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This is simply not true. Try it with two controllers in training mode.If you do a neutral getup against a Falcon holding A, you will get hit always. It's 100%, not 3/7
You're right, I had never seen someone shield before and simply assumed. Maybe because most people just don't do neutral getups on Falcon's jab because they don't know this. Also, for the record, nobody was comparing it to Luma's rapid jab or aura sphere.This is simply not true. Try it with two controllers in training mode.
EhhhhhhhhRobin's jab should not be moved down. Keep it in A tier.
why the **** does this character have all these disjoints he has no business having like what the **** nintendoFalcon's rapid jab finisher is also insanely disjointed.
Thanks @Trifroze though I think this was nerfed in a recent patch or something.Robin's jab is kinda borderline to me. I'm not sure I'd consider it as good as most of the other A-tier jabs but I'd also consider it a little better than most of the B-tier jabs. It killing by itself, even if it's not 100% reliable at all percents, is still something most jabs can't do. It's still good at lowish percents out of Dthrow.
Falcon's jab is def S-tier, that ****'s kinda ridiculous. Speaking of which:
why the **** does this character have all these disjoints he has no business having like what the **** nintendo
Falcon's jab isn't frame 1 tho...Ok yeah Falcons jab is great, but lets not go crazy. It is not the best jab in the game, that belongs to Little Mac by a good margin. The only thing Falcon's jab has over it is his multi jabs disjoint, BKB, and active frame on jab 1
He means that Falcon's Jab 1 is active for three frames while Mac's is only active for 1. Active frames on moves like a jab are a big deal.Falcon's jab isn't frame 1 tho...
Also, Falcon's jab is better than Mac's for jab mixups as Mac cannot reliably grab a shielder without commiting a fair bit (and not getting much reward off of it either). Granted that isn't too much of a problem against anyone who isn't rather heavy or a fastfaller. I honestly think Falcon's jab is the same tier as Mac's.
When the opponent reaches 100% where you want to use it, they can just mash up and double jump. If you're not a fast faller or heavy weight, you can sometimes escape with no DI inputs at all. It's as high maintenance as Falco's when it comes to connecting because Jab 2 has too much upward knockback. Robin's jab is as high as it is because of Fire jab, which also kills better than any other jab but is horizontal and you'd have to be either a robot or jigglypuff to DI out of that with human DI/SDI. And I've wanted it to move down to B for a while because it's such a slow, punishable commitment to throw out. It does deal fantastic damage before those high percents though. Before the jab 1 and 2 base knockback increases (which was an intentional nerf), this was totally an A tier jab. Frame 4 kill move that took serious effort to escape, count me in. But not any more.How good robin's jab can be depends on how often the opponent escapes it.
If the opponent is consistently DI'ing out of robin's jab, it's like a C tier move at best. But when they're not it's easily an S-tier jab.
The high damage it outputs and killing opponents at 100-120% with rage is nuts.
Little Mac's jab confirms into his up b at kill percents. It can also combo into his down tilt. While Little Mac doesn't have a good grab mixup with his jab, he can pressure an opponent's shield with dtilt or fsmash (He can also pressure a shield with his multijab, but the opponent can roll out of shield to avoid it).Falcon's jab isn't frame 1 tho...
Also, Falcon's jab is better than Mac's for jab mixups as Mac cannot reliably grab a shielder without commiting a fair bit (and not getting much reward off of it either). Granted that isn't too much of a problem against anyone who isn't rather heavy or a fastfaller. I honestly think Falcon's jab is the same tier as Mac's.
Adding onto this, its frame transition from jab 1 to jab 2 and jab 2 to jab 3 is 14 frames. Jab 2 to rapid jab is 8 frames. sixriver's page on Robin: https://docs.google.com/spreadsheet...YKjt0KJyn1EfccnT2YQqk/edit?pref=2&pli=1#gid=0.Ehhhhhhhh
It doesn't seem comparable to the other jabs in A tier. Its main selling point is that it's got some nice kill power and range (which is very nice, not trying to downplay that). It doesn't really combo into anything or provide mixups to my knowledge, isn't fast between hits, and isn't great on shield like a lot of A-tier jabs are. It also has occasional issues connecting. Nice active frames, however.
Wait, how can Mii Gunner jab cancel? The only character that can definitely cancel jab as far as I'm aware is Ryu, so I'm curious as to how Mii Gunner can.I think that Mii Gunner's jab should move up to B tier due to its safety on shield when jab canceled and the amazing mixups Gunner has when using it.
Gunner's jab has IASA frames after jab 1 and jab 2 that reduces endlag by several frames. It isn't fast enough to make jab 1 combo into itself (Yoshi is a character with a jab cancel that can true combo jab 1 into itself), but it should be fast enough to be visible.Masonomace said:Wait, how can Mii Gunner jab cancel? The only character that can definitely cancel jab as far as I'm aware is Ryu, so I'm curious as to how Mii Gunner can.
Also, I can see Cloud jab being C tier but maybe not(?). It does have a knack for whiffing at higher percents, but like Shulk, couldn't a Cloud player just delay Jab2 a tad so that it can still connect at riskier percents?
ew really it's 14 frames? I knew it was kinda a lot but I didn't think it'd be that muchAdding onto this, its frame transition from jab 1 to jab 2 and jab 2 to jab 3 is 14 frames. Jab 2 to rapid jab is 8 frames. sixriver's page on Robin: https://docs.google.com/spreadsheet...YKjt0KJyn1EfccnT2YQqk/edit?pref=2&pli=1#gid=0.
Falcons jab isn't a true kill confirm, only a mixup which you can possibly get a kill off of with another mixupIMO Falcon's jab is obviously the best.
Not simply for the range, speed, or ridiculous hitbox... But because it's the most potent and reliable jab at the ledge. Covering three options, not super consistently but that's more than most jabs can boast.
This means it just gets used more and consistently contributes to the advantage of a player more than other jabs.
Mac's jab is primarily just a very reliable stuffing option. Certainly the best in the game, and it does have confirms into uppercut and mix-ups with great shield pressure... And luigi's has similar.
But falcons does all that fine, PLUS covers ledge options. Which is huge.
Rosaluma jab does this with some set-up, but needing luma hurts.
Olimar's jab kind of seems like a Peach and ROB jab. Just get off me and here's some damage. The major issue of it outside of range since, y'know, he's short, is that it's frame 4 which isn't really that bad except Smash inexplicably allows frame 1 and 2 jabs to exist. Looking at the data, jab 1 has high, 25 recovery, but jab 2 has low 13 recovery. Yeah, pretty much a get off me option. Not good, but I don't think it's bad. It's just there. I don't know much about Olimar, but I doubt his jab has connection issues, especially since it apparently has a low 6 frame transition. So, probably not an average jab, but not a terrible one either.Oh yeah, as bad as Falco's jab is, idk if I'd say that it belongs in its own tier by itself. It's not so significantly worse than like jab that it deserves that.
Mentioned before, but Lucario's is 13. Lucina and Marth's is 17. It used to be 20 before 1.0.8. Yeah... Although, if tuned right, a really high frame gap / frame transition for jabs can work. It's more common in games like Street Fighter since knockback isn't as high, DI and SDI doesn't exist, etc. That being said, I think it could work in Smash too if they set the hit stun high enough. Weird thing is figuring out to make a move have really high hit stun and not have high knockback. I don't know if you can just have a move have say, 100 set knockback, and not have it send someone flying. Anyway, I digress. The fastest transition I remember seeing is Fox's, 5 frames and that's for both jab 1 to jab 2 and jab 2 to rapid jab.ew really it's 14 frames? I knew it was kinda a lot but I didn't think it'd be that much
I could live with it being moved to B it's not like B is terrible or anything lol
Falcon's jab consistently covers nothing. As I presented on the previous page, it has a 3/7 success rate against neutral getup when they hold shield, same for ledge jump into a frame 2 air dodge. For a frame 3 air dodge, it's a 4/7 success rate. Ledge attack is also 4/7 with a added 1/7 of trading unfavorably since ledge attacks don't clank. At best, Falcon holding A at a ledge can be construed as a 50/50 against an opponent unaware of how they could challenge jabs being thrown above their head with an aerial.Falcons jab isn't a true kill confirm, only a mixup which you can possibly get a kill off of with another mixup
What ledge options does Falcons jab consistently cover? Ledge attack? As long as you have a disjointed fair, certain up airs/dairs, reverse bair, good burst mobility, or a good projectile, you can beat it every time.
Little Mac's jab can do the same things Falcons jab does at the ledge, its just seen a lot less often considering the 2 best Mac players are a bit scared of the edge
I wished more frame data places showed frame transitions,
No, there's mixup potential. Earth pulls stuff on players like Komo and Kame all the time. Fact is that the faf is only a frame later then Marth's, and Pit has powerful f6 and f10 options like he does as well. Earth usually just goes for jab 1 > jab 2 > jab 123/grab because it's not entirely understood yet and there doesn't appear to be any easy true combos from it.Debatable. It sort of compares with Cloud and Ike, but those are probably the worst two in B right now (or in my opinion Mario, but that requires a long explanation). And at least they come out a frame faster and can repeat jab 1 by holding the button. There's no mixup potential, just a frame 5 move with a worse FAF than even spot dodge (which makes you intangible on 2, definitely the preferred option for dealing with approaches)
I'd give it B just because of the massive disjoint it possesses. A C-tier dash attack would have some notable drawback that often hinders its usefulness IMO. B basically means that it's good at what it does but is fairly limited in flexibility.dash attack is alright. It's fairly safe, but to my knowledge doesn't confirm into anything at any % outside of a fair at low % on fans fallers, and is mostly worse than running jab. I'd give it C.