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Jab Locking - In-Depth Research and Discussion - Updated Values

Zapp Branniglenn

Smash Lord
Joined
Apr 13, 2014
Messages
1,707
Location
Santa Ana, CA
One of my favorite techs in Smash 4 is jab locking. And I don't see it come up in conversation often. First, to those that don't know what it is, please watch this video. It's very informative and well made to explain the concept. The video also provides a list of moves that successfully jab lock in the video description, and I've spent a lot of time adding to it as well, including custom moves.

I've also come up with a theory for whether a move jab locks at all. It's dependent entirely on its knockback angle. The Sakurai angle (361°) is present in most moves that work, provided that the attacks do not have a very high combination of knockback values and damage values. And moves with a meteor angle (270°, 285°, etc.) also work. As for the other angles that work, I keep a list in my misc notes at the bottom of this post. I've used existing data dumps to track down moves by angle.

Check out this spoiler tab for the full list

Important note: Please keep in mind that all these data ranges were collected in training mode on three different targets of varying weight. Jigglypuff/Mario/Bowser. The target's weight affects how long a move will lock for.

:4bayonetta:
Bullet extensions at point blank range (fifth shot only) 0-150+/150+/150+
Fsmash (weak 14% hit) 0-X/X/1%
Nair (late 6% hit) 0-0/1/2%
Bair (strong 13% hit) 0-8/12/16%
Bair (weak 10% hit) 0-17/22/27%
Neutral B (uncharged) 0-150+/150+/150+

:4bowserjr:
Jab: 0-150+/150+/150+%
Ftilt (any angle) 0-3/5/7%
N-air (3% sour hit only): 0-25/30/36%
Bair (strong 14% hit) 0-X/X/1%
Bair (late 8% hit): 0-41/49/58%
Dair (multihit) 0-?% Note: landing hit will break jab lock.
**:starman:Side B 3: 0-150+%
:4bowser:
Dtilt (first hit) 0-2/6/8%
Dtilt (second hit) 0-16/20/22%
Fsmash (late 17% hit) 0-2/5/8%
Dair (meteor hit) 0-5/9/12% Note: landing hit will break jab lock
Up B (grounded multihit behind Bowser) 0-150+/150+/150+%
:4falcon:
Ftilt (strong 9%, no angle) 0-25/32/38%
Ftilt (strong 10%, low and high angled) 0-21/27/33%
Dair (meteor hit) 0-24/31/38%
Bair (strong 13% hit) 0-0/3/5%
Bair (late 8% hit) 0-12/16/19%
Fair (weak 6% hit) 0-13/17/20%
Fair (late 3% hit) 0-28/34/40%
Neutral B 0-X/0/4%
:starman:Neutral B 2 (late 13 or 11% hits) 0-15~%
:starman:Neutral B 3 (late 18% hit) 0-8%
:starman:Neutral B 3 (late 9% and 6% hits) unknown – cannot land these hits
:4charizard:
Jab (close hit) 0-150+/150+/150+% Note: due to hitbox/hurtbox connections, this hitbox will only connect on some characters
*Ftilt (close 7% hit) 0-10%Fair (weak 11% hit) 0-X/X/0% No longer works as of Patch 1.10
Usmash (first hit directly behind Charizard) 0-150+/150+/150+%
Nair (close 7% hit) 0-13/17/20%
Fair (weak 11% hit) 0-X/X/0% No longer works as of Patch 1.15
Dair (meteor hit) 0-17/23/28%
**:starman:Down B 2 0-150+/150+/150+%
:4cloud:
Ftilt 0-9/12/16
Bair 0-6/9/13
Side B (first hit only, target prone above Cloud) 0-150+/150+/150+

:4corrin:
Nothing yet

:4darkpit:
Ftilt (close 7% hit) 0-28/35/41%
Ftilt (strong 10% hit) 0-16/21/26%
Fair (final 4% hit only) 0-4/5/7%
Uair (highest multihitbox) 0-150+/150+/150+%
Dair (meteor hit) 0-72/86/101%
:starman:Neutral B 3 (uncharged) 0-90/106/123%
:starman:Neutral B 3 (full charge) 0-40/49/57%
:4diddy:
Ftilt (strong 10% hit) 0-21/27/33%
Ftilt (weak 7% hit) 0-35/43/50%
Dair (strong 13% hit) 0-12/17/21%
Dair (weak 10% hit) 0-31/39/46%
Fair (strong 10% hit) 0-6/9/12%
Fair (late 8% hit) 0-12/15/19%
Bair 0-3/5/8%
:starman:Down B 2 (z-dropped or tossed any way) 0-150+/150+/150+%
:4dk:
Jab (close hit) 0-79/94/109% Note: due to hitbox additions in 1.06, only works consistently on some targets.
Ftilt (no angle) 0-21/27/33%
Ftilt (angled low) 0-25/32/38%
Dtilt (close 7% hit) 0-52/62/73%
Dtilt (far 6% hit) 0-60/72/84%
Nair (strong 11% hit) 0-9/12/16%
Nair (late 8% hit) 0-30/37/44%
Bair (strong 13% 0-5/8/12%
Bair (late 8% hit) 0-30/37/44%
Fair (strong 16% hit) 0-3/6/10%
Fair (meteor hit) 0-7/11/15%
Dair (meteor hit) 0-9/13/17%
Neutral B (uncharged) 0-16/21/26%
Neutral B (aerial uncharged) 0-34/41/48%
:starman:Neutral B 3 (uncharged) 0-24/30/35%
:starman:Neutral B 3 (aerial uncharged) 0-34/41/48
Up B (ground, highest multihitbox) 0-150+/150+/150+%
Up B (aerial late 5% multihit) 0-62/75/86%
Up B (aerial, latest 2% multihit) 0-150+/150+/150+%
Down B (aerial, second meteor hit) 0-41/50/59%
**Side B 0-150+/150+/150+%
**:starman:Side B 2 0-150+/150+/150+%
**:starman:Side B 3 0-150+/150+/150+%

:4drmario:
Ftilt (all angles) 0-33/41/48%
Nair (early 5% hit) 0-29/35/41%
Nair (late 8% hit) 0-28/35/41%
Bair (strong 13% hit) 0-13/18/23%
Bair (late 8% hit) 0-42/50/59%
Neutral B (any range) 0-150+/150+/150+%
:starman:Neutral B 2 (any range) 0-150+/150+/150+%

:4duckhunt:
Ftilt 0-24/30/35%
Nair (late 5% hit) 0-36/43/51%
Nair (strong 11% hit) 0-0/2/4%
Bair (strong 12% hit) 0-0/2/4%
Dair (first 5% hit, the hitbox located somewhat above the character) 0-150+/150+/150+%
:starman:Neutral B 2 (direct hit, no explosion) 0-150+/150+/150+%

:4falco:
F-tilt (all angles) 0-36/44/53%
U-tilt (first hit, tipper hitbox) 0-150+/150+/150+%
Fsmash (latest 10% hit) 0-5/8/10%
Nair (multihits before finisher) 0-150+/150+/150+% - Now works as of Patch 1.08. Must be falling.
Bair (strong 13% hit) 0-9/13/17%
Bair (late 7% hit) 0-8/11/14%
Dair (meteor hit) 0-46% - No longer works as of Patch 1.08
Dair (late hit) 0-23/29/35%
Neutral B (any range) 0-150+/150+/150+%
:starman:Neutral B 2 (multihit) 0-150+/150+/150+%
Up B (first 3% hit) 0-104%
Up B (subsequent multihits, but not finisher) 0-150+/150+/150+%
:starman:Up B 3 (multihit) 0-110~%
Down B 0-106/126/146%
:starman:Down B 2 0-150+/150+/150+%

:4fox:
F-tilt (no angle) 0-35/42/49%
F-tilt (low angle) 0-29/36/42%
Fsmash (strong 14% hit) 0-3/6/9%
Fsmash (latest 11% hit) 0-9/11/15%
Nair (strong 9% hit) 0-25/32/38%
Nair (late 6% hit) 0-56/68/79%
Dair (multihit located on body but above feet) 0-150+/150+/150+%
:starman:Neutral B 2 (any range) 0-150+/150+/150+%

:4gaw:
Ftilt (sour 9% hit) 0-X/X/1%
Fair (early 11% hit) 0-3/6/8%
Fair (late 6% hit) 0-60/72/84%
Dair (meteor hit) 0-24/30/37%
Side B (on 2) 0-150+/150+/150+%
Side B (on 7) 0-12/15/18%
:starman:Side B 2 (on 1) 0-73/87/101%

:4ganondorf:
Jab (strong 10% hit) 0-5/8/10%
Jab (sour 8% hit) 0-X/1/2%
Fair (strong 18% hit) 0-X/X/2%
Fair (weak 17% hit) 0-X/1/4%
Nair (second, early 10% hit) 0-0/3/5%
Nair (second, late 7% hit) 0- 7/10/13%
Uair (latest 6% hit) 0-150+/150+/150+%
Dair (meteor hit) 0-4/9/13%
Dair (17% hit) 0-X/X/1

:4greninja:
Ftilt (all angles) 0-16/20/24%
Bair (first two hits) 0-150+/150+/150+%
Dair (meteor hit) 0-46/55/65%

:4myfriends:
Ftilt 0-X/0/2%
Fair 0-X/X/0%
Dair (meteor hit) 0-19/25/31%
Neutral B (meteor hit, uncharged) 0-11/15/19%

:4jigglypuff:
Ftilt (any angle) 0-23/30/36%
Fsmash (strong 15% hit) 0-2/5/9%
Fsmash (late 12% hit) 0-27/33/40%
Dsmash 0-150+/150+/150+% Note: Slides target entire length of FD at 100+%
Dash attack (early 12% hit) 0-10/14/18
Dash attack (late 8% hit) 0-32/40/47%
Nair (strong 11% hit) 0-0/2/4%
Fair (strong 9% hit) 0-4/7/9%
Fair (late 6% hit) 0-31/37/44%
Dair (multihitbox located on her body, but above her feet) 0-150+/150+/150+%

:4dedede:
Jab (close hit) 0-150+/150+/150+% Note due to hitbox/hurtbox connections, this hitbox may not connect on some characters
Fair 0-15/20/25%
Dair (strong 15% hit) 0-0/3/6%
Dair (sour 8% hit) 0-18/23/27%
Side B (default and custom hammers) 0-1/4/6%
**Up B (falling hit) 0-150+/150+/150+% Note: Landing hit will break jab lock
**:starman:Up B 3 (falling hit) 0-150+/150+/150+% Note: Landing hit will break jab lock
Down B (ground, 11% uncharged) 0-0/2/4%
Down B (aerial, 10% uncharged) 0-1/4/6%
:starman:Down B 2 (ground, 9% uncharged) 0-4/6/8%
:starman:Down B 2 (aerial, 8% uncharged) 0-6/8/11%
:starman:Down B 2 (ground, full charge) 0-6/12/16%
:starman:Down B 2 (aerial, full charge) 0-4/9/14
:starman:Neutral B 2 (top most multihitboxes) 0-150+/150+/150+%

:4kirby:
Ftilt (strong 8% hit) 0-27/34/40%
Ftilt (weak 7% hit) 0-32/40/47%
Dtilt 0-117/138/150+%
Fair (last hit only) 0-X/X/0%
Bair (strong 13% hit) 0-3/6/9%
Bair (late 8% hit) 0-34/42/49%
Dair (last hit only) 0-107/127/146% Note: the landing hit will break jab lock
Down B (grounded 14% hit) 0-150+% Note: Slides target entire length of FD at 100+%
:starman:Down B 2 0-150+%
:starman:Down B 3 (late 10% hit) 0-1/4/6%
:starman:Down B 3 (late 8% hit) 0-18/23/26%

:4link:
Jab 1 (close hit) 0-150+/150+/150+ Note: Due to hitbox/hurtbox connections, this can only land on some characters.
Nair (strong 11% hit) 0-7/10/14%
Nair (sour 9% hit) 0-12/16/20%
Nair (late 6% hit) 0-34/41/48%
Dair (meteor hit) 0-19% No longer works as of Patch 1.13
Neutral B (uncharged) 0-111/132/150+%
Neutral B (full charge) 0-37/46/55%
:starman:Neutral B 3 (uncharged) 0-150+/150+/150+%
:starman:Neutral B 3 (full charge) 0-135/150+/150+%
:starman:Side B 3 (late 1.5% hit, but not the returning hit) 0-150+/150+/150+%
:starman:Down B 3 (thrown any way or z dropped) 0-92/110/127%

:4littlemac:
Dair (meteor hit) 0-150+%
Dair (non meteor hit) 0-92/109/127%
Neutral B (aerial 10% hit) 0-8/12/15%
Neutral B (aerial 7% hit) 0-18/22/27%
**:starman:Side B 2 0-150+% Note: slides target entire length of FD past 100%

:4lucario:
Note: Results were gathered with Lucario maintaining 0% damage. Aura effects will skew the ranges of jab locking moves.
Nair (first hit) 0-30/37/43%
Nair (second hit) 0-51/60/69%
Bair 0-2/4/6%
Neutral B (uncharged) 0-150+/150+/150+%
:starman:Up B 3 (2% traveling hit, only when traveling left or right) 0-150+/150+/150+% Note: the ending hit will break jab lock

:4lucas:
Ftilt (weak 7% hit) 0-53/64/75%
Dtilt (far hit) 0-150+/150+/150+%
Nair (multihit) 0-150+/150+/150+% Lucas must be below the opponent.
Fair (weak 9% hit) 0-25/32/38%
Bair (strong 12% hit) 0-1/3/5%
Bair (weak 9% hit) 0-12/16/19%
Bair (tipper 7% hit) 0-80/95/111%
Dair (final 5% hit only) 0-73/87/101%

:4lucina:
Jab 0-113%- No Longer works as of Patch 1.08
Dair (non-meteor tipper hit) 0-6/9/12%
Dair (meteor hit) 0-31/39/47%
UpB (late 7% hit) 0-28/34/40%

:4luigi:
ftilt (any angle) 0-40/48/57%
Dtilt 0-44/53/62% Now works as of Patch 1.10
Fair 0-15/19/23%
Bair (strong 14% hit) 0-8/12/16%
Bair (late 8% hit) 0-27/34/40%
Dair (late 8% hit) 0-18/23/27%
Neutral B (any range) 0-150+/150+/150+%
:starman:Neutral B 2 (any range) 0-150+/150+/150+%
:starman:Neutral B 3 0-33/41/48% Freezes after this range
Side B (smashed, uncharged) 0-23/29/35%
Side B (not smashed, uncharged) 0-40/49/57%
:starman:Side B 3 (smashed, uncharged) 0-29/36/43%
:starman:Side B 3 (not smashed, uncharged) 0-48/58/67
**:starman:Up B 3 (falling + bury hit) 0-130/150+/150+%

:4mario:
Jab 1 and 2 0-150+/150+/150+%
Ftilt (any angle) 0-38/46/54%
Nair (initial 8% hit) 0-18/23/27%
Nair (late 5% hit) 0-53/64/74%
Fair (12% hit) 0-4/7/10%
Fair (meteor 14% hit) 0-18/24/30%
Fair (10% hit) 0-22/27/33%
Bair (strong 10% hit) 0-15/20/25%
Bair (weak 7% hit) 0-47/57/66%
Neutral B (any range) 0-150+/150+/150+%
:starman:Neutral B 2 (any range) 0-150+/150+/150+%
:starman:Side B 2 0-X/X/1%

:4marth:
Jab (tipper 6% hit) 0-33% - No Longer works as of Patch 1.08
Jab (sour 4% hit) 0-128% - No Longer works as of Patch 1.08
Ftilt (sour 9% hit) 0-18/22/27%
Dash attack (closest 9% hit) 0-16/21/26%
Fair (sour 8% hit) 0- 0-0/1/3%
Dair (meteor 15% hit) 0-25/32/39%
Dair (nom-meteor hit) 0-10/14/18%
Neutral B (uncharged, sour 8% hit) 0-10/13/16%
Up B (late 7% hit) 0-28/34/40%

:4megaman:
Jab/Ftilt/Nair (projectile shot, any range) 0-150+/150+/150+%
Jab ( 3% cannon hit) 0-150+/150+/150+%
Fsmash 0-3/5/8%
Fair (late 5% hit) 0-46/55/64%
Bair (first two hits) 0-150+/150+/150+%
Dair (initial 14% hit) 0-18/24/29%
Down B (shield) 0-150+/150+/150+%

:4metaknight:
Dtilt 0-51/61/72%
Fair (first two hits) 0-12/14/17%

:4mewtwo:
Ftilt (base 10% hit) 0-11/15/19%
Ftilt (middle 9% hit) 0-14/19/23%
Ftilt (sour 8% hit) 0-18/23/27%
Nair (multihit, when target is above mewtwo) 0-150+/150+/150+%
Bair (base 13% hit) 0-8/11/15%
Bair (middle 11% hit) 0-13/17/22%
Bair (sour 9% hit) 0-19/24/30%
Neutral B (uncharged) 0-150+/150+/150+%

:4miibrawl:
Note: Results obtained with a default proportioned Mii
Ftilt (strong 8% hit) 0-27/34/40%
Ftilt (sour 7% hit) 0-32/40/47%
Nair (strong 10% hit) 0-11/15/19%
Nair (sour 5% hit) 0-40/48/56%
Bair 0-21/27/33%
Down B (rising, falling, and landing hits) 0-150+/150+/150+%

:4miigun:
Note: Results obtained with a default proportioned Mii
Ftilt (strong 9% hit) 0-4/6/8%
Ftilt (weak 6% hit) 0-11/15/18%
Dair (sour 10% hit) 0-5/8/10%
Usmash (last two multihits before finisher) 0-150+/150+/150+%
Neutral B (uncharged) 0-150+/150+/150+%
:starman:Side B 3 (homing) 0-150+/150+/150+%

:4miisword:
Note: Results obtained with a default proportioned Mii
Jab (closest hitbox) 0-150+/150+/150+% Note: Will not hit some characters due to hitbox/hurtbox positioning
Ftilt 0-8/11/15%
Bair 0-9/14/18%
Up B (Descending 3% hit) 0-150+/150+/150+% Note: landing hit will break jab lock

:4ness:
Jab 0-150+/150+/150+%
Ftilt (no angle) 0-23/29/35%
Ftilt (angled low) 0-19/25/30%
Dtilt 0-150+/150+/150+%
Dash attack (first hit only) 0-150+/150+/150+%
Nair (strong 11% hit) 0-9/12/16%
Nair (weak 7% hit) 0-23/29/35%
Bair (strong 15% hit) 0-3/6/9%
Bair (weak 8% hit) 0-42/51/60%
Dair (meteor hit) 0-46/56/66%
:starman:Down B 2 (strong 10% hit) 0-10/14/18%
:starman:Down B 2 (weak 5% hit) 0-40/48/56%

:4olimar:
Jab (close hit) 0-150+/150+/150+%
Dsmash (purple late hit) 0-150+/150+/150+%
Nair (multihit, located above Olimar) 0-150+/150+/150+%
Fair (red) 0-6/8/11%
Fair (yellow) 0-6/9/11%
Fair (blue) 0-6/9/11%
Fair (purple) 0-2/4/7%
Fair (white) 0-11/14/17%
:starman:Side B 3 (red, yellow, and blue) 0-49/59/69%
:starman:Side B 3 (white) 0-125/148/150+%

:4pacman:
Jab (close hit) 0-150+/150+/150+% Note: Due to hitbox/hurtbox connections, this hitbox will only hit some characters.
Ftilt (any angle) 0-18/23/27%
Nair (strong 10% hit) 0-11/15/19%
Nair (late 3% hit) 0-79/93/108%
Fair 0-61/73/85%
Bair (strong 11% hit) 0-16/20/26%
Bair (late 7% hit) 0-47/57/67%

:4palutena:
Utilt (top most multihitbox) 0-150+% - No Longer reaches targets as of Patch 1.08
Bair (strong 12% hit) 0-0/2/4%
Neutral B 0-150/150+/150+%

:4peach:
Jab 2 0-25/30/36%
Nair (strong 13% hit) 0-8/11/15%
Nair (late 6% hit) 0-56/68/79%
Bair (strong 12% hit) 0-0/2/4%
Bair (late 7% hit) 0-64/76/89%

:4pikachu:
Jab (any range) 0-150+/150+/150+%
Ftilt (no angle) 0-20/25/30%
Ftilt (low angle) 0-24/30/35%
Dtilt 0-38/47/55%
Nair (strong 8% hit) 0-3/6/8%
Fair (multihit, hitbox located above Pikachu) 0-150+/150+/150+%
Dair 0-13/17/22% Note: landing hit will break jab lock
Neutral B (aerial projectile) 0-52/61/71%
Neutral B (arcing along ground) 0-150+/150+/150+%
:starman:Neutral B 2 (aerial projectile) 0-150+/150+/150+%
:starman:Neutral B 2 (arcing along ground) 0-150+/150+/150+%
:starman:Neutral B 3 (sour 3% hit) 0-150+/150+/150+%
Side B (non smashed, uncharged) 0-14/18/22%
Side B (smashed, uncharged) 0-5/7/10%
:starman:Side B 3 (late 5% hit) 0-65/78/90%
:starman:Side B 3 (late 2% hit) 0-115/136/150+%
:starman:Up B 2 (weak 2% hit) 0-150+%
:starman:Up B 2 (strong 3% hit) 0-47/55/64%
:starman:Up B 3 0-14/19/22%

:4pit:
Fair (final 4% hit only) 0-4/5/7%
Uair (highest multihitbox) 0-150+/150+/150+%
Dair (meteor hit) 0-72/86/101%
:starman:Neutral B 3 (uncharged) 0-150+/150+/150+%
:starman: Neutral B 3 (full charge) 0-46/56/65%

:4rob:
Ftilt (any angle 8% hit) 0-6/8/11%
Ftilt (any angle, 6% hit) 0-11/15/18%
Dtilt 0-63/75/88%
Fair 0-13/17/20%
Dair (sour 6% hit) 0-40/50/59%
Gyro (spinning on the ground without momentum 5% hit) 0-91/108/127%
Gyro (spinning on the ground without momentum 2% hit) 0-150+/150+/150+%

:4robinm:
Levin Sword (z dropped item 5%) 0-40/46/53~%
Levin Sword (thrown 11%) 0-14/19/24%
Levin Sword (smash thrown 15%) 0-6/9/12%
Spell Book (z dropped 12%) 0-14/19/24~%
Spell Book (thrown 14%) 0-5/8/11%
Spell Book (smash thrown 18%) 0-X/1/3%
Up B (first projectile, strong 7% hit) 0-62/74/87%
:starman:Up B 3 (first projectile, strong 7% hit) 0-62/74/87%
:starman:Up B 3 (second projectile, strong 5% hit) 0-28/34/40%

:4feroy:
Ftilt (tipper 8% hit) 0-0/1/3%
Fsmash (tipper 12% hit) 0-9/13/16%
Dsmash (first, tipper 10% hit) 0-21/27/33%
Dsmash (second, tipper 11% hit) 0-18/23/28%
Bair (strong 12% hit) 0-X/0/1%
Bair (tipper 9% hit) 0-25/32/38%

:4ryu:
Fsmash (weak 16% hit) 0-X/X/1%
Nair (strong 8% hit) 0-18/23/27%
Nair (late 4% hit) 0-58/69/81%
Bair (strong 16% hit) 0-7/11/15%
Bair (weak 13% hit) 0-15/20/25%
Uair (first 5% hit) 0-150+/150+/150+%
Neutral B (normal hadoken, any speed) 0-150+/150+/150+%
Neutral B (shakunetsu hadoken, any speed, multihit only) 0-150+/150+/150+

:rosalina:
Ftilt (Rosalina) 0-8/11/13%
Nair (Rosalina) (late 7% hit) 0-10/13/17%
Nair (Rosalina) (5% hit) 0-11/14/17%
Dair (Rosalina) (meteor 7% hit) 0-88/101/122%
Dair (Rosalina) (late 2% hit) 0-150+/150+/150+%
:starman:Neutral B 2 (Luma) 0-150+/150+/150+%

:4samus:
Jab (close hit) 0-78/93/133%
Jab (far hit) 0-109/129/150%
Jab 2 0-8/11/14%
Ftilt (strongest 11% hit, angled) 0-0/2/4%
Ftilt (strongest 10% hit, no angle) 0-1/4/6%
Ftilt (8% crotch hit, no angle) 0-38/47/56%
Ftilt (7% knee hit, no angle) 0-45/54/64%
Ftilt (9% crotch hit, angled) 0-33/41/49%
Ftilt (8% knee hit, angled) 0-38/47/56%
Utilt 0-4/7/10%
Fsmash (sour 12% hit, no angle) 0-6/9/12%
Fsmash (sour 11% hit, angled) 0-8/11/15%
Nair (sour second hit, 6% damage) 0-65% No longer works as of patch 1.11
Fair (first hit only) 0-150+/150+/150+% No longer works as of patch 1.15
Bair (sour 9% hit) 0-19/24/30%
Uair (first 3% hit only, very tip of her feet hitbox) unknown - needs further testing
Dair (meteor hit) 0-21/27/33%
Dair (early 10% hit) 0-6/10/13%
Dair (late 11% hit) 0-4/7/10%
Neutral B (uncharged) 0-150+/150+/150+%
:starman:Neutral B 2 (uncharged) 0-150+/150+/150+%
Side B (homing) 0-150+150+/150+%
:starman:Side B 2 (homing) 0-150+/150+/150%
:starman:Side B 3 (homing) 0-150+/150+/150+%
Down B (9% direct hit) 0-128/150+/150+%
Down B (5% splash damage) 0-135/150+/150+%
:starman:Down B 2 0-150+/150+/150+%

:4sheik:
Utilt (first hit only, target is prone above you) 0-150+/150+/150+%
Dash attack (late 4% hit) 0-36/43/51~%
Nair (strong 8% hit) 0-18/23/27%
Nair (strong 7% hit) 0-22/27/32%
Nair (late 5% hit) 0-32/39/46%
Nair (late 4% hit) 0-39/47/56%
Bair (strong 7% hit) 0-8/11/14%
Bair (late 5% hit) 0-49/58/68%
Dair (meteor hit) 0-37/45/53% Note: Landing hit will break jab lock.
Side B (grenade tossed as item) 0-35/42/50%
Side B (grenade Z-dropped as item) 0-38/45/53~%
Down B 0-4/7/11%
:starman:Up B 3 (5% meteor hit) 0-6/9/11%
:starman:Up B 3 (4% meteor hit) 0-45/54/63%

:4shulk:
Massive thanks to Masonomace. He has brought to light many jab locking possibilities for Shulk when equipped with different Arts.

Vanilla/Jump Art Shulk:
Ftilt blade 0-X/X/1%
Ftilt beam 0-0/2/4%
Bair beam 0-X/0/2%
Dair (second hit) blade 0-24/31/37%
Side B (opponent facing you) blade 0-1/4/6
Side B (opponent facing you) beam 0-4/6/8
Side B 2 (opponent facing you) blade 0-1/4/6
Side B 2 (opponent facing you) beam 0-4/6/8
Side B 3 (opponent facing you) blade 0-29

Speed Shulk (0.8x)
Ftilt blade 0-0/2/4%
Ftilt beam 0-2/5/7%
Bair beam 0-1/2/4%
Dair (second hit) blade 0-27/33/40%
Side B (opponent facing you) blade 0-3/7/8
Side B (opponent facing you) beam 0-5/8/10

Shield Shulk (0.7x)
Ftilt blade 0-1/3/5%
Ftilt beam 0-4/6/8%
Bair beam 0-2/3/4%
Dair (second hit) blade 0-28/34/42%
Side B (opponent facing you blade) 0-4/7/9%
Side B (opponent facing you beam) 0-6/9/11%

Buster Shulk (1.4x)
Ftilt blade 0-16/22/28%
Ftilt beam 0-22/28/35%
Fsmash (second beam hit) 0-12/18/23%
Dsmash (various blade hits) 0-who even cares?
Fair blade 0-17/23/28%
Fair beam 0-25/31/37%
Bair blade 0-11/16/22%
Bair beam 0-28/35/42%
Dair (second hit) blade 0-52/65/77%
Dair (second hit) beam 0-5/9/12%
Side B (opponent facing you) blade 0-26/33/40%
Side B (opponent facing you) beam 0-31/39/46%

Smash Shulk (0.5x)
D-air 2nd hit only (sweetspot 11% / 5.5%) 0 – 20/25/30%

Decisive Buster Shulk (1.54x)
Ftilt blade 0-14/20/26%
Ftilt beam 0-20/27/34%
Fsmash (second beam hit) 0-11/16/21%
Fair blade 0-16/21/27%
Fair beam 0-24/30/36%
Bair blade 0-9/15/20%
Bair beam 0-27/34/41%
Dair (second hit) blade 0-48/59/71%
Dair (second hit) beam 0-4/7/11%
Side B (opponent facing you) blade 0-24/32/40
Side B (opponent facing you) beam 0-30/37/45

Hyper Buster Shulk (1.68x)
Ftilt blade 0-30/40/50%
Ftilt beam 0-39/49/60%
Fsmash (second beam hit) 0-26/34/43%
Fair blade 0-42/52/61%
Fair beam 0-54/66/77%
Bair blade 0-26/34/43%
Bair beam 0-51/62/74%
Dair (second hit) blade 0-69/85/101%
Dair (second hit) beam 0-27/35/43%
Side B (opponent facing you) blade 0-47/56/67%
Side B (opponent facing you) beam 0-52/64/75%
Side B 2
Side B 3 (opponent facing you) blade 0-127/150+/150+%

:4sonic:
Jab (close hit) 0-150+/150+/150+%
Ftilt (second hit) 0-3/5/7%
Dtilt 0-23/28/33%
Dash Attack (multihits before finisher) 0-150+/150+/150+%
Fair (multihit, target is prone above you) 0-150+/150+/150+%
:starman:Neutral B 2 0-78/93/108%
**:starman:Side B 2 (burying hit) 0-150+/150+/150+%
Up B (spring) 0-27/32/35%
:starman:Up B 2 (spring) 0-150+/150+/150+%
:starman:Up B 3 (spring) 0-27/32/35%

:4tlink:
Ftilt (tipper) 0-8/11/15%
Dtilt 0-14/18/22%
Nair (first hit) 0-16/21/25%
Nair (second hit) 0-22/27/32%
Dair (meteor 16% hit) 0-5/9/12%
Neutral B (uncharged) 0-150+/150+/150+%
:starman:Neutral B 3 (any charge) 0-150+/150+/150+%
:starman:Side B 3 (returning only) 0-150+/150+/150+%

:4villager:
Ftilt 0-7/10/13%
**Dsmash 0-150+/150+/150+%
Nair (strong 9% hit) 0-14/19/23
Nair (late 5% hit) 0-32/39/46%
Fair(late 4% hit) 0-59/71/82%
Fair (latest 2% hit) 0-82/98/113%
Bair (late 5% hit) 0-49/59/69%
Bair (latest 3% hit) 0-73/87/101%
Dair (3 turnips meteor hit) 0-32/40/48%
Side B (late 5% explosion) 0-49/59/69%
:starman:Down B 2 (axe) 0-11/15/19%

:4wario:
Ftilt (no angle) 0-3/6/9%
Ftilt (angle low) 0-5/8/12%
Fair (strong 7% hit) 0-10/13/16%
Fair (late 4% hit) 0-66/78/91%
Bair 0-6/10/13%
Dash attack (late 4% hit) 0-150+/150+/150+% Note: sends non-heavy targets behind you.
Side B (thrown bike as object) 0-150+/150+/150+%
:starman:Side B 2 (thrown bike as object) 0-150+/150+/150+%
:starman:Side B 3 (thrown bike as object) 0-150+/150+/150+%
**:starman:Side B 3 0-150+/150+/150+%

:4wiifit:
Jab 3 0-13/16/19%
Fair (meteor hit) 0-84/101/118%
Bair (9% body hit) 0-24/30/36%
Bair (late 6% hit) 0-24/29/35%
Up B 0-42/50/58%

:4yoshi:
Nair (late 7% hit) 0-8/11/14%
Nair (late 5% hit) 0-15/19/22%
Fair (non meteor hits) 0-19/25/31%
Fair (meteor hit) 0-39/48/58%
Dair (all hits before the final) 0-150+/150+/150+%
Dair (landing hit) 0-150+/150+/150+%

:4zelda:
Jab (last hit) 0-0/1/2%
Fair (sour 4% hit) 0-77/93/127%
Bair (sour 4% hit) 0-77/93/127%
Dair (meteor hit) 0-23/30/37%
Dair (sour 4% hit) 0-150+/150+/150+%
Down B 0-11/15/18%
:starman:Down B 2 0-15/19/22%
:starman:Down B 3 0-150+/150+/150+%
:starman:Up B 3 (reappearance) 0-10%

:4zss:
Ftilt (no angle, 6% hit)) 0-8/11/14%
Ftilt (angled 6% hit) 0-6/8/11%
Usmash (hits 2-6 meteor angle) 0-? Only possible with Smashville's moving platform
Neutral B (charged or uncharged) 0-150+/150+/150+%
:starman:Neutral B 2 (uncharged) 0-150+/150+/150+%
Neutral B 3 (uncharged, stun hit) 0-73/73/73~%

** = A move that buries grounded opponents, but when used to jab lock, makes opponents get up immediately after being struck. This limits followup potential, but still forces the getup from the victim.
~ = An approximation of damage. Some moves are extremely difficult or unwieldy to test
:starman: = A custom move.

Moves that likely work but are not intuitive (or possible) to test - every character's pummel, several throw hitboxes, counters. There are a few more moves with the appropriate angle that technically jab lock, but are part of a multihitting attack that will break the lock. While such moves are technically jab locking, I only listed the multihit moves that you can feasibly strike an opponent with the jab locking hitbox in a way that allows for a followup.

This list has undergone countless additions since I made this thread. But if you come across a move that I missed, I would be happy to add it.

In addition, I wanted to add a basic ranking system for how tall characters are when prone. For most of the jab lock window, characters are going through a landing animation which typically involves a bounce that makes them easier to hit with moves that don't reach the ground, like Falco's blaster, and most of the aerials. But after that bounce, they enter a "prone" status of lying on the ground before they gain access to their getup options. These rankings aren't totally relevant because of the bounce, but I went and ranked the cast anyway for the brief portion of the jab lock window where they are totally prone:

Tallest prone targets - very easy to hit with a variety of moves

:4bowser::4bowserjr::4dk::4wario::4duckhunt::4kirby::4dedede::4metaknight::4charizard::4jigglypuff::4rob::4olimar::4pacman::4mewtwo:

So low that Falco's blaster misses - aerials can be difficult to land on them

:4mario::4yoshi::4diddy::4gaw::4link::4ganondorf::4tlink::4samus::4pit::4myfriends::4robinm::4fox::4falco::4pikachu::4lucario::4ness::4falcon::4villager::4shulk::4drmario::4darkpit::4sonic::4lucas::4ryu:

The lowest “tier” - many aerials and projectiles can miss these characters.

:4luigi::4peach::rosalina::4littlemac::4zelda::4sheik::4zss::4palutena::4marth::4greninja::4wiifit::4lucina::4megaman::4feroy:*:4miibrawl:*:4miisword:*:4miigun:

* = Very slightly dependent on Size/width. Fattest mii gunner was tall enough to deserve the middle ranking, but that's the only prominent detail.

You should also take these tiers with a further grain of salt because every character has two prone animations. One while lying face down, and one while lying on their backs. For instance, Ike is taller when lying on his back than face down.

Finally here's some miscellaneous notes about jab locking that I want to have in order to explain some potential questions and possibilities. They are also simply for my benefit:

Master list of angles that work: 0, 180, anything between 181 and 359, 361, 363, and 365.

0 is an angle that will keep the target on the ground at any percent, but still slide them further according to damage and knockback. As far as I can tell, 180 works the same as 0, but in the opposite direction (present in Wario's dash attack). 181 to 359 are all pretty much meteor angles as far as jab locking is concerned. They will work until they hit the target hard enough for them to bounce upward. 363 is only present in Lucario's Extreme Speed Attack, and it's a specially programmed angle that changes based on the direction he is traveling. 365 I'm still not sure on yet, but it's another special angle that, from what I can tell, is similar in function to 363, but found in various multihitting attacks like Bowser jr.'s Dair, and Greninja's Bair.

Remember that some moves have different knockback angles depending on the target being on the ground or in the air. When a target is lying on the ground, they are hit by "ground target only" hitboxes, and never aerial ones.

Most of the moves that jab lock are capable of Prattacking as well. Jab locking a target that slides off a platform/ledge will initiate the same forced fall state as a prattack, and refresh the three hit limit for jab locking once they land.

Characters are locked into a prone animation for 26 frames starting at the point that they land. Nobody stays down for a longer or shorter time. Thus, the jab lock window is 26 frames. The window for extending a jab lock with more hits is 38 frames after hitlag has concluded. Character's do not enter any sort of hitstun that would favor stronger locking moves. If an attack has 38 or less total frames, it can be used on its own up to three times. Note: FAF = Total Frames + 1

Attacks that bury jab lock, but follow unique rules. The victim will stand up immediately as if they had been locked for a third time, but hitting them within the 38 frame window for additional locking moves can result in an infinite lock in a double scenario.

If a character is prone and hit by a meteor that makes them rebound into the air, they cannot tech it. So even if a meteor no longer jab locks, the true combos that they lead into are in fact true combos.

Luigi slides much farther when successfully jab locked, making followups more difficult. The reason for this is Luigi's low amount of traction. And while all characters have varying levels of this statistic, the important thing to note is that no other character slides as far as Luigi.

Moves that also stun the target like Pikachu's thunderwave custom will stun the target for the full duration before letting them visually enter the jab lock status. However, attacking them with a jab locking move while they are still stunned will continue the lock. In other words, you don't have to wait for the stun to wear off.

When attempting to jab lock Bowser, some soft hitting moves at low percents will not initiate jab locks because of his tough guy armor still being in effect while prone. Some notable examples of this are Luigi's fireball, Mega Man's jabs, and Mario's Fast Fireball. Check the tough guy tab of this thread to learn what moves tough guy will work for if you're curious, but those three are pretty much the only ones worth mentioning if you only care about jab locking.

The goal of this thread is to:

- Find more jab locking moves.
- Discuss setups for jab locking with a variety of moves, such as aerial footstools (they can't jump or tech as they fall until after a set lag period), throwing opponents low to the ground or onto platforms, and attacking targets on a platform to make them slide off (they also can't jump or tech as they fall).
- Discuss the viability of jab locking with a variety of moves, thus making those moves seem more useful to the character. This may indirectly help improve character specific metas.

Latest updates:
Updated values for Patch 1.16
 
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Yoshi's sweetspot fair (the meteor hitbox) jab resets at higher %s than the sour spot because it actually does less KB (and damage).

Also for Miis. There are standardized sizes for them now. You should use those sizes imo.
 

Zapp Branniglenn

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Yoshi's sweetspot fair (the meteor hitbox) jab resets at higher %s than the sour spot because it actually does less KB (and damage).

Also for Miis. There are standardized sizes for them now. You should use those sizes imo.
Yoshi's Fair amended to just be "Fair" because both hits seems to work. I should mention that I didn't double check whether each move from the video is accurate since I trust the source. And in general, referring to hitboxes of moves as sweet or sour can be difficult when there exists three or more hitboxes. But I hope such descriptions will be straightforward enough for readers. And I will amend where needed.

As for Miis, I had no intention of trying different sizes and widths to add to the prone rankings. But I went and evaluated an example of the fattest mii, and it made the absolute smallest margin of difference that I could quanitify. Whether a mii is tall or not did not effect their height when prone. I would like to leave the mii fighters where they are because it looks like thinnest and smallest heights are the standard for all three characters. And the only example of something different are a few default proportioned mii brawler players. Meaning the characters are right where they need to be.
 

RoachCake

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Samus's Jab 1 can also lock.
And it might be worth mentioning that her F-tilt only locks with the 2 closer hitboxes now.
 

Zapp Branniglenn

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Samus's Jab 1 can also lock.
And it might be worth mentioning that her F-tilt only locks with the 2 closer hitboxes now.
Good find with jab. I'm surprised the initial video missed jab of all moves for testing jab locking. As for F-tilt, you're correct. On my pre patch 3DS, the tipper of her ftilt used to work at low percent when it had 1% less damage. Now it does not. Unsurprisingly, you'll want to aim for the hitboxes dealing the least damage in order to lock for the longest.

Also added Samus' Nair second hit sourspot and Fsmash sour.
 

Red Shirt KRT

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Mega Man has the best jab lock because of his ability to walk while jabbing and having range on his jab.

He can initiate it from much farther away than all the other characters and has a great shoryuken punish.
 

Zapp Branniglenn

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So it seems the vast majority of moves that will jab lock in this game have the Sakurai angle (361 degrees). Beyond that, they need exceptionally low knockback values. Regardless of damage, I think the highest base knockback value of jab locking moves that worked was 40. And low knockback growth helps a move jab lock past the low percents (10-20%). I've used this information to lock down a couple dozen more moves that jab lock, but don't get your hopes up. Like most of the list, they are either very unwieldy to use or only work at low percents.

Now the only character in the game incapable of jab locking is bowser, since the moves he has with a sakurai angle have too much knockback to ever work.
 
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Moved to the Academy as per @Zap Branniglen's request. Lots of great info here; I suggest anyone who hasnt read throughbit yet take the time to do so.

Also, I added a Data tag. Or would you prefer Work in Progress?
 

Zapp Branniglenn

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Moved to the Academy as per @Zap Branniglen's request. Lots of great info here; I suggest anyone who hasnt read throughbit yet take the time to do so.

Also, I added a Data tag. Or would you prefer Work in Progress?
I feel Data is very appropriate at this point. All that I'll be adding in the forseeable future are a handful more missing % ranges, as well as adding a few more miscellaneous notes about jab locking. The big update of adding % ranges to each move was the real work in progress. Thank you so much for the move to Smash Academy. I very much appreciate it.

As for what's been updated in the last two days, several jab locking moves for Samus have been added with the aid of @ RoachCake RoachCake and his dedicated thread for the character. The most prominent addition (IMO) being the very first hit of her Fair. I've also added Jigglypuff's Dair multihit when the target is above you. Finding these two moves to work has prompted me to test more moves that I may have ignored due to them being part of a multihit.

After this post, I'll be using the OP to chronicle the latest updates to character moves and misc notes. That way I can apply my posts in this thread towards answering questions and other posts without a danger of double posting and constant editting or previous posts.
 
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Zapp Branniglenn

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Today in FG I learned that the weak hits of Mewtwo's NAir can also jab lock.
Good find! And I can tell you why just by looking at the move. I remember what Mewtwo's Nair looked like in Melee, and assuming the hitboxes in Smash 4 have the same design (4 hitboxes arranged in a square surrounding his body) then that means each of them hit the opponent toward the center of the square for one of the other three to catch the target until the move ends. Through this design, the hitboxes located toward the top of Mewtwo's body have to be meteor angles. They're also weight based, so they'll jab lock up to 999%.

Whenever a target is prone above mewtwo, such as on a platform, mewtwo can easily shark jab lock with Nair, then fast fall back down for a Usmash followup. Added.
 

Masonomace

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Excellent take on this @ Zapp Branniglenn Zapp Branniglenn . I've come to enlighten some good info on more options Shulk can Jab lock with on Meta Knight. I did this all on a flat stage without the usage of platforms. With platforms, the Buster Arts with more than several of Shulk's moves will induce the Edge-Slipping off the platform & lock their tumble state landing, dealing huge damage in a lock string. Here's more Jab lock stuff including Monado Arts:
:4shulk:
Vanilla / Jump Shulk
D-air 2nd hit only (sweetspot 11%) 0 – 29%
Back Slash Front hit (sourspot 9%) 0 – 5%

Speed Shulk (0.8x)
F-tilt Blade (sweetspot 13% / 10.4%) 0 – 2%
F-tilt Beam (sourspot 11.5% / 9.2%) 0 – 4%
D-air 2nd hit only (sweetspot 11% / 8.8%) 0 – 31%
Back Slash (sweetspot 10% / 8%) 0 – 4%
Back Slash (sourspot 9% / 7.2%) 0 – 6%


Shield Shulk (0.7x)
F-tilt Blade (sweetspot 13% / 9.1%) 0 – 3%
F-tilt Beam (sourspot 11.5% / 8.05%) 0 – 5%
D-air 2nd hit only (sweetspot 11% / 7.7%) 0 – 32%
Back Slash Front (sweetspot 10% / 7%) 0 – 5%
Back Slash Front (sourspot 9% / 6.3%) 0 – 7%


Buster Shulk (1.4x)
F-tilt Blade (sweetspot 13% / 18.2%) 0 – 20%
F-tilt Beam (sourspot 11.5% / 16.1%) 0 – 27%
F-air Blade (sweetspot 7.5% / 10.5%) 0 – 22%
F-air Beam (sourspot 6% / 8.4%) 0 – 30%
B-air Blade (sweetspot 12% / 16.8%) 0 – 15%
D-air 2nd hit only (sweetspot 11% / 15.4%) 0 – 57%
Back Slash Front (sweetspot 10% / 14%) 0 – 29%
Back Slash Front (sourspot 9% / 12.6%) 0 – 34%


Smash Shulk (0.5x)
D-air 2nd hit only (sweetspot 11% / 5.5%) 0 – 24%




Decisive Buster Shulk (1.54x)
F-tilt Blade (sweetspot 13% / 20.02%) 0 – 18%
F-tilt Beam (sourspot 11.5% / 17.71%) 0 – 25%
F-air Blade (sweetspot 7.5% / 11.55%) 0 – 21%
F-air Beam (sourspot 6% / 9.24%) 0 – 29%
B-air Blade (sweetspot 12% / 18.48%) 0 – 13%
D-air 2nd hit only (sweetspot 11% / 16.94%) 0 – 56%
Back Slash Leap Front Falling (sweetspot 10% / 15.4%) 0 – 27%
Back Slash Leap Front Falling (sourspot 9% / 13.86%) 0 – 33%




Hyper Speed Shulk (0.64x)
F-tilt Blade (sweetspot 13% / 8.32%) 0 – 4%
F-tilt Beam (sourspot 11.5% / 7.36%) 0 – 6%
D-air 2nd hit only (sweetspot 11% / 7.04%) 0 – 33%
Back Slash Front (sweetspot 10% / 6.4%) 0 – 6%
Back Slash Front (sourspot 9% / 5.76%) 0 – 8%


Hyper Shield Shulk (0.56x)
F-tilt Blade (sweetspot 13% / 7.28%) 0 – 5%
F-tilt Beam (sourspot 11.5% / 6.44%) 0 – 7%
D-air 2nd hit only (sweetspot 11% / 6.16%) 0 – 34%
Back Slash Front (sweetspot 10% / 5.6%) 0 – 7%
Back Slash Front (sourspot 9% / 5.04%) 0 – 8%


Hyper Buster Shulk (1.68x)
F-tilt Blade (sweetspot 13% / 21.84%) 0 – 37%
F-tilt Beam (sourspot 11.5% / 19.32%) 0 – 46%
F-air Blade (sweetspot 7.5% / 12.6%) 0 – 50%
F-air Beam (sourspot 6% / 10.08%) 0 – 64%
B-air Blade (sweetspot 12% / 20.16) 0 – 32%
D-air 2nd hit only (sweetspot 11% / 18.48%) 0 – 80%
Back Slash Front hit (sweetspot 10% / 16.8%) 0 – 49%
Back Slash Front hit (sourspot 9% / 15.12%) 0 – 57%


Hyper Smash Shulk (0.4x)
D-air 2nd hit only (sweetspot 11% / 4.4%) 0 – 15%

I didn't cover everything, but I feel that I've gotten most of it. Hyper Buster done through Edge-Slipping allowed me to Jab locked with F-smash & D-smash but it's not easy getting them without platforms.
 

Zapp Branniglenn

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Sorry for the delays, I've been assisting in finding changes with characters between 1.07 and 1.08. Now that I have my Wii U updated, I can test for how the jab locking universe has changed. First, let's note the jab locking moves that are now different.
:4marth::4lucina:
Jab 1 and 2: No longer jab locks. Have defined angles now.

:4falco:
Nair (all hits except finisher): Can now jab lock. The multihits have a new "auto link" angle that will register as a meteor hit if Falco is traveling downward. Works from 0-150+%
Dair (meteor hit): No longer jab locks. Has a defined angle for grounded targets now. The late hit can still jab lock as before.
:4greninja:
Ftilt: New range is 0-13 from 0-27. This is due to a damage increase on the attack.

:4palutena:
Utilt (multihits before finisher): No longer jab locks opponents above her in a janky way. The hitboxes have been moved downward and thus don't reach the platform.

:4miisword:
Bair: New range is 0-11 from 0-17. This is due to a damage increase on the attack.

Now for DLC characters. Information on the movesets of these guys is sparce and wholly incomplete. So this is kind of what I just found through good old fashioned testing. Once information on their move angles and sourspots/late hits is readily available, I can test what I'm missing more competently.

:4lucas:
Ftilt (weak 7% hit) 0-58%
Dtilt (far hit) 0-150+%
Nair (multihit) 0-150+% Lucas must be below the opponent.
Fair (weak 8% hit) 0-33%
Bair (strong 12% hit) 0-2%
Bair (weak 9% hit) 0-13%
Bair (tipper 7% hit) 0-86%
Dair (final 5% hit only) 0-78%

:4feroy:
Ftilt (tipper 8% hit) 0-0%
Fsmash (tipper 12% hit) 0-10%
Dsmash (first, tipper 10% hit) 0-24%
Dsmash (second, tipper 11% hit) 0-20%
Bair (tipper 9% hit) 0-28%

:4ryu:
Nair (strong 8% hit) 0-20%
Nair (late 4% hit) 0-63%
Bair 0-9%
Uair (first 5% hit) 0-150+%
Hadoken 0-150+%

is it possible to SDI out of a jab lock?
I'm afraid not. Or at least, I haven't been able to influence the range in which characters can be jab locked via normal DI. SDI shouldn't work either.

Excellent take on this @ Zapp Branniglenn Zapp Branniglenn . I've come to enlighten some good info on more options Shulk can Jab lock with on Meta Knight. I did this all on a flat stage without the usage of platforms. With platforms, the Buster Arts with more than several of Shulk's moves will induce the Edge-Slipping off the platform & lock their tumble state landing, dealing huge damage in a lock string. Here's more Jab lock stuff including Monado Arts:
:4shulk:
Excellent work! I can't believe I hadn't though of using Shulk's monado arts. Damage reduction = knockback reduction, thus giving him reasonable ranges for locking opponents. I will adapt your findings to the thread once I have more spare moments. there's a lot to catch up on.
 
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TheReflexWonder

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Apparently, Wario's Jab1 is capable of locking people now because of the angle changes in 1.08.
 

Zapp Branniglenn

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The latest patch changed a lot of things. But the changes to the world of jab locking are pretty minimalist. Here's the 1.10 changelog for this thread.

:4charizard:
Ftilt: The sour hit for this move does not seem to lock anymore, and I'm unsure why. I've heard of no evidence of an angular change from the game files.
:4ganondorf:
Fair (sour hit): Damage for this move's sourspot is now 17 instead of 16. And that's enough to let it never jab lock at any range. At least not with metaknight.
:4lucas:
Fair (sour hit) Damage for this move is now 9 instead of 8. The new range for locking is 0-28% from 0-33%
Dtilt (middle hitbox) - Angle for this move is now defined and won't jab lock. The farthest hitbox is still intact and capable of locking, but also much harder to hit with in terms of spacing.
:4luigi:
Dtilt - can now jab lock thanks to the addition of a sakurai angle. The range it will work is 0-47%
Fair - damage decreased from 9% to 8%. This changes the locking range from 0-13% to 0-17%.
:4pikachu:
Neutral B 2 - angular change to 0 degrees lets this lock indefinitely from air and ground. Range is now 0-150+% from 0-45%
:4wiifit:
Fair (meteor hit) knockback growth increase changes range from 0-95% to 0-91%

:4zelda:
Jab (final hit) - damage and knockback increase changes the range from 0-17% to 0-0%
 
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PEPESPAIN

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PAC-MAN has a really strong jab reset game. I did a video with the jab lock reset after a grab:

https://www.youtube.com/watch?v=UuA2RfHmtxg

PAC-MAN can jab lock after a soft nair (?%~?%), dthrow (30%~60%) , fair (90%~120%?) and bair (60%~90%?). You can perform all this setups in those situations. Not 100% sure about % from nair, fair or bair
 

Zapp Branniglenn

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Patch 1.11/1.12 has dropped and not much has changed in the realm of jab locking.

:4samus:
Nair (second hit) - no longer jab locks due to receiving a defined angle

:4ganondorf:
Nair (second, late hit) - damage increase from 5 to 7 changes range from 0-26% to 0-8%.
 

XCounter

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:4ness:
As far as I recall, the tail of PK Thunder has always locked. I'm not sure what percent it stops locking at, however.
 

DisidisiD

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I haven't read all the messages yet so I don't know if someone has already said this but i have a theory as to how job lacking moves work. Basically, it is all based on the vertical kb of said move. If the vertical kb of a move passes a certain threshold, the move will no longer lock. For example, ryu's hado. It jab locks at all percents. This is because is has 0 vertical kb (the angle is 0 degrees). Even at 999%, when hado sends the opponent flying across the stage, it still locks them.

Someone has probably already said all this but I just wanted to put what I know here.

EDIT:Oh also, at all percents you can jab lock, you can prattack.
 
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Masonomace

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Hello again Zapp. I'm back to give an update to Shulk's lock ranges on Meta Knight in Training Mode. The 0.5% damage buff to all of Shulk's sweet & sours for his tilts & aerials may slightly change these upcoming results, but let's find out. Oh & I'm only gonna include Vanilla metagame without including Custom specials for now, so:

Blade = sweetspot dealing more damage & knockback
Beam = sourspot dealing less damage & knockback

Updated Version 1.1.3
Vanilla / Jump (1.0x damage)
Ftilt Beam (12%) = 0 – 1%
Bair Beam (8.5%) = 0% only
Dair 2nd hit Blade (11.5%) = 0 – 27%
Back Slash Front (9%) = 0 – 5%

Speed (0.8x)
Ftilt Blade (10.8%) = 0 – 1%
Ftilt Beam (9.6%) = 0 – 3%
Bair Beam (6.8%) = 0 – 1%
Dair 2nd hit Blade (9.2%) = 0 – 29%
Back Slash Front Blade (8%) = 0 – 4%
Back Slash Front Beam (7.2%) = 0 – 6%

Shield (0.7x)
Ftilt Blade (9.45%) = 0 – 2%
Ftilt Beam (8.4%) = 0 – 5%
Bair Beam (5.95%) = 0 – 2%
Dair 2nd hit Blade (8.05%) = 0 – 30%
Back Slash Front Blade (7%) = 0 – 5%
Back Slash Front Beam (6.3%) = 0 – 7%

Buster (1.4x)
Ftilt Blade (18.9%) = 0 – 18%
Ftilt Beam (16.8%) = 0 – 24%
Fair Blade (11.2%) = 0 – 19%
Fair Beam (9.1%) = 0 – 27%
Bair Blade (17.5%) = 0 – 13%
Bair Beam (11.9%) = 0 – 31%
Dair 2nd hit Blade (16.1%) = 0 – 54%
Dair 2nd hit Beam (14.7%) = 0 – 7%
Back Slash Front Blade (14%) = 0 – 29%
Back Slash Front Beam (12.6%) = 0 – 34%

Smash (0.5x)
Dair 2nd hit Blade (5.75%) = 0 – 22%
═════════════════════════════════════════════════════════════════════════════════════
Something to keep in mind is that Monado Buster allows even Shulk's Forward smash 2nd hit & any hit from Down smash to lock on Meta Knight including other characters. However, this is very difficult to perform for an intentional lock setup let alone a very formidable feat to do in a real match. You cannot hit with the first hit of Fsmash so it becomes a very tight window to do not to mention the percentage range is very small anyhow. But food for thought I guess.
 
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Constadin

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Rob's gyro can lock if it is on the ground and you land on its sides. Happened once for me and there is a video on youtube showcasing it but this is all the info on the matter as far as I am concerned.
 

Zapp Branniglenn

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Seasons greetings. I'm here with a very late update to the thread. I decided that having damage ranges for only Metaknight doesn't get across how much the weight of your target can make a difference. So I went and redid the ranges for three different characters. Jigglypuff, Mario, Bowser to represent the lightest, the middle, and the heaviest. I meant to make this switch over back in October (it was 80% of the reason why I built this thread. Prattack and jab locking ranges are the same), but I got distracted by other projects. I've also got the new 1.13 values. First, the new guy:

:4cloud:
Ftilt 0-9/12/16
Bair 0-6/9/13

And the balance updates that affect jab locking:

:4link:- New Dair hitbox. No longer meteors grounded targets, nor jab locks.

:4ganondorf: - Nair rework. New ranges are:
Nair (second, early hit) 0-0/3/5
Nair (second, late hit)

:4kirby: Bair and Fair knockback growth increase. Ranges slightly changed:
Fair (Third hit) 0-X/0/1 to 0-X/X/0
Bair (strong hit) 0-3/7/10 to 0-3/6/9
Bair (late hit) 0-35/43/51 to 0-34/42/49

:4shulk:- Damage increases to Ftilt, Fair Bair, Dair. New ranges are very slightly smaller and are too many to list here.

Hello again Zapp. I'm back to give an update to Shulk's lock ranges
Thanks so much for the help, but I can no longer use values for Metaknight with the new format. Rest assured that I have...most of the values for Shulk at this time. The only Custom arts I thought were relevant were the other Busters. I also added Dair second hit beam and Fsmash second beam to the Busters. However, Dsmash is where I draw the line. I'm something of a herald when it comes to too much data, but Dsmash has 5 different swings with the same blade and beam distinction for each one. And all that work would have to be done three times for the three different targets, and twice more for the other busters.

Rob's gyro can lock if it is on the ground and you land on its sides. Happened once for me and there is a video on youtube showcasing it but this is all the info on the matter as far as I am concerned.
:4ness:
As far as I recall, the tail of PK Thunder has always locked. I'm not sure what percent it stops locking at, however.
I will check these moves. There is no data on gyro or PK Thunder's tail to tell me what the appropriate angles are.
 
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Masonomace

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Thanks so much for the help, but I can no longer use values for Metaknight with the new format. Rest assured that I have...most of the values for Shulk at this time. The only Custom arts I thought were relevant were the other Busters. I also added Dair second hit beam and Fsmash second beam to the Busters. However, Dsmash is where I draw the line. I'm something of a herald when it comes to too much data, but Dsmash has 5 different swings with the same blade and beam distinction for each one. And all that work would have to be done three times for the three different targets, and twice more for the other busters.
Oh darnn then XD. So you say you have the lock percentage ranges for Jiggs Mario & Bowser? If you have anything missing I can lab it for ya. Custom arts go like this as well:
  • Decisive Buster is the only Decisive art that has different damages. It deals more damage than Buster, but the knockback dealt from Decisive Buster is apparently the same as Monado Buster so the damage lock ranges would be very similar.
  • Hyper Speed Shield Buster & Smash all have more drastic damage multiplier changes than regular arts, so I'd consider testing them. Helpfully for ya, I can lab them on all 3 characters. Still, only HBuster would matter from a grand perspective, but HSpeed would also be favored for it's extremely low jump height to get SH Dair success.
I would draw the line at Dsmash, but I would consider Dsmash for Hyper Buster at the very least from a Shulk player's perspective. Hyper Buster deals so much ridiculous damage & the knockback is so pathetic that you can lock with the first hit of Dsmash from the front & potentially force all 3 Blade hits of Dsmash from the front to deal tons of sweet damage. This isn't the sole reason HBuster Dsmash is so damn good, but HBuster's greatest Shulk move is arguably Dsmash. Up to you though.
 
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Zapp Branniglenn

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Oh darnn then XD. So you say you have the lock percentage ranges for Jiggs Mario & Bowser? If you have anything missing I can lab it for ya. Custom arts go like this as well:
  • Decisive Buster is the only Decisive art that has different damages. It deals more damage than Buster, but the knockback dealt from Decisive Buster is apparently the same as Monado Buster so the damage lock ranges would be very similar.
  • Hyper Speed Shield Buster & Smash all have more drastic damage multiplier changes than regular arts, so I'd consider testing them. Helpfully for ya, I can lab them on all 3 characters. Still, only HBuster would matter from a grand perspective, but HSpeed would also be favored for it's extremely low jump height to get SH Dair success.
I would draw the line at Dsmash, but I would consider Dsmash for Hyper Buster at the very least from a Shulk player's perspective. Hyper Buster deals so much ridiculous damage & the knockback is so pathetic that you can lock with the first hit of Dsmash from the front & potentially force all 3 Blade hits of Dsmash from the front to deal tons of sweet damage. This isn't the sole reason HBuster Dsmash is so damn good, but HBuster's greatest Shulk move is arguably Dsmash. Up to you though.
I think what I'm most in need of is a coloring guide to these arts. How in the world do Shulks know the difference between shades to describe different variants of the same art?

From the sound of things, Hyper Arts seem most important. Assuming Hyper Arts usage is any similar to default Arts usage, then Speed should be the second most relevant, behind Buster. Hyper Smash should only have one value - Dair second blade hit. And that would leave only Shield left, which would be speed's values, but slightly higher with the further reduced damage. I understand the joys of clocking absurd levels of damage with HB Dsmash, and I will accept any jab locking ranges you can get for it. Just know how much of a timesink it would be for even one of the busters. I know the final swing has greater range, but the other four don't seem capable of landing exclusively on the target.

There's also the matter of various Back Slashes. I remember Back Slash 2 or 3 being a pain because there was some difference between falling and landing hitboxes. It made results very inconsistent.
 

Masonomace

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Haha, back when Shulk Metagame was describing situations they'd use a Monado art but explain it with an input such as Monado Jump SH > Fair, I thought "if players keep describing art moments with inputs, we should just color code it so people don't get confused from a large post of stuff, right?" So that's why when you look at the Shulk Metagame Original Post, you'll see lots of rainbow, made by me so yeah.When custom arts were becoming relevant, I decided to use different shades of color to separate regular from Decisive & Hyper arts.

Anywho, if I was to seriously find ranges for Dsmash, I'd only test the Front 3 hits & likely only use the Blade portion hits, as you won't get any followup after a Dsmash locking anyway (too much endlag, or maybe Air Slash or Dtilt after O_o?). So, that just leaves Back Slash & the custom Back Slashes. I'ma go ahead & say that Back Slashes have 3 phases: Startup, Falling, & Landing. All 3 phases have a Front & Back hitbox that deal different damages depending on whether you hit up close with the Blade, or from far away with the Beam. But only the Front hits have the 361° Sakurai Angle. I'll show the numbers found in the Smash 4 3DS 1.0.4 Frame and Hitbox Data (WIP) pastebin & express regret not wanting to do them xD.:
  1. Back Slash (startup)
  2. Frame 31-41: 10%(+7) 30b/100g (KO@ 166%) 361° 0.8-Hitlag Slash
  3. Frame 31-41: 9%(+7) 30b/100g (KO@ 184%) 361° 0.8-Hitlag Slash

  4. Frame 34-41: 10%(+7) 30b/100g (KO@ 166%) 361° 0.8-Hitlag Slash
  5. Frame 34-41: 9%(+7) 30b/100g (KO@ 184%) 361° 0.8-Hitlag Slash

  6. Back Slash Leap (startup)
  7. Frame 28-29: 6%(+7) 30b/100g (KO@ 259%) 361° 0.8-Hitlag Slash
  8. Frame 28-29: 4%(+7) 30b/100g (KO@ 349%) 361° 0.8-Hitlag Slash

  9. Back Slash Charge (startup)
  10. Frame 31-32: 6%(+7) 25b/100g (KO@ 268%) 361° 0.8-Hitlag Slash
  11. Frame 31-32: 4%(+7) 25b/100g (KO@ 361%) 361° 0.8-Hitlag Slash
  12. Begins super armor on real frame 1
  13. Ends super armor on real frame 31

  14. Back Slash (fall)
  15. Frame 1- 2: 10%(+7) 30b/100g (KO@ 166%) 361° 0.8-Hitlag Slash
  16. Frame 1- 2: 9%(+7) 30b/100g (KO@ 184%) 361° 0.8-Hitlag Slash

  17. Back Slash Leap (fall)
  18. Frame 1- 2: 10%(+7) 30b/100g (KO@ 166%) 361° 0.8-Hitlag Slash
  19. Frame 1- 2: 9%(+7) 30b/100g (KO@ 184%) 361° 0.8-Hitlag Slash

  20. Back Slash Charge (fall)
  21. Frame 1- 2: 4%(+7) 25b/100g (KO@ 361%) 361° 0.8-Hitlag Slash
  22. Frame 1- 2: 3.5%(+7) 25b/100g (KO@ 395%) 361° 0.8-Hitlag Slash

  23. Back Slash (landing)
  24. Frame 1- 2: 10%(+10) 25b/100g (KO@ 172%) 361° 0.8-Hitlag Slash
  25. Frame 1- 2: 9%(+10) 25b/100g (KO@ 190%) 361° 0.8-Hitlag Slash

  26. Back Slash Leap (landing)
  27. Frame 1- 4: 10%(+10) 25b/100g (KO@ 172%) 361° 0.8-Hitlag Slash
  28. Frame 1- 4: 8%(+10) 25b/100g (KO@ 211%) 361° 0.8-Hitlag Slash

  29. Back Slash Charge (landing)
  30. Frame 1- 2: 6%(+10) 22b/100g (KO@ 273%) 361° 0.8-Hitlag Slash
  31. Frame 1- 2: 4.5%(+10) 22b/100g (KO@ 339%) 361° 0.8-Hitlag Slash

  32. Frame 3- 4: 4%(+10) 22b/100g (KO@ 273%) 361° 0.8-Hitlag Slash
  33. Frame 3- 4: 3%(+10) 22b/100g (KO@ 339%) 361° 0.8-Hitlag Slash
 
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D

Deleted member 269706

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Hey silly question, but do the percents before, in the middle of, and end of the slashes (ex: 0-12/16/19) correspond to the weights of the characters which these moves stop jab locking?
 

Zapp Branniglenn

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Hey silly question, but do the percents before, in the middle of, and end of the slashes (ex: 0-12/16/19) correspond to the weights of the characters which these moves stop jab locking?
Yes. It means that 12, 16, and 19% damage is the latest point at which you can jab lock Jigglypuff, Mario, and Bowser in that order with that move. Also remember that the damage values are when in training mode where stale move negation and rage do not come into play. But in real matches, those things do matter.
 
D

Deleted member 269706

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Yes. It means that 12, 16, and 19% damage is the latest point at which you can jab lock Jigglypuff, Mario, and Bowser in that order with that move. Also remember that the damage values are when in training mode where stale move negation and rage do not come into play. But in real matches, those things do matter.
Thanks for the reply man. So theoretically, if you had staled a move, does that mean it would be able to lock at later percentages as well?
 

Zapp Branniglenn

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Thanks for the reply man. So theoretically, if you had staled a move, does that mean it would be able to lock at later percentages as well?
Yes. But if a move hasn't been used yet, then it receives the "freshness bonus" (+5% damage and knockback, something like that), so that will shorten the range. Rage will also work to shorten the ranges as well.

Tested something that I've been wanting to look at for a while yesterday. While the initial window to jab lock somebody who has landed is 26 frames, the window to extend the lock with more hits is 38. So, any move with 38 or less total frames (total frames is FAF minus 1) can be used consecutively, as long as they remain within range of the attack. For instance, Donkey Kong can Ftilt (37 total frames) three times for a full combo, but Dark Pit's Ftilt (39 total frames) cannot. It's too slow. Once the extension window has passed for a locked target, they begin their on-spot get up, which is invulnerable starting on the first frame.

Projectiles can sort of get by this rule, since they deal hitlag that the attacker doesn't suffer. At close range, Luigi can Fireball (43 total frames) lock three times, as well as Toon Link's bow (41 total frames). But once the target is slid too far away, subsequent fireballs/arrows take longer to reach the target for a lock, so you need to be mindful of your character's proximity and whether you need to stop early with such moves.
 

Simikins

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This thread is amazing and I love you.

In the ways of jab lock moves, you missed one of Sheik's.
Grenade Shell - When sheik's side b is interrupted during startup the grenade shell will land on the ground as an item. This item when thrown or Z-dropped, works as a jab lock. It is also the most reliable one as it combos from a footstool

And for Sheik's Dair, if you space it perfectly only the spike hit connects, allowing it to work. Works best on platforms, where sheik lands on the ground on the main stage, and the opponent is on a platform and only gets hit by the first hit.

I also had no idea her Dash attack jab locked. Will be testing that out.
 

DisidisiD

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For ryu, one can lock with the non finishing hits of shakenetsu. It's a bit difficult to hit with vs some characters but it is possible.
Also, around 0-1%, ryu can lock bowser and a few other extreme heavyweights with Fsmash (sour spot). Barely useful but it is a thing.

Oh and ryu Bair can jab lock for longer if hitting with the tip of his foot (does less damage so it changes angles later).
 
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Zapp Branniglenn

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I can confirm that sheik late hit dash attack jab locks. Kinda useless BUT IT WORKS :D
Yes, this is an example of a move that can definitely lock, but is so difficult to hit with that I have been unable to get precise ranges for. I added approximations for this, and for Sheik's burst grenade (item).

For ryu, one can lock with the non finishing hits of shakenetsu. It's a bit difficult to hit with vs some characters but it is possible.
Also, around 0-1%, ryu can lock bowser and a few other extreme heavyweights with Fsmash (sour spot). Barely useful but it is a thing.

Oh and ryu Bair can jab lock for longer if hitting with the tip of his foot (does less damage so it changes angles later).
This is all correct and I have added the appropriate values for Fsmash and Bair. And if you can confirm that hitting a target with shakunetsu without the finisher breaking the lock is possible, then I will add the value. I knew about this for a while, but could never hit a target in a way that doesn't break the jab lock. Ryu has a similar problem with his (strong) Ftilt. The first hit locks, but the second breaks it with a defined angle. I have not found a way for the first hit to exclusively hit the target.
 

Simikins

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Zapp Branniglenn Zapp Branniglenn
I would also like to point out that the first hit of sheik's UpTilt has a set knockback. It jab locks even at 999% :]

Edit: I'm making a thread on sheiks jab locks currently, mind if I completely steal your data and credit you?
 
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