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

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[[File:CFalcon_SSBM_Neutral 1.gif|thumb|330px|Hitbox visualization showing Captain Falcon's jab 1.]]
:''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 Captain Falcon's moves, coming out on frame 3. The hitbox duration 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]].
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 duration 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]].


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 performs 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.
It is negative on hit, especially if the opponent [[crouch cancel]]s or [[ASDI|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 performs 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==
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