Skylit
Smash Cadet
- Joined
- Aug 18, 2014
- Messages
- 36
- NNID
- Skylit
Yes, it has been a secret for us Link mains. I started doing this since the 3DS days, but people are seriously over reacting to this.
From my experience, my opponents have always found a way to escape it(except for beginners). It becomes a true combo around 120 percent, which is redundant because you're at kill percent. Even then, you can get about 14 jabs in with precise timing. Though only a small amount of characters can get locked in at certain percents, landing the jab with the exact spacing in an actual match will be bothersome. Plus, they may be able to slowly escape by repeatedly jumping in the opposite direction. You will only get multiple jabs to death combos on rookies, not pros.
I've been working super hard on a Link Combo video the past month and this was a big highlight of it. Kinda mad it got out to the public but oh well lol. You guys haven't seen anything yet, Link is a really good character and I can't wait to showcase him soon.
I don't know what I'm talking about? I have months of experience using this, I apologize if I wasn't specific enough. Allow me to rephrase. When your opponent is at a certain position during the jab lock (whether at the tip of the blade, closest to Link, or opponent not close to the ground), it can be easier to escape. A Ness was at the tip of my blade, slowly going further away and eventually jumped out of it. And yes I agree about the execution, I said in my post it works well with certain characters at certain percents. By the way, I'm not saying it's an infinite, it's no where close to one. a common move of mines is jab-jab-jab-DownSmash at kill percents. I talked about the combo counter just to state a fact that all characters get locked in high kill percents, that's all. I'm very knowledgeable about the limits of this.You don't know what you're talking about. The combo counter in training should not be used for stuff like this. Landing a Jab is not bothersome. You cannot Jump. The effectiveness of this tech relies almost entirely upon the player executing it and the character it is being executed on (their percent being a factor is a given).