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Deleted member 189823
Guest
I make this topic to discuss and get informed about Bowser's viable Jab-Cancelling options. What things can we do after a Jab, and do we have Frame Advantage against some characters (and who)?
Personally I tend to Jab 1 to Jab 1 and follow it up with an F-Tilt, a Grab or simply keep that Jab Cancelling going until they try to roll behind me. Of course that Jab 1 cancels are pretty silly according to Limit, so I kind of stopped doing it because apparently a few characters can punish it by SDI'ing and punishing with a fast aerial.
I'd like to make a list of Jab Cancels/Mix-ups we could apply during certain situations. Experienced players, don't be afraid to correct me if I'm wrong (I most likely am, anyway):
Jab 1, Jab 1: No real use rather than extra, risky damage that might not even garantee a follow-up unless the opponent is silly enough as to not SDI it.
Jab 1, F-Tilt: I think this serves as a nice spacing option and for extra damage. It's best used when you space so your Jab's tip hits and then follow it up with this. Seeing as Bowser's F-Tilt comes out on Frame 10, I highly doubt you'll get enough frame advantage for this to be a garanteed follow-up, but if the opponent doesn't know how to punish it, then I doubt you're being too risky thanks to it's range.
Jab 1, D-Tilt: KO setup. Not really reliable as far as I know, but if the opponent tends to pop-up after the first Jab, I see this coming in handy.
Jab-Grab: The better one of the Jab-Cancels. I think it's logical that most players will shield after the first Jab, so that's when it comes in handy.
Jab-Klaw: Same as Jab-Grab, except it's pretty straightforward with it's damage while Jab-Grab opens up different possible combinations, Klaw included.
Jab-F-Smash: As silly as it sounds, I think this may be used as a surprise KO in a match by conditioning your opponent to think you're going to regrab them after a GR. It punishes spotdodges.
Jab-Up-B: The times that I've tried this in my life can be counted with one hand. Literally. I don't know too much about this one, honestly, but this may be used to punish a roll if your opponent is silly and tries to roll right behind you if you're silly like me and wish to Jab Cancel as if you were, say, Ike. And who know, looking at it's 6 Frame start-up, you might even get a KO on the light characters while it's fresh (It KOs lightweight characters from 120-130%).
Well, um, if I am incorrect (which I very well might be), please don't be afraid to correct me on this. I am merely looking at the possible options I consider 'viable', but I'd really like to see what a more experienced and/or professional player has to say about this.
Personally I tend to Jab 1 to Jab 1 and follow it up with an F-Tilt, a Grab or simply keep that Jab Cancelling going until they try to roll behind me. Of course that Jab 1 cancels are pretty silly according to Limit, so I kind of stopped doing it because apparently a few characters can punish it by SDI'ing and punishing with a fast aerial.
I'd like to make a list of Jab Cancels/Mix-ups we could apply during certain situations. Experienced players, don't be afraid to correct me if I'm wrong (I most likely am, anyway):
Jab 1, Jab 1: No real use rather than extra, risky damage that might not even garantee a follow-up unless the opponent is silly enough as to not SDI it.
Jab 1, F-Tilt: I think this serves as a nice spacing option and for extra damage. It's best used when you space so your Jab's tip hits and then follow it up with this. Seeing as Bowser's F-Tilt comes out on Frame 10, I highly doubt you'll get enough frame advantage for this to be a garanteed follow-up, but if the opponent doesn't know how to punish it, then I doubt you're being too risky thanks to it's range.
Jab 1, D-Tilt: KO setup. Not really reliable as far as I know, but if the opponent tends to pop-up after the first Jab, I see this coming in handy.
Jab-Grab: The better one of the Jab-Cancels. I think it's logical that most players will shield after the first Jab, so that's when it comes in handy.
Jab-Klaw: Same as Jab-Grab, except it's pretty straightforward with it's damage while Jab-Grab opens up different possible combinations, Klaw included.
Jab-F-Smash: As silly as it sounds, I think this may be used as a surprise KO in a match by conditioning your opponent to think you're going to regrab them after a GR. It punishes spotdodges.
Jab-Up-B: The times that I've tried this in my life can be counted with one hand. Literally. I don't know too much about this one, honestly, but this may be used to punish a roll if your opponent is silly and tries to roll right behind you if you're silly like me and wish to Jab Cancel as if you were, say, Ike. And who know, looking at it's 6 Frame start-up, you might even get a KO on the light characters while it's fresh (It KOs lightweight characters from 120-130%).
Well, um, if I am incorrect (which I very well might be), please don't be afraid to correct me on this. I am merely looking at the possible options I consider 'viable', but I'd really like to see what a more experienced and/or professional player has to say about this.