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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. | ||
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 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 is 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. If the defenders 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, guarenteeing 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</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 thusly 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. |