Face124
Smash Ace
Video: http://www.youtube.com/watch?v=BpwTVqErDb0&feature=channel_page
<3 Falcon
I sincerely apologize for any confusion with the PatiKnee combo, as it is not a true combo.
The lock
Falcon's F-tilt tilted downwards is quick, hits all characters in their bounce animation and is fairly low knock back. The problem is, it is not quick enough for you to walk after each hit and continue it for long. 3 hits is the average I find, but you can do a 4th by using a normal horizontal F-tilt. That isn't particularly practical in the long run though, simply because the lag and knock back limits your endings, and it can't hit characters who are very thin. I find this works until around 50-60% on most characters, because eventually it hits them too far. This can be done on fatties like Bowser and King Dedede with a F-tilt tilted upwards, but it is worse than tilted down, so in short: don't do it.
The best way to keep it going for long is to get as close to the opponent as you can before starting, as this allows you more chance for more hits. Damage depreciation helps by weakening the knock back of the F-tilt, but still, the fact that it only works until roughly 50%-60% means this isn't hugely great, and that you need to watch their percents.
Endings
After being jab locked twice, opponents have no control: they will automatically get straight up after a set period of time with invincibility frames, but will be vulnerable after it. This is where you get real percents in. They will get directly up -no rolling to either sides- and as long as you time well, are just asking to be taken advantage of. Due to the time it takes for them to stand up, you have a small portion of time to get yourself into a good position to do whatever you are going to do. Here I will list some of the better options for certain things. Please suggest anything intelligent, like, something not worse than stuff that is already here.
Set-Ups
Basically, the only way you can jab lock is if your opponent is lying on the ground in a certain state. The only way they can be in this state is if they hit the ground after being hit by an attack with knock back without performing any action after that attack. They don't have to be out of hitstun when they hit the ground to be in this state. This section will help you with ways of tricking your opponents into this position. Here are some that I find effective:
Help with this section in particular is greatly appreciated.
Falcon's F-tilt tilted downwards is quick, hits all characters in their bounce animation and is fairly low knock back. The problem is, it is not quick enough for you to walk after each hit and continue it for long. 3 hits is the average I find, but you can do a 4th by using a normal horizontal F-tilt. That isn't particularly practical in the long run though, simply because the lag and knock back limits your endings, and it can't hit characters who are very thin. I find this works until around 50-60% on most characters, because eventually it hits them too far. This can be done on fatties like Bowser and King Dedede with a F-tilt tilted upwards, but it is worse than tilted down, so in short: don't do it.
The best way to keep it going for long is to get as close to the opponent as you can before starting, as this allows you more chance for more hits. Damage depreciation helps by weakening the knock back of the F-tilt, but still, the fact that it only works until roughly 50%-60% means this isn't hugely great, and that you need to watch their percents.
Endings
After being jab locked twice, opponents have no control: they will automatically get straight up after a set period of time with invincibility frames, but will be vulnerable after it. This is where you get real percents in. They will get directly up -no rolling to either sides- and as long as you time well, are just asking to be taken advantage of. Due to the time it takes for them to stand up, you have a small portion of time to get yourself into a good position to do whatever you are going to do. Here I will list some of the better options for certain things. Please suggest anything intelligent, like, something not worse than stuff that is already here.
- [*]D-air > Knee combo
-Kills some light characters.
[*]AC N-air > Jab cancelled second hit > grab
-Grabs can set up for strings or grab release combos (<3 Wario).
Set-Ups
Basically, the only way you can jab lock is if your opponent is lying on the ground in a certain state. The only way they can be in this state is if they hit the ground after being hit by an attack with knock back without performing any action after that attack. They don't have to be out of hitstun when they hit the ground to be in this state. This section will help you with ways of tricking your opponents into this position. Here are some that I find effective:
- [*]D-air on an aerial opponent
[*]FF Flubbed Knee
[*]B-air
Help with this section in particular is greatly appreciated.
<3 Falcon
I sincerely apologize for any confusion with the PatiKnee combo, as it is not a true combo.