wake up shine. It can also be used to save Falcon from a shielding opponent attempting to counterattack if the Falcon player performs an unsafe aerial on shield. However, the move's primary purpose, by far,  is to be chained into his Jab 3, nicknamed 'The Gentleman.' The Gentleman's knockback is not set, so at mid-percents it can cause the opponent to tumble, making the Falcon plus on hit. If, however, the Falcon chooses not to chain his Jab into Jab 2 then 3, the opponent will not have enough time to react to the lack of a Jab 2 hit box, which means an opponent attempting to punish a Jab 1 must guess the Falcon will not chain into Jab 2. This enables the Falcon to play a mixup between single jabbing and chaining into the Gentleman.
It is negative on hit, especially if the opponent crouch cancels or ASDI downs the hit, but it has many uses. The move's primary strength, aside from being able to a jab reset a knocked down opponent, lies in its speed. The move can be used upon performing tech-in-place or roll to punish opponents who are attempting to tech-chase, in a method not too dissimilar from Fox and Falco's wake up shine. It can also be used to save Captain Falcon from a shielding opponent attempting to counterattack if he performed an unsafe aerial on shield. However, the move's primary purpose is to be chained into his [[../Hit 3|jab 3]], nicknamed "The Gentleman". Unlike jab 1 and 2, The Gentleman's knockback is not set, so at mid-percents it can cause the opponent to tumble, making him plus on hit. If he chooses not to chain his jab into jab 2 then 3, the opponent will not have enough time to react to the lack of a jab 2 hit box, which means an opponent attempting to punish a jab 1 must guess if he will not chain into jab 2. This enables him to play a mixup between single jabbing or chaining into the Gentleman.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
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{{MvSubNavCaptainFalcon|g=SSBM}}
{{MvSubNavCaptainFalcon|g=SSBM}}
[[Category:Captain Falcon (SSBM)]]
[[Category:Captain Falcon (SSBM)]]

Revision as of 21:40, March 14, 2022

For an overview of the overall natural combo, see here.

Overview

Jab 1, otherwise known as "jab", is a fast and weak grounded move. It is the fastest of all of Captain Falcon's moves, coming out on frame 3. The hitbox is short, lasting for 3 frames, and the entire move lasts for a third of a second but can be cancelled on frame 9 into jab 2.

It is negative on hit, especially if the opponent crouch cancels or ASDI downs the hit, but it has many uses. The move's primary strength, aside from being able to a jab reset a knocked down opponent, lies in its speed. The move can be used upon performing tech-in-place or roll to punish opponents who are attempting to tech-chase, in a method not too dissimilar from Fox and Falco's wake up shine. It can also be used to save Captain Falcon from a shielding opponent attempting to counterattack if he performed an unsafe aerial on shield. However, the move's primary purpose is to be chained into his jab 3, nicknamed "The Gentleman". Unlike jab 1 and 2, The Gentleman's knockback is not set, so at mid-percents it can cause the opponent to tumble, making him plus on hit. If he chooses not to chain his jab into jab 2 then 3, the opponent will not have enough time to react to the lack of a jab 2 hit box, which means an opponent attempting to punish a jab 1 must guess if he will not chain into jab 2. This enables him to play a mixup between single jabbing or chaining into the Gentleman.

Hitboxes

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 2% 0 AngleIcon80.png 0 100 20 3.5154 0 0.0 11.1321 10.9368 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch
1 0 2% 0 AngleIcon80.png 0 100 20 3.5154 0 0.0 12.4992 5.4684 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch
2 0 2% 0 AngleIcon80.png 0 100 20 2.3436 0 0.0 11.1321 1.953 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch

Timing

Continuation window 1-24
Hitbox 3-5
Earliest continuable frame 9
Animation length 21
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Blank).png FrameIcon(Blank).png FrameIcon(Blank).png
FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png FrameIcon(Continuable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Continuable).png
Continuable
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point