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Ness' Jab Lock

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
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Bowie, MD
NNID
Mikman360
Well, I was looking through the advanced tactics section one day and I found Jab Locking, a tactic available to Ness. I was planning on telling you guys one day but I forgot. It doesn't seem extremely well known.

Here's the thread
http://smashboards.com/showthread.php?t=161938&highlight=lock

Here's the vid
http://www.youtube.com/watch?v=wIP7QY0anuw

This is a true combo, which is very rare in Brawl. It can go until you choose to end it, until you mes up, until the end of the stage, or until pretty high percents like 130+, and that's for average people. After that, they fly out of range of your jab.

Up against a wall, its almost an infinite!:bee:
Ness has an infinite! Wall stage counterpick FTW.
It stops in the REALLY high percents cuz your jabs start to have major knockback. By the, just do something to knock them away.

To do it, you must catch an opponent with a jab right as they hit the floor. This will cause them to experience another hard landing animation. Jab again and repeat.

The tricky part is jabbing, walking forward a bit to make sure you dont do a double jab, then jabbing again. It's also hard to setup since people dont often land action cancelled.

If you try this, be sure to end it before you reach the end of the stage since they will fall off with a weak finish. The following moves can be used to finish it without letting the opponent have time to escape.

The rest of the jab combo: Easiest to do
Ftilt: Easy and effective since it has a good amount of knockback and gets people off the stage.
Dtilt: Okay option. Builds up extra damage and could push the opponent off. They usually mash buttons so they may screw up their recovery when they are pushed off.
Dash attack: Not always the best option, but easy. It usually sourspots and just pushes people.
Shuffled fair: Hard, but useful since it does good damage.
Shuffled nair: Useful with good knockback and quick startup
Dashed usmash: Useful in the middle of the stage to pop opponents up

Remember to follow it up FAST. If you dont, they will escape since people naturally mash buttons and jitter the stick when they're boeing comboed.

Also, the ftilt works in combination with this well. I posted this in the Combo thread.

Also, if you ever get an opponent on the floor again (like with the spike as said above) Ness' ftilt can sorta jab lock at VERY low percents. Ftilt a grounded opponent and you can continue the jab lock like normal, or follow it up with whatever you want. Its cool landing 2 ftilts in a row sometimes

Now, the hardest part is setting it up right? How will you get someone to land hard and action cancel?

A full dash momentum nair on the ground works great.
A low spike to the floor is also good.
And a cool trick on Wolf only (maybe others, but I only found Wolf)-Hit with your Dsmash uncharged and he goes in front of you with little knockback. Perfect range or a jab lock.

Just letting you guys know. Have fun.

EDIT: BRAND SPANKING NEW GOOD NEWS!!!
Turns out, Ness has a jab lock alternative! And its not pointless, but in fact, very useful to this.

It turns out Ness can use his dtilt to jab lock also. Its difficult to walk, crouch, then dtilt in the small time frame you have before the opponent gets up, but it works great.

I'll get back on that in a bit. The reason I was the first to discover this is because you cannot always do it. Only at high percents (100 on Bowser). Once they hit that damage point, they will recieve knockback from the dtilt like it was a jab.

Back to why it was useful. Notice how the regular jab lock only works until a certain percent because the opponent escapes your jab range? Well, once they DO get up there, switch to a dtilt! Luckily for us, the window of damage for the jab seems to end right where the dtilt starts. So you can keep going after 130% if you use dtilts!

You know what else is great about this? You can do about 3 until you need to get up and walk again to get back in range. This also means you dont have to walk in between evey attack! One more great thing. The timing between hits is VERY easy. You can just mash A like you would if you were just dtilting any other time and you will keep up the lock. Just remember to move back into range once they get too far (this is the hardest part.)

Im not sure how high it can go, but its pretty high. Also on walls, it extends the semi-infinite even more $_$

One more thing. It just occurred to me, this can be used on walk off stages as well. It can lock the enemy all the way to the edge and you can finish with an ftilt (nair, fair, and dash attack also would work, but I reccommend the ftilt).
Walk off stages counterpick FTW also!!!

Another way of setting it up, or at least, I dug deeper into the Wolf starting method. Any character that falls fast can be setup like this. Sonic and Wolf are the easiest. In order for this to work on Fox, Falco, and Captain Falcon (works kinda on Shiek but they'd have to be really stupid to not do anything to stop them from hitting the ground), you must charge the yo-yo up a slight bit to make sure you dont hit them with the sweetspot. See who else can be set up like this for me.
 

J Tangle

Smash Cadet
Joined
Mar 14, 2007
Messages
41
NNID
JTangle
Thats quite interesting, but it's way to situational to use consecutively in battle. I may still try it though since I know a wolf main and I tend to surprise him a lot with the Dsmash.
 

NESSBOUNDER

Smash Master
Joined
Dec 19, 2002
Messages
3,167
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somewhere sunny
I was playing around with footstool jumps to try and get an effective way of doing this every time. Unfortunately, Ness doesn't have any way to do that. :/

The only characters who can force you into a jab lock are the Ice Climbers.
 

Earthbound360

Smash Hero
Joined
Jul 3, 2006
Messages
5,725
Location
Bowie, MD
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Mikman360
I was playing around with footstool jumps to try and get an effective way of doing this every time. Unfortunately, Ness doesn't have any way to do that. :/

The only characters who can force you into a jab lock are the Ice Climbers.
Well, too bad they cant even do it.

New edited stuff guys, and its really good news, check it out!
 
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