Isn't it always better to spike from dthrow at the ledge instead of jab?
Why would you even jab after Dthrow? It does like 4% while a spike does much more and has crazy followup potential. And it's important not spike characters with great recoveries offstage, but on the stage for techchasing.
First, understand I was using an example to illustrate a point. The point I was getting at was a situation where a person knew with a high degree of prediction that a jab was coming. That situation was on the ledge after dthrow.
Now, yes, jab is not the ideal punish after a chain grab compared to a spike. But, I even stated that my example was in friendlies and not an actual match. Dozens of dittos I have done in friendlies never ended in CG -> spike but rather lesser options cg -> jab or gatling.
Its an insignificant detail why someone would jab over say spike. The more important thing for my discussion was making sure people understood what I was explaining regarding SDI on jab, and it seems to have failed.
Snake's Jab1 to Jab 1 is worthless. What on earth were you responding to that I had said?
At most I can say Falco's Jab1&2 on repeat is a good mindgame for opponents near the ledge.
To restate our previous conversation. You told me that if I played falcon/ike/snake I would have known about the crouch canceling idea better. Well, I play snake all the time, but I still did not know about it. I was explaining that I never use jab1 -> jab1. I assumed this is what our discussion was about since I see no need to crouch cancel from jab1 to say a tilt or a smash. You just time it properly. Jab 1 -> jab1 apparently needs crouching to actually work. And snake doesn't have an IASA on his jab2, so crouching there is useless as well. Thus, I did not think you would be referring to jab1 -> jab2 at all.
Nope. Nope, nope, nope. All they have to do is recognize a situation where they cannot stop you from jabbing and SDI. Then Wario claps you in the ear.
Again, I even said "a bad spot" which as you said, "situation where they cannot stop you from jabbing" would fall into the category of a bad spot.
Ugh.
Falco's Jab 1 is -6 on Hit.
Jab 2 is -4 on Hit.
Where did you happen to get these? From what I have done, it can vary by about a frame or two depending upon the character and how decayed it is. Also, there is some sort of mechanic where if they are low to the ground they seem to enter more lag which generally gave falco this 0 advantage on some. It was with just SDI up on a single frame that they no longer had this extra lag. Landing lag is part of it, but it lasted longer than 2 or 4 frames.
The transition to Jab 3 is entirely unsafe.
Its funny though on how often people cannot punish it right even among decent players.
This only hits if they Di incorrectly. Which, no one Di's our throws properly.
Not sure what the better DI is. Always thought it should be a mix-up since falco can easily cover nearly all options off of a dthrow. And the rest of his throws not really sure since Dthrow is so good. Could you give us your thoughts on that?
Assume I hit Marth with Jab1 and he mashes UpB, can I get Jab 2 out fast enough to combo assuming I am not waiting, or can he theoretically mash out?
Speaking of Marth, I land jab2 and shield and he doesn't UpB. What are the options for both sides and how do I make the situation advantageous?
Yes. Marth cannot hit you between jab1 -> jab2. If we are being realistic, he might still hit you because he managed to SDI behind you or above the hitbox for jab2. If jab1 and jab2 connect as soon as possible, then Marth cannot punish you for it.
If Marth doesn't UpB, then he either falls to the ground, does an aerial (if he is in the air high enough due to SDI or was falling to the ground in the first place), or he would jump. Falco's options are shield things since you choose to shield. Falco cannot get hit if jab2 connects and he manages to shield.