Timbers
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I really feel like Fox's jab is a large part of his game, but how different characters respond (by game design) to Fox's jab2 "pop up" into the air feels incredibly feast or famine. Fox's jab3 (flurry) is pretty crap? Because of how easy it is for opponents to fall out of it and punish endlag accordingly. That's fine, because Fox's jab cancel is incredibly good against almost every character, but there are those few...
This leads me into questions/discussion. There are several characters I know of off the top of my head (Falcon, Falco, Fox, Sheik, maybe more?) that can disrespect the jab cancel due to character design, but I'm not sure what really affects this? Floaties and small frames are naturally hindered by the jab cancel, but fast fallers (and maybe tall characters?) can actually fall to the ground before jab2 lag ends and shield (at low enough percents, this can happen before you even jab3 flurry) and if their jab is quick enough, they can actually fall to the ground and jab mash your jab2 endlag, and due to them having to be incredibly high in percentage/your own rage to be knocked off the ground high enough to not punish your successful jab starter..it's frustrating.
I think it'd be great to get a comprehensive list of when it's safe to even jab a character, but taking rage into account I imagine it'd be hard to get exact percents when a jab cancel is without punish (when it's safe to jab-lock, safe to grab, safe to dsmash, safe to usmash, etc.). Jab3 flurry is (unfortunately) the safest route in scenarios where characters fall quickly to the ground, but that option is unreliable and (sometimes heavily) punishable.
tl;dr what have your experiences been with Fox's jab and jab cancels on different characters in the cast?
This leads me into questions/discussion. There are several characters I know of off the top of my head (Falcon, Falco, Fox, Sheik, maybe more?) that can disrespect the jab cancel due to character design, but I'm not sure what really affects this? Floaties and small frames are naturally hindered by the jab cancel, but fast fallers (and maybe tall characters?) can actually fall to the ground before jab2 lag ends and shield (at low enough percents, this can happen before you even jab3 flurry) and if their jab is quick enough, they can actually fall to the ground and jab mash your jab2 endlag, and due to them having to be incredibly high in percentage/your own rage to be knocked off the ground high enough to not punish your successful jab starter..it's frustrating.
I think it'd be great to get a comprehensive list of when it's safe to even jab a character, but taking rage into account I imagine it'd be hard to get exact percents when a jab cancel is without punish (when it's safe to jab-lock, safe to grab, safe to dsmash, safe to usmash, etc.). Jab3 flurry is (unfortunately) the safest route in scenarios where characters fall quickly to the ground, but that option is unreliable and (sometimes heavily) punishable.
tl;dr what have your experiences been with Fox's jab and jab cancels on different characters in the cast?