I decided to pick up Falcon a few days ago, and among the many issues I first had with him, his jab bothered me in many ways.
Mainly, an opponent can shieldgrab at any point during the rapid attack part, and it didn't seem as if you could jab cancel to another jab. I was upset at the fact that Falcon continues to do the shoulder tackle anyway, and then magically gets some random jab after the shoulder tackle if you attempt to jab cancel the second jab into another jab combo, which then goes immediately into a rapid attack, which is very bad.
It looked as if the jab combo was destined to go no further than jab -> grab/Up-B, but I noticed something yesterday. You can cancel the "magical fourth jab" into the beginning of another jab, much like any other jab cancel. Also, the fourth jab is identical to the first jab (or is it the second? I forget), so it cancels rather quickly.
I mean, jabbing twice, doing a small pause, then jabbing twice again. I'm almost positive that if you wait long enough to literally reset the jab combo only after the third jab, any opponent has at least a few frames where they can evade or retaliate.
In fact, I hold down the button for the second and fourth jab, so I'm actually only pressing A twice throughout a single repetition of it.
It's something like:
One-two---three-four---one-two---three-four---..., with there being almost no gap between the first and second, as well as the third and fourth jabs. Also, if you decide to throw a grab in the middle of it, make sure it's not on the shoulder tackle portion. It sounds like common sense, but you'd be surprised how many times I've found myself doing it out of reflex.
Anyway, what I'm getting into here is, I wonder if you can juggle certain characters this way. None of the hits really send an opponent anywhere, so the idea is, unless the opponent has a quick, high-priority move that happens to be in the way immediately (think Luigi N-Air, or Wolf's reflector, etc.), you can do at least a couple repetitions of this.
I've tried it mid-match against my older brother's Dedede (he's rather good with Dedede; he's used him since the game came out) and Lucario (granted, he picked Lucario up about the same time as I picked up Falcon, but, eh) with positive results. Obviously, this is percentage-dependent, as at really low percentages the opponent can DI down and then shield in-between the pauses.
At worst, I can see this being a good mix-up within the standard jab-to-grab stuff. Try throwing it into your game and give me feedback on how reliable you feel it is.
Mainly, an opponent can shieldgrab at any point during the rapid attack part, and it didn't seem as if you could jab cancel to another jab. I was upset at the fact that Falcon continues to do the shoulder tackle anyway, and then magically gets some random jab after the shoulder tackle if you attempt to jab cancel the second jab into another jab combo, which then goes immediately into a rapid attack, which is very bad.
It looked as if the jab combo was destined to go no further than jab -> grab/Up-B, but I noticed something yesterday. You can cancel the "magical fourth jab" into the beginning of another jab, much like any other jab cancel. Also, the fourth jab is identical to the first jab (or is it the second? I forget), so it cancels rather quickly.
I mean, jabbing twice, doing a small pause, then jabbing twice again. I'm almost positive that if you wait long enough to literally reset the jab combo only after the third jab, any opponent has at least a few frames where they can evade or retaliate.
In fact, I hold down the button for the second and fourth jab, so I'm actually only pressing A twice throughout a single repetition of it.
It's something like:
One-two---three-four---one-two---three-four---..., with there being almost no gap between the first and second, as well as the third and fourth jabs. Also, if you decide to throw a grab in the middle of it, make sure it's not on the shoulder tackle portion. It sounds like common sense, but you'd be surprised how many times I've found myself doing it out of reflex.
Anyway, what I'm getting into here is, I wonder if you can juggle certain characters this way. None of the hits really send an opponent anywhere, so the idea is, unless the opponent has a quick, high-priority move that happens to be in the way immediately (think Luigi N-Air, or Wolf's reflector, etc.), you can do at least a couple repetitions of this.
I've tried it mid-match against my older brother's Dedede (he's rather good with Dedede; he's used him since the game came out) and Lucario (granted, he picked Lucario up about the same time as I picked up Falcon, but, eh) with positive results. Obviously, this is percentage-dependent, as at really low percentages the opponent can DI down and then shield in-between the pauses.
At worst, I can see this being a good mix-up within the standard jab-to-grab stuff. Try throwing it into your game and give me feedback on how reliable you feel it is.
tl;dr?
If you wait a fraction of a second after your second Neutral-A attack, then continue the jab combo, you'll do the normal third hit of the Neutral-A, as well as a fourth jab that is identical to the first Neutral-A attack.
If you continue the jab after the fourth hit, you'll start doing the rapid A punches, but you can jab cancel out of that into the start of another jab combo, or a grab attempt. It's no "inescapable combo", but it's potentially a decent mix-up that could chain together bits of damage rather nicely if they don't react well enough.
The main idea is, at various percents for different characters, you can choose to do those four attacks into a grab/Up-B (like a standard jab -> grab attempt), or to start another jab combo to do whatever you please. Technically, you could try throwing something else in, both those seem like the only realistic options.