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Jab reset: Difference between revisions

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(Well, there is some mess here due to game differences, perhaps someone with more overall knowledge should verify info here.)
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[[File:jabreset.gif|thumb|Mewtwo performing a jab reset on Fox.]]
[[File:jabreset.gif|thumb|Mewtwo performing a jab reset on Fox.]]
A '''jab reset''' is a technique in ''[[Super Smash Bros. Melee]]'' that is performed by jabbing an opponent while they are knocked down. The jab will force the opponent to get up, where the opponent can then hit them with almost any move they desire, which is usually utilised to land a [[KO]] move. This only works with extremely weak [[set knockback]] attacks, or attacks with extremely low base knockback at very low percentages, such as the first hit in most jabs. This is because higher knockback attacks will force the opponent into knockback. Unlike a normal getup from knockdown, a jab reset induced getup does not have any invincibility frames. Jab resets can also be used to continue a combo on an opponent even after a knockdown.  
A '''jab reset''' is a technique in that is performed by [[jab]]bing an opponent while they are knocked down. While it differs between games, it will result with the opponent inevitably being forced to get up automatically. The player can then follow up with any move they desire, which is usually utilised to land a [[KO]] move. This only works with extremely weak [[set knockback]] attacks, or attacks with extremely low base knockback at very low percentages, such as the first hit of jabs. This is because higher knockback attacks will force the opponent to take knockback. Jab resets can also be used to continue a combo on an opponent if they land without [[tech]]ing.
 
In ''[[Super Smash Bros Melee]]'', the jab will force the opponent to get up immediately. It will not provide any invincibility frames like a standard get up.


This technique works differently in ''[[Super Smash Bros. Brawl]]'', where when hit by such an attack, an opponent goes into a flopping animation, and if not hit after this with a knockback inducing attack, they'll automatically perform a standard getup. However, unlike the previous games, an opponent can be repeatedly hit to induce the flopping animation if hit with a sufficiently weak attack in this state, which can result in a lock, such as various [[jab lock]]s and the [[laser lock]].
This technique works differently in ''[[Super Smash Bros. Brawl]]'', where when hit by such an attack, an opponent goes into a flopping animation, and if not hit after this with a knockback inducing attack, they'll automatically perform a standard getup. However, unlike the previous games, an opponent can be repeatedly hit to induce the flopping animation if hit with a sufficiently weak attack in this state, which can result in a lock, such as various [[jab lock]]s and the [[laser lock]].
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[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Advanced Techniques]]
[[Category:Advanced Techniques]]

Revision as of 00:23, March 11, 2016

Mewtwo performing a jab reset on Fox.

A jab reset is a technique in that is performed by jabbing an opponent while they are knocked down. While it differs between games, it will result with the opponent inevitably being forced to get up automatically. The player can then follow up with any move they desire, which is usually utilised to land a KO move. This only works with extremely weak set knockback attacks, or attacks with extremely low base knockback at very low percentages, such as the first hit of jabs. This is because higher knockback attacks will force the opponent to take knockback. Jab resets can also be used to continue a combo on an opponent if they land without teching.

In Super Smash Bros Melee, the jab will force the opponent to get up immediately. It will not provide any invincibility frames like a standard get up.

This technique works differently in Super Smash Bros. Brawl, where when hit by such an attack, an opponent goes into a flopping animation, and if not hit after this with a knockback inducing attack, they'll automatically perform a standard getup. However, unlike the previous games, an opponent can be repeatedly hit to induce the flopping animation if hit with a sufficiently weak attack in this state, which can result in a lock, such as various jab locks and the laser lock.

In Super Smash Bros. 4, the technique functions similarly to how it does in Brawl, but characters will be thrown into the air after three jabs are used[1].

In Super Smash Bros. Melee

Frame data animations

External links

References