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View Full Version : Possible locks?


chubb-o-wub
06-10-2009, 10:35 AM
I want someone to test this and prove that this can actually work.

I was playing with a friendly with some guy that mains ROB. Anyways, when I got him to 119%, I used Zair instead of Fair and he had to that forced get-up thing. So I did this to the end of FD and he got into killing range of moves that aren't Up Smash. I tried it on other characters, but the timing is insane.

I also did some weird Nair to Quickdraw lock on jigglypuff on FD. That started around 58%.

VietGeek
06-10-2009, 11:04 AM
Did you do zair to zair for the lock to happen? Zair...doesn't really force techs until...160% or some ridiculously dumb number. That sounds like bad DI but still could be useful.

1st hit nair has locking properties, and due to its angle, bad DI could knock them into the ground. Arrows like a good number of projectiles in this game causes a lock/forced get-up if it hits someone down on the ground. This has been known for a while but can't really be used consistently mostly because it relies a lot more on your opponent making a nasty mistake (DI-ing badly on attacks) rather than a guaranteed set-up.


However, say you fair someone on a platform and they slip and miss a tech, shooting an arrow at them then rushing in with a charged smash could be something to consider haha.
*shrug* ?

demonictoonlink
06-10-2009, 12:43 PM
I'm intrigued by the zair lock...

Sasuke the Sheik Main
06-10-2009, 12:45 PM
However, say you fair someone on a platform and they slip and miss a tech, shooting an arrow at them then rushing in with a charged smash could be something to consider haha.
*shrug* ?

>_>

For some reason, I always SH Dair when that happens.
I think its because it looks funny.

chubb-o-wub
06-10-2009, 02:21 PM
Did you do zair to zair for the lock to happen? Zair...doesn't really force techs until...160% or some ridiculously dumb number. That sounds like bad DI but still could be useful.

1st hit nair has locking properties, and due to its angle, bad DI could knock them into the ground. Arrows like a good number of projectiles in this game causes a lock/forced get-up if it hits someone down on the ground. This has been known for a while but can't really be used consistently mostly because it relies a lot more on your opponent making a nasty mistake (DI-ing badly on attacks) rather than a guaranteed set-up.


However, say you fair someone on a platform and they slip and miss a tech, shooting an arrow at them then rushing in with a charged smash could be something to consider haha.
*shrug* ?

Yeah, I did one SH Zair from one end of FD to the other end. That started at 118 or 120, and it added about 25% when I reached that end.

Fox Is Openly Deceptive
06-10-2009, 08:56 PM
Have you tried fastfalling the SH Zair to make it quicker/possibly easier?

Sounds cool though. I'll look into it.

Edit: Just checked it out. Fast falling a SH Zair isn't happening. I could see what you were talking about though. I'd have to test it more before I made any presumptions. Looks good though.

Mothim
06-11-2009, 06:55 PM
Why haven't we looked into locks involving jab cancels?[

Good idea imho

Hyro
06-11-2009, 07:04 PM
http://www.youtube.com/watch?v=sTwGhW6NIIw&feature=channel_page

1:59 is our arrow lock.

Toon Link's jab doesn't make em bounce so we can't jab lock.

I have no clue about zair locking. That'd be nice though.