Lock

:"Lock" redirects here. For the Italian smasher, see Smasher:Lock.
A lock is a technique in Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate where a character can use low knockback attacks to combo an opponent on the floor that is "prone"; aka "lying down". An animation of the victim briefly bouncing off the ground signifies a lock. Some moves that lock are fast enough to be repeated, while others cannot be repeated fast enough to keep the opponent in the locked position, or have knockback scaling that causes the opponent to be launched at higher percents. Some moves will move a character across the stage farther than others, causing less damage buildup overall.
The was first introduced in Super Smash Bros. Melee, and was then incorporated into the locking mechanic as the only wake-up option that can be used afterwards, allowing for a punish as the opponent stands up. The character will stand up in an identical animation of a standard neutral get-up, with intangibility frames at the beginning.
Trying to perform a lock in Melee merely results in a reset, which the opponent can avoid altogether with ASDI. In Brawl, a reset can occur only after locking has ceased, which can result in zero-to-death combos. In Smash 4, it functions in the same way, but locking can now only be performed a maximum of three times before an automatic reset occurshttps://twitter.com/EvenMatchup/status/509543588137402370 (except in rare circumstances, see below). In Ultimate, this has been reduced to two times before an automatic reset; additionally, the reset no longer forces the opponent to use a neutral get-up (effectively resulting in a tech-chase). This can be considered a blend of the former locking and reset mechanics, respectively.
In Melee, resets can only occur if the move does 7 damage or less and has low enough knockback to where the defender lands back on the ground after 13 frames (This is why SDI and ASDI aides in preventing resets). If the defender is hit with a move that does ≤7 damage with sufficient vertical knockback, they will become completely actionable after 13 frames while still suffering from knockback, thereby seemingly floating in the air, the state of which is referred to as spooky stun. If the defender lands on the ground before the end of those 13 frames but is still in hitstun they will enter the DownWait state before being forced into DownStand. This can be called a half reset. During DownWait the defender is able to input a roll in either direction or a get-up attack for a short amount of time; however, it's worth noting that these options can be buffered with the control stick during the landing animation,The Strangest State in SSBM by Hax$ allowing the defender to skip DownWait and making performing them trivial. If the defender's hitstun wears off before the end of the 13 frames then they will be forced directly into DownStand without any oppertunity to roll or get-up attack, guaranteeing a punish from the attacker. This can be called a full reset. Magus420 Smashboards Post - March 20, 2010 It should be noted that the weight and percent of the defender can all affect whether a move will half reset or full reset and when. Most notably Fox's jab will only full reset at lower percents otherwise it will deal too much knockback and, thus, too much hitstun, resulting in a half reset. On the other hand moves like Falco's laser and Peach's jab will always full reset on most characters and Fox's drill and shine will always half reset due to their fixed knockback always forcing the same amount of hitstun frames.
Percentages, weight, and angles are the most noteworthy properties in determining if a move will successfully lock or reset. Some moves only do so in very specific circumstances, while others almost always do. The listings below do not take any of these parameters into account, and only extremely character-specific or unwieldy locks are not to be listed. In every Smash game, including Smash 64, an instant getup with a grounded flinch will occur in any low-knockback situation a lock or reset cannot.
==How to perform==
Starting a lock or reset is often the most difficult part, as many skilled players will tech or DI away before hitting the ground, and will also get up as soon as possible to avoid it. Surprise or fast attacks causing a character to fall quickly on the ground can work, as well as taking advantage of various situations in which a tech cannot be performed. For example, in Brawl and SSB4, footstooling an airborne opponent will prevent them from being able to tech in any way while in tumble, though the upward momentum can cause the footstooler to be unable to follow up with a lock depending on their character. Learning to perform a shorthop footstool aides in this. For some characters, it is possible to fast fall an aerial with lock properties to cause a single bounce, then follow up with a jab lock or reset.
==Types of locks==
===Jab lock===
The most common type of lock is the jab lock, which can be performed by multiple characters. As the name states, it is done by hitting a fallen character with a jab, stepping forward, and hitting them again. The locked player can be moved to the end of the stage in Brawl, where the active player generally hits them with a charged smash attack as they stand up. Generally, it is done with only the first hit of the jab, but some characters can do it with the second hit as well. If one attacks too soon after each bounce, or use a move without lock properties, the character will snap to a standing position. Some jabs will only lock with certain hitboxes. An example of this is with , where he cannot jab lock with the first hit of his jab if he hits them with the front of his fist, so he must be close to his opponent when he jab locks them. In SSB4, the jab lock only works up to three times. In Ultimate, a jab lock only works up to two times, although a change from previous games is that almost every character in the game is capable of jab locking except for characters with unique jabs such as and .
===Aerial move locks===
Another common move that can lock are aerials, especially the weak hits of sex kicks. Because of the minimal endlag of the type of kick, these are easily followed up with strong moves.
===Projectile lock===
A commonly used lock is Falco's laser lock, which, unlike other locks, has enough range to hit and lock characters on level ground with Falco regardless of distance (assuming tournament legal maps). Larger stages like Bridge of Eldin can cause a character to move far enough away that Falco's lasers cannot reach them. There are many follow up options that Falco can use, such as his BDACUS. The easiest and most effective way to set up a Laser Lock is to land a down throw or grounded down aerial and immediately buffer the first hit of Falco's jab. Falco cannot always follow up with a KO move because of distance, reducing the effectiveness of the laser lock to damage building only. It should also be noted that the laser lock only works at percentages equal to or exceeding 80% as Falco's moves will not cause a tumbling animation until said percentage.
Not all characters can be laser locked, due to the height of their character model while lying down. For other characters, it is dependent on which way they fall, since the height of the hitbox can change if they fall on their face or on their back.
Kirby using Falco's lasers will shoot them lower, allowing him to lock more characters than Falco can.
In Ultimate, Falco's lasers do not travel as far as they do in Brawl, and he can only lock opponents twice with them before they reset due to the altered locking mechanics.
===Burial lock===
Most moves with a burial effect are able to lock an opponent indefinitely past the three hit limit in Smash 4 (one notable example being 's down smash), giving the possibility of 0-death combos in team battles. It is important to note, however, that a lock cannot be started using a burying move, as the opponent will reset before the lock is able to be continued. Burial moves cannot lock opponents in Brawl.
===Throw lock===
Many throws have a hitbox that collaterally damages nearby opponents. With proper positioning and timing, some of these throws are able to lock other opponents.
===Other grounded move locks===
Various special moves, tilts, and even weak parts of smash attacks can lock or reset opponents.
==List of locking attacks==
===In Brawl===
Character	Move(s) 	Notes
 	Down tilt 	The first hit only works at extremely low percents. The second hit works for slightly longer.
 	Neutral aerial	
 	Neutral attack	Only the front hitbox of the first hit. Works regardless of percent.
 	Neutral aerial	
 	Back aerial 	Sourspot of the second hit.
 	Neutral attack	Only certain hitboxes of the first hit and does not work at higher percents
 	Forward tilt 	
 	Down tilt 	
 	Neutral aerial	
 	Back aerial 	
 	Giant Punch 	Requires to be uncharged to lock.
 	Neutral attack	Only locks at a certain part of the first hit's hitbox behind him making it extremely difficult to connect. Works regardless of percent.
 	Forward tilt 	
 	Forward aerial	
 	Peanut Popgun 	
 	Neutral aerial	
 	Forward tilt 	
 	Forward smash 	
 	Up smash 	Late hit.
 	Back aerial 	Sourspot only.
 	Neutral attack	Only the sweetspot, works at extremely low percents and it cannot lock smaller characters due to jab's high hitbox.
 	Ice Shot 	It is capable of locking infinitely if the Ice Climbers are desynched properly.
 	Neutral attack	Both hits can lock. Is not effective at very high damage.
 	Forward tilt 	
 	Forward smash 	
 	Down smash 	
 	Neutral aerial	
 	Forward aerial	Late hit.
 	Back aerial 	
 	Neutral attack	Only the first hit locks. Works regardless of damage.
 	Neutral attack	Does not work at very low percents or percents far beyond Sudden Death percents and only the first hit locks.
 	Down tilt 	
 	Neutral aerial	
 	Forward tilt 	
 	Back aerial 	
 	Inhale 	Any copy ability that can lock (except for Hero's Bow).
 	Neutral attack	Only the first hit locks. Does not work at very high damage.
 	Down tilt 	
 	Forward tilt 	Angled down, can lock indefinitely
 	Neutral attack	Only the front hitbox of the first hit locks and all three hits can lock at low percents. The first and second hits lock regardless of percent.
 	Forward tilt 	
 	Forward aerial	Only sourspot works.
 	Back aerial 	
 	Neutral aerial	
 	Fireball 	
 	Neutral attack	Only a specific part of the hitbox and both hits can lock. Does not work at very high percents.
 	Neutral attack	Works best against a wall. Only stops working at percents far above 300%.
 	Forward tilt 	Certain hitboxes of the first hit.
 	Down tilt 	
 	Neutral aerial	
 	Neutral attack	Only the first hit locks. Does not work at very high percents.
 	Forward tilt 	
 	Neutral aerial	
 	Forward aerial	
 	Back aerial 	
 	Down tilt 	Locks against a vertical wall only.
 	Neutral attack	The second hit only works at very low percents. The first hit works regardless of percent.
 	Neutral attack	Only the second hit.
 	Dash attack 	Only the first hit.
 	Neutral aerial	
 	Back aerial 	
 	Up aerial 	Certain hitboxes.
 	Neutral attack	Does not work at low percents.
 	Down tilt 	
 	Neutral aerial	
 	Forward tilt 	
 	Down aerial 	
 	Thunder Jolt 	
 	Quick Attack 	Can be repeated with Quick Attack Cancel, known as QAC lock.
 	Neutral attack	Only the front hitbox of the first hit. Does not work at very high percents.
 	Forward tilt 	
 	Forward aerial	
 	Down tilt 	Effective against a vertical wall only.
 	Neutral attack	The second hit only works at very low percents. The first hit stops working at higher percents.
 	Back aerial 	
 	Neutral aerial	
 	Needle Storm 	
 	Chain 	
 	Neutral attack	Only certain hitboxes and the first and second hits can lock regardless of percent.
 	Neutral attack	Both the first and second hits can lock regardless of percent.
 	Neutral attack	Both the first and second hits can lock regardless of percent.
 	Forward tilt 	
 	Forward smash 	
 	Neutral aerial	
 	Back aerial 	
 	Down tilt 	
 	Neutral aerial	
 	Back aerial 	
 	neutral attack	Only the second hit can lock and it stops locking at higher percents.
 	Neutral aerial	
 	Forward aerial	Only the sourspot is capable of locking.
 	Neutral attack	The first two hits work regardless of percent but the third hit only works at lower percents. Only works on larger characters due to jab's high hitbox.
 	Dash attack 	
 	Forward tilt 	
 	Forward aerial	First hit.
 	Down aerial 	Aerial hit.
 	Paralyser 	
===In SSB4===
Jab Locks are still possible in SSB4. However, in most cases, the opponent can only be hit three times before being freed. Moves that bury opponents are exceptions to this rule as most of them can lock infinitely. Moves that "lock" must hit the opponent within 25 frames of hitting the ground. 
Character	Move(s) 	Notes
 	Down smash 	First hit
 	Back aerial 	
 	Bullet Climax 	
 	Down tilt 	
 	Forward smash 	Sourspot
 	Down aerial 	
 	Up throw 	
 	Down throw 	
 	Whirling Fortress	Excluding the last hit
 	Neutral attack 	
 	Forward tilt 	
 	Neutral aerial 	Sourspot
 	Back aerial 	Sourspot
 	Down aerial 	Hits 2-6
 	Forward throw 	
 	Down throw 	
 	Forward tilt 	
 	Down smash 	Second hit
 	Forward aerial 	Sourspot
 	Back aerial 	Sourspot
 	Down aerial 	
 	Falcon Punch 	
 	Neutral attack 	
 	Up smash 	Back of the first hit
 	Neutral aerial 	Sourspot
 	Down aerial 	Sweetspot
 	Forward tilt 	
 	Back aerial 	
 	Cross Slash 	Top part
 	Neutral attack 	Rapid jab back hitbox
 	Pummel 	
 	Forward tilt 	
 	Forward aerial 	Last hit
 	Up aerial 	Hits 1-4
 	Down aerial 	Meteor hitbox
 	Forward throw 	
 	Up throw 	
 	Forward tilt 	
 	Forward aerial 	
 	Back aerial 	
 	Down aerial 	
 	Neutral attack 	
 	Forward tilt 	
 	Down tilt 	
 	Neutral aerial 	Late hit
 	Back aerial 	
 	Giant Punch 	Up to five swings
 	Headbutt 	
 	Spinning Kong 	Grounded, hits 3-6
 	Hand Slap 	Aerial, second hit
 	Neutral attack 	Hit 3
 	Forward tilt 	
 	Neutral aerial 	
 	Forward aerial 	
 	Megavitamins 	
 	Neutral attack 	Rapid jap sourspot
 	Forward tilt 	
 	Neutral aerial 	
 	Down aerial 	First hit, sourspot
 	Forward tilt 	
 	Up tilt 	Tip of the back hitbox, first hit
 	Forward smash 	Sourspot
 	Forward aerial 	First three hits
 	Back aerial 	
 	Down aerial 	Sourspot
 	Blaster 	
 	Fire Bird 	
 	Reflector 	
 	Forward tilt 	
 	Forward smash 	
 	Neutral aerial 	
 	Down aerial 	All but the last hit.
 	Neutral attack 	
 	Forward aerial 	
 	Up aerial 	Only sourspot.
 	Down aerial 	
 	Neutral aerial 	Second hit
 	Forward tilt 	
 	Back aerial 	All but the last hit.
 	Down aerial 	
 	Forward tilt 	
 	Down aerial 	
 	Forward throw 	
 	Back throw 	
 	Up throw 	
 	Down throw 	
 	Dash attack 	
 	Forward tilt 	
 	Forward smash 	
 	Down smash 	
 	Neutral aerial 	Sweetspot only.
 	Forward aerial 	
 	Down aerial 	All but the last hit.
 	Neutral attack 	
 	Forward tilt 	Tip of the hammer, all but the last hit.
 	Forward aerial 	
 	Down aerial 	
 	Forward throw 	
 	Back throw 	
 	Gordo Throw 	Without the Gordo.
 	Super Dedede Jump	
 	Forward tilt 	
 	Down tilt 	
 	Back aerial 	
 	Down aerial 	Last hit
 	Down throw 	
 	Inhale 	Any copy ability that can lock (except for Hero's Bow).
 	Stone 	If aerial, must be sourspotted.
 	Neutral attack 	
 	Neutral aerial 	
 	Hero's Bow 	
 	Spin Attack 	Grounded, only last hitbox.
 	Down Aerial 	
 	Neutral aerial 	
 	Back aerial 	
 	Aura Sphere 	
 	Forward tilt 	
 	Down tilt 	Sourspot
 	Down smash 	Excluding the first hit
 	Neutral aerial 	Hits 1-4, only while rising through a platform
 	Forward aerial 	Sourspot
 	Back aerial 	
 	Down aerial 	For hits 1-3, sourspot and only while rising through a platform. For hit 4, sweetspot.
 	Down aerial 	Meteor hitbox
 	Dolphin Slash 	Sourspot
 	Forward tilt 	
 	Down tilt 	
 	Forward aerial 	
 	Back aerial 	
 	Down aerial 	
 	Back throw 	
 	Fireball 	
 	Green Missile 	
 	Neutral attack 	
 	Forward tilt 	
 	Neutral aerial 	
 	Forward aerial 	
 	Back aerial 	
 	Down aerial 	Landing hit
 	Fireball 	
 	Dash attack 	Untippered
 	Forward Tilt 	Untippered
 	Forward aerial 	Untippered
 	Down aerial 	Meteor hitbox
 	Shield Breaker 	Sourspot
 	Dolphin Slash 	
 	Neutral attack 	
 	Forward tilt 	
 	Forward smash 	
 	Neutral aerial 	Late hit
 	Forward aerial 	Late hit
 	Back aerial 	First hit
 	Down aerial 	
 	Leaf Shield 	
 	Forward tilt 	
 	Up smash 	Directly beneath the opponent, excluding the final hit
 	Back aerial 	
 	Shadow Ball 	
 	Down tilt 	
 	Forward aerial 	First two hits
 	Down throw 	
 	Drill Rush 	
 	Forward tilt 	
 	Neutral aerial 	
 	Back aerial 	
 	Head-On Assault 	
 	Forward tilt 	
 	Up smash 	Multi-hit from below
 	Back aerial 	
 	Down aerial 	Sourspot
 	Back throw 	
 	Charge Blast 	
 	Gunner Missile 	
 	Forward tilt 	
 	Back aerial 	
 	Down aerial 	Excluding last hit
 	Down throw 	
 	Neutral attack 	
 	Dash attack 	First hit
 	Forward tilt 	
 	Neutral aerial 	
 	Back aerial 	
 	Down aerial 	
 	Down throw 	
 	PK Thunder 	Tail hitbox
 	Neutral attack 	
 	Neutral aerial 	Top of the first hit
 	Forward aerial 	
 	Neutral attack 	
 	Forward tilt 	
 	Forward smash 	Late hit
 	Neutral aerial 	
 	Forward aerial 	
 	Back aerial 	
 	Pummel 	
 	Down throw 	
 	Bonus Fruit 	Bell, dropped
 	Back aerial 	
 	Autoreticle 	
 	Neutral attack 	Second hit
 	Neutral aerial 	
 	Back aerial 	
 	Down throw 	
 	Vegetable 	Mr. Saturn
 	Neutral attack 	
 	Forward tilt 	
 	Down tilt 	
 	Neutral aerial 	Sweetspot
 	Forward aerial 	Top hitbox
 	Down aerial 	
 	Thunder Jolt 	
 	Skull Bash 	
 	Forward aerial 	Last hit
 	Up aerial 	Hits 1-4
 	Down aerial 	Meteor hitbox
 	Forward throw 	
 	Up throw 	
 	Forward tilt 	
 	Down tilt 	
 	Forward aerial 	
 	Up aerial 	First 4 hits
 	Down aerial 	Sourspot
 	Arm Rotor 	
 	Levin Sword 	Thrown
 	All tomes 	
 	Thunder 	First stage
 	Elwind 	First hit, meteor hitbox
 	Forward tilt 	No Luma
 	Neutral aerial 	No Luma
 	Back aerial 	Sourspot
 	Down aerial 	No Luma
 	Forward tilt 	Sourspot
 	Forward smash 	Sourspot
 	Down smash 	Sourspot
 	Back aerial 	
 	Neutral aerial 	
 	Back aerial 	
 	Pummel 	
 	Hadoken 	Standard or input
 	Neutral attack 	
 	Forward tilt 	
 	Up tilt 	
 	Forward smash 	Sourspot
 	Forward aerial 	Top of the first hit
 	Up aerial 	Tip of the first hit
 	Back aerial 	Sourspot
 	Down aerial 	
 	Homing Missile 	
 	Bomb 	
 	Dash attack 	Late
 	Up tilt 	First hit
 	Neutral aerial 	
 	Back aerial 	
 	Down aerial 	
 	Bouncing Fish 	
 	Neutral attack 	
 	Dash attack 	First three hits
 	Down tilt 	
 	Forward aerial 	Excluding the last hit
 	Spring Jump 	Projectile
 	Forward tilt 	Sourspot if not in Buster
 	Forward aerial 	Buster
 	Back aerial 	Sourspot if not in Buster
 	Down aerial 	Buster, second hit
 	Forward throw 	
 	Back throw 	
 	Up throw 	
 	Down throw 	
 	Back Slash 	
 	Forward tilt 	
 	Down tilt 	
 	Neutral aerial 	
 	Down aerial 	
 	Hero's Bow 	
 	Spin Attack 	Grounded, excluding the last hit
 	Forward tilt 	
 	Down smash 	
 	Neutral aerial 	
 	Forward aerial 	Sourspot
 	Back aerial 	Sourspot
 	Down aerial 	3 turnips
 	Dash attack 	Late
 	Forward tilt 	
 	Forward aerial 	
 	Back aerial 	
 	Down throw 	
 	Wario Bike 	Thrown
 	Neutral attack 	Hit 3
 	Forward aerial 	Meteor hitbox
 	Back aerial 	
 	Header 	Meteor hitbox
 	Super Hoop 	
 	Neutral aerial 	Sourspot
 	Forward aerial 	
 	Down aerial 	Excluding the last hit
 	Neutral attack 	First and third hit
 	Forward aerial 	Sourspot
 	Back aerial 	Sourspot
 	Down aerial 	
 	Phantom Slash 	Stages one and two
 	Forward tilt 	
 	Down throw 	
 	Paralyzer 	
==Videos==
*Jab Lock Tutorial SSB4 (My Smash Corner)
*Every Character's Jablock Showcase
*The jab lock
*Falco's laser lock
*Demonstration of several characters performing locks
*Peach's floating aerial locks
*Jiggylpuff's double jab lock, with footstool setup
*Marth's jab lock
*Lucas's down tilt lock
*Pikachu's QAC lock followed with a jab lock
*Pikachu Jab Lock set-ups in Smash 4, courtesy of ESAM
*Falcon punch lock in Smash 4 on Bowser
==Gallery==
DownBoundU_Falco.gif|Falco's first animation during which he can be jab reset. Known internally as DownBound.
DownWaitU_Falco.png|Falco's second animation during which he can be jab reset. Known internally as DownWait.
DownStandU_Falco.gif|Falco's neutral get-up animation that is forced in a jab reset. Known internally as Downstand.
DownDamageU_Falco_jab_on_Falco_SDI_up_to_shine.gif|Using SDI and ASDI upwards to escape a jab reset. This looks notably similar to locking.
==References==
Category:Techniques (SSBM)
Category:Techniques (SSBB)
Category:Techniques (SSB4)
Category:Techniques (SSBU)
Category:Advanced techniques