YGK
Smash Cadet
I've been playing around with Fox's Fair spike into jab lock combo, and I'm having trouble coming up with an especially useful implementation of it, so I was hoping someone here could help me workshop it a bit, as well as get a handle on the % ranges it should work in.
To be clear: I'm referring to the jab lock combo all characters can perform some variant of after your opponent misses a tech, not the double jab cancel combo unique to fox.
For those of you not familiar with the principles involved, the youtube channel "My Smash Corner" has an amazing video detailing the fundamentals of this combo:
As pointed out in the video, if you fast fall cancel Fox's Fair near the ground before the last hit, it spikes the opponent, giving them a very small window to tech, if they miss the tech Fox can follow up with Ftilt or a sour Nair to initiate the jab lock (I don't think there's enough time to use a sour Nair after the Fair spike, but Nair can be used to set up the combo when the opponent misses a tech in other situations)
The setup for this combo really isn't that hard, I may make a list of all the ways to set up Fair sometime, but if you know your way around Fox in this game then you're already aware of just how easy it is to hit with this move. The tricky part (for me) is initiating the jab lock afterwards; over 70% I seem to deal too much knock back with Ftilt and my opponent lands standing, though I might just be mistiming it (I'm also wondering if the knock back properties of fox's 3 different Ftilt angles effect the situation significantly).
I'm still working out a lot of the basic stuff right now, I'll add details as I find them but I'm guessing there are some players around who have already done some testing with this and I'd love to see what others have come up with. My ultimate goal is to find the most effective variants of the combo, (one that maximizes damage, one for maximum vertical knock back, one for maximum lateral knock back, etc.), and work out what % range they work in. Personally, I think it would be very useful to know what the max % your opponent can be at when you start the combo, what sequence results in the most time to charge an up smash, and which characters will die to it at that point.
I'll be testing things out for a while yet tonight, but I'm also drinking a few beers while I do it, so I may not be all that productive (or I may make a really excited post in a few hours claiming I've broken the game wide open with my "mad skillz")
To be clear: I'm referring to the jab lock combo all characters can perform some variant of after your opponent misses a tech, not the double jab cancel combo unique to fox.
For those of you not familiar with the principles involved, the youtube channel "My Smash Corner" has an amazing video detailing the fundamentals of this combo:
As pointed out in the video, if you fast fall cancel Fox's Fair near the ground before the last hit, it spikes the opponent, giving them a very small window to tech, if they miss the tech Fox can follow up with Ftilt or a sour Nair to initiate the jab lock (I don't think there's enough time to use a sour Nair after the Fair spike, but Nair can be used to set up the combo when the opponent misses a tech in other situations)
The setup for this combo really isn't that hard, I may make a list of all the ways to set up Fair sometime, but if you know your way around Fox in this game then you're already aware of just how easy it is to hit with this move. The tricky part (for me) is initiating the jab lock afterwards; over 70% I seem to deal too much knock back with Ftilt and my opponent lands standing, though I might just be mistiming it (I'm also wondering if the knock back properties of fox's 3 different Ftilt angles effect the situation significantly).
I'm still working out a lot of the basic stuff right now, I'll add details as I find them but I'm guessing there are some players around who have already done some testing with this and I'd love to see what others have come up with. My ultimate goal is to find the most effective variants of the combo, (one that maximizes damage, one for maximum vertical knock back, one for maximum lateral knock back, etc.), and work out what % range they work in. Personally, I think it would be very useful to know what the max % your opponent can be at when you start the combo, what sequence results in the most time to charge an up smash, and which characters will die to it at that point.
I'll be testing things out for a while yet tonight, but I'm also drinking a few beers while I do it, so I may not be all that productive (or I may make a really excited post in a few hours claiming I've broken the game wide open with my "mad skillz")