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{{ArticleIcons|ssbb=y|ssb4=y}}
{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y|unofficial=y}}
[[File:Brawl-JabLock-Sonic.gif|thumb|{{SSBB|Sonic}} performing a jab lock on {{SSBB|R.O.B.}}]]
[[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]].]]
A '''lock''' is a [[technique]] in ''[[Super Smash Bros. Brawl]]'' where one character can repeatedly use a move or sequence of moves to place another character in an [[infinite]] after a character hits the floor while [[tumbling]]. The term is also used for the repeated usage of a single move that traps a character (ex: {{SSBB|Sheik}}'s [[forward tilt]], {{SSBB|Zelda}}'s [[down tilt]], and Snake's forward tilt).
[[File:jabreset.gif|thumb|{{SSBM|Mewtwo}} performing a [[down throw]] into jab reset then [[down smash]] on {{SSBM|Fox}}.]]
:''"Lock" redirects here. For the Italian smasher, see [[Smasher:Lock]].''


==Cause==
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 caused due to certain moves causing a character to bounce when they are on the ground after a missed tech, preventing them from using one of their wake up options long enough for the other player to hit them again with another move that can cause a lock. Also, after a character has bounced, they cannot use any wakeup options other than the standard get up, leaving them completely vulnerable to attack.


This only works in ''Brawl'' and ''SSB4'' because in previous games characters instantly stand up when hit by a weak attack.
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.


==Starting a lock==
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.
Starting a lock is often the hardest part, as most skilled players will tech before hitting the ground. Surprise attacks or other means of causing a character to fall to the ground can work, as well as taking advantage of Brawl's tech mechanics. [[Footstool Jump|Footstooling]] an airborne opponent at the right height will prevent them from being able to tech, though the upwards momentum can cause the footstooler to be unable to follow up with a lock depending on their character. For some characters, it is possible to fast fall an aerial with lock properties to cause a single bounce, then follow up with a jab lock or repeatable move.
 
{{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.
 
==How to perform==
[[File:Lucas footstool combo.gif|thumb| {{SSB4|Lucas}} performing a lock combo on {{SSB4|Lucario}} with [[down air]] after an un[[tech]]able [[footstool]].]]
 
Starting a lock or reset is often the most difficult part, as many skilled players will [[tech]] or [[DI]] away before hitting the ground, and will also get up as soon as possible to avoid it. Surprise or fast attacks causing a character to fall quickly on the ground can work, as well as taking advantage of various situations in which a tech cannot be performed. For example, in ''Brawl'' and ''SSB4'', [[Footstool Jump|footstooling]] an airborne opponent will prevent them from being able to tech in any way while in [[tumble]], though the upward momentum can cause the footstooler to be unable to follow up with a lock depending on their character. Learning to perform a [[shorthop]] footstool aides in this. For some characters, it is possible to fast fall an aerial with lock properties to cause a single bounce, then follow up with a jab lock or reset.


==Types of locks==
==Types of locks==
===Jab lock===
{{cleanup}}
The most common type of lock is the jab lock, which can be performed by multiple characters. As the name states, it is done by hitting a fallen character with a [[jab]], stepping forward, and hitting them again. The locked player can be moved to the end of the stage, where the active player generally hits them with a charged smash attack as they stand up. Generally it is done with only the first hit of the jab, but some characters can do it with the second hit as well. If one attacks too soon after each bounce, or use a move without lock properties, the character will snap to a standing position.
===[[Jab]] lock===
The most common type of lock is the '''jab lock''', which can be performed by multiple characters. As the name states, it is done by hitting a fallen character with a [[jab]], stepping forward, and hitting them again. The locked player can be moved to the end of the stage in ''Brawl'', where the active player generally hits them with a charged smash attack as they stand up. Generally, it is done with only the first hit of the jab, but some characters can do it with the second hit as well. If one attacks too soon after each bounce, or use a move without lock properties, the character will snap to a standing position. Some jabs will only lock with certain hitboxes. An example of this is with {{SSBB|Mario}}, where he cannot jab lock with the first hit of his jab if he hits them with the front of his fist, so he must be close to his opponent when he jab locks them. In ''SSB4'', the jab lock only works up to three times. In ''Ultimate'', a jab lock only works up to two times, although a change from previous games is that almost every character in the game is capable of jab locking except for characters with unique jabs such as {{SSBU|Ganondorf}} and {{SSBU|Roy}}.


===Other locks===
===[[Aerial]] move locks===
Other moves besides jabs can cause a character to bounce in the same way. Some of them are fast enough to be repeated like the jab locks, 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, allowing for a charged smash attack or other powerful attack as the character stands up. Some moves will move a character across the stage faster than others, causing smaller damage buildup.
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.


===Laser lock===
===[[Projectile]] lock===
{{main|Laser lock}}
[[File:Laser Lock Falco Brawl.gif|thumb|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. Also unlike other locks, Falco cannot always follow up with a KO move because of distance, reducing the effectiveness of the laser lock to damage building only.
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.


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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Kirby using Falco's lasers will shoot them lower, allowing him to lock more characters than Falco can.
Kirby using Falco's lasers will shoot them lower, allowing him to lock more characters than Falco can.


==In ''[[Brawl]]''==
In ''Ultimate'', Falco's lasers do not travel as far as they do in ''Brawl'', and he can only lock opponents twice with them before they reset due to the altered locking mechanics.
 
===[[Buried|Burial]] lock===
[[File:P-burial_lock.gif|thumb|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''.
 
===[[Throw]] lock===
Many throws have a hitbox that collaterally damages nearby opponents. With proper positioning and timing, some of these throws are able to lock other opponents.
 
===Other [[ground]]ed move locks===
Various  [[special moves]], [[tilt]]s, and even weak parts of [[smash attack]]s can lock or reset opponents.
 
==List of locking attacks==
{{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]]''===
{| class=wikitable width=75%
! Character !! Move(s) !! Notes
|-
|rowspan=2|{{SSBB|Bowser}} || Down tilt || The first hit only works at extremely low percents. The second hit works for slightly longer.
|-
| Neutral aerial ||
 
|-
|rowspan=3|{{SSBB|Charizard}} || Neutral attack || Only the front hitbox of the first hit. Works regardless of percent.
|-
| Neutral aerial ||
|-
| Back aerial || Sourspot of the second hit.
 
|-
|rowspan=6|{{SSBB|Donkey Kong}} || Neutral attack || Only certain hitboxes of the first hit and does not work at higher percents
|-
| Forward tilt ||
|-
| Down tilt ||
|-
| Neutral aerial ||
|-
| Back aerial ||
|-
| [[Giant Punch]] || Requires to be uncharged to lock.
 
|-
| rowspan=4|{{SSBB|Diddy Kong}} || Neutral attack || Only locks at a certain part of the first hit's hitbox behind him making it extremely difficult to connect. Works regardless of percent.
|-
| Forward tilt ||
|-
| Forward aerial ||
|-
| [[Peanut Popgun]] ||
 
|-
| rowspan=5|{{SSBB|Fox}} || Neutral aerial ||
|-
| Forward tilt ||
|-
| Forward smash ||
|-
| Up smash || Late hit.
|-
| Back aerial || Sourspot only.
|-
 
|-
|{{SSBB|Ganondorf}} || Neutral attack || Only the sweetspot, works at extremely low percents and it cannot lock smaller characters due to jab's high hitbox.
 
|-
|{{SSBB|Ice Climbers}} || [[Ice Shot]] || It is capable of locking infinitely if the Ice Climbers are desynched properly.
|-
|rowspan=7|{{SSBB|Jigglypuff}} || Neutral attack || Both hits can lock. Is not effective at very high damage.
|-
| Forward tilt ||
|-
| Forward smash ||
|-
| Down smash ||
|-
| Neutral aerial ||
|-
| Forward aerial || Late hit.
|-
| Back aerial ||
 
|-
|{{SSBB|King Dedede}} || Neutral attack ||  Only the first hit locks. Works regardless of damage.
 
|-
|rowspan=6|{{SSBB|Kirby}} || Neutral attack ||  Does not work at very low percents or percents far beyond [[Sudden Death]] percents and only the first hit locks.
|-
| Down tilt ||
|-
| Neutral aerial ||
|-
| Forward tilt ||
|-
| Back aerial ||
|-
| [[Inhale]] || Any copy ability that can lock (except for {{SSBB|Link}} [[Hero's Bow]]).
|-
 
|-
|{{SSBB|Link}} || Neutral attack ||  Only the first hit locks. Does not work at very high damage.
 
|-
|{{SSBB|Lucas}} || Down tilt ||
 
|-
|{{SSBB|Luigi}} || Forward tilt || Angled down, can lock indefinitely
 
|-
|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 aerial || Only sourspot works.
|-
| Back aerial ||
|-
| Neutral aerial ||
|-
| [[Fireball]] ||
 
|-
|{{SSBB|Marth}} || Neutral attack ||  Only a specific part of the hitbox and both hits can lock. Does not work at very high percents.
 
|-
|rowspan=4|{{SSBB|Meta Knight}} || Neutral attack ||  Works best against a wall. Only stops working at percents far above 300%.
|-
| Forward tilt || Certain hitboxes of the first hit.
|-
| Down tilt ||
|-
| Neutral aerial ||
 
|-
|rowspan=6|{{SSBB|Ness}} || Neutral attack ||  Only the first hit locks. Does not work at very high percents.
|-
| Forward tilt ||
|-
| Neutral aerial ||
|-
| Forward aerial ||
|-
| Back aerial ||
|-
| Down tilt || Locks against a vertical wall only.
 
|-
|{{SSBB|Olimar}} || Neutral attack ||  The second hit only works at very low percents. The first hit works regardless of percent.
 
|-
|rowspan=5|{{SSBB|Peach}} || Neutral attack || Only the second hit.
|-
| Dash attack || Only the first hit.
|-
| Neutral aerial ||
|-
| Back aerial ||
|-
| Up aerial || Certain hitboxes.
 
|-
|rowspan=7|{{SSBB|Pikachu}} || Neutral attack ||  Does not work at low percents.
|-
| Down tilt ||
|-
| Neutral aerial ||
|-
| Forward tilt ||
|-
| Down aerial ||
|-
| [[Thunder Jolt]] ||
|-
| [[Quick Attack]] || Can be repeated with [[Quick Attack Cancel]], known as [[QAC lock]].
 
|-
|rowspan=4|{{SSBB|R.O.B.}} || Neutral attack ||  Only the front hitbox of the first hit. Does not work at very high percents.
|-
| Forward tilt ||
|-
| Forward aerial ||
|-
| Down tilt || Effective against a vertical wall only.
 
|-
|{{SSBB|Samus}} || Neutral attack ||  The second hit only works at very low percents. The first hit stops working at higher percents.
 
|-
|rowspan=4|{{SSBB|Sheik}} || Back aerial ||
|-
| Neutral aerial ||
|-
|[[Needle Storm]] ||
|-
| [[Chain]] ||
 
|-
|{{SSBB|Snake}} || Neutral attack ||  Only certain hitboxes and the first and second hits can lock regardless of percent.
|-
|{{SSBB|Sonic}} || Neutral attack ||  Both the first and second hits can lock regardless of percent.
 
|-
|rowspan=5|{{SSBB|Squirtle}} || Neutral attack ||  Both the first and second hits can lock regardless of percent.
|-
| Forward tilt ||
|-
| Forward smash ||
|-
| Neutral aerial ||
|-
| Back aerial ||
|-
 
|-
|rowspan=3|{{SSBB|Wolf}} || Down tilt ||
|-
| Neutral aerial ||
|-
| Back aerial ||
 
|-
|rowspan=3|{{SSBB|Yoshi}} || neutral attack ||  Only the second hit can lock and it stops locking at higher percents.
|-
| Neutral aerial ||
|-
| Forward aerial || Only the sourspot is capable of locking.
 
|-
|{{SSBB|Zelda}} || Neutral attack ||  The first two hits work regardless of percent but the third hit only works at lower percents. Only works on larger characters due to jab's high hitbox.
 
|-
|rowspan=5|{{SSBB|Zero Suit Samus}} || Dash attack ||
|-
| Forward tilt ||
|-
| Forward aerial || First hit.
|-
| Down aerial || Aerial hit.
|-
| [[Paralyser]] ||
 
|}
 
===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.
 
{| class=wikitable width=75%
! Character !! Move(s) !! Notes
|-
|rowspan=3|{{SSB4|Bayonetta}} || Down smash || First hit
|-
| Back aerial ||
|-
| [[Bullet Climax]] ||
 
|-
|rowspan=6|{{SSB4|Bowser}} || Down tilt ||
|-
| Forward smash || Sourspot
|-
| Down aerial ||
|-
| Up throw ||
|-
| Down throw ||
|-
| [[Whirling Fortress]] || Excluding the last hit
 
|-
|rowspan=7|{{SSB4|Bowser Jr.}} || Neutral attack ||
|-
| Forward tilt ||
|-
| Neutral aerial || Sourspot
|-
| Back aerial || Sourspot
|-
| Down aerial || Hits 2-6
|-
| Forward throw ||
|-
| Down throw ||
 
|-
|rowspan=6|{{SSB4|Captain Falcon}} || Forward tilt ||
|-
| Down smash || Second hit
|-
| Forward aerial || Sourspot
|-
| Back aerial || Sourspot
|-
| Down aerial ||
|-
| [[Falcon Punch]] ||
 
|-
|rowspan=4|{{SSB4|Charizard}} || Neutral attack ||
|-
| Up smash || Back of the first hit
|-
| Neutral aerial || Sourspot
|-
| Down aerial || Sweetspot
 
|-
|rowspan=3|{{SSB4|Cloud}} || Forward tilt ||
|-
| Back aerial ||
|-
| [[Cross Slash]] || Top part
 
|-
|rowspan=2|{{SSB4|Corrin}} || Neutral attack || Rapid jab back hitbox
|-
| Pummel ||
 
|-
|rowspan=6|{{SSB4|Dark Pit}} || Forward tilt ||
|-
| Forward aerial || Last hit
|-
| Up aerial || Hits 1-4
|-
| Down aerial || Meteor hitbox
|-
| Forward throw ||
|-
| Up throw ||
 
|-
|rowspan=4|{{SSB4|Diddy Kong}} || Forward tilt ||
|-
| Forward aerial ||
|-
| Back aerial ||
|-
| Down aerial ||
 
|-
|rowspan=9|{{SSB4|Donkey Kong}} || Neutral attack ||
|-
| Forward tilt ||
|-
| Down tilt ||
|-
| Neutral aerial || Late hit
|-
| Back aerial ||
|-
| [[Giant Punch]] || Up to five swings
|-
| [[Headbutt]] ||
|-
| [[Spinning Kong]] || Grounded, hits 3-6
|-
| [[Hand Slap]] || Aerial, second hit
 
|-
|rowspan=5|{{SSB4|Dr. Mario}} || Neutral attack || Hit 3
|-
| Forward tilt ||
|-
| Neutral aerial ||
|-
| Forward aerial ||
|-
| [[Megavitamins]] ||
 
|-
|rowspan=4|{{SSB4|Duck Hunt}} || Neutral attack || Rapid jap sourspot
|-
| Forward tilt ||
|-
| Neutral aerial ||
|-
| Down aerial || First hit, sourspot
 
|-
|rowspan=9|{{SSB4|Falco}} || Forward tilt ||
|-
| Up tilt || Tip of the back hitbox, first hit
|-
| Forward smash || Sourspot
|-
| Forward aerial || First three hits
|-
| Back aerial ||
|-
| Down aerial || Sourspot
|-
| [[Blaster]] ||
|-
| [[Fire Bird]] ||
|-
| [[Reflector]] ||
 
|-
| rowspan=4|{{SSB4|Fox}} || Forward tilt ||
|-
| Forward smash ||
|-
| Neutral aerial ||
|-
| Down aerial || All but the last hit.
 
|-
|rowspan=5|{{SSB4|Ganondorf}} || Neutral attack ||
|-
| Forward aerial ||
|-
| Up aerial || Only sourspot.
|-
| Down aerial ||
|-
| Neutral aerial || Second hit
 
|-
|rowspan=3|{{SSB4|Greninja}} || Forward tilt ||
|-
| Back aerial || All but the last hit.
|-
| Down aerial ||
 
|-
|rowspan=6|{{SSB4|Ike}} || Forward tilt ||
|-
| Down aerial ||
|-
| Forward throw ||
|-
| Back throw ||
|-
| Up throw ||
|-
| Down throw ||
 
|-
|rowspan=7|{{SSB4|Jigglypuff}} || Dash attack ||
|-
| Forward tilt ||
|-
| Forward smash ||
|-
| Down smash ||
|-
| Neutral aerial || Sweetspot only.
|-
| Forward aerial ||
|-
| Down aerial || All but the last hit.
 
|-
|rowspan=8|{{SSB4|King Dedede}} || Neutral attack ||
|-
| Forward tilt || Tip of the hammer, all but the last hit.
|-
| Forward aerial ||
|-
| Down aerial ||
|-
| Forward throw ||
|-
| Back throw ||
|-
| [[Gordo Throw]] || Without the Gordo.
|-
| [[Super Dedede Jump]] ||
 
|-
|rowspan=7|{{SSB4|Kirby}} || Forward tilt ||
|-
| Down tilt ||
|-
| Back aerial ||
|-
| Down aerial || Last hit
|-
| Down throw ||
|-
| [[Inhale]] || Any copy ability that can lock (except for {{SSBB|Link}} [[Hero's Bow]]).
|-
| [[Stone]] || If aerial, must be sourspotted.
 
|-
|rowspan=4|{{SSB4|Link}} || Neutral attack ||
|-
| Neutral aerial ||
|-
| [[Hero's Bow]] ||
|-
| [[Spin Attack]] || Grounded, only last hitbox.
 
|-
|{{SSB4|Little Mac}} || Down Aerial ||
 
|-
|rowspan=3|{{SSB4|Lucario}} || Neutral aerial ||
|-
| Back aerial ||
|-
| [[Aura Sphere]] ||
 
|-
|rowspan=7|{{SSB4|Lucas}} || Forward tilt ||
|-
| Down tilt || Sourspot
|-
| Down smash || Excluding the first hit
|-
| Neutral aerial || Hits 1-4, only while rising through a platform
|-
| Forward aerial || Sourspot
|-
| Back aerial ||
|-
| Down aerial || For hits 1-3, sourspot and only while rising through a platform. For hit 4, sweetspot.
 
|-
|rowspan=2|{{SSB4|Lucina}} || Down aerial || Meteor hitbox
|-
| [[Dolphin Slash]] || Sourspot
 
|-
|rowspan=8|{{SSB4|Luigi}} || Forward tilt ||
|-
| Down tilt ||
|-
| Forward aerial ||
|-
| Back aerial ||
|-
| Down aerial ||
|-
| Back throw ||
|-
| [[Fireball]] ||
|-
| [[Green Missile]] ||
 
|-
|rowspan=7|{{SSBB|Mario}} || Neutral attack ||
|-
| Forward tilt ||
|-
| Neutral aerial ||
|-
| Forward aerial ||
|-
| Back aerial ||
|-
| Down aerial || Landing hit
|-
| [[Fireball]] ||
 
|-
|rowspan=6|{{SSBB|Marth}} || Dash attack || Untippered
|-
| Forward Tilt || Untippered
|-
| Forward aerial || Untippered
|-
| Down aerial || Meteor hitbox
|-
| [[Shield Breaker]] || Sourspot
|-
| [[Dolphin Slash]] ||
 
|-
|rowspan=8|{{SSB4|Mega Man}} || Neutral attack ||
|-
| Forward tilt ||
|-
| Forward smash ||
|-
| Neutral aerial || Late hit
|-
| Forward aerial || Late hit
|-
| Back aerial || First hit
|-
| Down aerial ||
|-
| [[Leaf Shield]] ||
 
|-
|rowspan=4|{{SSB4|Mewtwo}} || Forward tilt ||
|-
| Up smash || Directly beneath the opponent, excluding the final hit
|-
| Back aerial ||
|-
| [[Shadow Ball]] ||
 
|-
|rowspan=4|{{SSB4|Meta Knight}} || Down tilt ||
|-
| Forward aerial || First two hits
|-
| Down throw ||
|-
| [[Drill Rush]] ||
 
|-
|rowspan=4|{{SSB4|Mii Brawler}} || Forward tilt ||
|-
| Neutral aerial ||
|-
| Back aerial ||
|-
| [[Head-On Assault]] ||
 
|-
|rowspan=7|{{SSB4|Mii Gunner}} || Forward tilt ||
|-
| Up smash || Multi-hit from below
|-
| Back aerial ||
|-
| Down aerial || Sourspot
|-
| Back throw ||
|-
| [[Charge Blast]] ||
|-
| [[Gunner Missile]] ||
 
|-
|rowspan=4|{{SSB4|Mii Swordfighter}} || Forward tilt ||
|-
| Back aerial ||
|-
| Down aerial || Excluding last hit
|-
| Down throw ||
 
|-
|rowspan=8|{{SSBB|Ness}} || Neutral attack ||
|-
| Dash attack || First hit
|-
| Forward tilt ||
|-
| Neutral aerial ||
|-
| Back aerial ||
|-
| Down aerial ||
|-
| Down throw ||
|-
| [[PK Thunder]] || Tail hitbox
 
|-
|rowspan=3|{{SSB4|Olimar}} || Neutral attack ||
|-
| Neutral aerial || Top of the first hit
|-
| Forward aerial ||
 
|-
|rowspan=9|{{SSB4|Pac-Man}} || Neutral attack ||
|-
| Forward tilt ||
|-
| Forward smash || Late hit
|-
| Neutral aerial ||
|-
| Forward aerial ||
|-
| Back aerial ||
|-
| Pummel ||
|-
| Down throw ||
|-
| [[Bonus Fruit]] || Bell, dropped
 
|-
|rowspan=2|{{SSB4|Palutena}} || Back aerial ||
|-
| [[Autoreticle]] ||
 
|-
|rowspan=5|{{SSB4|Peach}} || Neutral attack || Second hit
|-
| Neutral aerial ||
|-
| Back aerial ||
|-
| Down throw ||
|-
| [[Vegetable]] || [[Mr. Saturn]]
 
|-
|rowspan=8|{{SSB4|Pikachu}} || Neutral attack ||
|-
| Forward tilt ||
|-
| Down tilt ||
|-
| Neutral aerial || Sweetspot
|-
| Forward aerial || Top hitbox
|-
| Down aerial ||
|-
| [[Thunder Jolt]] ||
|-
| [[Skull Bash]] ||
 
|-
|rowspan=5|{{SSB4|Pit}} || Forward aerial || Last hit
|-
| Up aerial || Hits 1-4
|-
| Down aerial || Meteor hitbox
|-
| Forward throw ||
|-
| Up throw ||
 
|-
|rowspan=6|{{SSB4|R.O.B.}} || Forward tilt ||
|-
| Down tilt ||
|-
| Forward aerial ||
|-
| Up aerial || First 4 hits
|-
| Down aerial || Sourspot
|-
| [[Arm Rotor]] ||


===Jab locks===
|-
*{{SSBB|Donkey Kong}}
|rowspan=4|{{SSB4|Robin}} || [[Levin Sword]] || Thrown
*{{SSBB|Diddy Kong}} (appears only to work on big characters like {{SSBB|Bowser}}, and can only lock at a certain part of the hitbox)
|-
*{{SSBB|Ike}} (only works on certain parts of the hitbox, and due to Ike's speed, small changes in the set-up can allow the victim to break out of it)
| All tomes ||
*{{SSBB|Jigglypuff}} (both first and second hits of jab)
|-
*{{SSBB|King Dedede}}
| [[Thunder (Robin)|Thunder]] || First stage
*{{SSBB|Kirby}}
|-
*{{SSBB|Link}}
| [[Elwind]] || First hit, meteor hitbox
*{{SSBB|Mario}}
*{{SSBB|Marth}} (only a very specific part of the hitbox)
*{{SSBB|Meta Knight}} (against a wall)
*{{SSBB|Ness}}
*{{SSBB|Pikachu}}
*{{SSBB|Samus}}
*{{SSBB|Snake}} (only certain hitboxes)
*{{SSBB|Sonic}}
*{{SSBB|Squirtle}} (both the first and second hits can lock)
*{{SSBB|Yoshi}}


===Other locks===
|-
*{{SSBB|Diddy Kong}}: [[Peanut Popgun]]
|rowspan=4|{{SSB4|Rosalina & Luma}} || Forward tilt || No Luma
*{{SSBB|Fox}}: neutral aerial, forward tilt
|-
*{{SSBB|Ice Climbers}}: [[Ice Shot]] (can lock indefinitely if properly desynched)
| Neutral aerial || No Luma
*{{SSBB|Jigglypuff}}: neutral aerial, forward aerial
|-
*{{SSBB|Kirby}}: down tilt, neutral aerial (late)
| Back aerial || Sourspot
*{{SSBB|Lucas}}: down tilt
|-
*{{SSBB|Luigi}}: forward tilt (angled down) (can lock indefinitely)
| Down aerial || No Luma
*{{SSBB|Mario}}: neutral aerial, [[Fireball]]
*{{SSBB|Meta Knight}}: down tilt, neutral aerial (late)
*{{SSBB|Ness}}: down tilt (against a wall)
*{{SSBB|Peach}}: back aerial, neutral aerial
*{{SSBB|Pikachu}}: [[Quick Attack]] (can be repeated with [[Quick Attack Cancel]], known as [[QAC lock]])
*{{SSBB|R.O.B.}}: down tilt (against a wall)
*{{SSBB|Sheik}}: back aerial, neutral aerial, [[Needle Storm]]
*{{SSBB|Squirtle}}: forward tilt
*{{SSBB|Wolf}}: neutral aerial, back aerial
*{{SSBB|Yoshi}}: neutral aerial (late)
*{{SSBB|Zero Suit Samus}}: dash attack, forward tilt


==In ''SSB4''==
|-
Jab Locks are still possible in ''SSB4''. However, the opponent can only be hit three times before being freed.
|rowspan=4|{{SSB4|Roy}} || Forward tilt || Sourspot
|-
| Forward smash || Sourspot
|-
| Down smash || Sourspot
|-
| Back aerial ||


===Locks===
|-
*{{SSB4|Bowser Jr.}}: jab
|rowspan=4|{{SSB4|Ryu}} || Neutral aerial ||
*{{SSB4|Captain Falcon}}: forward tilt, [[Knee]] ([[sourspot]])
|-
*{{SSB4|Charizard}}: neutral aerial
| Back aerial ||
*{{SSB4|Dark Pit}}: Down Aerial, Forward Tilt
|-
*{{SSB4|Diddy Kong}}: forward tilt
| Pummel ||
*{{SSB4|Donkey Kong}}: jab, forward tilt, down tilt, neutral aerial (late)
|-
*{{SSB4|Dr. Mario}}: Forward Tilt
| [[Hadoken]] || Standard or input
*{{SSB4|Duck Hunt}}: forward tilt
 
*{{SSB4|Falco}}: forward tilt, [[Blaster]]
|-
*{{SSB4|Fox}}: forward tilt, neutral aerial
|rowspan=10|{{SSB4|Samus}} || Neutral attack ||
*{{SSB4|Ganondorf}}: up aerial (sourspot)
|-
*{{SSB4|Greninja}}: forward tilt, back aerial (excluding last hit)
| Forward tilt ||
*{{SSB4|Ike}}: down aerial
|-
*{{SSB4|Jigglypuff}}: forward tilt, down aerial (first hit)
| Up tilt ||
*{{SSB4|King Dedede}}: jab
|-
*{{SSB4|Kirby}}: forward tilt
| Forward smash || Sourspot
*{{SSB4|Link}}: neutral aerial, [[Hero's Bow]]
|-
*{{SSB4|Little Mac}}: down aerial
| Forward aerial || Top of the first hit
*{{SSB4|Lucina}}: down aerial (meteor hitbox)
|-
*{{SSB4|Luigi}}: [[Fireball]], forward tilt
| Up aerial || Tip of the first hit
*{{SSB4|Mario}}: jab, forward tilt, neutral aerial (sourspot), back aerial
|-
*{{SSB4|Marth}}: down aerial (meteor hitbox)
| Back aerial || Sourspot
*{{SSB4|Mega Man}}: jab, forward tilt
|-
*{{SSB4|Meta Knight}}: down tilt
| Down aerial ||
*{{SSB4|Mii Brawler}}: forward tilt, neutral aerial (sourspot)
|-
*{{SSB4|Mii Swordfighter}}: forward tilt
| [[Homing Missile]] ||
*{{SSB4|Mr. Game & Watch}}: forward aerial (sourspot)
|-
*{{SSB4|Ness}}: jab, forward tilt
| [[Bomb (Samus)|Bomb]] ||
*{{SSB4|Olimar}}: forward aerial
 
*{{SSB4|Pac-Man}}: forward tilt, forward aerial
|-
*{{SSB4|Palutena}}: [[Autoreticle]]
|rowspan=6|{{SSB4|Sheik}} || Dash attack || Late
*{{SSB4|Peach}}: neutral aerial (sourspot)
|-
*{{SSB4|Pikachu}}: jab, forward tilt, down tilt
| Up tilt || First hit
*{{SSB4|Pit}}: down aerial
|-
*{{SSB4|R.O.B.}}: forward tilt, down tilt
| Neutral aerial ||
*{{SSB4|Robin}}: [[Thunder_(Robin)|Thunder]], first stage
|-
*{{SSB4|Rosalina & Luma}}: down aerial, back aerial (sourspot)
| Back aerial ||
*{{SSB4|Ryu}}: [[Hadoken]], standard or input
|-
*{{SSB4|Samus}}: forward tilt
| Down aerial ||
*{{SSB4|Sonic}}: jab, down tilt
|-
*{{SSB4|Shulk}}: forward aerial, back aerial, down aerial (only at low percentage and depends on the art, sometimes depending on Art Cancelling)
| [[Bouncing Fish]] ||
*{{SSB4|Toon Link}}: forward tilt, [[Hero's Bow]], neutral aerial
 
*{{SSB4|Villager}}: neutral aerial, forward aerial
|-
*{{SSB4|Wario}}: forward aerial
|rowspan=5|{{SSB4|Sonic}} || Neutral attack ||
*{{SSB4|Yoshi}}: jab, neutral aerial (late), forward aerial (sourspot)
|-
*{{SSB4|Zelda}}: forward/back aerial (sourspot)
| Dash attack || First three hits
*{{SSB4|Zero Suit Samus}}: forward tilt
|-
| Down tilt ||
|-
| Forward aerial || Excluding the last hit
|-
| [[Spring Jump]] || Projectile
 
|-
|rowspan=9|{{SSB4|Shulk}} || Forward tilt || Sourspot if not in Buster
|-
| Forward aerial || Buster
|-
| Back aerial || Sourspot if not in Buster
|-
| Down aerial || Buster, second hit
|-
| Forward throw ||
|-
| Back throw ||
|-
| Up throw ||
|-
| Down throw ||
|-
| [[Back Slash]] ||
 
|-
|rowspan=6|{{SSB4|Toon Link}} || Forward tilt ||
|-
| Down tilt ||
|-
| Neutral aerial ||
|-
| Down aerial ||
|-
| [[Hero's Bow]] ||
|-
| [[Spin Attack]] || Grounded, excluding the last hit
 
|-
|rowspan=6|{{SSB4|Villager}} || Forward tilt ||
|-
| Down smash ||
|-
| Neutral aerial ||
|-
| Forward aerial || Sourspot
|-
| Back aerial || Sourspot
|-
| Down aerial || 3 turnips
 
|-
|rowspan=6|{{SSB4|Wario}} || Dash attack || Late
|-
| Forward tilt ||
|-
| Forward aerial ||
|-
| Back aerial ||
|-
| Down throw ||
|-
| [[Wario Bike]] || Thrown
 
|-
|rowspan=5|{{SSB4|Wii Fit Trainer}} || Neutral attack || Hit 3
|-
| Forward aerial || Meteor hitbox
|-
| Back aerial ||
|-
| [[Header]] || Meteor hitbox
|-
| [[Super Hoop]] ||
 
|-
|rowspan=3|{{SSB4|Yoshi}} || Neutral aerial || Sourspot
|-
| Forward aerial ||
|-
| Down aerial || Excluding the last hit
 
|-
|rowspan=5|{{SSB4|Zelda}} || Neutral attack || First and third hit
|-
| Forward aerial || Sourspot
|-
| Back aerial || Sourspot
|-
| Down aerial ||
|-
| [[Phantom Slash]] || Stages one and two
 
|-
|rowspan=3|{{SSB4|Zero Suit Samus}} || Forward tilt ||
|-
| Down throw ||
|-
| [[Paralyzer]] ||
|}


==Videos==
==Videos==
*[https://www.youtube.com/watch?v=_ZJx5F0kTms Jab Lock Tutorial SSB4 (My Smash Corner)]
*[https://www.youtube.com/watch?v=S7hhbvdH5go Every Character's Jablock Showcase]
*[http://www.youtube.com/watch?v=wIP7QY0anuw The jab lock]
*[http://www.youtube.com/watch?v=wIP7QY0anuw The jab lock]
*[http://www.youtube.com/watch?v=hwaa_Lt9sqQ Falco's laser lock]
*[http://www.youtube.com/watch?v=hwaa_Lt9sqQ Falco's laser lock]
Line 129: Line 960:
*[http://www.youtube.com/watch?v=pP0JwYgGuTA Pikachu's QAC lock followed with a jab lock]
*[http://www.youtube.com/watch?v=pP0JwYgGuTA Pikachu's QAC lock followed with a jab lock]
*[https://www.youtube.com/watch?v=qg8PrI5a6L0 Pikachu Jab Lock set-ups in Smash 4, courtesy of ESAM]
*[https://www.youtube.com/watch?v=qg8PrI5a6L0 Pikachu Jab Lock set-ups in Smash 4, courtesy of ESAM]
*[https://gfycat.com/EvergreenWatchfulAstarte Falcon punch lock in Smash 4 on Bowser]
==Gallery==
<gallery>
DownBoundU_Falco.gif|Falco's first animation during which he can be jab reset. Known internally as DownBound.
DownWaitU_Falco.png|Falco's second animation during which he can be jab reset. Known internally as DownWait.
DownStandU_Falco.gif|Falco's neutral get-up animation that is forced in a jab reset. Known internally as Downstand.
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>
==References==
{{reflist}}


==See also==
[[Category:Techniques (SSBM)]]
*[[Jab reset]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSB4)]]
[[Category:Advanced Techniques]]
[[Category:Techniques (SSBU)]]
[[Category:Advanced techniques]]

Latest revision as of 16:55, December 14, 2024

Sonic performing a neutral air, footstool into a jab lock combo on R.O.B.; then allowing a reset while simultaneously finishing with a forward smash.
Mewtwo performing a down throw into jab reset then down smash on Fox.
"Lock" redirects here. For the Italian smasher, see Smasher:Lock.

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 reset was first introduced in Super Smash Bros. Melee, and was then incorporated into the locking mechanic as the only 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 combos. 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[1] (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 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,[2] 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. [3] 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'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's laser and 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.

Percentages, weight, and angles 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[edit]

Lucas performing a lock combo on Lucario with down air after an untechable footstool.

Starting a lock or reset is often the most difficult part, as many skilled players will tech or DI away before hitting the ground, and will also get up as soon as possible to avoid it. Surprise or fast attacks causing a character to fall quickly on the ground can work, as well as taking advantage of various situations in which a tech cannot be performed. For example, in Brawl and SSB4, footstooling an airborne opponent will prevent them from being able to tech in any way while in tumble, though the upward momentum can cause the footstooler to be unable to follow up with a lock depending on their character. Learning to perform a shorthop footstool aides in this. For some characters, it is possible to fast fall an aerial with lock properties to cause a single bounce, then follow up with a jab lock or reset.

Types of locks[edit]

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You can discuss this issue on the talk page or edit this page to improve it.

Jab lock[edit]

The most common type of lock is the jab lock, which can be performed by multiple characters. As the name states, it is done by hitting a fallen character with a jab, stepping forward, and hitting them again. The locked player can be moved to the end of the stage in Brawl, where the active player generally hits them with a charged smash attack as they stand up. Generally, it is done with only the first hit of the jab, but some characters can do it with the second hit as well. If one attacks too soon after each bounce, or use a move without lock properties, the character will snap to a standing position. Some jabs will only lock with certain hitboxes. An example of this is with Mario, where he cannot jab lock with the first hit of his jab if he hits them with the front of his fist, so he must be close to his opponent when he jab locks them. In SSB4, the jab lock only works up to three times. In Ultimate, a jab lock only works up to two times, although a change from previous games is that almost every character in the game is capable of jab locking except for characters with unique jabs such as Ganondorf and Roy.

Aerial move locks[edit]

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[edit]

Falco performing a laser lock on 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.

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.

Kirby using Falco's lasers will shoot them lower, allowing him to lock more characters than Falco can.

In Ultimate, Falco's lasers do not travel as far as they do in Brawl, and he can only lock opponents twice with them before they reset due to the altered locking mechanics.

Burial lock[edit]

Two Donkey Kongs performing an infinite lock on 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 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.

Throw lock[edit]

Many throws have a hitbox that collaterally damages nearby opponents. With proper positioning and timing, some of these throws are able to lock other opponents.

Other grounded move locks[edit]

Various special moves, tilts, and even weak parts of smash attacks can lock or reset opponents.

List of locking attacks[edit]

An icon for denoting incomplete things.

In Brawl[edit]

Character Move(s) Notes
Bowser Down tilt The first hit only works at extremely low percents. The second hit works for slightly longer.
Neutral aerial
Charizard Neutral attack Only the front hitbox of the first hit. Works regardless of percent.
Neutral aerial
Back aerial Sourspot of the second hit.
Donkey Kong Neutral attack Only certain hitboxes of the first hit and does not work at higher percents
Forward tilt
Down tilt
Neutral aerial
Back aerial
Giant Punch Requires to be uncharged to lock.
Diddy Kong Neutral attack Only locks at a certain part of the first hit's hitbox behind him making it extremely difficult to connect. Works regardless of percent.
Forward tilt
Forward aerial
Peanut Popgun
Fox Neutral aerial
Forward tilt
Forward smash
Up smash Late hit.
Back aerial Sourspot only.
Ganondorf Neutral attack Only the sweetspot, works at extremely low percents and it cannot lock smaller characters due to jab's high hitbox.
Ice Climbers Ice Shot It is capable of locking infinitely if the Ice Climbers are desynched properly.
Jigglypuff Neutral attack Both hits can lock. Is not effective at very high damage.
Forward tilt
Forward smash
Down smash
Neutral aerial
Forward aerial Late hit.
Back aerial
King Dedede Neutral attack Only the first hit locks. Works regardless of damage.
Kirby Neutral attack Does not work at very low percents or percents far beyond Sudden Death percents and only the first hit locks.
Down tilt
Neutral aerial
Forward tilt
Back aerial
Inhale Any copy ability that can lock (except for Link Hero's Bow).
Link Neutral attack Only the first hit locks. Does not work at very high damage.
Lucas Down tilt
Luigi Forward tilt Angled down, can lock indefinitely
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 aerial Only sourspot works.
Back aerial
Neutral aerial
Fireball
Marth Neutral attack Only a specific part of the hitbox and both hits can lock. Does not work at very high percents.
Meta Knight Neutral attack Works best against a wall. Only stops working at percents far above 300%.
Forward tilt Certain hitboxes of the first hit.
Down tilt
Neutral aerial
Ness Neutral attack Only the first hit locks. Does not work at very high percents.
Forward tilt
Neutral aerial
Forward aerial
Back aerial
Down tilt Locks against a vertical wall only.
Olimar Neutral attack The second hit only works at very low percents. The first hit works regardless of percent.
Peach Neutral attack Only the second hit.
Dash attack Only the first hit.
Neutral aerial
Back aerial
Up aerial Certain hitboxes.
Pikachu Neutral attack Does not work at low percents.
Down tilt
Neutral aerial
Forward tilt
Down aerial
Thunder Jolt
Quick Attack Can be repeated with Quick Attack Cancel, known as QAC lock.
R.O.B. Neutral attack Only the front hitbox of the first hit. Does not work at very high percents.
Forward tilt
Forward aerial
Down tilt Effective against a vertical wall only.
Samus Neutral attack The second hit only works at very low percents. The first hit stops working at higher percents.
Sheik Back aerial
Neutral aerial
Needle Storm
Chain
Snake Neutral attack Only certain hitboxes and the first and second hits can lock regardless of percent.
Sonic Neutral attack Both the first and second hits can lock regardless of percent.
Squirtle Neutral attack Both the first and second hits can lock regardless of percent.
Forward tilt
Forward smash
Neutral aerial
Back aerial
Wolf Down tilt
Neutral aerial
Back aerial
Yoshi neutral attack Only the second hit can lock and it stops locking at higher percents.
Neutral aerial
Forward aerial Only the sourspot is capable of locking.
Zelda Neutral attack The first two hits work regardless of percent but the third hit only works at lower percents. Only works on larger characters due to jab's high hitbox.
Zero Suit Samus Dash attack
Forward tilt
Forward aerial First hit.
Down aerial Aerial hit.
Paralyser

In SSB4[edit]

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.

Character Move(s) Notes
Bayonetta Down smash First hit
Back aerial
Bullet Climax
Bowser Down tilt
Forward smash Sourspot
Down aerial
Up throw
Down throw
Whirling Fortress Excluding the last hit
Bowser Jr. Neutral attack
Forward tilt
Neutral aerial Sourspot
Back aerial Sourspot
Down aerial Hits 2-6
Forward throw
Down throw
Captain Falcon Forward tilt
Down smash Second hit
Forward aerial Sourspot
Back aerial Sourspot
Down aerial
Falcon Punch
Charizard Neutral attack
Up smash Back of the first hit
Neutral aerial Sourspot
Down aerial Sweetspot
Cloud Forward tilt
Back aerial
Cross Slash Top part
Corrin Neutral attack Rapid jab back hitbox
Pummel
Dark Pit Forward tilt
Forward aerial Last hit
Up aerial Hits 1-4
Down aerial Meteor hitbox
Forward throw
Up throw
Diddy Kong Forward tilt
Forward aerial
Back aerial
Down aerial
Donkey Kong Neutral attack
Forward tilt
Down tilt
Neutral aerial Late hit
Back aerial
Giant Punch Up to five swings
Headbutt
Spinning Kong Grounded, hits 3-6
Hand Slap Aerial, second hit
Dr. Mario Neutral attack Hit 3
Forward tilt
Neutral aerial
Forward aerial
Megavitamins
Duck Hunt Neutral attack Rapid jap sourspot
Forward tilt
Neutral aerial
Down aerial First hit, sourspot
Falco Forward tilt
Up tilt Tip of the back hitbox, first hit
Forward smash Sourspot
Forward aerial First three hits
Back aerial
Down aerial Sourspot
Blaster
Fire Bird
Reflector
Fox Forward tilt
Forward smash
Neutral aerial
Down aerial All but the last hit.
Ganondorf Neutral attack
Forward aerial
Up aerial Only sourspot.
Down aerial
Neutral aerial Second hit
Greninja Forward tilt
Back aerial All but the last hit.
Down aerial
Ike Forward tilt
Down aerial
Forward throw
Back throw
Up throw
Down throw
Jigglypuff Dash attack
Forward tilt
Forward smash
Down smash
Neutral aerial Sweetspot only.
Forward aerial
Down aerial All but the last hit.
King Dedede Neutral attack
Forward tilt Tip of the hammer, all but the last hit.
Forward aerial
Down aerial
Forward throw
Back throw
Gordo Throw Without the Gordo.
Super Dedede Jump
Kirby Forward tilt
Down tilt
Back aerial
Down aerial Last hit
Down throw
Inhale Any copy ability that can lock (except for Link Hero's Bow).
Stone If aerial, must be sourspotted.
Link Neutral attack
Neutral aerial
Hero's Bow
Spin Attack Grounded, only last hitbox.
Little Mac Down Aerial
Lucario Neutral aerial
Back aerial
Aura Sphere
Lucas Forward tilt
Down tilt Sourspot
Down smash Excluding the first hit
Neutral aerial Hits 1-4, only while rising through a platform
Forward aerial Sourspot
Back aerial
Down aerial For hits 1-3, sourspot and only while rising through a platform. For hit 4, sweetspot.
Lucina Down aerial Meteor hitbox
Dolphin Slash Sourspot
Luigi Forward tilt
Down tilt
Forward aerial
Back aerial
Down aerial
Back throw
Fireball
Green Missile
Mario Neutral attack
Forward tilt
Neutral aerial
Forward aerial
Back aerial
Down aerial Landing hit
Fireball
Marth Dash attack Untippered
Forward Tilt Untippered
Forward aerial Untippered
Down aerial Meteor hitbox
Shield Breaker Sourspot
Dolphin Slash
Mega Man Neutral attack
Forward tilt
Forward smash
Neutral aerial Late hit
Forward aerial Late hit
Back aerial First hit
Down aerial
Leaf Shield
Mewtwo Forward tilt
Up smash Directly beneath the opponent, excluding the final hit
Back aerial
Shadow Ball
Meta Knight Down tilt
Forward aerial First two hits
Down throw
Drill Rush
Mii Brawler Forward tilt
Neutral aerial
Back aerial
Head-On Assault
Mii Gunner Forward tilt
Up smash Multi-hit from below
Back aerial
Down aerial Sourspot
Back throw
Charge Blast
Gunner Missile
Mii Swordfighter Forward tilt
Back aerial
Down aerial Excluding last hit
Down throw
Ness Neutral attack
Dash attack First hit
Forward tilt
Neutral aerial
Back aerial
Down aerial
Down throw
PK Thunder Tail hitbox
Olimar Neutral attack
Neutral aerial Top of the first hit
Forward aerial
Pac-Man Neutral attack
Forward tilt
Forward smash Late hit
Neutral aerial
Forward aerial
Back aerial
Pummel
Down throw
Bonus Fruit Bell, dropped
Palutena Back aerial
Autoreticle
Peach Neutral attack Second hit
Neutral aerial
Back aerial
Down throw
Vegetable Mr. Saturn
Pikachu Neutral attack
Forward tilt
Down tilt
Neutral aerial Sweetspot
Forward aerial Top hitbox
Down aerial
Thunder Jolt
Skull Bash
Pit Forward aerial Last hit
Up aerial Hits 1-4
Down aerial Meteor hitbox
Forward throw
Up throw
R.O.B. Forward tilt
Down tilt
Forward aerial
Up aerial First 4 hits
Down aerial Sourspot
Arm Rotor
Robin Levin Sword Thrown
All tomes
Thunder First stage
Elwind First hit, meteor hitbox
Rosalina & Luma Forward tilt No Luma
Neutral aerial No Luma
Back aerial Sourspot
Down aerial No Luma
Roy Forward tilt Sourspot
Forward smash Sourspot
Down smash Sourspot
Back aerial
Ryu Neutral aerial
Back aerial
Pummel
Hadoken Standard or input
Samus Neutral attack
Forward tilt
Up tilt
Forward smash Sourspot
Forward aerial Top of the first hit
Up aerial Tip of the first hit
Back aerial Sourspot
Down aerial
Homing Missile
Bomb
Sheik Dash attack Late
Up tilt First hit
Neutral aerial
Back aerial
Down aerial
Bouncing Fish
Sonic Neutral attack
Dash attack First three hits
Down tilt
Forward aerial Excluding the last hit
Spring Jump Projectile
Shulk Forward tilt Sourspot if not in Buster
Forward aerial Buster
Back aerial Sourspot if not in Buster
Down aerial Buster, second hit
Forward throw
Back throw
Up throw
Down throw
Back Slash
Toon Link Forward tilt
Down tilt
Neutral aerial
Down aerial
Hero's Bow
Spin Attack Grounded, excluding the last hit
Villager Forward tilt
Down smash
Neutral aerial
Forward aerial Sourspot
Back aerial Sourspot
Down aerial 3 turnips
Wario Dash attack Late
Forward tilt
Forward aerial
Back aerial
Down throw
Wario Bike Thrown
Wii Fit Trainer Neutral attack Hit 3
Forward aerial Meteor hitbox
Back aerial
Header Meteor hitbox
Super Hoop
Yoshi Neutral aerial Sourspot
Forward aerial
Down aerial Excluding the last hit
Zelda Neutral attack First and third hit
Forward aerial Sourspot
Back aerial Sourspot
Down aerial
Phantom Slash Stages one and two
Zero Suit Samus Forward tilt
Down throw
Paralyzer

Videos[edit]

Gallery[edit]

References[edit]