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I'll record it later tonight, but when I'm doing it (using the method Reflex described) the combo counter does go up consecutively.Actually the combo counter doesn't go up, which in theory means they can escape it, but apparently most can't.
This is also another situation in which said Link can cancel into shield and pick the appropriate punish from there.It's not only character with Up b, Sheik can for example do Side B, and it will drop a bomb next to Link, next time he jabs he just picks up the bomb instead
I agree with this entirely. It's broken and it diminishes not only the game but the character to use an clearly broken exploit and then call it an "AT".I want this to be patched out though, the sooner the better...
At least in this video the counter doesn't go up.I'll record it later tonight, but when I'm doing it (using the method Reflex described) the combo counter does go up consecutively.
So pending that video I'll concede till my proof is shown good sir
My theory is that the combo counter only considers combos to be when you hit an opponent that's in hitstun. With the Jab Cancel Lock thing, however, the opponent hits the ground therefore canceling the hitstun and the game not considering it a "combo", but when they hit the ground they get the landing lag which allows for the guaranteed next hit.Actually the combo counter doesn't go up, which in theory means they can escape it, but apparently most can't.
Agree with your agreement. Infinites have no place in this game. Smash is supposed to be about dynamic combos and thinking on your feet: Not finding a way to just hold your opponent in place and hit them in the face (as appealing as that is with certain characters...).I agree with this entirely. It's broken and it diminishes not only the game but the character to use an clearly broken exploit and then call it an "AT".
So you've known about this for a while now, yet didn't say anything?It's not only character with Up b, Sheik can for example do Side B, and it will drop a bomb next to Link, next time he jabs he just picks up the bomb instead..
I want this to be patched out though, the sooner the better...
I'm pretty sure. As I said earlier, for some reason the method of holding diagonally backwards and down doesn't works as well because you have to wait till Link has crouched again before inputting the next Jab (otherwise you'll get a F-tilt backwards) which wastes precious frames. You can Jab cancel faster with the manual crouching method or the 'crouch + diagonal A-stick' method. (At least this is what I was seeing yesterday.)Are you sure you can't hold Down-Back and just tap A, for those of you who like Smash C-Stick too much? Link doesn't have a crawl, after all. It might work in much the same way as long as you don't miss the timing.
Something tells me that you didn't know about this 'for quite a while now' as you don't know what you're talking about. Marth and Mario can escape it no trouble with a simple double jump as I pointed out earlier, but MK with his Up-B and Sheik with her side-B (that you seem to think will help in this situation) cannot use them to escape until they are on a high enough percent. This is because of the way the tech actually works. The characters that it works on are in hitstun right up until they land, at which point they go through landing lag, and then before they can even shield, they get re-Jabbed. There is no point in this whole sequence in which they could use their Up-B or side-B. If they could, that would be because the Link messed up and they would have been better off simply shielding anyway. Eventually of course, they will be Jabbed high enough so that they exit hitstun before they land, at which point these moves will be one option they can take to escape. With staling however, this may not be for a while.I've known this for quite a while now :/ I'm sure it'll be fixed in a patch as well, I'm sure all infinites are not meant to be in game.
Also characters with fast up B, like MK, Marth, Mario etc. can easily Up B out of this..
I'm just confirming Zelkam's thoughts on this. The combo counter is in fact flawed in that it only registers as a combo moves that hit the opponent before they leave hitstun and it doesn't factor in things like landing lag.Actually the combo counter doesn't go up, which in theory means they can escape it, but apparently most can't.
How unsurprising that the combo counter doesn't work. Brilliant work by Sakurai once again.I'm just confirming Zelkam's thoughts on this. The combo counter is in fact flawed in that it only registers as a combo moves that hit the opponent before they leave hitstun and it doesn't factor in things like landing lag.
Are these the only characters that the jab lock works on? or just ones that have been tested?Now I'll put all the interesting characters that this actually works on below with their starting percents. Note that the percents given are assuming that Link is frame perfect so you may want to add on like 10 to 20%.
-Bowser: Works from 0%
-Diddy: Works from 40%
-Sheik: Works from 64%
-Ganon: Works from 5%
-ZSS: Works from 47%
-Palutena: Works from 11%
-MK: Works from 28%
-Fox: Works from 62%
-Falco: Works from 62%
-Charizard: Works from 2%
-Greninja: Works from 67%
-C Falcon: Works from 58%
-Mega Man: Works from 27%
-Brawler: Works from 11%
Me and blubba(blubba who initally found it) atleast knew about this since like the first day after the release of the 3DS version. But after some testing we kinda left it to focus on other things. If you dare to go far enough back on the skype chat you'll find us talking about it. I think the reason we stopped experimenting with it was 3DS controls, that the buffered ftilts appeared and we didn't know that the jab kept the opponents in the center so it didn't have to be frame perfect.So you've known about this for a while now, yet didn't say anything?
Hmm...so if you knew about this for a while, why not expose it sooner so it can be patched? I'm not understanding the logic here.
The only thing I see is that it can be used to cancel into other moves at higher percents, such as jab 1 + 2 > dsmash. I see no reference to a jab cancel infinite on Blubba's guide.Me and blubba(blubba who initally found it) atleast knew about this since like the first day after the release of the 3DS version. But after some testing we kinda left it to focus on other things. If you dare to go far enough back on the skype chat you'll find us talking about it. I think the reason we stopped experimenting with it was 3DS controls, that the buffered ftilts appeared and we didn't know that the jab kept the opponents in the center so it didn't have to be frame perfect.
Do we win? :$ (its even mentioned in blubbas Link guide in the jab section)
I just went into training mode on 3DS and practiced this. I now have the biggest smile on my face.This video was just posted in the xat. https://www.youtube.com/watch?v=fWmtA1VCHWY
Check it out. We need to test the **** out of this. First of all, is it legit? Does DI affect it? Then what percentage does it work on for the whole cast? What moves can we finish it with? Get testing. Get to work.
Could it be possible that it would work on those characters if they had a higher percent when you started? Higher percent means more hitstun, right?I tested all the characters. Everyone else can escape (usually just DJ) at 0% so it doesn't work on them at all.
Reading.
I'm... not sure. I'm trying it on Bowser Jr at 80%, and he can't DJ.Could it be possible that it would work on those characters if they had a higher percent when you started? Higher percent means more hitstun, right?
I'm pretty sure I was able to get it working on Marth even doing it manually (without A stick, etc.) for example. I didn't have the most precise approach, but I had an attacking.umping/running lvl 8 CPU in training and I tried pulling this off on them.I'm... not sure. I'm trying it on Bowser Jr at 80%, and he can't DJ.
I mean obviously this would mean we'd get a few characters back, but they would have been borderline cases imo; characters that have decent fall speeds for example, but I think you're right. I'll look into this. We should be able to add more characters to the list that this works on.
Brb with an updated list. I'm going test all the characters that I had previously written off as being able to escape just because they could DJ out at 0%.
If this gets patched out doesn't that mean we'll lose our jab to d smash or other? I'm not fond it either, but id freaking cry if we lost jab to other...It's not only character with Up b, Sheik can for example do Side B, and it will drop a bomb next to Link, next time he jabs he just picks up the bomb instead..
I want this to be patched out though, the sooner the better...
No. There's a limit, and that depends a lot on the character as well as a few other things. Some characters will get out only after a few if they are very floaty, while others will be stuck till they are at death percent and even beyond. All the percentage means is that there's nothing that a perfect opponent can do to escape if a perfect Link does a Jab cancel Jab at that percent. Any lower and a perfect opponent can act which in many cases will get them out but won't necessarily, i.e. they may DJ but it could probably be Jabbed and they wouldn't have time to airdodge, which would certainly push them up higher to get them out sooner, or in other character's cases they will simply be able to shield or Up-B invincibility through it at any lower percents, but yeah, it's complicated. So you will actually find that it may very well work for you below the percents specified. Not to mention that the rage effect could greatly affect the starting percents in the next stock, meaning you'd be able to start earlier presumably. It's early days. We still don't know what kill options are guaranteed, but I'm done with testing for now. I just want to play around with this some more.So once a character reaches the percent for the jab cancel to work, they won't be able to get out of it no matter the how high their percent?
As I just mentioned in the other thread, it would be a much more useful table to list either how many jabs Link can get in, or the upper limit of the damage range before the character can begin to escape. I think it's misleading to include Diddy and Rosalina, for instance, in the same table with no information that distinguishes how well it works against each of them (Rosalina can escape almost immediately while Diddy gets locked for at least 60 percent).No. There's a limit, and that depends a lot on the character as well as a few other things. Some characters will get out only after a few if they are very floaty, while others will be stuck till they are at death percent and even beyond.
Ouch. Looks like the heavies have found their worst matchup. =/What have we done?
The following list includes the new characters that it works on and the percent they have to be on such that they cannot DJ or airdodge or use any special move that would get them out before they get hit by the next Jab purely due to hitstun. Note that some of the more floaty characters will get out of this after like 5 hits naturally due to being hit up too high. As always, this is tested in training mode so there's no staling (which will only help to keep characters from getting hit too high) and Link is on the same percent and is performing the Jabs perfectly.
The only characters this tech does not work on beyond two hits are Jiggs and Samus (Samus begins to work from 71% but you can use Down-B to get out after the second hit).
-Mario: Works from 69%.
-Luigi: Works from 68%.
-Peach: Works from 66%.
-Bowser: Works from 0%
-Yoshi: Works from 93%.
-Rosalina: Works from 62%.
-Bowser Jr: Works from 65%.
-Wario: Works from 72%.
-DK: Works from 77%. (Up-B comes out but gets Jabbed)
-Diddy: Works from 40%
-GnW: Works from 61%. (Up-B doesn't come out in time)
-Mac: Works from 64%. (KO punch won't help. You'll just lose it if you use it.)
-Link: Works from 71%.
-Zelda: Works from 64%.
-Sheik: Works from 64%
-Ganon: Works from 5%
-Toon: Works from 67%.
-ZSS: Works from 47%
-Pit: Works from 68%.
-Palutena: Works from 11%
-Marth: Works from 86%. (Up-B will get you out until then)
-Ike: Works from 72%.
-Robin: Works from 68%.
-DHD: Works from 66%.
-Kirby: Works from 59%.
-DDD: Works from 76%.
-MK: Works from 28%
-Fox: Works from 62%
-Falco: Works from 62%
-Pikachu: Works from 62%.
-Charizard: Works from 2%
-Lucario: Works from 69%.
-Greninja: Works from 67%
-ROB: Works from 72%.
-Ness: Works from 67%.
-C Falcon: Works from 58%
-Villager: Works from 68%.
-Olimar: Works from 62%.
-WFT: Works from 68%.
-Shulk: Works from 70%.
-Dr Mario: Works from 69%.
-Dark Pit: Works from 68%.
-Lucina: Works from 86%. (Up-B will get you out until then)
-Pac-Man: Works from 68%.
-Mega Man: Works from 27%
-Sonic: Works from 68%. (Up-B doesn't help for some reason.)
-Gunner: Works from 70%.
-Sword: Works from 70%.
-Brawler: Works from 11%
I'm so sorry.