hotgarbage
Smash Lord
(This is a WIP )
Index:
1. Intro
- What is a jab mixup?
- What is the purpose of this thread?
2. Primer
- Fixed knockback vs. variable knockback
- General launch trajectories
- Buffering and jab mixups
- a note to jab mixup victims
3. Data
- Key
- Fixed Jab advantages
- Variable Jab advantages
1. Intro:
What is a jab mixup?
A jab mixup is simply.... well, mixing up your jab! Instead of continuing the normal jab combo you instead interrupt it and lead into a more damaging attack, for an example a grab. For more on this I'd recommend checking out Pierce7d's lovely thread on the matter: http://www.smashboards.com/showthread.php?t=228216
What is the purpose of this thread?
Currently this thread lists jab frame advantages.
How is this useful?
It simply lays out your options, which is difficult to do otherwise due to the shear speed at which jab mixups take place. For an example, let's say that you play Mario, and keep you getting jab-> grabbed by Falco. Let's look at the frame data here. Falco has a -1 frame advantage on Mario if Mario choses to perform no air actions. So Mario can move one frame before Falco can after being hit by Falco's jab. Falco's grab comes out on frame 6. Mario's jab comes out on frame 2. Mario can simply jab Falco to save himself from being grabbed. Not only that, he can use any action 6 frames or less. He can dsmash, ftilt, spotdodge, roll, or even grab Falco in a beautiful ironic twist.
2. Primer
Fixed knockback vs variable knockback.
Fixed knockback attacks knock the opponent the same distance regardless of percent. Variable knockback attacks knock them back according to their percent, launching them further as their percent rises.
The implications of this?
Some jabs are fixed and others are variable. Fixed knockback jabs will always impart the same advantages, while variable knockback jabs will have changing advantages according to percent and decay of the move. They typically get more useful the more damaged the opponent is, up until a certain point.
General jab launch trajectories.
There are three general types of launch trajectories:
1. Upwards launch trajectory- This one pops the opponent up in the air, and is the most common type of jab launch trajectory. Your opponent can usually perform an action before they land on the ground.
2. Low angle launch trajectory- This one pops them up in a low arching trajectory. These generally yield very impressive advatages, but are rare and knock your opponent away from you.
3. Grounded trajectory- This one puts the opponent in stun without launching them into the air. These typically yield negative advantages...unless your name is Snake.
Buffering and jab mixups
There are a few things to note here
- You cannot buffer an action that interrupts a jab combo. You have to time it so that the action is inputted on the first IASA frame. Practice up!
- You cannot buffer an attack or an airdodge from hitstun. You can however, buffer a jump. Meaning that if you are hit with a jab that has an upward launch trajectory and you wish to perform an aerial action, jumping is your easiest bet.
Miscellaneous notes
-STOP SHIELDING AFTER BEING HIT BY A JAB. In the current metagame jab->grab is quite popular, and for this reason. There is almost always a better option, usually attacking before they can grab you or simply jumping before you hit the ground.
- Airdodging after being hit by a jab that has an upward launch trajectory can be useful, as doing so will cut the advantage by 2 frames. There is the issue of timing due to the lack of buffering however.
3. Data
Key:
HB#- stands for "Hitbox #. Some jabs have multiple hitboxes that launch foe's differently. Bowser's first jab, for instance, has 3 hitboxes. One very close to him, one in the middle, and one at the tip of his attack. The hitboxes are numbered from closest to the character using the jab to furthest away, so the hitbox that is closest to Bowser would be labeled "HB1"
Color coding
Each hitbox will have a color coding telling what kind of trajectory it has:
lime- Upwards launch trajectory.
yellow- Low angle launch trajectory
red- Grounded trajectory
Upwards launch trajectory specifics:
no action - the advantage you'll have if your opponent performs no aerial actions, thus landing on the ground with a hard landing.
aerial action - the advantage you'll have if your opponent performs an aerial action.
air time - how many frames your opponent is in the air able to perform an aerial aciton.
FIXED KNOCKBACK JABS:
(Was done on mario. Note that stuff will change according to weight (I think?) and fall speed. I plan to cover this in the future.)
Mario
First Jab
HB1: -2
HB2:
- no action: +4
- aerial action: -2
- air time: 2 frames
Second Jab
HB1: -4
HB2:
- no action: +5
- aerial action: -2
- air time: 3 frames
Second Jab after First Jab
- no action: +7
- air time: 5 frames
Luigi
First Jab
HB1:
- no action: +5
- aerial action: -1
- air time: 2 frames
Second Jab
HB1:
- no action +1
- aerial action: -4
- air time: 1 frame
Second Jab after First Jab
- no action: +5
- air time: 5 frames
Peach
First Jab
HB1
- no action: +1
- aerial action: -5
- air time: 2 frames
Bowser
First Jab
HB1: +9
HB2: +5
HB3:
- no action: +4
- aerial action: -3
- air time: 3 frames
Diddy Kong
First Jab
HB1:
- no action:+1
- aerial action: -5
- air time: 2 frames
Second Jab
HB1:
- no action: 0
- aerial action: -6
- air time: 2 frames
Second Jab after First Jab
- no action: +1
- air time: 4 frames
:shiek: Sheik
First Jab
HB1:
- no action: 0
- aerial action: -6
- air time: 2 frames
Toon Link
First Jab
HB2:
- no action: +6
- aerial action: 0
- air time: 2 frames
Zero Suit Samus
First Jab
HB1:
- no action: -2
- aerial action: -7
- air time: 1 frame
Second Jab
HB1: -9
Second Jab after First Jab: -5
Pit
Second Jab
HB1:
- no action: 0
- aerial action: -5
- air time: 1 frame
Dedede
First Jab
HB1:
- no action: -1
- aerial action: -9
- air time: 3 frames
HB2: -13
Olimar
First Jab
HB1: -18 LOL
Falco
First Jab
HB1:
- no action: -1
- aerial action: -6
- air time: 1 frame
Second Jab
HB1: +1
Second Jab after First Jab
- no action: +2
- aerial action: -3
- air time: 1 frame
Captain Falcon
First Jab
HB1:
- no action: +6
- aerial action: 0
- air time: 2 frames
Second Jab
HB1:
- no action: +5
- aerial action: -1
- air time: 2 frames
Second Jab after First Jab
- no action: +8
- air time: 5 frames
Squirtle
First Jab:
HB1: -6
Second Jab:
HB1: -9
Ivysaur
First Jab: -7 (I'm actually not sure if the launch trajectory is right. Ivysuck is easy to forget ^__^;;; )
Charizard
First Jab
HB1: -9
HB2:
- no action: -2
- aerial action: -7
- air time: 1 frames
HB3:
- no action: -1
- aerial action: -6
- air time: 1 frame
Lucario
First Jab
HB1: +11
HB2:
- no action: +5
- aerial action: -2
- air time: 3 frames
Second Jab
HB1: +16
HB2:
- no action: +7
- aerial action: +2
- air time: 1 frame
Second Jab after First Jab:
- no action: +8
- aerial time: 2 frames
Jigglypuff
First Jab:
HB1: -5
Ike
First Jab
HB1:
- no action: +16
- aerial action: +7
- air time: 5 frames
HB2:
- no action: +10
- aerial action: +5
- air time: 2 frames
HB3:
- no action: +8
- aerial action: +2
- air time: 2 frames
Second Jab
HB1:
- no action: +6
- aerial action: 0
- air time: (forgot to get :V)
Lucas
First Jab
HB1: +2
HB2:
- no action: -2
- aerial action: -6
- air time: 2 frames
Second Jab
HB1:+3
HB2:
- no action: +2
- aerial action: -5
- air time: 2 frames
G&W
First Jab
HB1:
- no action: +2
- aerial action: -3
- air time: 1 frame
Snake
First Jab
HB1:+3
HB2:
- no action: +6
- aerial action: 0
- air time: 2 frames
Second Jab
HB1: -8
1st hit of grounded ftilt
HB1: +2
Sonic
First Jab:
HB1: -7
Second Jab:
HB1:-10
VARIABLE KNOCKBACK ATTACKS:
Wario
First Jab
0%:
- no action: 0
- aerial action: -5
- air time: 1 frame
30%:
- no action: +4
- aerial action: -2
- air time: 2 frames
60%:
- no action: +8
- aerial action: +2
- air time: 2 frames
90%:
- no action: +12
- aerial action: +5
- air time: 3 frames
120%:
- no action: +18
- aerial action: +9
- air time: 5 frames
150%:
- no action: +24
- aerial action: +12
- air time: 10 frames
ROB
First Jab
HB1
0%: -5
30%: -2
60%: +1
90%: +4
120%: +11
150%: +14
HB2
0%: -11
30%: -8
60%: -5
90%: -2
120%: +1
150%: +4
HB3
0%:
- no action: -6
- aerial action: -12
- air time: 2 frames
30%:
- no action: -2
- aerial action: -8
- air time: 1 frame
60%:
- no action: +1
- aerial action: -5
- air time: 2 frames
90%:
- no action: +5
- aerial action: -2
- air time: 3 frames
120%:
- no action: +9
- aerial action: +1
- air time: 4 frames
150%:
- no action: +15
- aerial action: +4
- air time: 7 frames
Meta Knight
First Hit of Ftilt
HB1
0%: -9
30%: -4
60%: -0
90%: +9
120%: +14
150%: attack can now be DI'd
HB2
0%:
- no action: -6
- aerial action: -11
- air time: 1 frame
30%:
- no action: -1
- aerial action: -7
- air time: 2 frames
60%:
- no action: +4
- aerial action: -2
- air time: 4 frames
90%:
- no action: +12
- aerial action: +3
- air time: 7 frames
120%:
- no action: +19
- aerial action: +7
- air time: 10
150%: attack can now be DI'd
HB3
0%:
- no action: -5
- aerial action: -11
- air time: 2 frames
30%:
- no action: 0
- aerial action: -7
- air time: 3 frames
60%:
- no action: +5
- aerial action: -2
- air time: 5 frames
90%:
- no action: +13
- aerial action: +3
- air time: 8 frames
120%:
- no action: +19
- aerial action: +7
- air time: 15 frames
150%: attack can now be DI'd
Index:
1. Intro
- What is a jab mixup?
- What is the purpose of this thread?
2. Primer
- Fixed knockback vs. variable knockback
- General launch trajectories
- Buffering and jab mixups
- a note to jab mixup victims
3. Data
- Key
- Fixed Jab advantages
- Variable Jab advantages
1. Intro:
What is a jab mixup?
A jab mixup is simply.... well, mixing up your jab! Instead of continuing the normal jab combo you instead interrupt it and lead into a more damaging attack, for an example a grab. For more on this I'd recommend checking out Pierce7d's lovely thread on the matter: http://www.smashboards.com/showthread.php?t=228216
What is the purpose of this thread?
Currently this thread lists jab frame advantages.
How is this useful?
It simply lays out your options, which is difficult to do otherwise due to the shear speed at which jab mixups take place. For an example, let's say that you play Mario, and keep you getting jab-> grabbed by Falco. Let's look at the frame data here. Falco has a -1 frame advantage on Mario if Mario choses to perform no air actions. So Mario can move one frame before Falco can after being hit by Falco's jab. Falco's grab comes out on frame 6. Mario's jab comes out on frame 2. Mario can simply jab Falco to save himself from being grabbed. Not only that, he can use any action 6 frames or less. He can dsmash, ftilt, spotdodge, roll, or even grab Falco in a beautiful ironic twist.
2. Primer
Fixed knockback vs variable knockback.
Fixed knockback attacks knock the opponent the same distance regardless of percent. Variable knockback attacks knock them back according to their percent, launching them further as their percent rises.
The implications of this?
Some jabs are fixed and others are variable. Fixed knockback jabs will always impart the same advantages, while variable knockback jabs will have changing advantages according to percent and decay of the move. They typically get more useful the more damaged the opponent is, up until a certain point.
General jab launch trajectories.
There are three general types of launch trajectories:
1. Upwards launch trajectory- This one pops the opponent up in the air, and is the most common type of jab launch trajectory. Your opponent can usually perform an action before they land on the ground.
2. Low angle launch trajectory- This one pops them up in a low arching trajectory. These generally yield very impressive advatages, but are rare and knock your opponent away from you.
3. Grounded trajectory- This one puts the opponent in stun without launching them into the air. These typically yield negative advantages...unless your name is Snake.
Buffering and jab mixups
There are a few things to note here
- You cannot buffer an action that interrupts a jab combo. You have to time it so that the action is inputted on the first IASA frame. Practice up!
- You cannot buffer an attack or an airdodge from hitstun. You can however, buffer a jump. Meaning that if you are hit with a jab that has an upward launch trajectory and you wish to perform an aerial action, jumping is your easiest bet.
Miscellaneous notes
-STOP SHIELDING AFTER BEING HIT BY A JAB. In the current metagame jab->grab is quite popular, and for this reason. There is almost always a better option, usually attacking before they can grab you or simply jumping before you hit the ground.
- Airdodging after being hit by a jab that has an upward launch trajectory can be useful, as doing so will cut the advantage by 2 frames. There is the issue of timing due to the lack of buffering however.
3. Data
Key:
HB#- stands for "Hitbox #. Some jabs have multiple hitboxes that launch foe's differently. Bowser's first jab, for instance, has 3 hitboxes. One very close to him, one in the middle, and one at the tip of his attack. The hitboxes are numbered from closest to the character using the jab to furthest away, so the hitbox that is closest to Bowser would be labeled "HB1"
Color coding
Each hitbox will have a color coding telling what kind of trajectory it has:
lime- Upwards launch trajectory.
yellow- Low angle launch trajectory
red- Grounded trajectory
Upwards launch trajectory specifics:
no action - the advantage you'll have if your opponent performs no aerial actions, thus landing on the ground with a hard landing.
aerial action - the advantage you'll have if your opponent performs an aerial action.
air time - how many frames your opponent is in the air able to perform an aerial aciton.
FIXED KNOCKBACK JABS:
(Was done on mario. Note that stuff will change according to weight (I think?) and fall speed. I plan to cover this in the future.)
Mario
First Jab
HB1: -2
HB2:
- no action: +4
- aerial action: -2
- air time: 2 frames
Second Jab
HB1: -4
HB2:
- no action: +5
- aerial action: -2
- air time: 3 frames
Second Jab after First Jab
- no action: +7
- air time: 5 frames
Luigi
First Jab
HB1:
- no action: +5
- aerial action: -1
- air time: 2 frames
Second Jab
HB1:
- no action +1
- aerial action: -4
- air time: 1 frame
Second Jab after First Jab
- no action: +5
- air time: 5 frames
Peach
First Jab
HB1
- no action: +1
- aerial action: -5
- air time: 2 frames
Bowser
First Jab
HB1: +9
HB2: +5
HB3:
- no action: +4
- aerial action: -3
- air time: 3 frames
Diddy Kong
First Jab
HB1:
- no action:+1
- aerial action: -5
- air time: 2 frames
Second Jab
HB1:
- no action: 0
- aerial action: -6
- air time: 2 frames
Second Jab after First Jab
- no action: +1
- air time: 4 frames
:shiek: Sheik
First Jab
HB1:
- no action: 0
- aerial action: -6
- air time: 2 frames
Toon Link
First Jab
HB2:
- no action: +6
- aerial action: 0
- air time: 2 frames
Zero Suit Samus
First Jab
HB1:
- no action: -2
- aerial action: -7
- air time: 1 frame
Second Jab
HB1: -9
Second Jab after First Jab: -5
Pit
Second Jab
HB1:
- no action: 0
- aerial action: -5
- air time: 1 frame
Dedede
First Jab
HB1:
- no action: -1
- aerial action: -9
- air time: 3 frames
HB2: -13
Olimar
First Jab
HB1: -18 LOL
Falco
First Jab
HB1:
- no action: -1
- aerial action: -6
- air time: 1 frame
Second Jab
HB1: +1
Second Jab after First Jab
- no action: +2
- aerial action: -3
- air time: 1 frame
Captain Falcon
First Jab
HB1:
- no action: +6
- aerial action: 0
- air time: 2 frames
Second Jab
HB1:
- no action: +5
- aerial action: -1
- air time: 2 frames
Second Jab after First Jab
- no action: +8
- air time: 5 frames
Squirtle
First Jab:
HB1: -6
Second Jab:
HB1: -9
Ivysaur
First Jab: -7 (I'm actually not sure if the launch trajectory is right. Ivysuck is easy to forget ^__^;;; )
Charizard
First Jab
HB1: -9
HB2:
- no action: -2
- aerial action: -7
- air time: 1 frames
HB3:
- no action: -1
- aerial action: -6
- air time: 1 frame
Lucario
First Jab
HB1: +11
HB2:
- no action: +5
- aerial action: -2
- air time: 3 frames
Second Jab
HB1: +16
HB2:
- no action: +7
- aerial action: +2
- air time: 1 frame
Second Jab after First Jab:
- no action: +8
- aerial time: 2 frames
Jigglypuff
First Jab:
HB1: -5
Ike
First Jab
HB1:
- no action: +16
- aerial action: +7
- air time: 5 frames
HB2:
- no action: +10
- aerial action: +5
- air time: 2 frames
HB3:
- no action: +8
- aerial action: +2
- air time: 2 frames
Second Jab
HB1:
- no action: +6
- aerial action: 0
- air time: (forgot to get :V)
Lucas
First Jab
HB1: +2
HB2:
- no action: -2
- aerial action: -6
- air time: 2 frames
Second Jab
HB1:+3
HB2:
- no action: +2
- aerial action: -5
- air time: 2 frames
G&W
First Jab
HB1:
- no action: +2
- aerial action: -3
- air time: 1 frame
Snake
First Jab
HB1:+3
HB2:
- no action: +6
- aerial action: 0
- air time: 2 frames
Second Jab
HB1: -8
1st hit of grounded ftilt
HB1: +2
Sonic
First Jab:
HB1: -7
Second Jab:
HB1:-10
VARIABLE KNOCKBACK ATTACKS:
Wario
First Jab
0%:
- no action: 0
- aerial action: -5
- air time: 1 frame
30%:
- no action: +4
- aerial action: -2
- air time: 2 frames
60%:
- no action: +8
- aerial action: +2
- air time: 2 frames
90%:
- no action: +12
- aerial action: +5
- air time: 3 frames
120%:
- no action: +18
- aerial action: +9
- air time: 5 frames
150%:
- no action: +24
- aerial action: +12
- air time: 10 frames
ROB
First Jab
HB1
0%: -5
30%: -2
60%: +1
90%: +4
120%: +11
150%: +14
HB2
0%: -11
30%: -8
60%: -5
90%: -2
120%: +1
150%: +4
HB3
0%:
- no action: -6
- aerial action: -12
- air time: 2 frames
30%:
- no action: -2
- aerial action: -8
- air time: 1 frame
60%:
- no action: +1
- aerial action: -5
- air time: 2 frames
90%:
- no action: +5
- aerial action: -2
- air time: 3 frames
120%:
- no action: +9
- aerial action: +1
- air time: 4 frames
150%:
- no action: +15
- aerial action: +4
- air time: 7 frames
Meta Knight
First Hit of Ftilt
HB1
0%: -9
30%: -4
60%: -0
90%: +9
120%: +14
150%: attack can now be DI'd
HB2
0%:
- no action: -6
- aerial action: -11
- air time: 1 frame
30%:
- no action: -1
- aerial action: -7
- air time: 2 frames
60%:
- no action: +4
- aerial action: -2
- air time: 4 frames
90%:
- no action: +12
- aerial action: +3
- air time: 7 frames
120%:
- no action: +19
- aerial action: +7
- air time: 10
150%: attack can now be DI'd
HB3
0%:
- no action: -5
- aerial action: -11
- air time: 2 frames
30%:
- no action: 0
- aerial action: -7
- air time: 3 frames
60%:
- no action: +5
- aerial action: -2
- air time: 5 frames
90%:
- no action: +13
- aerial action: +3
- air time: 8 frames
120%:
- no action: +19
- aerial action: +7
- air time: 15 frames
150%: attack can now be DI'd