Lock: Difference between revisions

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[[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]]'' and ''[[Super Smash Bros. 4]]'' 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]]'' and ''[[Super Smash Bros. 4]]'' 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 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 percentage. 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 [[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. 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.
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. 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 get up with a grounded [[flinch]] will occur in any low-knockback situation a lock or reset cannot.


==How to perform==
==How to perform==
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*{{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|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|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|Duck Hunt}}: a 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|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|Fox}}: forward tilt, neutral aerial, down aerial (excluding the last hit), forward smash
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*{{SSB4|Little Mac}}: down aerial
*{{SSB4|Little Mac}}: down aerial
*{{SSB4|Lucario}}: [[Aura Sphere]], back aerial, neutral 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|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|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|Luigi}}: [[Fireball]], [[Green Missile]], forward tilt, down tilt, forward aerial, back aerial, down aerial, back throw
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*{{SSB4|Pac-Man}}: jab, forward tilt, forward aerial, neutral aerial, back aerial, [[Bonus Fruit]] (bell, dropped), forward smash (late hit), down throw, pummel
*{{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|Palutena}}: [[Autoreticle]], back aerial
*{{SSB4|Peach}}: neutral aerial, back aerial, jab 2, [[Vegetable]] ([[Mr.Saturn]]), down throw
*{{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|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|Pit}}: down aerial (meteor), up aerial (hits 1-4), forward aerial (last hit), up throw, forward throw
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