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The jab cancel can also be used to tack extra [[damage]] on the beginning of combos with quick moves, such as [[tilt]]s. It can also be used to open the opponent up for a [[grab]]. This is especially useful against a [[shield grab]]bing opponent, as most jabs are faster than grabs, allowing the jab cancelling character to attack a shield, jab 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 jabs tend to be very quick and often have a good range and low [[knockback]] (or even knockback that moves 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 [[Super Jump Punch]] [[sweetspot]], the Fire Jump Punch. | The jab cancel can also be used to tack extra [[damage]] on the beginning of combos with quick moves, such as [[tilt]]s. It can also be used to open the opponent up for a [[grab]]. This is especially useful against a [[shield grab]]bing opponent, as most jabs are faster than grabs, allowing the jab cancelling character to attack a shield, jab 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 jabs tend to be very quick and often have a good range and low [[knockback]] (or even knockback that moves 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 [[Super Jump Punch]] [[sweetspot]], the Fire Jump Punch. | ||
==Jab | ==Jab lock== | ||
{{main|Jab lock}} | |||
The jab cancel can also be used to repeatedly do the starting hits of a jab combo against an opponent. This is most potent with jabs that move the character slightly forward, like {{SSBB|Sheik}}'s. This is performed by jabbing, canceling the jab with a jab fake, and starting another jab combo. This can be done repeatedly until the opponent DI's out or are at a high enough percentage to be knocked out of it. | The jab cancel can also be used to repeatedly do the starting hits of a jab combo against an opponent. This is most potent with jabs that move the character slightly forward, like {{SSBB|Sheik}}'s. This is performed by jabbing, canceling the jab with a jab fake, and starting another jab combo. This can be done repeatedly until the opponent DI's out or are at a high enough percentage to be knocked out of it. | ||
==See also== | ==See also== |