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Flub Dtilt Edgeguarding and ZSS jab locking

Joined
Mar 17, 2009
Messages
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New York, NY
3DS FC
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Dtilt Edgeguard:

So this is pretty interesting...

The bottom of dtilt seems to be pretty big and will actually flub, sending the opponent up slightly at a 90-degree trajectory. I haven't tested it on everyone, only a few characters. So far, the following characters have guaranteed (true combo) follow-ups if hit with this flub while they are hanging on the edge:

Falco, Ganondorf, King Dedede:
Dtilt

Snake:
Dtilt, Ftilt, Dsmash (uhh yeah seriously, but needs more testing before i know for sure i guess) at mid percents, pretty much anything from 62ish to about 90%.

Everyone?:
fair at mid-to-high percents, uair at 100%+ if they DI fail

I'll be doing more experimenting but there probably isn't that much to this. It is what it is, so to speak.

Jab Locking?:


Most technical jab lock in the game hands down... heh.

Your second jab forces a getup. Unfortunately ZSS can't reliably use her second jab (because you have to use the first one). However, if you are JUST OUT OF RANGE of the first jab's hitbox, the second jab WILL hit, and you can jab jab walk forward jab jab walk forward. The second jab will hit and the first one won't... hopefully. THis isn't consistent at all.

Good luck doing it or even seeing it without tool assistance though!
 

Xyless

Smash Master
Joined
Aug 21, 2006
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Chicago/Ann Arbor
That's an impossible jab lock, but still probably not as hard as Peach's bair lock (which is pretty much impossible).

:\
 

mountain_tiger

Smash Champion
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Oct 24, 2008
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Dorset, UK
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That's an impossible jab lock, but still probably not as hard as Peach's bair lock (which is pretty much impossible).

:\
Actually, if you use the C-stick, with a bit of practice the Bair lock is doable. The almost impossible part is setting it up reliably, since most good players will aridodge or tech before they hit the ground. We've only got two reliable set-ups so far:

Full hop Dair > Footstool > Float to cancel > Fast-fall Bair

Z-drop turnip > Footstool > Float to cancel > Fast-fall Bair

As you can probably guess, both are very hard due to the tiny frame windows you have to do the requried actions.

Anyway, about ZSS' jab lock itself, it doesn't sound like it's really worth the effort. Perhaps one or two jabs, and then DSmash when they get up, but the extra damage you'd get from doing it all the way across the stage doesn't really seem worth it. It does only do 2% damage after all...
 

Nefarious B

Smash Champion
Joined
Dec 13, 2008
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Frisco you know
The flubbed dtilt is interesting, how does that work? Is it just the very edge of the hitbox, so it happens to hit them perfectly off the ledge?

Also does it really have enough hitstun to combo? Or is it just a string?
 
Joined
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Not sure exactly how it works, but it does combo to some things. You can string every character to dsmash, but on Snake, it really combos.... for some reason.
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
Mar 16, 2007
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7,245
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Im p. sure it will eventually move you too far forward then move 1 will connect and oops.
Actually, if they try to SDI away (which is how most people try to do it), then it'll probably be easier.

The main point being that the way you actually get out of this one is, SDI in -> hold R -> Shield grab
 

Hyesz

Smash Journeyman
Joined
Oct 12, 2009
Messages
259
Location
Scotland...
ROFL, this jablock is pro.

... oh wait.

In the crazy situation you actually get in on a downed opponent, couldn't you just do two jabs and a pathetic attempt to string it into downB or tech-chase them?
 
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