9
edits
Stratocaster (talk | contribs) (New Page: ==Overview== thumb|Hitboxes of Fox's jab.Fox does a quick punch. This is most commonly referred to as Fox's jab. It is his second quickest attack next to {{mvsu...) |
Stratocaster (talk | contribs) No edit summary |
||
Line 5: | Line 5: | ||
==Neutral== | ==Neutral== | ||
In [[Neutral_game|neutral]], jab | In [[Neutral_game|neutral]], jab is useful for it's quick start-up, low lag, decent range, and combo potential. The start-up is too quick to react to the hit with the correct defensive option or DI. Low lag means that it cannot be easily punished if whiffed. | ||
The issues with jab is that the hitbox is not active long, and the threat of crouch canceling or ASDI down limits it's use, and shine fulfills many of it's potential purposes. The only advantages it has over shine in neutral is range in front and better follow-ups against some characters (Jigglypuff, for example). | |||
It is most safe to use against an airborne opponent because the inability for the opponent to crouch cancel eliminates a key weakness. | |||
Line 16: | Line 20: | ||
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. | 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. | ||
===Crouch Canceled=== | ===Crouch Canceled=== | ||
Jab is very susceptible to crouch canceling at even high percents, and even ASDI (auto-smash direction influence) down is dangerous. 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. It is recommended to use jab sparingly against grounded opponents for this reason. One must consider the risk-reward for connecting the jab as well as if it will be anticipated. Jab is too quick to crouch cancel on reaction, so if the opponent is not prepared to crouch cancel, the jab will hit safely. Consider using moves that cannot be crouch canceled (shine, grab, dair) frequently to condition the opponent to not try crouch canceling. | |||
==Follow-ups== | ==Follow-ups== | ||
Up Smash | ===Up Smash=== | ||
[[File:Jab_UpSmash.gif|thumb|Leffen uses Jab - Up Smash to KO Hungrybox at Big House 4.]]Fox's Jab to Up Smash combo is among the most effective combos in the game for finishing the opponent's stock. | |||
Grab | ===Grab=== | ||
Jab 2 | Jab 2 |
edits