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Samus' Jab Lock Combos (Updated May/21st)

RoachCake

Smash Apprentice
Joined
Nov 2, 2014
Messages
170
Location
Virginia
NNID
RoachCake
3DS FC
2621-3061-7090
Welcome to the new and improved Jab Lock combo thread.

From spending numerous hours in training mode I've been able to learn quite a bit about Jab Locks for Samus, as well as discover a bunch of moves that can start them.
Main problem though with a lot of Jab Locks I've found, skilled players almost never get caught in them, but that does not mean it's impossible.
Once I've found as many of the character specific Locks as I possibly can, I'll be trying to find some reliable ways to get each of the kinds of Locks set up, as well as List all the Locks that work universally.

If you decide to try and find any Lock Combos, or Strings on your own, go ahead and post them here and provide the lowest and highest possible starting %s as well as the total amount of % dealt.

BF = Battle Field
FD = Final Destination
TS = Tech Situation
PC = Platform Canceled
JC = Jab Cancel
CS = Charge Shot(Full)
DA = Dash Attack
DI = Directional Influence
AD = Airdodge
HCT = Half-Charged Tipper
Angled = Angled Down (Unless said otherwise)

(Old) = Old locks I tested before the patch, most probably don't work, but I'm leaving them in for now anyway.

"Rules"
D-tilt Rule (BF)
Depending on the opponent's DI(or other option they choose), you can do 4(Probably more) things.
1: Immediately Go for an aerial followup(F-air, U-air, or Z-air).
2: Wait for an AD to punish if they DI in, or sheild their counter attack.
3: If they ONLY DI away, they put themselves in a TS,(If they miss the tech) you can either get a free CS, or go for an aerial.
4: If they DI away and Jump, you can chasse them with aerials for a possible gimp(If you knock them offstage of course).

Dash Attack Rule: Basically do whatever the heck you want in this situation, U-air, F-air, Z-air, CS, or (Maybe) even Screw Attack. Take your pick.

F-tilt Lock Rule: You need to wait for the getup animation to begin before shooting CS after an F-tilt is used as a locking move, or else your CS will miss your opponent due to the invincibility frames.

Possibly adding more later...

B-air(Sour)(12%) - BF Platforms
U-tilt - Ground
D-air - Ground
Jab 1 - BF Platforms
Bomb - BF Platforms
D-throw - Under BF Platforms at low %

~~~~~

Needs (more) testing.
D-air(Start) - BF Platforms
D-air(End) - BF Platforms
B-air(Sour) - Ground
B-air(End) - BF Platforms
N-air(All hits) - Ground
D-tilt - Under BF Platforms
F-air(First hit only) - BF Platforms
U-air(First hit only) - BF Platforms
N-air(End) - BF Platforms at high %
Dash Attack - Under BF Platforms at low %
U-smash - Ground (Only on taller characters that fall out of the first few hits. Like Link.)
U-air - Ground at low %

Jab 1
Jab 2
F-tilt
F-Smash(Sour)
N-air(End)
F-air(Initial hit ONLY)
B-air(End)
D-air
CS(No Charge)
DCS(No Charge)
All Homing Missile Variants
Bomb
Slip Bomb

~~~~~

Huge thanks to @ Zapp Branniglenn Zapp Branniglenn for compiling this info!
Move Locking % Ranges
Jab 1: 0-85%
Jab 1(Far): 0-117%
Jab 2: 0-9%
F-tilt(Tip): 0-8% ----------- Angled: 0-5%
F-tilt(Crotch): 0-79% ---- Angled: 0-68%
F-tilt(Knee): 0-93% ------ Angled: 0-116%
F-smash(Sour): 0-7% -- Angled: 0-9%
N-air(End): 0-65%
F-air(Initial hit ONLY): 0-150+%
B-air(End): 0-21%
D-air(Sweet): 0-25%
D-air(Start): 0-8%
D-air(End): 0-5%
CS(Uncharged): 0-150+%
DCS(Uncharged): 0-150+%
All Homing Missile Variants: 0-150+%
Bomb(Direct Hit): 0-138%
Bomb(Splash Damage): 0-145%
Slip Bomb: 0-150+%

Maybe more...

None yet. :estatic:

Characters that can either tech, or jump out of platform started Jab Locks.
Luigi
Peach
Yoshi
Rosalina
Game and Watch
Toon Link
Samus
Kirby
Jigglypuff
DHD
Ness
Villager
Olimar
Pac-Man




:4mario:
Jab 1 JC possible?: So far, no.

BF right side platform
0% B-air(Sour) > Jab 1 > CS 40% - (Mario is put into a possible TS after CS, could maybe get a DA or Grab depending on your opponent's reaction)
0% B-air(Sour) > F-tilt(Knee) > D-tilt 29% - (D-tilt Rule BF)
0% B-air(Sour) > D-air(Sweet) > D-tilt 38% - (D-tilt Rule BF)

Strings
0% B-air(Sour) > F-tilt(Knee) > F-tilt(Angled)(Tip) 26% - (Mario is knocked out of the Jab Lock, could maybe get a DA, Grab, or CS(Risky) out of it if they don't react fast enough.)

Techable
None yet.

FD/Omegas/Flat space
8-?% U-tilt > Jab 1 > F-smash/CS 33%/41% -
8-?% U-tilt > Jab 1 > U-tilt > U-smash 52% - (This one is a bit risky to do since you're giving your opponent a second chance to tech roll out.)

28-?% D-air > Jab 1 > F-smash/CS 34/42% -
28-?% D-air > Jab 1 > D-air > Jab 1 > CS 59% - (This one is really tight, the second Jab 1 isn't meant to Jab Lock your opponent, rather make them suffer hitstun landing lag in order to get the CS to connect, if you don't do it right, Mario can jump out.)

:4bowser:
Jab 1 JC possible?: Yes.

BF right side platform
0-2% B-air(Sour) > F-tilt(Knee) x3 > CS 52% - (F-tilt Lock Rule)
0-2% B-air(Sour) > F-tilt(Knee) x3 > F-smash(HCT) 44% -
0-2% B-air(Sour) > F-tilt(Knee) x3 > DA 37% - (Dash Attack Rule)
0-2% B-air(Sour) > F-tilt(Knee) x3 > D-tilt 39% - (D-tilt Rule BF)

0-2% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > CS 57% -
0-2% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > F-smash(HCT) 49% -
0-2% B-air(Sour) > D-air(Sweet) > F-tilt(Knee) > Jab 1 > CS 59% -
0-2% B-air(Sour) > D-air(Sweet) > F-tilt(Knee) > Jab 1 > F-smash(HCT) 51% -
0-?% B-air(Sour) > D-air(Sweet) > D-tilt 38% - (D-tilt Rule BF)
0-?% B-air(Sour) > D-air(Sweet) > F-tilt(Knee) > B-throw 39% - (B-throw sets up a possible TS on a platform, could possibly get more follow ups.)

Strings
0-?% B-air(Sour) > D-air(Sweet) > D-tilt > PC F-air > Grab F-throw > CS 80% -

Techable
0-2% B-air(Sour) > Jab 1 x3 > U-tilt > U-smash 52% -
0-2% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > U-tilt > U-smash 63% -

FD/Omegas/Flat space
11-?% U-tilt > Jab 1 x3 > CS 47% -
11-?% U-tilt > Jab 1 x3 > F-smash(HCT) 39% -
11-?% U-tilt > Jab 1 x3 > U-tilt > U-smash 53% -
11-?% U-tilt > F-tilt(Knee) x2 > Jab 1 > CS 51% -
11-?% U-tilt > F-tilt(Knee) x2 > Jab 1 > F-smash(HCT) 43% -
11-?% U-tilt > F-tilt(Knee) x2 > Jab 1 > U-tilt > U-smash 57% - (Must walk forward and wait for getup for U-tilt)
11-?% U-tilt > D-air(Sweet) > F-tilt(Knee) > Jab 1 > CS 60% -
11-?% U-tilt > D-air(Sweet) > F-tilt(Knee) > Jab 1 > F-smash(HCT) 52% -
11-?% U-tilt > D-air(Sweet) > F-tilt(Knee) > Jab 1 > U-tilt > U-smash 66% - (Must walk forward and wait for getup for U-tilt)

34-?% D-air > Jab 1 x3 > CS 48% -
34-?% D-air > Jab 1 x3 > F-smash(HCT) 40% -
34-?% D-air > Jab 1 x3 > U-tilt > Screw Attack 48% -
34-?% D-air > F-tilt(Knee) > Jab 1 x2 > CS 50% -
34-?% D-air > F-tilt(Knee) > Jab 1 x2 > F-smash(HCT) 42% -

:4bowserjr:
Jab 1 JC possible?: Yes
Must hit Koopa car with B-air(Sour) to start Jab Locks, hitting Jr does not work.

BF right side platform
3DS BF Right side platform
0-2% B-air(Sour) > Jab 1 > F-tilt(Knee) > Jab 1 > CS 45% -
0-2% B-air(Sour) > Jab 1 > F-tilt(Knee) > Jab 1 > F-smash 38% -
0-2% B-air(Sour) > Jab 1 > F-tilt(Knee) > Jab 1 > DA 33% - (Dash Attack Rule)

0-2% B-air(Sour) > D-air(Sweet) > D-tilt 40% - (D-tilt Rule BF)
0-2% B-air(Sour) > F-smash(Sour)(Angled) > CS 52% -

Strings
0-2% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > D-tilt > PC F-air > CS 76% -
0-2% B-air(Sour) > D-air(Sweet) > D-tilt > PC F-air > Grab > Pummel x2 > F-throw > CS 87% -

Techable
0-2% B-air(Sour) > Jab 1 > Grab D-throw > D-air(Sweet) > Jab 1 > D-air(Sweet) > CS 80% - (Insanely hard to pull off and also requires your opponent to not tech the D-throw or ending D-air.)

FD/Omegas/Flat space
7-?% U-tilt > F-tilt(Knee) > Jab 1 x2 > F-smash(HCT) 45% -
7-?% U-tilt > F-tilt(Knee) > Jab 1 x2 > CS 47% -
7-?% U-tilt > F-tilt(Knee) > Jab 1 x2 > U-tilt x2 51% -

28-?% D-air > F-tilt(Knee) > Jab 1 x2 > F-smash(HCT) 46% -
28-?% D-air > F-tilt(Knee) > Jab 1 x2 > CS 49% -

:4wario2:
Jab 1 JC possible?:Yes

BF right side platform
0-1% B-air(Sour) > F-tilt(Knee) > Jab 1 x2 > CS 48% -
0-1% B-air(Sour) > F-tilt(Knee) > Jab 1 x2 > F-smash(HCT) 40% -
0-1% B-air(Sour) > F-tilt(Knee) > Jab 1 x2 > DA 33% - (Dash Attack Rule)
0-1% B-air(Sour) > F-tilt(Knee) > Jab 1 x2 > D-tilt 35% - (D-tilt Rule)

0-1% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > CS 57% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > F-smash(HCT) 49% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > DA 42% - (Dash Attack Rule)
0-1% B-air(Sour) > D-air(Sweet) > D-tilt 38% - (D-tilt Rule)(Can add 1 Jab before D-tilt, 2 allows the opponent to DI away and platform cancel their hitstun)
0-1% B-air(Sour) > F-smash(Angled)(Sour) > CS 48% -

Strings
None yet.

Techable
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 > F-tilt(Knee) > D-air(Sweet) > Jab 1 x3 > CS 82% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 > F-tilt(Knee) > D-air(Sweet) > Jab 1 x3 > F-smash(HCT) 74% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > U-tilt > CS 70% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > U-tilt > U-smash 63% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 x2 > U-tilt x2 57% -

FD/Omegas/Flat space
9-?% U-tilt > Jab 1 x3 > CS 47% -
9-?% U-tilt > Jab 1 x3 > F-smash(HCT) 39% -
9-?% U-tilt > Jab 1 x3 > DA 32% - (Dash Attack Rule)
9-?% U-tilt > Jab 1 x3 > D-tilt 34% -

9-?% U-tilt > F-tilt(Knee) > Jab 1 x2 > CS 49% -
9-?% U-tilt > F-tilt(Knee) > Jab 1 x2 > F-smash(HCT) 41% -
9-?% U-tilt > F-tilt(Knee) > Jab 1 x2 > DA 34% - (Dash Attack Rule)
9-?% U-tilt > F-tilt(Knee) > Jab 1 x2 > D-tilt 36% -

30-?% D-air(Sweet) > F-tilt(Knee) > Jab 1 > CS 47% -
30-?% D-air(Sweet) > F-tilt(Knee) > Jab 1 > F-smash(HCT) 39% -
30-?% D-air(Sweet) > F-tilt(Knee) > Jab 1 > DA 32% - (Dash Attack Rule)
30-?% D-air(Sweet) > F-tilt(Knee) > Jab 1 > D-tilt 34% -

:4dk:
Jab 1 JC possible?: Yes

BF right side platform
0-?% B-air(Sour) > Jab 1 x3 > CS 46% -
0-?% B-air(Sour) > Jab 1 x3 > F-smash(HCT) 37% - (Need to step back slightly before charging F-smash to get the tipper)
0-?% B-air(Sour) > Jab 1 x3 > DA 31% - (Dash Attack Rule)
0-?% B-air(Sour) > Jab 1 x3 > D-tilt 33% - (D-tilt Rule BF)

0-?% B-air(Sour) > F-tilt(Knee) x3 > CS 52% - (F-tilt Lock Rule)
0-?% B-air(Sour) > F-tilt(Knee) x3 > F-smash(HCT) 43% -
0-?% B-air(Sour) > F-tilt(Knee) x3 > DA 37% - (Dash Attack Rule)
0-?% B-air(Sour) > F-tilt(Knee) x3 > D-tilt 39% - (D-tilt Rule BF)

0-?% B-air(Sour) > F-tilt(Angled)(Knee) x2 > F-tilt(Knee) > CS 54% - (F-tilt Lock Rule)
0-?% B-air(Sour) > F-tilt(Angled)(Knee) x2 > F-tilt(Knee) > F-smash(HCT) 45% -
0-?% B-air(Sour) > F-tilt(Angled)(Knee) x2 > F-tilt(Knee) > DA 39% - (Dash Attack Rule)
0-?% B-air(Sour) > F-tilt(Angled)(Knee) x2 > F-tilt(Knee) > D-tilt 41% - (D-tilt Rule)

Strings
None yet.

Techable
None yet.

FD/Omegas/Flat space
11-16% U-tilt > Jab 1 x3 > CS 47% -
11-16% U-tilt > Jab 1 x3 > F-smash(HCT) 39% -
11-16% U-tilt > Jab 1 x3 > DA 32 -
11-16% U-tilt > Jab 1 x3 > D-tilt 34% - (Need to step forward slightly for D-tilt)

11-16% U-tilt > D-air(Sweet) > Jab 1 x2 > CS 58% -
11-16% U-tilt > D-air(Sweet) > Jab 1 x2 > F-smash(HCT) 50% -
11-16% U-tilt > D-air(Sweet) > Jab 1 x2 > DA 43% - (Dash Attack Rule)
11-16% U-tilt > D-air(Sweet) > Jab 1 x2 > D-tilt 45% -

33-39% D-air(Sweet) > Jab 1 x3 > CS 48% -
33-39% D-air(Sweet) > Jab 1 x3 > F-smash(HCT) 40% -
33-39% D-air(Sweet) > Jab 1 x3 > DA 33% - (Dash Attack Rule)
33-39% D-air(Sweet) > Jab 1 x3 > D-tilt 35% -

:4diddy:
Jab 1 JC possible?: Yes

BF right side platform
0% B-air(Sour) > Jab 1 > F-tilt(Knee) > CS 46% - (F-tilt Lock Rule)
0% B-air(Sour) > Jab 1 > F-tilt(Knee) > F-smash(HCT) 37% -
0% B-air(Sour) > Jab 1 > F-tilt(Knee) > DA 31% - (Dash Attack Rule)
0% B-air(Sour) > Jab 1 > F-tilt(Knee) > D-tilt 33% - (D-tilt Rule BF)

0% B-air(Sour) > F-tilt(Knee) x2 > CS 49% - (F-tilt Lock Rule)
0% B-air(Sour) > F-tilt(Knee) x2 > F-smash(HCT) 40% -
0% B-air(Sour) > F-tilt(Knee) x2 > DA 33% - (Dash Attack Rule)
0% B-air(Sour) > F-tilt(Knee) x2 > D-tilt 35% - (D-tilt Rule BF)

0% B-air(Sour) > D-air(Sweet) > F-tilt(Angled)(Crotch) > CS 58% - (F-tilt Lock Rule)
0% B-air(Sour) > D-air(Sweet) > F-tilt(Angled)(Crotch) > F-smash(HCT) 49% -
0% B-air(Sour) > D-air(Sweet) > F-tilt(Angled)(Crotch) > DA 43% - (Dash Attack Rule)
0% B-air(Sour) > D-air(Sweet) > F-tilt(Angled)(Crotch) > D-tilt 45% - (D-tilt Rule BF)

Strings
0% B-air(Sour) > D-air(Sweet) > D-tilt > PC Fair > Grab > B-throw > CS 82% -

Techable
0-?% D-throw > F-air(Initial hit only) > D-throw > D-air(Sweet) > D-throw > U-air x2 > Screw Attack 69% - (A fairly easy 0-death, only works if your opponent misses both D-throw platform techs, and DIs the last D-throw badly)(May work universally)

FD/Omegas/Flat space
8-?% U-tilt > Jab 1 > F-tilt(Knee) > CS 46% - (F-tilt Lock Rule)
8-?% U-tilt > Jab 1 > F-tilt(Knee) > F-smash(HCT) 37% -
8-?% U-tilt > Jab 1 > F-tilt(Knee) > DA 31% - (Dash Attack Rule)
8-?% U-tilt > Jab 1 > F-tilt(Knee) > D-tilt 33% -

27-?% D-air(Sweet) > Jab 1 > CS 42% -
27-?% D-air(Sweet) > Jab 1 > F-smash(HCT) 34% -
27-?% D-air(Sweet) > Jab 1 > DA 27% - (Dash Attack Rule)
27-?% D-air(Sweet) > Jab 1 > D-tilt 29% -

:4link:
Jab 1 JC possible?: Yes (Not on face plant though)

BF right side platform
0-1% B-air(Sour) > Jab 1 x3 > CS 46% -
0-1% B-air(Sour) > Jab 1 x3 > F-smash(HCT) 38% -
0-1% B-air(Sour) > Jab 1 x3 > DA 31% - (Dash Attack Rule)
0-1% B-air(Sour) > Jab 1 x3 > D-tilt 33% - (D-tilt Rule BF)

0-1% B-air(Sour) > Jab 1 > F-tilt(Crotch) x2 > CS 52% - (F-tilt Lock Rule)
0-1% B-air(Sour) > Jab 1 > F-tilt(Crotch) x2 > F-smash(HCT) 44% -
0-1% B-air(Sour) > Jab 1 > F-tilt(Crotch) x2 > DA 37% - (Dash Attack Rule)
0-1% B-air(Sour) > Jab 1 > F-tilt(Crotch) x2 > D-tilt 39% - (D-tilt Rule BF)

0-1% B-air(Sour) > F-tilt(Angled)(Knee) x2 > Jab 1 > CS 53% -
0-1% B-air(Sour) > F-tilt(Angled)(Knee) x2 > Jab 1 > F-smash(HCT) 45% -
0-1% B-air(Sour) > F-tilt(Angled)(Knee) x2 > Jab 1 > DA 38% - (Dash Attack Rule)
0-1% B-air(Sour) > F-tilt(Angled)(Knee) x2 > Jab 1 > D-tilt 40% - (D-tilt Rule BF)

0-1% B-air(Sour) > D-air(Sweet) > Jab 1 > CS 54% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 > F-smash(HCT) 46% -
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 > DA 39% - (Dash Attack Rule)
0-1% B-air(Sour) > D-air(Sweet) > Jab 1 > D-tilt 41% - (D-tilt Rule BF)

0-1% B-air(Sour) > D-air(Sweet) > F-tilt(Knee) > CS 56% - (F-tilt Lock Rule)
0-1% B-air(Sour) > D-air(Sweet) > F-tilt(Knee) > F-smash(HCT) 47% -
0-1% B-air(Sour) > D-air(Sweet) > F-tilt(Knee) > DA 41% - (Dash Attack Rule)
0-1% B-air(Sour) > D-air(Sweet) > F-tilt(Knee) > D-tilt 43% - (D-tilt Rule BF)

0% B-air(Sour) > F-smash(Angled)(Sour) > CS 48% -

Strings
None yet.

Techable
None yet.

FD/Omegas/Flat space
9-?% U-tilt > Jab 1 > F-tilt(Crotch) x2 > CS 53% - (F-tilt Lock Rule)
9-?% U-tilt > Jab 1 > F-tilt(Crotch) x2 > F-smash(HCT) 44% -
9-?% U-tilt > Jab 1 > F-tilt(Crotch) x2 > DA 38% - (Dash Attack Rule)
9-?% U-tilt > Jab 1 > F-tilt(Crotch) x2 > D-tilt 40% -

29-?% D-air(Sweet) > Jab 1 > F-tilt(Crotch) > CS 48% - (F-tilt Lock Rule)
29-?% D-air(Sweet) > Jab 1 > F-tilt(Crotch) > F-smash(HCT) 39% -
29-?% D-air(Sweet) > Jab 1 > F-tilt(Crotch) > DA 33% - (Dash Attack Rule)
29-?% D-air(Sweet) > Jab 1 > F-tilt(Crotch) > D-tilt 35% -

Without platforms
@7% and 9%
U-tilt(Techable) > Jab 1 > F-smash

@25-26%
D-air(Techable) > Jab 1 > F-smash
D-air(Techable) > Jab 1 x2 > Charge Shot
D-air(Techable) > Jab 1 > U-tilt(Techable) > U-air/N-air/U-smash

On BF platforms
@0-1%
B-air(weak) > F-tilt x3 > Charge Shot
B-air(weak) > F-tilt x3 > Dash Attack > U-air > F-air
B-air(weak) > F-tilt x3 > Dash Attack > U-air > Charge Shot
B-air(weak) > F-tilt x3 > Dash Attack > F-air > Charge Shot
B-air(weak) > F-tilt x3 > Dash Attack > Up Special
B-air(weak) > D-air > D-tilt > F-air
B-air(weak) > F-tilt > D-tilt > Z-air

Without platforms
@10-15%
U-tilt(Techable) > Jab 1 x3 > F-smash/Charge Shot
U-tilt(Techable) > Jab 1 x3 > U-tilt(Techable) > U-smash/U-tilt/U-air/Charge Shot
U-tilt(Techable) > Jab 1 x3 > D-tilt > F-air/Z-air

@31-36%
D-air(Techable) > Jab 1 x3 > U-tilt(Techable) > F-air/U-air/Charge Shot
D-air(Techable) > Jab 1 x3 > F-smash/Charge Shot

On BF platforms
@0%
B-air(weak) > Jab 1 > F-tilt x2 > Charge Shot
B-air(weak) > Jab 1 > F-tilt x2 > Dash Attack > U-air > F-air/Charge Shot
B-air(weak) > Jab 1 > D-tilt > F-air > Z-air
B-air(weak) > D-air > Jab 1 x2 > D-tilt > F-air
B-air(weak) > D-air > Jab 1 > F-tilt > F-smash

Without platforms
@27%
D-air(Techable) > Jab 1 > F-smash

On BF platforms
@0%
B-air(weak) > Jab 1 > F-tilt x2(angled) > Charge Shot
B-air(weak) > Jab 1 > F-tilt x2(angled) > Dash Attack > U-air/F-air
B-air(weak) > Jab 1 > U-tilt(Techable) > U-smash/Charge Shot
B-air(weak) > Jab 1 > D-tilt > F-air
B-air(weak) > Jab 1 x2 > U-tilt(Techable) > F-smash(angled?)/Charge Shot

On BF platforms
@0%
B-air(weak) > Jab 1 > F-tilt x2(angled) > Charge Shot
B-air(weak) > Jab 1 > F-tilt x2(angled) > Dash Attack > U-air/F-air
B-air(weak) > D-air > D-tilt > F-air
B-air(weak) > D-air > U-tilt(Techable) > U-smash/Charge Shot

On BF platforms
@0-1%
B-air(weak) > Jab 1 x2 > F-tilt > Charge Shot
B-air(weak) > D-air > D-tilt > F-air
B-air(weak) > F-tilt > D-tilt > Z-air

On BF platforms
@0-1%
B-air(weak) > F-tilt x3 > Charge Shot
B-air(weak) > F-tilt x3 > Dash Attack > U-air > F-air
B-air(weak) > F-tilt x3 > Dash Attack > U-air > Charge Shot
B-air(weak) > F-tilt x3 > Dash Attack > F-air > Charge Shot
B-air(weak) > F-tilt x3 > Dash Attack > Up Special
B-air(weak) > D-air > D-tilt > F-air
B-air(weak) > F-tilt > D-tilt > Z-air

On BF platforms
@0-1%
B-air(weak) > D-air > D-tilt > F-air
B-air(weak) > F-tilt > D-tilt > Z-air

Without platforms
@30%
D-air > Jab 1 > F-smash
 
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GdspdUblkprzdnt

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Pardon my ignorance but what is a jab lock? Also when you say weak bair, do you mean the weak hit which does 12 damage or the weakest which does 9?

Thanks for investing time into Samus!
 
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CyranoNester

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Pardon my ignorance but what is a jab lock? Also when you say weak bair, do you mean the weak hit which does 12 damage or the weakest which does 9?

Thanks for investing time into Samus!
This is what jab locking is.


Bair has a sweetspot and a sourspot. The sweetspot is on her foot and the sourspot is somewhere around the thigh. So basically Bair(weak) is probably just hitting the sourspot of bair
 
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GdspdUblkprzdnt

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This is what jab locking is.


Bair has a sweetspot and a sourspot. The sweetspot is on her foot and the sourspot is somewhere around the thigh. So basically Bair(weak) is just hitting the sourspot of bair
Thanks for the link!

I've noticed Bair has three hit boxes actually. The sweet and sour spot you mentioned and a bitter(?) hit box that only does 9.
 

Lavani

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It actually has a sweetspot (foot, 14%), a sourspot (leg, 12%), and a weak hit (9%, foot and leg, late hit). "B-air(weak)" sounds like the latter to me.

EDIT: Kinda :4greninja:'d
 
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RoachCake

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I knew I probably should have explained in the main post about this, what I mean by "B-air(weak)" is that its the 12% hitbox of Samus' leg, I believe it's her thigh?
 

RoachCake

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Been awhile since I last updated this thread, still have ALOT more to find and test though.
 

CyranoNester

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Wow, good job at doing this for us! Now all we need to do is to get better at hittin that sourspot >.<
 

RoachCake

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It's actually pretty easy to hit, the hard part is trying to make your opponent get on a platform at 0% and not having any rage.
I've also found that you can possibly start a Jab Lock with both of D-air's non spiking hitboxes, haven't tested it much though.
 

RoachCake

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Updated the OP for the first time in a while, would have updated it earlier but the update came around and screwed up a bunch of the info I compiled, so I had to go back and re-do a bunch of it.

Also pretty much completely redid the OP and changed how I list all the locks for each character.
I'm gonna try and update this thread a bit more often.
 

DungeonMaster

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Not sure if you've seen this: https://www.youtube.com/watch?v=e_9RbkdZTuw&list=PLFXOgPi6_N5Q1AR3Z9l549HBoZzpBAz0h&index=3

These guys are using ledge slide offs with Samus, calling it a "pratttack". The thing we don't have detailed are the strings with the edge itself, like the footstool -> bomb. Have you looked into this? Are you interested in making a list either for this thread or the combo thread since you're definitely the most skilled at it?
 

RoachCake

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Not sure if you've seen this: https://www.youtube.com/watch?v=e_9RbkdZTuw&list=PLFXOgPi6_N5Q1AR3Z9l549HBoZzpBAz0h&index=3

These guys are using ledge slide offs with Samus, calling it a "pratttack". The thing we don't have detailed are the strings with the edge itself, like the footstool -> bomb. Have you looked into this? Are you interested in making a list either for this thread or the combo thread since you're definitely the most skilled at it?
Interesting, I was not aware of this video, there may be a few things we could get out of this.
I'll look into it a bit once I've got some more time, not sure if I'll be able to make a list of things we can get out of it until after I finish this thread a bit more though.

Should put it in the combo thread though, since this thread basically only covers Jab Locks.
 

Afro Smash

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footstool to slip bomb looked pretty sexy tbh, and yeah i use jab in to pratfall > u tilt cuz they cant snap ledge > cs
 

Xygonn

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Sour spot ftilt locks MUCH longer (deeper into opponent %) now than it used to.
 
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RoachCake

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Sour spot ftilt locks MUCH longer (deeper into opponent %) now than it used to.
Oh man, thanks, you just reminded me about something, I'm gonna document the max % that each move can Lock until on each character.
I knew I was forgetting something when testing out combos.

And yeah, I did notice this when I was testing stuff, the sour spots don't knock the opponent as far either, so when you want to pull off Dash Attacks after them, you usually have to back up a little bit.
 
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Zapp Branniglenn

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Hey guys, I actually just finished my mega thread for jab locks with every applicable character move and I'm quite happy to see at least some players interested in the concept. Here, I'll post Samus' moves that can jab lock, and at what percentage ranges. Whether your target is Bowser or jigglypuff, the range is consistent. That is, weight class doesn't effect how long you can be jab locked, so long as it hits them in the way you want. And Samus has possibly the longest list of moves that work.

Jab (close hit) 0-85%
Jab (far hit) 0-117%
Jab 2 0-9%
Ftilt (strongest 9% hit, angled) 0-5%
Ftilt (strongest 8% hit, no angle) 0-8%
Ftilt (closest 6% hit, no angle) 0-79%
Ftilt (weakest 5% hit, no angle) 0-116%
Ftilt (7% crotch hit, angled) 0-68%
Ftilt (6% knee hit, angled) 0-99%
Fsmash (sour 12% hit, no angle) 0-7%
Fsmash (sour 11% hit, angled) 0-9%
Nair (sour second hit, 6%) 0-65%
Bair (sour 9% hit) 0-21%
Dair (meteor hit) 0-25%
Neutral B (uncharged) 0-150+%
Neutral B 2 (uncharged) 0-150+%
Side B (homing) 0-150+%
Side B 2 (homing) 0-150+%
Side B 3 (homing) 0-150+%
Down B (9% direct hit) 0-138%
Down B (5% splash damage) 0-145%
Down B 2 0-150+%

I'm also missing a few data points for her Ftilt. The angled hits from her crotch hitbox (that's the closest one), and the angled hit from her new knee hitbox, which was added in patch 1.06. I only collected the hits from the non angled version of the move, which deal 1% less damage.
 
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RoachCake

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Hey guys, I actually just finished my mega thread for jab locks with every applicable character move and I'm quite happy to see at least some players interested in the concept. Here, I'll post Samus' moves that can jab lock, and at what percentage ranges. Whether your target is Bowser or jigglypuff, the range is consistent. That is, weight class doesn't effect how long you can be jab locked, so long as it hits them in the way you want. And Samus has possibly the longest list of moves that work.

Jab (close hit) 0-85%
Jab (far hit) 0-117%
Ftilt (strongest 9% hit, angled) 0-5%
Ftilt (strongest 8% hit, no angle) 0-8%
Ftilt (closest 6% hit, no angle) 0-79%
Ftilt (weakest 5% hit, no angle) 0-93%
Fsmash (sour 12% hit) 0-7%
Nair (sour second hit) unknown - needs further testing
Bair (sour 9% hit) 0-21%
Dair (meteor hit) 0-25%
Neutral B (uncharged) 0-150+%
Neutral B 2 (uncharged) 0-150+%
Side B (homing) 0-150+%
Side B 2 (homing) 0-150+%
Side B 3 (homing) 0-150+%
Down B (9% direct hit) 0-138%
Down B (5% splash damage) 0-145%
Down B 2 0-150+%

I'm also missing a few data points for her Ftilt. The angled hits from her crotch hitbox (that's the closest one), and the angled hit from her new knee hitbox, which was added in patch 1.06. I only collected the hits from the non angled version of the move, which deal 1% less damage.
Whoa dude, thanks a ton for this info, this will have saved me SO much time!
I'll go ahead and add it into the OP right now.
 

Zapp Branniglenn

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No problem. I went ahead and added some data ranges I missed earlier as well to my post. The added ranges are

Jab 2 0-9%
Ftilt (7% crotch hit, angled) 0-68%
Ftilt (6% knee hit, angled) 0-99%
Fsmash (sour 11% hit, angled) 0-9%
Nair (sour second hit, 6% damage) 0-65%

Also, when testing for the missing Ftilt values, I find that I was incorrect with the 5% unangled knee hit. It is actually 0-116% instead of 0-93%. Testing Ftilt is hard because it now has a fourth hitbox added in 1.06. And that's a lot of possibilities in one move. Many characters will only get hit by either the crotch or knee hitbox based on the hitbox/hurtbox connections that you can't control as the player. Certain other characters like Donkey Kong and Mii Swordfighter have the same problem with close hits on their jab. Good luck with the thread. I look forward to seeing jab lock come into Samus play more often.

Edit: And let me amend something else I've said earlier. % ranges for each move do indeed depend on the target's weight. And my data ranges are from testing with Metaknight, who is a middle-lightweight character. If you were jab locking DK or Bowser instead who are among the heaviest, a data range of 0-33 would become about 0-43. Sorry for the confusion.
 
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RoachCake

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Just added the new info to the OP and I've credited you for it.
Again, thanks a ton, knowing this info actually opens up a bunch more Jab Locking possibilities.

If you want, since you're already compiling the % ranges for each move, you may want to look into the 2 D-air sour spots, I did get the starter sour spot (10%) to lock Bowser a couple time by mistake when looking for combos on him, never landed the other one though.
 

Zapp Branniglenn

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Good catch with her Dair sour spots. They also possess the Sakurai angle, and low enough knocback values to jab lock. The percentage ranges on Metaknight are:

Dair (early 10% hit) 0-8%
Dair (late 11% hit) 0-5%

While browsing Samus' frame data, her Fair caught my eye. The very first hit has a meteor angle, and will jab lock past 150%. At first this may seem like yet another unwieldy move that happens to jab lock, but this one may fulfill a new niche. Think of how her Fair is a pretty high reaching attack as it comes out. You couldn't reasonably hit a prone target below with this move, even tall targets like Bowser. Samus would land before the hitbox would reach low enough. But you could hit a target that is prone above you, perhaps on a platform. See, the problem with most aerial jab locking moves is that A) they tend to lock with a late, sourspot hit and B) you have land on your opponent next to them and suffer landing lag allowing them to punish you when they do successfully tech. Remember that with aerial jab locking, you can't wait and see if they miss a tech, you have to be in motion in order to land your hit within that 25 frame window. I think that Fair gets past both issues when you fast fall back below the platform before the second hit reaches the target. If they did get their tech, you'll be suffering your landing lag under them, so they couldn't punish. Followups from a Fair jab lock would definitely be Usmash. Up B. Maybe that flashy custom Up B that kills early.
 

RoachCake

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Nice, I've added the % ranges to the OP, I knew the initial hit of F-air could setup locks cause it can make opponents slide off platforms if they're right at the edge, never thought about using it to actually lock people.
And you just gave me more ideas for some combos.
 

RoachCake

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Added some more stuff to the OP. Another "Rule", and combos on Diddy Kong and Link.
Also found 2 more moves that could maybe setup Jab Locks, U-smash and U-air, gonna mess around with them some more later.
 

Zaprong

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https://vine.co/v/eMtiPgUXxMv

Its universal, and since uncharged CS will make the opponent always slide (unless you are 999%) it will make the opponent slide more with more % only in stages with platforms though
 

RoachCake

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https://vine.co/v/eMtiPgUXxMv

Its universal, and since uncharged CS will make the opponent always slide (unless you are 999%) it will make the opponent slide more with more % only in stages with platforms though
Good stuff, I'll add this in once I test it out some more for myself.
The Jabs may need to be replaced with F-tilt(s) for it to truly be universal, since some characters (ZSS, Marth, Palutena, ect.) can't be hit by Jab when they're knocked down or they can only be hit by one and only within a small window.

Either way, this could maybe be a nice little kill confirm at higher %s.
 

Zaprong

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^I didnt use forward tilt because at high % it makes the opponent slide a LOT and you will miss the last hit of the jab lock in just one hit I think, but if you make it in the center of the stage then yea its good
 

RoachCake

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I was actually just messing around doing this a little while ago before I saw this, I gave up on it (Footstool Jab Locks in general actually) cause it wasn't guaranteed or a real lock, didn't think about the fact that it could be used as a mixup, so I'll keep it in mind.
Great video, thanks for showing it to me.

Now that I'm back again from a...uhm...vacation, I've gotta get back into smash more. (I'm so rusty)
Maybe I'll finally finish this thread instead of putting it off for other lab stuff constantly.
 
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