Editing Lock
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:''"Lock" redirects here. For the Italian smasher, see [[Smasher:Lock]].'' | :''"Lock" redirects here. For the Italian smasher, see [[Smasher:Lock]].'' | ||
A '''lock''' is a [[technique]] in ''[[Super Smash Bros. Brawl]]'' | A '''lock''' is a [[technique]] in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' where a character can use low [[knockback]] attacks to [[combo]] an opponent on the [[floor]] that is "prone"; aka "lying down". An animation of the victim briefly bouncing off the ground signifies a lock. Some moves that lock are fast enough to be repeated, while others cannot be repeated fast enough to keep the opponent in the locked position, or have knockback scaling that causes the opponent to be launched at higher percents. Some moves will move a character across the stage farther than others, causing less damage buildup overall. | ||
The '''reset''' was first introduced in ''[[Super Smash Bros. Melee]]'', and was then incorporated into the locking mechanic as the only [[floor recovery|wake-up]] option that can be used afterwards, allowing for a [[punish]] as the opponent stands up. The character will stand up in an identical animation of a standard neutral get-up, with [[intangibility]] frames at the beginning. | The '''reset''' was first introduced in ''[[Super Smash Bros. Melee]]'', and was then incorporated into the locking mechanic as the only [[floor recovery|wake-up]] option that can be used afterwards, allowing for a [[punish]] as the opponent stands up. The character will stand up in an identical animation of a standard neutral get-up, with [[intangibility]] frames at the beginning. | ||
Trying to perform a lock in ''Melee'' merely results in a reset, which the opponent can avoid altogether with [[ASDI]]. In ''Brawl'', a reset can occur only after locking has ceased, which can result in [[zero-to-death combo]]s. In ''Smash 4'', it functions in the same way, but locking can now only be performed a maximum of three times before an automatic reset occurs<ref>https://twitter.com/EvenMatchup/status/509543588137402370</ref> (except in rare circumstances, see below). In ''Ultimate'', this has been reduced to two times before an automatic reset | Trying to perform a lock in ''Melee'' merely results in a reset, which the opponent can avoid altogether with [[ASDI]]. In ''Brawl'', a reset can occur only after locking has ceased, which can result in [[zero-to-death combo]]s. In ''Smash 4'', it functions in the same way, but locking can now only be performed a maximum of three times before an automatic reset occurs<ref>https://twitter.com/EvenMatchup/status/509543588137402370</ref> (except in rare circumstances, see below). In ''Ultimate'', this has been reduced to two times before an automatic reset. This can be considered a blend of the former locking and reset mechanics, respectively. [[Percent]]ages, [[weight]], and [[angle]]s are the most noteworthy properties in determining if a move will successfully lock or reset. Some moves only do so in very specific circumstances, while others almost always do. The listings below do not take any of these parameters into account, and only extremely character-specific or unwieldy locks are not to be listed. In every ''Smash'' game, including ''[[Smash 64]]'', an instant getup with a grounded [[flinch]] will occur in any low-knockback situation a lock or reset cannot. | ||
[[Percent]]ages, [[weight]], and [[angle]]s are the most noteworthy properties in determining if a move will successfully lock or reset. Some moves only do so in very specific circumstances, while others almost always do. The listings below do not take any of these parameters into account, and only extremely character-specific or unwieldy locks are not to be listed. In every ''Smash'' game, including ''[[Smash 64]]'', an instant getup with a grounded [[flinch]] will occur in any low-knockback situation a lock or reset cannot. | |||
==How to perform== | ==How to perform== |