Rohins
Smash Lord
Small discover about Samus' jab. Not sure if this is well known but there is a tipper mechanic with her jab causing two different types of knockback. Hitting with the tip of her jab has very minimal hitstun, hitting with her jab close to her body gives extra hitstun. The damage looks the same in training mode but there might be some small % differences (I don't really care that much to check that).
Useless background info:
I first noticed it when messing around in training mode when I saw my jab knock an opponent down at high %. When I tried to recreate it, I wasn't knocking him down (I was too far away). I messed with it a bit then realized that it was the spacing causing the difference.
What's New?
Well, at high % an upclose jab can combo into ftilt. So far I only tested with falco, but around mid 90% it registers as a combo. I put it on slow motion and had the falco hold shield, mash shield, and mash A to try to escape the combo and it was a guaranteed hit. Since he entered a kinda wobbly animation he can't shield, and he's not in the air so he can't airdodge out.
Better yet, even when it didn't register as a combo I wasn't able to shield or act before my ftilt came out.
Around 80%-100% I get some trips from my jab close up.
Around 140% I get a "guaranteed" buffered grab.
Around 150% Falco started to become airborne (can tech, airdodge, etc).
Summary
Overall it's pretty trivial but I just never noticed it before. I think it's best application will be for mid % ftilts and then pressuring people into getting grabbed. At really high % I suppose you could follow up for kills since it will knock them down. They can tech but at least it's something right?
I'll make a vid if you guys want to see it, but you can just test it out and see for yourself in training mode.
I'd like to dub this ... The Strong Jab
Useless background info:
I first noticed it when messing around in training mode when I saw my jab knock an opponent down at high %. When I tried to recreate it, I wasn't knocking him down (I was too far away). I messed with it a bit then realized that it was the spacing causing the difference.
What's New?
Well, at high % an upclose jab can combo into ftilt. So far I only tested with falco, but around mid 90% it registers as a combo. I put it on slow motion and had the falco hold shield, mash shield, and mash A to try to escape the combo and it was a guaranteed hit. Since he entered a kinda wobbly animation he can't shield, and he's not in the air so he can't airdodge out.
Better yet, even when it didn't register as a combo I wasn't able to shield or act before my ftilt came out.
Around 80%-100% I get some trips from my jab close up.
Around 140% I get a "guaranteed" buffered grab.
Around 150% Falco started to become airborne (can tech, airdodge, etc).
Summary
Overall it's pretty trivial but I just never noticed it before. I think it's best application will be for mid % ftilts and then pressuring people into getting grabbed. At really high % I suppose you could follow up for kills since it will knock them down. They can tech but at least it's something right?
I'll make a vid if you guys want to see it, but you can just test it out and see for yourself in training mode.
I'd like to dub this ... The Strong Jab