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*Sees Jigglypuff and Villager's spot*Ok here is the preliminary list for Jabs:
Discuss!
That aspect of jab also happens to be outclassed by bullet arts dtilt, which does twice the damage in one sitting.Something to note about Bayonetta's jab: It has bullet arts which are part of the move. It's something to consider.
Frame 2 and jab 1 and 2 both have a FAF of 18, which lets it lead into a whole bunch of stuff. Rapid jab's bad, though. B tier at least.This is the third time now someone mentions Sheiks jab as underrated. Isn't it commonly seen as a really bad move? What exactly is good about it?
Just want to point out that Robin's 24 is actually among the highest for jab 1s. He's tied for third with Cloud. Assuming endlag as calculated after the last active hit frame on the jab 1, there's Lucario, Palutena, and Peach at 25. And Dedede is king at 26 (his jab 2 is safer but still takes way too long to come out). I guess Metaknight is technically the worst, but he lacks a jab 1 at all, and it's immediately prevalent how bad that is.Also robins jab1 and 2 endlag are kinda on the slow side for frame 4 jabs. Jab1 has 24 frames of endlag and jab2 has 26.
Zard's jab does not compare to Bowser's range, endlag, or setups. With Bowser, the only 50/50s are dependent on matchups and whether you hit them with the farthest hitbox. And even then, you have to have explicitly studied Bowser's jab to have any odds of escaping without luck. Plus if Bowser finishes the jab combo when blocked, he can continue to jab mindlessly and catch block punishes even when poorly spaced. Literally the only thing better about Zard is 3 less startup, yet is still slower to come out than a dodge. That's the appeal with frame 1 and 2 jabs, they're as fast or faster than your dodge options and can turn around a pressure scenario while being less committal.Zard should be in A with Bowser (Bowser has more range, but zard's comes out much faster). Zard's jab is his best move in his entire moveset. It is just overall extremely solid in speed, power, and range. I have won many matches with good players by doing nothing but jab out of shield.
Although it doesn't true combo into anything, jab 2 can lead into an usmash or an up B finisher.
And one more thing. At low percents, jab 3 can lead into a 50/50 combo into fair. And jab 3 sends the opponent is such a perfect position that even if they air dodge, they land in front of zard with landing lag, allowing zard to reset another jab combo.
It's really not consistent. Most jab to grabs from her land due to lack of MU knowledge. If you're a fast faller or heavy weight, mash jab. If you're a mid to lightweight, mash double jump. Knockback scaling and rage can rarely change up the possibilities making them choose a bad option, but that's it. And it's not a safe poke, it ties for the second most endlag of any jab 1 with Peach and Lucario, and it's one of the slowest jabs to boot making her vulnerable on startup. Zelda's is a safe poke once you get past the vulnerability on startup.-> C or B tier. I have no idea why the most useful or Palutena's grounded moves is sitting in D Tier. It is a good jab. The first hit acts as a safe poke, and also combos into a grab or dash attack. It is essential for Palutena's ground game, filling the role of her tilts (FTilt). While the rapid jab may not be too special, the utility of the first hit alone should move it up at least a tier.
The 3 frame difference is huge. There are many times I'm playing as Bowser and I'm fighting a fast and safe character like Greninja, Shiek, or Fox and I'd wish he had a faster jab like Zard that would of hit those characters when Bowser's jab wouldn't.Zard's jab does not compare to Bowser's range, endlag, or setups. With Bowser, the only 50/50s are dependent on matchups and whether you hit them with the farthest hitbox. And even then, you have to have explicitly studied Bowser's jab to have any odds of escaping without luck. Plus if Bowser finishes the jab combo when blocked, he can continue to jab mindlessly and catch block punishes even when poorly spaced. Literally the only thing better about Zard is 3 less startup, yet is still slower to come out than a dodge. That's the appeal with frame 1 and 2 jabs, they're as fast or faster than your dodge options and can turn around a pressure scenario while being less committal.
So then...? It deserves the same spot as Bowser because it has a small fraction of what Bowser has but comes out three frames faster? I don't see the argument. Bowser's as high as he is because it's the most threatening to get hit with while being fantastic for low commitment poking. Any Bowser main will tell you that landing jabs on a speedy character isn't abnormal, it reaches so far that they tend to run into it as they expect some kind of lag from the previous jab.The 3 frame difference is huge. There are many times I'm playing as Bowser and I'm fighting a fast and safe character like Greninja, Shiek, or Fox and I'd wish he had a faster jab like Zard that would of hit those characters when Bowser's jab wouldn't.
As I said in my bit, Ike can mix up the timing a fair bit between his jabs + combat walk allows him to use his jab to apply more pressure than the standard jab can. Higher side of jab damage range, Jab 3 stuffs attempts to jump out of a delayed Jab 2 -> Jab 3Trying to find a justification for Ike, Pac Man, and Cloud in B. All of them are frame 4 jabs with no potential for mixups that I've seen or heard of. Cloud in particular has some of the most endlag of any character on jab 1 making it very unsafe, but all three have repeatable jabs by holding the button
You're clearly underestimating what a 3 frame difference makes. I think you're comparing them too directly without any consideration to their startup. Bowser's is great as a poke and spacing move, but Zard's is a much better OoS option. They both have similar damage, but Zard's is faster at the cost of some range and slightly more endlag (Zard's can also spam jab on shield and characters tend to run into the 2nd jab combo). That's the tradeoff for faster startup.So then...? It deserves the same spot as Bowser because it has a small fraction of what Bowser has but comes out three frames faster? I don't see the argument. Bowser's as high as he is because it's the most threatening to get hit with while being fantastic for low commitment poking. Any Bowser main will tell you that landing jabs on a speedy character isn't abnormal, it reaches so far that they tend to run into it as they expect some kind of lag from the previous jab.
Frame 1 Jab.I don't want to suggest any ranking, but I want clarification on why ZSS' is A tier.