Editing Fox (SSBM)/Neutral attack/Hit 1

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[[File:Jab_UpSmash.gif|250px|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. Jab is generally safer to use in neutral than Up Smash because of so much less lag, and it's speed allows it to connect in situations Up Smash may not. When the Jab is initiated, the Fox player must react to whether the hit connected and if it can be followed-up with the opponent's DI. It is a good example of a hit confirm because the Jab hit is relatively safe, and it is necessary to react immediately after the hit with an Up Smash if possible. The combo is especially used on floaty characters at a guaranteed KO percentage to finish a stock. It usually isn't used to build damage because the risk/reward compared to other options which can likely lead to more than two hits.
[[File:Jab_UpSmash.gif|250px|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. Jab is generally safer to use in neutral than Up Smash because of so much less lag, and it's speed allows it to connect in situations Up Smash may not. When the Jab is initiated, the Fox player must react to whether the hit connected and if it can be followed-up with the opponent's DI. It is a good example of a hit confirm because the Jab hit is relatively safe, and it is necessary to react immediately after the hit with an Up Smash if possible. The combo is especially used on floaty characters at a guaranteed KO percentage to finish a stock. It usually isn't used to build damage because the risk/reward compared to other options which can likely lead to more than two hits.


The combo is not completely guaranteed at any percent. Jab does not have a lot of hitstun, so often the opponent can jump out if timed well. Whether DI should be up or away is dependent on position when hit, character, and percent. In general, floatier characters hit higher out of the air want to DI or SDI up so that they never drop low enough to be hit by sweetspot Up Smash. Otherwise, DI or SDI away can make the combo difficult or impossible to reach, and is the best option in many situations, but of course the best option is to crouch cancel counter the Jab.
The combo is not completely guaranteed at any percent. Jab does not have a lot of histun, so often the opponent can jump out if timed well. Whether DI should be up or away is dependent on position when hit, character, and percent. In general, floatier characters hit higher out of the air want to DI or SDI up so that they never drop low enough to be hit by sweetspot Up Smash. Otherwise, DI or SDI away can make the combo difficult or impossible to reach, and is the best option in many situations, but of course the best option is to crouch cancel counter the Jab.


===Grab===
===Grab===

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