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[[File:Brawl-JabLock-Sonic.gif|thumb|{{SSBB|Sonic}} performing a [[neutral air]], [[footstool]] into a jab lock combo on {{SSBB|R.O.B.}}; then allowing a reset while simultaneously finishing with a [[forward smash]].]] | [[File:Brawl-JabLock-Sonic.gif|thumb|{{SSBB|Sonic}} performing a [[neutral air]], [[footstool]] into a jab lock combo on {{SSBB|R.O.B.}}; then allowing a reset while simultaneously finishing with a [[forward smash]].]] | ||
[[File:jabreset.gif|thumb|{{SSBM|Mewtwo}} performing a [[down throw]] into jab reset then [[down smash]] on {{SSBM|Fox}}.]] | [[File:jabreset.gif|thumb|{{SSBM|Mewtwo}} performing a [[down throw]] into jab reset then [[down smash]] on {{SSBM|Fox}}.]] | ||
A '''lock''' is a [[technique]] in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]'' 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. | A '''lock''' is a [[technique]] in ''[[Super Smash Bros. Brawl]]'', ''[[Super Smash Bros. 4]]'', and ''[[Super Smash Bros. Ultimate]]'' 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. | ||
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===[[Aerial]] move locks=== | ===[[Aerial]] move locks=== | ||
===[[Projectile]] lock=== | ===[[Projectile]] lock=== | ||
[[File:Laser Lock Falco Brawl.gif|thumb|250px|{{SSBB|Falco}} performing a laser lock on {{SSBB|Snake}}.]] | [[File:Laser Lock Falco Brawl.gif|thumb|right|250px|{{SSBB|Falco}} performing a laser lock on {{SSBB|Snake}}.]] | ||
A commonly used lock is Falco's laser lock, which, unlike other locks, has enough range to hit and lock characters on level ground with Falco regardless of distance (assuming tournament legal maps). Larger stages like [[Bridge of Eldin]] can cause a character to move far enough away that Falco's lasers cannot reach them. There are many | A commonly used lock is Falco's laser lock, which, unlike other locks, has enough range to hit and lock characters on level ground with Falco regardless of distance (assuming tournament legal maps). Larger stages like [[Bridge of Eldin]] can cause a character to move far enough away that Falco's lasers cannot reach them. There are many followup options that Falco can use, such as his [[BDACUS]]. The easiest and most effective way to set up a Laser Lock is to land a down throw or grounded down aerial and immediately [[buffer]] the first hit of Falco's jab. Falco cannot always follow up with a KO move because of distance, reducing the effectiveness of the laser lock to damage building only. It should also be noted that the laser lock only works at percentages equal to or exceeding 80% as Falco's moves will not cause a tumbling animation until said percentage. | ||
Not all characters can be laser locked, due to the height of their character model while lying down. For other characters, it is dependent on which way they fall, since the height of the hitbox can change if they fall on their face or on their back. | Not all characters can be laser locked, due to the height of their character model while lying down. For other characters, it is dependent on which way they fall, since the height of the hitbox can change if they fall on their face or on their back. | ||
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===[[Buried|Burial]] lock=== | ===[[Buried|Burial]] lock=== | ||
[[File:P-burial_lock.gif|thumb|250px|Two {{SSB4|Donkey Kong}}s performing an infinite lock on {{SSB4|Pac-Man}}]] | [[File:P-burial_lock.gif|thumb|right|250px|Two {{SSB4|Donkey Kong}}s performing an infinite lock on {{SSB4|Pac-Man}}]] | ||
Most moves with a burial [[effect]] are able to lock an opponent indefinitely past the three hit limit in ''Smash 4'' (one notable example being {{SSB4|Villager}}'s down smash), giving the possibility of 0-death combos in team battles. It is important to note, however, that a lock cannot be started using a burying move, as the opponent will reset before the lock is able to be continued. Burial moves cannot lock opponents in ''Brawl''. | Most moves with a burial [[effect]] are able to lock an opponent indefinitely past the three hit limit in ''Smash 4'' (one notable example being {{SSB4|Villager}}'s down smash), giving the possibility of 0-death combos in team battles. It is important to note, however, that a lock cannot be started using a burying move, as the opponent will reset before the lock is able to be continued. Burial moves cannot lock opponents in ''Brawl''. | ||
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==List of locking attacks== | ==List of locking attacks== | ||
{{incomplete|lacks | {{incomplete|lacks melee moves that can reset and many moves that can lock in rare situations. Also looks bad and needs re-formatted.}} | ||
===In ''[[Brawl]]''=== | ===In ''[[Brawl]]''=== | ||
{| class=wikitable width=75% | {| class=wikitable width=75% | ||
! Character !! Move(s) !! Notes | ! Character !! Move(s) !! Notes | ||
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|- | |- | ||
|rowspan=6|{{SSBB|Mario}} || Neutral attack || Only the front hitbox of the first hit locks and all three hits can lock at low percents. The first and second hits lock regardless of percent | |rowspan=6|{{SSBB|Mario}} || Neutral attack || Only the front hitbox of the first hit locks and all three hits can lock at low percents. The first and second hits lock regardless of percent | ||
|- | |- | ||
| Forward tilt || | | Forward tilt || | ||
|- | |- | ||
| Forward aerial || | | Forward aerial || sourspot | ||
|- | |- | ||
| Back aerial || | | Back aerial || | ||
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|- | |- | ||
| Up aerial || Certain hitboxes. | | Up aerial || Certain hitboxes. | ||
|- | |- | ||
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|- | |- | ||
| [[Paralyser]] || | | [[Paralyser]] || | ||
|} | |} | ||
===In '' | ===In ''SSB4''=== | ||
Jab Locks are still possible in ''SSB4''. However, in most cases, the opponent can only be hit three times before being freed. Moves that bury opponents are exceptions to this rule as most of them can lock infinitely. Moves that "lock" must hit the opponent within 25 frames of hitting the ground. | Jab Locks are still possible in ''SSB4''. However, in most cases, the opponent can only be hit three times before being freed. Moves that bury opponents are exceptions to this rule as most of them can lock infinitely. Moves that "lock" must hit the opponent within 25 frames of hitting the ground. | ||
{| | *{{SSB4|Bayonetta}}: back aerial, down smash (first hit), [[Bullet Climax]] | ||
*{{SSB4|Bowser}}: down tilt, forward smash (sourspot), [[Whirling Fortress]] (excluding the last hit), down aerial, down throw, up throw | |||
*{{SSB4|Bowser Jr.}}: Jab, neutral aerial (sourspot), back aerial (sourspot), down aerial (hits 2-6), forward tilt, forward throw, down throw | |||
*{{SSB4|Captain Falcon}}: forward tilt, [[Knee]] ([[sourspot]]), down aerial, [[Falcon Punch]], back aerial (sourspot), down smash (second hit) | |||
*{{SSB4|Charizard}}: jab, neutral aerial (sourspot), down aerial (sweetspot), up smash (back of the first hit) | |||
*{{SSB4|Cloud}}: forward tilt, top part of [[Cross Slash]], back aerial | |||
*{{SSB4|Corrin}}: multijab (back hitbox), [[Pummel]] | |||
*{{SSB4|Dark Pit}}: Down Aerial (meteor hitbox), Forward Aerial (last hit), Up aerial (hits 1-4), forward tilt, forward throw, up throw | |||
*{{SSB4|Diddy Kong}}: forward tilt, down aerial, back aerial, forward aerial | |||
*{{SSB4|Donkey Kong}}: jab, forward tilt, down tilt, neutral aerial (late), back aerial, [[Headbutt]], [[Giant Punch]] (up to five swings), [[Hand Slap]] (aerial, second hit), [[Spinning Kong]] (grounded, hits 3-6) | |||
*{{SSB4|Dr. Mario}}: jab 3, Forward tilt, [[Megavitamins]], neutral aerial, Back Aerial | |||
*{{SSB4|Duck Hunt}}: multi jab (sourspot), forward tilt, neutral aerial, down aerial (first hit, sourspot) | |||
*{{SSB4|Falco}}: forward tilt, up tilt (tip of the back hitbox, first hit), [[Blaster (Falco)|Blaster]], [[Reflector (Falco)|Reflector]], [[Fire Bird]], forward smash (sourspot), back aerial, down aerial (sourspot), forward aerial (first three hits) | |||
*{{SSB4|Fox}}: forward tilt, neutral aerial, down aerial (excluding the last hit), forward smash | |||
*{{SSB4|Ganondorf}}: neutral aerial (second hit), forward aerial, up aerial (sourspot), down aerial, jab | |||
*{{SSB4|Greninja}}: forward tilt, back aerial (excluding last hit), down aerial | |||
*{{SSB4|Ike}}: down aerial, forward tilt, all throws | |||
*{{SSB4|Jigglypuff}}: forward tilt, forward aerial, down aerial (excluding the last hit), neutral aerial (sweetspot), forward smash, down smash, dash attack | |||
*{{SSB4|King Dedede}}: jab, forward tilt (tip of the hammer, excluding last hit), forward aerial, down aerial, [[Gordo Toss]] (without the gordo), [[Super Dedede Jump]], forward throw, back throw | |||
*{{SSB4|Kirby}}: forward tilt, down tilt, back aerial, down aerial (last hit), [[Stone]] (if aerial, must be sourspotted), down throw | |||
| [[ | *{{SSB4|Link}}: jab, neutral aerial, [[Hero's Bow]], [[Spin Attack]] (grounded, last hitbox) | ||
*{{SSB4|Little Mac}}: down aerial | |||
*{{SSB4|Lucario}}: [[Aura Sphere]], back aerial, neutral aerial | |||
*{{SSB4|Lucas}}: down tilt (sourspot) , hit 1-3 down aerial (sourspot and only while rising through a platform) , Hit 4 down aerial (sweetspot), hit 1-4 neutral air (only while rising through a platform) , back aerial , forward aerial (sourspot), forward tilt, down smash (excluding the first hit) | |||
| | *{{SSB4|Lucina}}: down aerial (meteor hitbox), [[Dolphin Slash]] (sourspot) | ||
*{{SSB4|Luigi}}: [[Fireball]], [[Green Missile]], forward tilt, down tilt, forward aerial, back aerial, down aerial, back throw | |||
*{{SSB4|Mario}}: jab, forward tilt, neutral aerial, back aerial, down aerial (landing hit), forward aerial, [[Fireball]] | |||
*{{SSB4|Marth}}: down aerial (meteor hitbox), forward aerial (untippered), [[Dolphin Slash]], [[Shield Breaker]], (sourspot), forward tilt (untippered), dash attack (untippered) | |||
| | *{{SSB4|Mega Man}}: jab, forward tilt, neutral aerial (late hit), forward aerial (late hit), down aerial, back aerial (first hit), forward smash, [[Leaf Shield]] | ||
| | *{{SSB4|Mewtwo}}: [[Shadow Ball]], forward tilt, back aerial, up smash (directly beneath the opponent, excluding the last hit) | ||
*{{SSB4|Meta Knight}}: down tilt, forward aerial (first two hits), down throw, [[Drill Rush]] | |||
| | *{{SSB4|Mii Brawler}}: forward tilt, neutral aerial, back aerial, [[Head-On Assault]] | ||
| | *{{SSB4|Mii Gunner}}: back aerial, down aerial (sourspot), forward tilt, [[Charge Blast]], back throw, [[Gunner Missile]], up smash (multi-hit from below) | ||
*{{SSB4|Mii Swordfighter}}: forward tilt, down aerial (excluding last hit), back aerial, down throw | |||
*{{SSB4|Mr. Game & Watch}}: forward tilt (late hit), forward aerial, down aerial, [[Judge]] (#2 and #7) | |||
*{{SSB4|Ness}}: jab, forward tilt, back aerial, down aerial, neutral aerial, dash attack (first hit), the tail of [[PK Thunder]], down throw | |||
*{{SSB4|Olimar}}: jab, forward aerial, neutral aerial (top of the first hit) | |||
*{{SSB4|Pac-Man}}: jab, forward tilt, forward aerial, neutral aerial, back aerial, [[Bonus Fruit]] (bell, dropped), forward smash (late hit), down throw, pummel | |||
*{{SSB4|Palutena}}: [[Autoreticle]], back aerial | |||
*{{SSB4|Peach}}: neutral aerial, back aerial, jab 2, [[Vegetable]] ([[Mr.Saturn]]), down throw | |||
*{{SSB4|Pikachu}}: jab, forward tilt, down tilt, neutral aerial (sweetspot), forward aerial (top hitbox), down aerial, [[Thunder Jolt]], [[Skull Bash]] | |||
*{{SSB4|Pit}}: down aerial (meteor), up aerial (hits 1-4), forward aerial (last hit), up throw, forward throw | |||
*{{SSB4|R.O.B.}}: forward tilt, down tilt, forward aerial, down aerial (sourspot), up aerial (first 4 hits), [[Arm Rotor]] | |||
*{{SSB4|Robin}}: [[Thunder_(Robin)|Thunder]] (first stage), [[Elwind]] (first hit, meteor hitbox), all tomes and the [[Levin Sword]] (thrown) | |||
*{{SSB4|Rosalina & Luma}}: down aerial (no luma), back aerial (sourspot), neutral aerial (no luma), forward tilt (no luma) | |||
*{{SSB4|Roy}}: back aerial, forward smash (sourspot), down smash (sourspot), forward tilt (sourspot) | |||
*{{SSB4|Ryu}}: [[Hadoken]] (standard or input), neutral aerial, back aerial, pummel | |||
*{{SSB4|Samus}}: [[Homing Missile]], [[Bomb_(Samus)|Bomb]], jab, up tilt, forward tilt, back aerial (sourspot), down aerial, up aerial (tip of the first hit), forward aerial (top of the first hit), forward smash (sourspot), | |||
*{{SSB4|Sheik}}: up tilt (first hit), dash attack (late), neutral aerial, back aerial, down aerial, [[Bouncing Fish]] | |||
*{{SSB4|Sonic}}: jab, down tilt, dash attack (first three hits), forward aerial (excluding the last hit), [[Spring Jump]] (projectile) | |||
*{{SSB4|Shulk}}: forward aerial (buster), back aerial (sourspot if not in buster), down aerial (buster, second hit), forward tilt (sourspot if not in buster), [[Back Slash]], all throws | |||
*{{SSB4|Toon Link}}: forward tilt, down tilt, [[Hero's Bow]], [[Spin Attack]] (grounded, excluding the last hit), neutral aerial, down aerial | |||
*{{SSB4|Villager}}: neutral aerial, forward aerial (sourspot), back aerial (sourspot), down aerial (3 turnips), forward tilt, down smash | |||
*{{SSB4|Wario}}: forward aerial, back aerial, dash attack (late), [[Wario Bike]] (thrown), forward tilt, down throw | |||
| | *{{SSB4|Wii Fit Trainer}}: jab 3, forward aerial (meteor hitbox), back aerial, [[Header]] (meteor hitbox), [[Super Hoop]] | ||
*{{SSB4|Yoshi}}: neutral aerial (sourspot), forward aerial, down aerial (excluding the last hit) | |||
*{{SSB4|Zelda}}: jab (first and third hit), forward aerial (sourspot), back aerial (sourspot), down aerial, [[Phantom Slash]] (stages one and two) | |||
*{{SSB4|Zero Suit Samus}}: forward tilt, [[Paralyzer]], down throw | |||
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==Videos== | ==Videos== | ||
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File:DownBoundU_Falco.gif|Falco's first animation during which he can be jab reset. | File:DownBoundU_Falco.gif|Falco's first animation during which he can be jab reset. | ||
File:DownWaitU_Falco.png|Falco's second animation during which he can be jab reset. | File:DownWaitU_Falco.png|Falco's second animation during which he can be jab reset. | ||
File:DownStandU_Falco.gif|Falco's neutral get-up animation that is forced in a jab reset. | File:DownStandU_Falco.gif|Falco's neutral get-up up animation that is forced in a jab reset. | ||
File:DownDamageU_Falco_jab_on_Falco_SDI_up_to_shine.gif|Using SDI and ASDI upwards to escape a jab reset. This looks notably similar to locking. | File:DownDamageU_Falco_jab_on_Falco_SDI_up_to_shine.gif|Using SDI and ASDI upwards to escape a jab reset. This looks notably similar to locking. | ||
</gallery> | </gallery> |