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Lock

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Sonic performing aneutral air,footstool into a jab lock combo onR.O.B.; then allowing a reset while simultaneously finishing with aforward smash.
Mewtwo performing adown throw into jab reset thendown smash onFox.
"Lock" redirects here. For the Italian smasher, seeSmasher:Lock.

Alock is atechnique inSuper Smash Bros. Brawl,Super Smash Bros. 4, andSuper Smash Bros. Ultimate where a character can use lowknockback attacks tocombo an opponent on thefloor 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.

Thereset was first introduced inSuper Smash Bros. Melee, and was then incorporated into the locking mechanic as the onlywake-up option that can be used afterwards, allowing for apunish as the opponent stands up. The character will stand up in an identical animation of a standard neutral get-up, withintangibility frames at the beginning.

Trying to perform a lock inMelee merely results in a reset, which the opponent can avoid altogether withASDI. InBrawl, a reset can occur only after locking has ceased, which can result inzero-to-death combos. InSmash 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). InUltimate, 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 atech-chase). This can be considered a blend of the former locking and reset mechanics, respectively.

InMelee, 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 asspooky stun. If the defender lands on the ground before the end of those 13 frames but is still in hitstun they will enter theDownWait state before being forced intoDownStand. This can be called a half reset. DuringDownWait 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 thecontrol stick during the landing animation,[2] allowing the defender to skipDownWait 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 intoDownStand 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 notablyFox'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 likeFalco's laser andPeach'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, andangles 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 everySmash game, includingSmash 64, an instant getup with a groundedflinch will occur in any low-knockback situation a lock or reset cannot.

How to perform[edit]

Lucas performing a lock combo onLucario withdown air after an untechablefootstool.

Starting a lock or reset is often the most difficult part, as many skilled players willtech orDI 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, inBrawl andSSB4,footstooling an airborne opponent will prevent them from being able to tech in any way while intumble, though the upward momentum can cause the footstooler to be unable to follow up with a lock depending on their character. Learning to perform ashorthop 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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Jab lock[edit]

The most common type of lock is thejab lock, which can be performed by multiple characters. As the name states, it is done by hitting a fallen character with ajab, stepping forward, and hitting them again. The locked player can be moved to the end of the stage inBrawl, 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 withMario, 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. InSSB4, the jab lock only works up to three times. InUltimate, 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 asGanondorf andRoy.

Aerial move locks[edit]

Another common move that can lock are aerials, especially the weak hits ofsex 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 onSnake.

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 likeBridge 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 hisBDACUS. The easiest and most effective way to set up a Laser Lock is to land a down throw or grounded down aerial and immediatelybuffer 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.

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

Burial lock[edit]

TwoDonkey Kongs performing an infinite lock onPac-Man

Most moves with a burialeffect are able to lock an opponent indefinitely past the three hit limit inSmash 4 (one notable example beingVillager'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 inBrawl.

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.

Othergrounded move locks[edit]

Variousspecial moves,tilts, and even weak parts ofsmash attacks can lock or reset opponents.

List of locking attacks[edit]

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The editor who added this tag elaborates:lacks Melee moves and Ultimate that can reset and many moves that can lock in rare situations. Also looks bad and needs re-formatted.

InBrawl[edit]

CharacterMove(s)Notes
BowserDown tiltThe first hit only works at extremely low percents. The second hit works for slightly longer.
Neutral aerial
CharizardNeutral attackOnly the front hitbox of the first hit. Works regardless of percent.
Neutral aerial
Back aerialSourspot of the second hit.
Donkey KongNeutral attackOnly certain hitboxes of the first hit and does not work at higher percents
Forward tilt
Down tilt
Neutral aerial
Back aerial
Giant PunchRequires to be uncharged to lock.
Diddy KongNeutral attackOnly 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
FoxNeutral aerial
Forward tilt
Forward smash
Up smashLate hit.
Back aerialSourspot only.
GanondorfNeutral attackOnly the sweetspot, works at extremely low percents and it cannot lock smaller characters due to jab's high hitbox.
Ice ClimbersIce ShotIt is capable of locking infinitely if the Ice Climbers are desynched properly.
JigglypuffNeutral attackBoth hits can lock. Is not effective at very high damage.
Forward tilt
Forward smash
Down smash
Neutral aerial
Forward aerialLate hit.
Back aerial
King DededeNeutral attackOnly the first hit locks. Works regardless of damage.
KirbyNeutral attackDoes not work at very low percents or percents far beyondSudden Death percents and only the first hit locks.
Down tilt
Neutral aerial
Forward tilt
Back aerial
InhaleAny copy ability that can lock (except forLinkHero's Bow).
LinkNeutral attackOnly the first hit locks. Does not work at very high damage.
LucasDown tilt
LuigiForward tiltAngled down, can lock indefinitely
MarioNeutral attackOnly 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 aerialOnly sourspot works.
Back aerial
Neutral aerial
Fireball
MarthNeutral attackOnly a specific part of the hitbox and both hits can lock. Does not work at very high percents.
Meta KnightNeutral attackWorks best against a wall. Only stops working at percents far above 300%.
Forward tiltCertain hitboxes of the first hit.
Down tilt
Neutral aerial
NessNeutral attackOnly the first hit locks. Does not work at very high percents.
Forward tilt
Neutral aerial
Forward aerial
Back aerial
Down tiltLocks against a vertical wall only.
OlimarNeutral attackThe second hit only works at very low percents. The first hit works regardless of percent.
PeachNeutral attackOnly the second hit.
Dash attackOnly the first hit.
Neutral aerial
Back aerial
Up aerialCertain hitboxes.
PikachuNeutral attackDoes not work at low percents.
Down tilt
Neutral aerial
Forward tilt
Down aerial
Thunder Jolt
Quick AttackCan be repeated withQuick Attack Cancel, known asQAC lock.
R.O.B.Neutral attackOnly the front hitbox of the first hit. Does not work at very high percents.
Forward tilt
Forward aerial
Down tiltEffective against a vertical wall only.
SamusNeutral attackThe second hit only works at very low percents. The first hit stops working at higher percents.
SheikBack aerial
Neutral aerial
Needle Storm
Chain
SnakeNeutral attackOnly certain hitboxes and the first and second hits can lock regardless of percent.
SonicNeutral attackBoth the first and second hits can lock regardless of percent.
SquirtleNeutral attackBoth the first and second hits can lock regardless of percent.
Forward tilt
Forward smash
Neutral aerial
Back aerial
WolfDown tilt
Neutral aerial
Back aerial
Yoshineutral attackOnly the second hit can lock and it stops locking at higher percents.
Neutral aerial
Forward aerialOnly the sourspot is capable of locking.
ZeldaNeutral attackThe 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 SamusDash attack
Forward tilt
Forward aerialFirst hit.
Down aerialAerial hit.
Paralyser

InSSB4[edit]

Jab Locks are still possible inSSB4. 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.

CharacterMove(s)Notes
BayonettaDown smashFirst hit
Back aerial
Bullet Climax
BowserDown tilt
Forward smashSourspot
Down aerial
Up throw
Down throw
Whirling FortressExcluding the last hit
Bowser Jr.Neutral attack
Forward tilt
Neutral aerialSourspot
Back aerialSourspot
Down aerialHits 2-6
Forward throw
Down throw
Captain FalconForward tilt
Down smashSecond hit
Forward aerialSourspot
Back aerialSourspot
Down aerial
Falcon Punch
CharizardNeutral attack
Up smashBack of the first hit
Neutral aerialSourspot
Down aerialSweetspot
CloudForward tilt
Back aerial
Cross SlashTop part
CorrinNeutral attackRapid jab back hitbox
Pummel
Dark PitForward tilt
Forward aerialLast hit
Up aerialHits 1-4
Down aerialMeteor hitbox
Forward throw
Up throw
Diddy KongForward tilt
Forward aerial
Back aerial
Down aerial
Donkey KongNeutral attack
Forward tilt
Down tilt
Neutral aerialLate hit
Back aerial
Giant PunchUp to five swings
Headbutt
Spinning KongGrounded, hits 3-6
Hand SlapAerial, second hit
Dr. MarioNeutral attackHit 3
Forward tilt
Neutral aerial
Forward aerial
Megavitamins
Duck HuntNeutral attackRapid jap sourspot
Forward tilt
Neutral aerial
Down aerialFirst hit, sourspot
FalcoForward tilt
Up tiltTip of the back hitbox, first hit
Forward smashSourspot
Forward aerialFirst three hits
Back aerial
Down aerialSourspot
Blaster
Fire Bird
Reflector
FoxForward tilt
Forward smash
Neutral aerial
Down aerialAll but the last hit.
GanondorfNeutral attack
Forward aerial
Up aerialOnly sourspot.
Down aerial
Neutral aerialSecond hit
GreninjaForward tilt
Back aerialAll but the last hit.
Down aerial
IkeForward tilt
Down aerial
Forward throw
Back throw
Up throw
Down throw
JigglypuffDash attack
Forward tilt
Forward smash
Down smash
Neutral aerialSweetspot only.
Forward aerial
Down aerialAll but the last hit.
King DededeNeutral attack
Forward tiltTip of the hammer, all but the last hit.
Forward aerial
Down aerial
Forward throw
Back throw
Gordo ThrowWithout the Gordo.
Super Dedede Jump
KirbyForward tilt
Down tilt
Back aerial
Down aerialLast hit
Down throw
InhaleAny copy ability that can lock (except forLinkHero's Bow).
StoneIf aerial, must be sourspotted.
LinkNeutral attack
Neutral aerial
Hero's Bow
Spin AttackGrounded, only last hitbox.
Little MacDown Aerial
LucarioNeutral aerial
Back aerial
Aura Sphere
LucasForward tilt
Down tiltSourspot
Down smashExcluding the first hit
Neutral aerialHits 1-4, only while rising through a platform
Forward aerialSourspot
Back aerial
Down aerialFor hits 1-3, sourspot and only while rising through a platform. For hit 4, sweetspot.
LucinaDown aerialMeteor hitbox
Dolphin SlashSourspot
LuigiForward tilt
Down tilt
Forward aerial
Back aerial
Down aerial
Back throw
Fireball
Green Missile
MarioNeutral attack
Forward tilt
Neutral aerial
Forward aerial
Back aerial
Down aerialLanding hit
Fireball
MarthDash attackUntippered
Forward TiltUntippered
Forward aerialUntippered
Down aerialMeteor hitbox
Shield BreakerSourspot
Dolphin Slash
Mega ManNeutral attack
Forward tilt
Forward smash
Neutral aerialLate hit
Forward aerialLate hit
Back aerialFirst hit
Down aerial
Leaf Shield
MewtwoForward tilt
Up smashDirectly beneath the opponent, excluding the final hit
Back aerial
Shadow Ball
Meta KnightDown tilt
Forward aerialFirst two hits
Down throw
Drill Rush
Mii BrawlerForward tilt
Neutral aerial
Back aerial
Head-On Assault
Mii GunnerForward tilt
Up smashMulti-hit from below
Back aerial
Down aerialSourspot
Back throw
Charge Blast
Gunner Missile
Mii SwordfighterForward tilt
Back aerial
Down aerialExcluding last hit
Down throw
NessNeutral attack
Dash attackFirst hit
Forward tilt
Neutral aerial
Back aerial
Down aerial
Down throw
PK ThunderTail hitbox
OlimarNeutral attack
Neutral aerialTop of the first hit
Forward aerial
Pac-ManNeutral attack
Forward tilt
Forward smashLate hit
Neutral aerial
Forward aerial
Back aerial
Pummel
Down throw
Bonus FruitBell, dropped
PalutenaBack aerial
Autoreticle
PeachNeutral attackSecond hit
Neutral aerial
Back aerial
Down throw
VegetableMr. Saturn
PikachuNeutral attack
Forward tilt
Down tilt
Neutral aerialSweetspot
Forward aerialTop hitbox
Down aerial
Thunder Jolt
Skull Bash
PitForward aerialLast hit
Up aerialHits 1-4
Down aerialMeteor hitbox
Forward throw
Up throw
R.O.B.Forward tilt
Down tilt
Forward aerial
Up aerialFirst 4 hits
Down aerialSourspot
Arm Rotor
RobinLevin SwordThrown
All tomes
ThunderFirst stage
ElwindFirst hit, meteor hitbox
Rosalina & LumaForward tiltNo Luma
Neutral aerialNo Luma
Back aerialSourspot
Down aerialNo Luma
RoyForward tiltSourspot
Forward smashSourspot
Down smashSourspot
Back aerial
RyuNeutral aerial
Back aerial
Pummel
HadokenStandard or input
SamusNeutral attack
Forward tilt
Up tilt
Forward smashSourspot
Forward aerialTop of the first hit
Up aerialTip of the first hit
Back aerialSourspot
Down aerial
Homing Missile
Bomb
SheikDash attackLate
Up tiltFirst hit
Neutral aerial
Back aerial
Down aerial
Bouncing Fish
SonicNeutral attack
Dash attackFirst three hits
Down tilt
Forward aerialExcluding the last hit
Spring JumpProjectile
ShulkForward tiltSourspot if not in Buster
Forward aerialBuster
Back aerialSourspot if not in Buster
Down aerialBuster, second hit
Forward throw
Back throw
Up throw
Down throw
Back Slash
Toon LinkForward tilt
Down tilt
Neutral aerial
Down aerial
Hero's Bow
Spin AttackGrounded, excluding the last hit
VillagerForward tilt
Down smash
Neutral aerial
Forward aerialSourspot
Back aerialSourspot
Down aerial3 turnips
WarioDash attackLate
Forward tilt
Forward aerial
Back aerial
Down throw
Wario BikeThrown
Wii Fit TrainerNeutral attackHit 3
Forward aerialMeteor hitbox
Back aerial
HeaderMeteor hitbox
Super Hoop
YoshiNeutral aerialSourspot
Forward aerial
Down aerialExcluding the last hit
ZeldaNeutral attackFirst and third hit
Forward aerialSourspot
Back aerialSourspot
Down aerial
Phantom SlashStages one and two
Zero Suit SamusForward tilt
Down throw
Paralyzer

Videos[edit]

Gallery[edit]

  • Falco's first animation during which he can be jab reset. Known internally as DownBound.

    Falco's first animation during which he can be jab reset. Known internally as DownBound.

  • Falco's second animation during which he can be jab reset. Known internally as DownWait.

    Falco's second animation during which he can be jab reset. Known internally as DownWait.

  • Falco's neutral get-up animation that is forced in a jab reset. Known internally as Downstand.

    Falco's neutral get-up animation that is forced in a jab reset. Known internally as Downstand.

  • Using SDI and ASDI upwards to escape a jab reset. This looks notably similar to locking.

    Using SDI and ASDI upwards to escape a jab reset. This looks notably similar to locking.

References[edit]