Rizen
Smash Legend
I don't see jab 2 cancels as that much worse except loosing the death lock. Link also has a decent roll and and can jab 1 or 2>roll back and reset if not done predictably.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Nah, I'm pretty sure that would be Samus. lolI wish I had the ending lag data for jabs. Jab 2 seems to only be a frame or 2 slower than pre-patch jab 1 to cancel. Although not a true combo, Link can probably cancel it with a good success rate.
Frankly, Ganon still wins the worst jab award.
Samus's jab was designed with mindgames in mind (lol). Samus' actually has uses. Ganon's barely has any.Nah, I'm pretty sure that would be Samus. lol
Pre-patch jab 1 had a frame advantage that would get better depending on the opponent's percent. I'm guessing that at 0% it had either a 4 or 5 frame advantage (on hit obviously), and by the time they get to around 100% you have roughly a 9 to 10 frame advantage. Jab 2 however has a 1 to 2 frame advantage that does not get better as the opponent's percent gets higher. The only way to make this better would be to factor in landing lag as well for those poor characters who fall fast and can't DJ in time, but even then, it would have to rely on the Jab 1 not popping them too high up, and even then you're looking at a maximum frame advantage of maybe 4 or 5 if I was generous for the sake of argument. But then we'd be talking about a character like Fox who can Jab us before we do anything anyway. Pro tip, if you don't go all the way to Jab 3 on Fox, it's in his advantage now. Jab 2 is only useful against bad players.I wish I had the ending lag data for jabs. Jab 2 seems to only be a frame or 2 slower than pre-patch jab 1 to cancel. Although not a true combo, Link can probably cancel it with a good success rate.
Frankly, Ganon still wins the worst jab award.
So we don't have exact numbers? Darn.Pre-patch jab 1 had a frame advantage that would get better depending on the opponent's percent. I'm guessing that at 0% it had either a 4 or 5 frame advantage (on hit obviously), and by the time they get to around 100% you have roughly a 9 to 10 frame advantage. Jab 2 however has a 1 to 2 frame advantage that does not get better as the opponent's percent gets higher. The only way to make this better would be to factor in landing lag as well for those poor characters who fall fast and can't DJ in time, but even then, it would have to rely on the Jab 1 not popping them too high up, and even then you're looking at a maximum frame advantage of maybe 4 or 5 if I was generous for the sake of argument. But then we'd be talking about a character like Fox who can Jab us before we do anything anyway. Pro tip, if you don't go all the way to Jab 3 on Fox, it's in his advantage now. Jab 2 is only useful against bad players.
So no. I personally wouldn't say they are comparable.
I used Fox as an example of a character who can't double jump before he lands, and it just so happened to be that there weren't many. Link, Toon and Palutena can all DJ before they land, meaning we have no follow ups on them whatsoever. They get to DJ roughly 1 (or if I'm being generous, 2, though I honestly think it's 1) frame after we are able to act out of the second jab. Think about that for a second. The Jab 1 to 'X' combos worked because the character couldn't even DJ in time by the time they were hit by 'X'. Jab 2 is only useful on people who don't know what to do or who can't react to being Jabbed and buffer a simple DJ just in case we don't use Jab 3 this time, therefore, as per my previous statement, Jab 2 is only useful against bad players.Of course jab 1 cancels were better but I have to disagree about jab 2 cancels being useless except vs bad players. If you use Fox, with his frame 2 jab as an example then jab 3 is best. If you jab 2 cancel on characters with slower options like Link, TL, DDD, Bowser, Palutena etc it has uses.
Jab 2 does have slight kb growth. IDK what jab 2's IASA frames are but I think we should not discount jab 2 cancels as an option until we know for sure Link will be at too much of a frame disadvantage to act.
So in other words, it doesn't have set knockback, meaning we can possibly "string" in an Upsmash or DownSmash after jab 2 without it being gimmicky?So we don't have exact numbers? Darn.
Of course jab 1 cancels were better but I have to disagree about jab 2 cancels being useless except vs bad players. If you use Fox, with his frame 2 jab as an example then jab 3 is best. If you jab 2 cancel on characters with slower options like Link, TL, DDD, Bowser, Palutena etc it has uses. Link's jab also has better reach than most character's quick ground options.
Reading the frame data from before the patch:
http://pastebin.com/raw.php?i=PzTjdtx8
Jab1
Frame 7- 8: 2.5% 35b/37g 80° Slash
Frame 7- 8: 2.5% 35b/37g 95° Slash
Frame 7- 8: 2.5% 30b/37g 361° Slash
Max Damage: 2.5%
Enables transition to next jab state on real frame 10
Jab2
Frame 6- 7: 2.5% 38b/10g 50° Slash
Frame 6- 7: 2.5% 38b/10g 60° Slash
Frame 6- 7: 2.5% 38b/10g 78° Slash
Frame 6- 7: 2.5% 38b/10g 90° Slash
Max Damage: 5%
Enables transition to next jab state on real frame 10
Jab3
Frame 6-10: 5% 70b/50g (KO@ 394%) 30° Pierce
Max Damage: 10%
Jab 2 does have slight kb growth. IDK what jab 2's IASA frames are but I think we should not discount jab 2 cancels as an option until we know for sure Link will be at too much of a frame disadvantage to act. It has potential to be useful.
I'm not saying loosing jab 1 cancels weren't a huge loss or jab 2 cancels are a substitute. But they could be an option.
Why are you stating frames when you admitted you don't know them?I used Fox as an example of a character who can't double jump before he lands, and it just so happened to be that there weren't many. Link, Toon and Palutena can all DJ before they land, meaning we have no follow ups on them whatsoever. They get to DJ roughly 1 (or if I'm being generous, 2, though I honestly think it's 1) frame after we are able to act out of the second jab. Think about that for a second. The Jab 1 to 'X' combos worked because the character couldn't even DJ in time by the time they were hit by 'X'. Jab 2 is only useful on people who don't know what to do or who can't react to being Jabbed and buffer a simple DJ just in case we don't use Jab 3 this time, therefore, as per my previous statement, Jab 2 is only useful against bad players.
Jab2's knockback growth is so small it's barely worth mentioning. Go to training mode, make a character jump in front of you, make them land on the second Jab at 0% then do the same on 999%. Try this with like any other move that doesn't have set knockback. Then in the real world where characters won't be getting past like 150% (give or take), see if you can spot the difference between the opponent being hit by jab 2 at 0% compared to 150%. Negligible is not a word I throw around lightly.
How do you know the frame advantage doesn't get higher for jab 2 but it does for jab 1?I'm guessing that at 0% it had either a 4 or 5 frame advantage (on hit obviously), and by the time they get to around 100% you have roughly a 9 to 10 frame advantage. Jab 2 however has a 1 to 2 frame advantage that does not get better as the opponent's percent gets higher.
Or Utilt if we have a good frame advantage, maybe at kill %s.So in other words, it doesn't have set knockback, meaning we can possibly "string" in an Upsmash or DownSmash after jab 2 without it being gimmicky?
It's called an educated guess. While I don't know them specifically, I can certainly tell you them as an estimate. Do you have any idea how long I worked with the Jabs? I can literally see the difference in each frame. Training mode '1/4 speed hold' skips two frames at a time if you're super quick. A guess of 1 to 2 frames is more accurate than you know.Why are you stating frames when you admitted you don't know them?
It would, but it would be so insignificant that it wouldn't matter. In fact it doesn't matter. I checked. Just like I check everything. I know from experience. I have painstakingly seen 1 frame advantage being gained at a time from percent to percent, and I have narrowed the exact percent it is gained down to a specific percent for each character.How do you know the frame advantage doesn't get higher for jab 2 but it does for jab 1?
Yes. The IASA frames on the Jab 2 are significantly worse. This is what I keep saying. The frame advantage Link gains is way worse for Jab 2. I know this from experience. I can tell you as a fact that the old Jab 1 allowed Link to act much earlier than Jab 2 does. Jab 2 cannot be used in the same way that the old Jab 1 did, even at high percents.Based on the pre-patch frame data jab 1 and 2 are nearly identical except for kb growth and angle. The pull in and push out angles are what kept opponents in jab 1 to another jab 1
Jab 1
Frame 7- 8: 2.5% 35b/37g 80° Slash
Frame 7- 8: 2.5% 35b/37g 95° Slash
Frame 7- 8: 2.5% 30b/37g 361° Slash
but we could jab 1 cancel to other attacks too. Jab 2 won't link to another jab as inescapably but should have similar frame advantage to cancel to something like Utilt
Jab2
Frame 6- 7: 2.5% 38b/10g 50° Slash
Frame 6- 7: 2.5% 38b/10g 60° Slash
Frame 6- 7: 2.5% 38b/10g 78° Slash
Frame 6- 7: 2.5% 38b/10g 90° Slash
The damage is identical, base kb is slightly more, kb growth less than 1/3 but existent and the angles only push outward stopping jab 2 from linking to another jab repeatedly. Unless the IASA frames are significantly worse than jab 1's we should be able to chain jab 2 into things like Utilt for kills at higher %s.
What bothers me most about this quote is it tells me you're being argumentative for it's own sake. I did specifically add 'give or take' in brackets after the 150%, but you know what, this point doesn't even matter. Why did you bring it up?Also, why do you think characters won't get past 150% in the real world?
.
Does D-tilt knockback shields at all? Or knock us back?So I'm relying more on d-tilt. It seems safe on normal shield, it spaces well, and it can shield poke into a potential combo/followup at the right percentages and shield healths. Mix confirmed jabs up with some d-tilts, throws, more jabs, or z-airs out of there depending on the opponent
So wait, jab 2 had set knockback before the patch, and now it suddenly has a small amount of knockback growth....What? Can you confirm that with something to back it up?Guys, chill out! geez
Fighting against other doesn't make Link a better char. Investigating and creating new tools instead!
I could just play a couple of matches (against one ultra spammy link with a horrible lag, a couple of mewtwo and a lucina). I can say that jab 1 and 2 has way more KB know. It would be nice if someone with knowledge about this things can confirm this. If this is correct, we maybe can do some interesting things out of Jab 2.
Facts: Against Link, i wiffed second jab with myself in 50%~ and him on 100%~ because of KB (no roll, DJ or other things). I wiffed 4 third jab against all my oponnents in the same scenario (more or less %, nothing too strange).
No I don't believe it does, but it does shield poke. The only move I can think of off the top of my head that pushes back shields is Fsmash, but I could be wrong.Does D-tilt knockback shields at all? Or knock us back?
With Jab 2? Of course not.Do we have any frame advantages at all on shield?
Getting hit up higher only makes it even more impossible to do something out of Jab 2. When they go to DJ away, they'll already be high up.I can say that jab 1 and 2 has way more KB know. It would be nice if someone with knowledge about this things can confirm this. If this is correct, we maybe can do some interesting things out of Jab 2.
Of course it does. Just not a powershield.Does D-tilt knockback shields at all?
No it didn't, and that's not what he said.So wait, jab 2 had set knockback before the patch
You are.The only move I can think of off the top of my head that pushes back shields is Fsmash, but I could be wrong.
The problem is, we literally can't do a thing until the entire animation is finished. By that time, the opponent could very well react quick enough to punish us bad.Dammit, I freaking hate it when I double post, when I'm trying to merge my posts together....Urgh.
Anyhoo, back to the topic on hand, I'm having a hard time adjusting to these changes as well. Alot of my mindgames stemmed from throwing out Jab 1 as a way to either poke or force a reaction. Is there anything we can use Jab 1 for without necessarily following up with Jab 2?
That almost sounds like Melee Link's crappy jab when you think about it.The problem is, we literally can't do a thing until the entire animation is finished. By that time, the opponent could very well react quick enough to punish us bad.
It seems like doingthe full jab combo(or at least up to jab 2) is more safe then stopping at jab 1 at this point.
Don't do the full jab I was over exaggerating on that, but still.
It's a stretch, but if someone is just off-stage and you are standing near the edge, you could Jab them just once. This would make them fall past the ledge as they are unable to grab it for a short period of time after being hit, which often catches people off-guard still for some reason, and if they don't have their DJ, it puts them in a bad position.Is there anything we can use Jab 1 for without necessarily following up with Jab 2?
It needs more testing then. I've tested on training mode too. I'm not one to throw away a potential kill setup with frame advantage, even if it isn't guaranteed. I'm a low tier player.It's called an educated guess. While I don't know them specifically, I can certainly tell you them as an estimate. Do you have any idea how long I worked with the Jabs? I can literally see the difference in each frame. Training mode '1/4 speed hold' skips two frames at a time if you're super quick. A guess of 1 to 2 frames is more accurate than you know.
It would, but it would be so insignificant that it wouldn't matter. In fact it doesn't matter. I checked. Just like I check everything. I know from experience. I have painstakingly seen 1 frame advantage being gained at a time from percent to percent, and I have narrowed the exact percent it is gained down to a specific percent for each character.
Yes. The IASA frames on the Jab 2 are significantly worse. This is what I keep saying. The frame advantage Link gains is way worse for Jab 2. I know this from experience. I can tell you as a fact that the old Jab 1 allowed Link to act much earlier than Jab 2 does. Jab 2 cannot be used in the same way that the old Jab 1 did, even at high percents.
What bothers me most about this quote is it tells me you're being argumentative for it's own sake. I did specifically add 'give or take' in brackets after the 150%, but you know what, this point doesn't even matter. Why did you bring it up?
And most importantly, why is my credibility being brought into question? Seriously. When did that happen? What did I do to deserve it?
I dropped it until then but you keep doing the same thing. Now you're doing it again: ignore all relevant information and go for a personal attack when you have no points. I tried to be nice in my last post but you keep denying the evidence and really have no case. Continuing this discussion is pointless.I see that my suspicions are confirmed then. The fact that you brought up the customs debate we had randomly is quite telling. You're still angry at me for the past few recent debates we've had and now you're itching for an argument. Well I'm not interested. This isn't even about the Jab 2 any more and I don't think it ever really was. I'd prefer it if we could go back to the relationship we used to have back in the Brawl days.
Needless to say, if you want to try to use Jab 2 to convert into kill moves, be my guest. Why should I care? Technically it doesn't work period; technically it is a bad idea. Realistically I don't think it should work at high level, but that doesn't mean it won't ever. The example you gave of someone not having a DJ at higher percents is actually worth a try due to airdodges being punishable. However I cannot condone it any further than this. To shed too much positive light on it would be misinformation and would give people the wrong idea.
Sorry to disappointThis just got REAL, I love the Link boards
*grabs popcorn*
Anyone else?
Hmmm interesting, I haven't used them. Tbh the only custom I've used for Link was the boomerang (which I love) and his custom upb (the one where he goes dumb high and does no damage, which is shiiiiiit). Not a big fan of customs to begin with but the boomerang was nice.Sorry to disappoint
I do like quickdraw arrows. At first I thought the wouldn't compliment Link's other projectiles but they work well.
It should have been his standard boomerangHmmm interesting, I haven't used them. Tbh the only custom I've used for Link was the boomerang (which I love) and his custom upb (the one where he goes dumb high and does no damage, which is shiiiiiit). Not a big fan of customs to begin with but the boomerang was nice.
That gets punished real quick. I'd love for someone to roll past me when they're at a frame disadvantage.The only thing that jab 2 is sort of useful for is rolling to the opposite side of your opponent. It works with head games and mix-ups.