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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. | ||
The ''' | 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; additionally, the reset no longer forces the opponent to use a neutral get-up (effectively resulting in a [[tech-chase]]). This can be considered a blend of the former locking and reset mechanics, respectively. | 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; additionally, the reset no longer forces the opponent to use a neutral get-up (effectively resulting in a [[tech-chase]]). 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. | ||
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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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{{incomplete|lacks Melee moves and Ultimate that can reset and many moves that can lock in rare situations. Also looks bad and needs re-formatted.}} | {{incomplete|lacks Melee moves and Ultimate 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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| Neutral aerial || | | Neutral aerial || | ||
|- | |- | ||
| Down aerial || | | Down aerial || Excluding the last hit | ||
|- | |- | ||
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| Forward aerial || | | Forward aerial || | ||
|- | |- | ||
| Up aerial || | | Up aerial || Sourspot | ||
|- | |- | ||
| Down aerial || | | Down aerial || | ||
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|rowspan=3|{{SSB4|Greninja}} || Forward tilt || | |rowspan=3|{{SSB4|Greninja}} || Forward tilt || | ||
|- | |- | ||
| Back aerial || | | Back aerial || Excluding last hit | ||
|- | |- | ||
| Down aerial || | | Down aerial || | ||
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| Down smash || | | Down smash || | ||
|- | |- | ||
| Neutral aerial || Sweetspot | | Neutral aerial || Sweetspot | ||
|- | |- | ||
| Forward aerial || | | Forward aerial || | ||
|- | |- | ||
| Down aerial || | | Down aerial || Excluding last hit | ||
|- | |- | ||
|rowspan=8|{{SSB4|King Dedede}} || Neutral attack || | |rowspan=8|{{SSB4|King Dedede}} || Neutral attack || | ||
|- | |- | ||
| Forward tilt || Tip of the hammer, | | Forward tilt || Tip of the hammer, excluding last hit | ||
|- | |- | ||
| Forward aerial || | | Forward aerial || | ||
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| Back throw || | | Back throw || | ||
|- | |- | ||
| [[Gordo | | [[Gordo Toss]] || Without the Gordo | ||
|- | |- | ||
| [[Super Dedede Jump]] || | | [[Super Dedede Jump]] || | ||
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| [[Inhale]] || Any copy ability that can lock (except for {{SSBB|Link}} [[Hero's Bow]]). | | [[Inhale]] || Any copy ability that can lock (except for {{SSBB|Link}} [[Hero's Bow]]). | ||
|- | |- | ||
| [[Stone]] || If aerial, must be sourspotted | | [[Stone]] || If aerial, must be sourspotted | ||
|- | |- | ||
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| [[Hero's Bow]] || | | [[Hero's Bow]] || | ||
|- | |- | ||
| [[Spin Attack]] || Grounded, | | [[Spin Attack]] || Grounded, last hitbox | ||
|- | |- | ||
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| All tomes || | | All tomes || | ||
|- | |- | ||
| [[Thunder (Robin) | | [[Thunder (Robin)]] || First stage | ||
|- | |- | ||
| [[Elwind]] || First hit, meteor hitbox | | [[Elwind]] || First hit, meteor hitbox | ||
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| [[Homing Missile]] || | | [[Homing Missile]] || | ||
|- | |- | ||
| [[Bomb (Samus) | | [[Bomb (Samus)]] || | ||
|- | |- | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
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. | ||
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. | ||
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 animation that is forced in a jab reset. | ||
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> | ||