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Jab cancel: Difference between revisions

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The '''jab cancel''' or '''jab fake''' is a [[technique]] available in all three ''Smash'' games. It is considered a far more potent strategy in ''[[Super Smash Bros. Brawl]]'' than in the other two, and is used to perform quick combos at close ranges.
 
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 by using precise timing to interrupt a multi-hit neutral attack. Although it is usable throughout the series, jab canceling 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 cannot be performed in ''Melee'', due to the longer time it takes a shield to drop.
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. As a result, this allows the character to perform other moves without using the entirety of the neutral attack.


==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 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}}'s 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 comparison, ''[[Super Smash Bros. Ultimate]]'' universally modified neutral attacks by adjusting their launching angles and knockback values in order to consistently keep an opponent in place throughout the attack's duration. As a result, jab canceling is almost totally nonexistent in ''Ultimate''; although {{SSBU|R.O.B.}} was able to jab cancel his neutral attack's first hit into his down tilt, this was removed in update 4.0.0, which resulted in {{SSBU|Dr. Mario}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Snake}} and {{SSBU|Little Mac}} (after 3.1.0) being among the only characters whose neutral attacks are currently capable of jab canceling reliably.
 
==Jab lock==
{{main|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 {{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==
*In specific portions of the [[opening movie]]s for ''Super Smash Bros.'' and ''Super Smash Bros. Melee'', jab canceling is displayed. In ''SSB''{{'}}s movie, {{SSB|Mario}} can be seen jab canceling into his down smash, whereas {{SSBM|Captain Falcon}} can be seen jab canceling into his forward tilt in ''Melee''{{'}}s movie.


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]]. 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.
==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.
==See also==
==See also==
*[[Knee lock]]
*[[Jab grab]]
*[[Jab grab]]


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[[Category:Advanced techniques]]

Latest revision as of 12:01, April 19, 2024

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 by using precise timing to interrupt a multi-hit neutral attack. Although it is usable throughout the series, jab canceling is considered a far more potent strategy in Super Smash Bros. Brawl and Super Smash Bros. 4.

Execution[edit]

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. As a result, this allows the character to perform other moves without using the entirety of the neutral attack.

Applications[edit]

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's 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 comparison, Super Smash Bros. Ultimate universally modified neutral attacks by adjusting their launching angles and knockback values in order to consistently keep an opponent in place throughout the attack's duration. As a result, jab canceling is almost totally nonexistent in Ultimate; although R.O.B. was able to jab cancel his neutral attack's first hit into his down tilt, this was removed in update 4.0.0, which resulted in Dr. Mario, Mr. Game & Watch, Snake and Little Mac (after 3.1.0) being among the only characters whose neutral attacks are currently capable of jab canceling reliably.

Jab lock[edit]

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[edit]

  • In specific portions of the opening movies for Super Smash Bros. and Super Smash Bros. Melee, jab canceling is displayed. In SSB's movie, Mario can be seen jab canceling into his down smash, whereas Captain Falcon can be seen jab canceling into his forward tilt in Melee's movie.

See also[edit]