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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 '''{{Anchor|Jab reset|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; 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.
{{Anchor|Spooky stun|}}In ''Melee'', resets can only occur if the move does 7 damage or less and has low enough knockback to where the defender lands back on the ground after 13 frames (This is why SDI and ASDI aides in preventing resets). If the defender is hit with a move that does ≤7 damage with sufficient vertical knockback, they will become completely actionable after 13 frames while still suffering from knockback, thereby seemingly floating in the air, the state of which is referred to as ''spooky stun''. If the defender lands on the ground before the end of those 13 frames but is still in hitstun they will enter the ''DownWait'' state before being forced into ''DownStand''. This can be called a half reset. During ''DownWait'' the defender is able to input a roll in either direction or a get-up attack for a short amount of time; however, it's worth noting that these options can be buffered with the [[control stick]] during the landing animation,<ref>[https://www.youtube.com/watch?v=_-AVbc95Gg8&t=97s ''The Strangest State in SSBM'' by Hax$]</ref> allowing the defender to skip ''DownWait'' and making performing them trivial. If the defender's hitstun wears off before the end of the 13 frames then they will be forced directly into ''DownStand'' without any oppertunity to roll or get-up attack, guaranteeing a punish from the attacker. This can be called a full reset. <ref>[https://smashboards.com/threads/we-should-update-the-compendium-of-knowledge-thread.268908/#post-9872129 Magus420 Smashboards Post - March 20, 2010]</ref> It should be noted that the weight and percent of the defender can all affect whether a move will half reset or full reset and when. Most notably [[Fox (SSBM)|Fox's]] jab will only full reset at lower percents otherwise it will deal too much knockback and, thus, too much hitstun, resulting in a half reset. On the other hand moves like [[Falco (SSBM)|Falco's]] laser and [[Peach (SSBM)|Peach's]] jab will always full reset on most characters and Fox's drill and shine will always half reset due to their fixed knockback always forcing the same amount of hitstun frames.


[[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===
Another common move that can lock are aerials, especially the weak hits of [[sex kicks]]. Because of the minimal endlag of the type of kick, these are easily followed up with strong moves.


===[[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 follow up 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.
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 follow up 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.


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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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| Back throw ||
| Back throw ||
|-
|-
| [[Gordo Throw]] || Without the Gordo.
| [[Gordo Toss]] || Without the Gordo.
|-
|-
| [[Super Dedede Jump]] ||
| [[Super Dedede Jump]] ||
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==Gallery==
==Gallery==
<gallery>
<gallery>
DownBoundU_Falco.gif|Falco's first animation during which he can be jab reset. Known internally as DownBound.
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. Known internally as DownWait.
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. Known internally as Downstand.
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>


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