Apologies for the late reply. I have been pre-occupied with other responsibilities since before patch 1.15, and I really did believe that 1.14 was the final patch. But I was wrong - twice! Here are the changes to jab lock ranges in accordance with 1.15, as nothing in 1.16 has impacted Bayonetta's ranges.
weight increased, and he is my heaviest threshold. It's likely several lock ranges may have changed by 1% on him specifically and need to be altered. And maybe a move or two now works exclusively on him at 0%.
Fsmash KBG decrease. Range for weak 14% hit has not changed from 0-X/X/1
Fair no longer works due to damage increase
Jab weak hit damage increased from 7 to 8. Range changed from 0-1/2/4 to 0-X/1/2
Bair KBG increase. 11% strong hit range changed from 0-16/22/27 to 0-16/20/26. 7% weak hit range changed from 0-47/57/66 to 0-47/57/67
Fair first hit no longer works due to angle change.
Ftilt damage increase on all hits by 2%, and BKB increase on two weaker hits
-no angle knee hit range changed 0-86/102/116 to 0-45/54/64
-angled knee hit range changed 0-74/88/100 to 0-38/47/56
-no angle crotch hit range changed 0-74/88/100 to 0-38/47/56
-angled crotch hit ranged changed 0- to 0-33/41/49
-no angle toe hit changed 0-6/8/11 to 0-1/4/6
-angled toe hit changed 0-4/6/8 to 0-0/2/4
Jab final hit damage, BKB, and KBG altered. Range changed from 0-X/0/1 to 0-0/1/2
So I saw this on Twitter today...
There was a problem fetching the tweet
And my first question was how tf did they lock him more than 3 times? Is it because DK's side B is supposed to bury? If so, would that mean you could potentially do this with Villager dsmash, ZSS flip kick (bury hit box), or any other burying move? Could it also be that locks are only 3 per character (ie, one character can only lock up to 3 times uninterrupted, but if another character locks before the 3rd it resets)? I was always under the impression that you could only lock a MAXIMUM of 3 times regardless.
So many questions lol
To answer your question, you can only lock a character three times. But it's clear that bury moves do not follow this rule. As far as I can tell, they do allow for the same grace period to extend the lock - 38 frames to hit the victim again. When a bury move locks somebody, the victim stands up automatically after 38 frames, just like when you've locked them for a third time with a normal move, so I assumed that further locks were impossible, but that gif proves me wrong. There are no bury attacks in Smash 4 that are fast enough to lock indefinitely in singles, but the possibility is there for doubles. It's a good find.
*Missing from Olimar:
Purple Downsmash Backhit Sourspot (posted it a few comments above)
That is interesting. The late hit of Dsmash has a 0 degree angle on purples only. It works on either side of Olimar. I don't think anybody's ever made a note of this. The range is 0-150+% on all characters.
As of the most recent patch, Charizard's late hitbox of his first hit of his U-smash will jab lock. It is useful if you dash up to a downed opponent, then reverse jump cancel U-smash to lock them, followed by an F-smash. Here is a video showing it off at the end:
https://www.youtube.com/watch?v=xaG5D07dWJE
Another good find. I seen the patch notes for when Charizard's Usmash was changed, but I don't think that angle is new. Just that the hitbox was altered to hit targets as large as Metaknight when prone behind you. The range is 0-150+% on all characters that you can reach.
Missing from ZSS:
Upsmash
Not sure what hit, but it's a thing and can be seen
here.
Missing from ROB:
Gyro (while spinning on the ground)
Seen
here
I will add these as well. The ZSS Usmash should work until 150% with its angle and poor knockback scaling. Depending on how long the gyro has been spinning without momentum, it deals 5% or 2%. The 2% hit range is 0-150+% on all characters. The 5% range is 0-91/108/127%.