Captain Falcon (SSBM)/Neutral attack/Hit 1
- 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 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 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 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
Timing
Continuation window | 1-24 |
---|---|
Hitbox | 3-5 |
Earliest continuable frame | 9 |
Animation length | 21 |
Lag time |
Hitbox |
Continuable |
Earliest continuable point |
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