Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
you can only do it 3 times in a row before they automatically get up, so isn't it just the same as jab reset in that case?Jab Lock is continuing this process by jabbing them in rhythm to keep them in the state over and over. Because you're not locking them with multiple jabs, but rather forcing them to get up once, it's only a reset.
I don'tthink you have to commit to the bair. The timing is tight but you can do it on reaction. Its not like you can't just tech chase them either too. Its a useful setup.At high level I don't see this being very useful because it relies on getting your opponent into a tumble state below about 25% (beyond that sourspot BAir stops jab locking). The only move that can efficiently do that for Roy is FThrow which the opponent can just tech and if you want to get the jab reset you have to commit to approaching with the BAir. If they tech you get punished and at high level they will tech 99% of the time.
This is important to note. But, if they DI away most characters can't throw somethign out. So you can get them on the mixup if they think you're gonna dthrow and DI away. Also, if they don't have a disjoint or if it's smaller than Roy's, you can fair them out of their attack.They don't even have to tech it. Been messing around with it and a lot of characters can nair or jump away. They aren't guaranteed to hit the ground.
Can confirm. Sheik can't act out of Dthrow before hitting the ground until around twenty percent, unless she's DI'ing up. Both neutral DI and DI'ing away benefit us, so conditioning with dthrow will be good for us, especially since the animations look similar and could confuse the opponent.This is important to note. But, if they DI away most characters can't throw somethign out. So you can get them on the mixup if they think you're gonna dthrow and DI away. Also, if they don't have a disjoint or if it's smaller than Roy's, you can fair them out of their attack.
That was the missing key. Thanks for the heads up. Pretty potent 50/50 there.You guys also have to remember that fthrow into DED and Nair/Fair are true combos at low %s. Which can mix up people's tech timings. So use those as well to get people into this situation easier. Just think of it like a melee tech chase and mess with the opponents timing. Even at high level play people can flub up.