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The '''jab cancel''' or '''jab fake''' is a [[technique]] available in all five ''Smash'' games. It is used to perform quick combos at close ranges, and is considered a far more potent strategy in ''[[Brawl]]'', ''[[Smash 4]]'',  and ''[[Ultimate]]''.
The '''jab cancel''', or '''jab fake''', is a [[technique]] available in the ''Super Smash Bros.'' series. It is used to perform quick combos at close ranges and, although it is usable throughout the series, it is considered a far more potent strategy in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''.


==Execution==
==Execution==
The jab cancel can be performed by any [[character]] with a multiple-attack [[neutral attack]] jab combo. At any point in the combo, before reaching the "final" hit, the player can [[shield]], [[crouch]], or quickly turn around and back to cancel the combo and allow the character to perform other attack moves without continuing the combo. Shielding to cancel the jab can be performed in ''Melee'', but due to the longer time it takes for a shield to drop, it is seldom used.
The jab cancel can be performed by any [[character]] with a multi-hit [[neutral attack]] combo. At any point in the combo, before reaching the "final" hit, the player can [[shield]], [[crouch]], or quickly turn around and back to cancel the combo and allow the character to perform other attack moves without continuing the combo.


==Applications==
==Applications==
Jab cancelling is beneficial because the final hit of a jab combo is usually either a medium-strength attack that knocks the opponent away or a multi-hit attack that is easily [[DI]]'ed out of. It also allows the player to take advantage of the hit-stun and low knockback of the first few attacks in a jab combo to continue to attack the opponent, rather than sending them away uselessly (the last hit tends not to have enough knockback to [[KO]]) or pointlessly jabbing repeatedly at nothing after an opponent DIs out of a multi-hit attack.
Jab canceling is beneficial because the final hit of a neutral attack is usually either a medium strength attack that launches the opponent away, or a multi-hit attack that is easily [[DI]]'d out of. It also allows the player to take advantage of the hitstun and low knockback of the first few attacks in a neutral attack to continue to attack the opponent, instead of launching them away uselessly or pointlessly using neutral attack repeatedly at nothing after an opponent DIs out of a multi-hit attack.


The jab cancel can also be used to tack extra [[damage]] on the beginning of combos with quick moves, such as [[tilt]]s. It can also be used to open the opponent up for a [[grab]] (not to get confused with [[jab grab]]). This is especially useful against a [[shield grab]]bing opponent, as most jabs are faster than grabs, allowing the jab cancelling character to attack a shield, jab when the shielding character attempts to grab, and segue into a grab of their own. Jab cancels can also be used to open the opponent up to attacks that are often difficult to land on their own. Because jabs tend to be very quick and often have a good range and low [[knockback]] (or even knockback that moves the opponent closer), they are a great way to land difficult moves. Two of the best examples of this are {{SSBB|Zero Suit Samus}}' [[down smash]] or [[Paralyzer]] and {{SSBB|Luigi}}'s [[Super Jump Punch]] [[sweetspot]], the Fire Jump Punch.
The jab cancel can also be used to rack up extra [[damage]] on the beginning of combos with quick moves, such as [[tilt attack]]s. It can also be used to open the opponent up for a [[grab]], although this is not to be confused with a [[jab grab]]. This is especially useful against a [[shield grab]]bing opponent, as most neutral attacks are faster than grabs, allowing the jab canceling character to attack a shield, using the neutral attack when the shielding character attempts to grab, and segue into a grab of their own. Jab cancels can also be used to open the opponent up to attacks that are often difficult to land on their own. Because neutral attacks tend to be very quick and often have good range and low [[knockback]] (or even knockback that launches the opponent closer), they are a great way to land difficult moves. Two of the best examples of this are {{SSBB|Zero Suit Samus}}' [[down smash]] or [[Paralyzer]] and {{SSBB|Luigi}}'s [[sweetspot]]ted [[Super Jump Punch]].
 
Despite its impressive utility, jab canceling's effectiveness has not been universally consistent throughout the series. In ''[[Super Smash Bros. Melee]]'', jab canceling can be performed by shielding to cancel the neutral attack. Due to the longer time it takes for a shield to drop, however, jab canceling is seldom used in ''Melee''. In ''[[Super Smash Bros. Ultimate]]'', neutral attacks had their launching angles and knockback values universally modified in order to consistently keep an opponent in place throughout the attack's duration. As a result, jab canceling is almost totally useless in ''Ultimate'', with the only exception being {{SSBU|Little Mac}} as of update 3.1.0.


==Jab lock==
==Jab lock==
{{main|Jab lock}}
{{main|Jab lock}}
The jab cancel can also be used to repeatedly do the starting hits of a jab combo against an opponent. This is most potent with jabs that move the character slightly forward, like {{SSBB|Sheik}}'s. This is performed by jabbing, canceling the jab with a jab fake, and starting another jab combo. This can be done repeatedly until the opponent DI's out or are at a high enough percentage to be knocked out of it.
The jab cancel can also be used to repeatedly redo the starting hits of a neutral attack against an opponent. This is most potent with neutral attacks that move the character slightly forward, such as {{SSBB|Sheik}}'s. This is performed by using neutral attack, canceling it with a jab fake, and reusing neutral attack. This can be done repeatedly until the opponent DIs out, or is sufficiently damaged to the point of being launched out of it.


==Trivia==
==Trivia==
*In one part of the [[opening movie]] in ''Super Smash Bros.'', Mario can be seen jab cancelling into his down smash.
*In one part of the [[opening movie]] in ''Super Smash Bros.'', Mario can be seen jab canceling into his down smash.
*In one part of the [[opening movie]] in ''Melee'', Captain Falcon can be seen jab cancelling into his forward tilt.
*In one part of the opening movie in ''Melee'', Captain Falcon can be seen jab canceling into his forward tilt.


==See also==
==See also==

Revision as of 15:08, August 25, 2019

The jab cancel, or jab fake, is a technique available in the Super Smash Bros. series. It is used to perform quick combos at close ranges and, although it is usable throughout the series, it is considered a far more potent strategy in Super Smash Bros. Brawl and Super Smash Bros. 4.

Execution

The jab cancel can be performed by any character with a multi-hit neutral attack combo. At any point in the combo, before reaching the "final" hit, the player can shield, crouch, or quickly turn around and back to cancel the combo and allow the character to perform other attack moves without continuing the combo.

Applications

Jab canceling is beneficial because the final hit of a neutral attack is usually either a medium strength attack that launches the opponent away, or a multi-hit attack that is easily DI'd out of. It also allows the player to take advantage of the hitstun and low knockback of the first few attacks in a neutral attack to continue to attack the opponent, instead of launching them away uselessly or pointlessly using neutral attack repeatedly at nothing after an opponent DIs out of a multi-hit attack.

The jab cancel can also be used to rack up extra damage on the beginning of combos with quick moves, such as tilt attacks. It can also be used to open the opponent up for a grab, although this is not to be confused with a jab grab. This is especially useful against a shield grabbing opponent, as most neutral attacks are faster than grabs, allowing the jab canceling character to attack a shield, using the neutral attack when the shielding character attempts to grab, and segue into a grab of their own. Jab cancels can also be used to open the opponent up to attacks that are often difficult to land on their own. Because neutral attacks tend to be very quick and often have good range and low knockback (or even knockback that launches the opponent closer), they are a great way to land difficult moves. Two of the best examples of this are Zero Suit Samus' down smash or Paralyzer and Luigi's sweetspotted Super Jump Punch.

Despite its impressive utility, jab canceling's effectiveness has not been universally consistent throughout the series. In Super Smash Bros. Melee, jab canceling can be performed by shielding to cancel the neutral attack. Due to the longer time it takes for a shield to drop, however, jab canceling is seldom used in Melee. In Super Smash Bros. Ultimate, neutral attacks had their launching angles and knockback values universally modified in order to consistently keep an opponent in place throughout the attack's duration. As a result, jab canceling is almost totally useless in Ultimate, with the only exception being Little Mac as of update 3.1.0.

Jab lock

Main article: Jab lock

The jab cancel can also be used to repeatedly redo the starting hits of a neutral attack against an opponent. This is most potent with neutral attacks that move the character slightly forward, such as Sheik's. This is performed by using neutral attack, canceling it with a jab fake, and reusing neutral attack. This can be done repeatedly until the opponent DIs out, or is sufficiently damaged to the point of being launched out of it.

Trivia

  • In one part of the opening movie in Super Smash Bros., Mario can be seen jab canceling into his down smash.
  • In one part of the opening movie in Melee, Captain Falcon can be seen jab canceling into his forward tilt.

See also