ScherzoGavotte
Smash Rookie
- Joined
- May 24, 2016
- Messages
- 18
TL;DR: Jab 1, Fair, F-Smash, Purple D-Smash, and Nair can all Jab Lock under the right conditions.
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Hey Captains. I've seen the question "Which moves can Olimar Jab Lock with?" multiple times with sometimes partial and/or incorrect information reported. Here I will settle this by creating a post that everyone can reference for this info. Please share it with those who are seeking the information! With that said, here's the summary of my findings:
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Jab 1
Enemy percent: 0%-999%
Conditions: Must be close to opponent
To pull off multiple Jab 1 locks in a row, I'd recommend walking as fast as possible without running before Jabbing. You can see in the gfycat above that Olimar slides just a bit if he walks prior to Jab 1. You can pull this off the traditional way (Walk --> Release Analogue Stick --> Neutral Attack) or you can have your C-stick set to Attack. With this configuration, you just need to Walk and then hit one of the diagonal angles on the C-stick (which causes a Neutral A to be performed instead of a directional attack). This takes practice, but I find it has a higher success rate as you do not need to let go of the analogue stick for this to work.
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Fair
Enemy percent: Pikmin color dependent
Conditions: Nothing extra
|Pikmin Color | Max Percent
_ | Red | 8%
_ |Yellow | 9%
_ |Blue | 9%
_ |White | 14%
_ |Purple | 4%
*These percents apply to Mario in Training Mode. You may extend the max percent range with Stale moves, or decrease it with Rage.
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F-Smash
Enemy Percent: Pikmin Color Dependent
Conditions: Distance/Hitbox Dependent
|Pikmin Color | Close Hitbox | Middle Hitbox | Far Hitbox
_ |Red | 0% | 1% | 12%
_ |Yellow | 0% | 1% | 12%
_ |Blue | 0% | 1% | 12%
_ |White | 0% | 7% | 17%
_ |Purple | 0% | 0% | 4%
*These percents apply to Mario in Training Mode. You may extend the max percent range with Stale moves, or decrease it with Rage.
If you didn't already know, F-Smash has 3 unique hitboxes depending on how far away your opponent is. The closest hitbox cannot generate a Jab-lock, but the middle and farthest ones can! Please note that Purple F-Smash far hitbox is quite hard to connect.
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D-Smash (Purple)
Enemy Percent: 0-999%
Conditions: Purple only, must connect with Far hitbox
D-Smash also has multiple hitboxes: Close and Far. Close Purple D-Smash cannot lock, but Far Purple D-Smash can. Note, just like F-Smash, it is REALLY hard to pull off this, and I was very lucky to have recorded pratfalls in an actual game. (Any move that causes Pratfall can cause Jab Lock, just to be clear).
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Nair
Enemy Percent: 0-999%
Conditions: Must connect with enemy underneath platforms after they miss a tech.
The gfycat here is from this larger post that explains the interaction and a potential set-up into it in more detail. Essentially, after an opponent misses a tech on a platform, you can SH-Nair with (likely) any of the Hits 1-4 of Nair to generate a Lock. If you get 4 or more hits though, you reset their stance. The 5th hit of Nair will knock them away from the platform, and so does not work in this set up.
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Thanks everyone! Please share this info with those who are asking this question. If any info you see here is incorrect, please let me know. I hope you guys can find some sick set-ups with these too (there are definitely more out there than I have elicited). As always, keep on plucking!
----------------------------------------------------------------------------------------------------------------------------------------------------------
Hey Captains. I've seen the question "Which moves can Olimar Jab Lock with?" multiple times with sometimes partial and/or incorrect information reported. Here I will settle this by creating a post that everyone can reference for this info. Please share it with those who are seeking the information! With that said, here's the summary of my findings:
----------------------------------------------------------------------------------------------------------------------------------------------------------
Jab 1
Enemy percent: 0%-999%
Conditions: Must be close to opponent
To pull off multiple Jab 1 locks in a row, I'd recommend walking as fast as possible without running before Jabbing. You can see in the gfycat above that Olimar slides just a bit if he walks prior to Jab 1. You can pull this off the traditional way (Walk --> Release Analogue Stick --> Neutral Attack) or you can have your C-stick set to Attack. With this configuration, you just need to Walk and then hit one of the diagonal angles on the C-stick (which causes a Neutral A to be performed instead of a directional attack). This takes practice, but I find it has a higher success rate as you do not need to let go of the analogue stick for this to work.
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Fair
Enemy percent: Pikmin color dependent
Conditions: Nothing extra
_ | Red | 8%
_ |Yellow | 9%
_ |Blue | 9%
_ |White | 14%
_ |Purple | 4%
*These percents apply to Mario in Training Mode. You may extend the max percent range with Stale moves, or decrease it with Rage.
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F-Smash
Enemy Percent: Pikmin Color Dependent
Conditions: Distance/Hitbox Dependent
_ |Red | 0% | 1% | 12%
_ |Yellow | 0% | 1% | 12%
_ |Blue | 0% | 1% | 12%
_ |White | 0% | 7% | 17%
_ |Purple | 0% | 0% | 4%
If you didn't already know, F-Smash has 3 unique hitboxes depending on how far away your opponent is. The closest hitbox cannot generate a Jab-lock, but the middle and farthest ones can! Please note that Purple F-Smash far hitbox is quite hard to connect.
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D-Smash (Purple)
Enemy Percent: 0-999%
Conditions: Purple only, must connect with Far hitbox
D-Smash also has multiple hitboxes: Close and Far. Close Purple D-Smash cannot lock, but Far Purple D-Smash can. Note, just like F-Smash, it is REALLY hard to pull off this, and I was very lucky to have recorded pratfalls in an actual game. (Any move that causes Pratfall can cause Jab Lock, just to be clear).
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Nair
Enemy Percent: 0-999%
Conditions: Must connect with enemy underneath platforms after they miss a tech.
The gfycat here is from this larger post that explains the interaction and a potential set-up into it in more detail. Essentially, after an opponent misses a tech on a platform, you can SH-Nair with (likely) any of the Hits 1-4 of Nair to generate a Lock. If you get 4 or more hits though, you reset their stance. The 5th hit of Nair will knock them away from the platform, and so does not work in this set up.
----------------------------------------------------------------------------------------------------------------------------------------------------------
Thanks everyone! Please share this info with those who are asking this question. If any info you see here is incorrect, please let me know. I hope you guys can find some sick set-ups with these too (there are definitely more out there than I have elicited). As always, keep on plucking!
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