Neb
Smash Lord
Good, G&W isn't on the list, .
Nice lock though.
Nice lock though.
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It's JeepySol, but I need to add you for you to be able to see me.I'm going to be home today Jeepy. I'll help you test. What's your AIM?
Check again Panda, i fixed the combo for specific characters, you can no longer roll out of the way of the fast falled N-air.Make sure this is real. Kirby's FSJ -> Jab lock combo is easily escapable 100% of the time. Before his fast-falled Nair, the footstooled opponent can simply roll out of the way of the hit. Jigglypuff's is closer to the ground, so it may actually work, but ya'll should probably double check that this isn't escapable before you spend time practicing with it.
Cool. I'll add you.k mines mellamogeden
That'd be great! It looks like you have some experience with this sort of thing. : )Good luck and i may help test it if u want.
Thanks for testing!I only tested this for a hour with a friend (I wouldn't of sat there for that long with the sole intent of "get up or roll as soon as you get FSJ'd") against Snake. DI doesn't make a difference against a rising pound that hits late, and we didn't test with utilt until the end (So we didn't get around to the different DI with it). You can start the pound almost aimed at his head (a little lower) and the vertical peak of the rising pound will hit at the very end of the animation still. It's a pretty easy deal after that, he never gets out of footstool range and the FF-Sourspotted Nair is pretty easy to get down.
Here's my question though.
In the OP and the Video, it suggests to use Jab Jab. But it seems like whomever you're jab locking goes less distance with just the single Jab. I think Jab Jab twice would be good to start out the Jab Lock (since it's pretty much guaranteed to be fresh/not decayed) , then switching to a single Jab only for the rest of the duration. On top of that, you'll refresh the move queue more with the single jabs, since there's barely any knockback/distance traveled with it (atleast half of the Jab Jab's knockback/distance).
Is there a specific reason for it being pure Jab Jab, instead of switching it up from 2x Jab Jab to Single Jabs?
Yeah, the reason I called it double jab lock was just to distinguish it from other jab locks. The single jab lock works fine too though.I only tested this for a hour with a friend (I wouldn't of sat there for that long with the sole intent of "get up or roll as soon as you get FSJ'd") against Snake. DI doesn't make a difference against a rising pound that hits late, and we didn't test with utilt until the end (So we didn't get around to the different DI with it). You can start the pound almost aimed at his head (a little lower) and the vertical peak of the rising pound will hit at the very end of the animation still. It's a pretty easy deal after that, he never gets out of footstool range and the FF-Sourspotted Nair is pretty easy to get down.
Here's my question though.
In the OP and the Video, it suggests to use Jab Jab. But it seems like whomever you're jab locking goes less distance with just the single Jab. I think Jab Jab twice would be good to start out the Jab Lock (since it's pretty much guaranteed to be fresh/not decayed) , then switching to a single Jab only for the rest of the duration. On top of that, you'll refresh the move queue more with the single jabs, since there's barely any knockback/distance traveled with it (atleast half of the Jab Jab's knockback/distance).
Is there a specific reason for it being pure Jab Jab, instead of switching it up from 2x Jab Jab to Single Jabs?
Ahhh, that was actually kind of obvious, surprised I didn't catch on xD. Good to know now though.Yeah, the reason I called it double jab lock was just to distinguish it from other jab locks. The single jab lock works fine too though.
Not that you were doing it wrong, but you were doing it wrong? I've only tested Snake myself, but I'm sure it works on him (which is good news). Make sure it's the last frames of a rising pound that connect, they're in hitstun long enough that they can't airdodge before the footstool. Maybe it doesn't work on other characters (), but snake is a definite.Alright, i tested this for a little bit and bad news Jigglypuffs. It turns out it's pretty much just like the kirby jab lock combo but maybe a little worse. I'm 90% positive the set up INTO footstool is easily escapable. Theres too much post lag after Pound to jump before they can, (dang hitstun). BUT.... if you do footstool them the combo will work on specific characters. I only tested the few that it worked with kirby on and 1 or 2 others. So far i know that if you footstool them, this combo will work on Samus, Game and Watch and ROB. Kirby's could also work on kirby, but i couldn't get Jiggly's to.
It works on Samus cuz she bounces higher then other players, it works on ROB because you can footstool him so short with a short-hopped footstool, and i think it works on G&W because he has a little bit of a wierder animation then the others.
Feel free to test all the other characters, im just too lazy.
You can only put someone to sleep when they're standing up or doing a ground move. You can't put them to sleep if they're airborne at all, or if they're already on the ground.Can sleep put opponents to sleep when they r in hit sutn b/c if that is the case u could use sleep immediately after Footstool
Your sig is impressive to say the least.Can sleep put opponents to sleep when they r in hit sutn b/c if that is the case u could use sleep immediately after Footstool
After the lock is started up, I go from Jab Jab 2x to just a single Jab. They go less distance with the single jab, so it doesn't require as much movement. As far as walking, I dunno. I practiced that pivot sliding AT for awhile for Sheik (which turned out pretty useless for her), but I guess the walk -> Jab isn't hard because of that reason.Is anyone else having trouble with simply steping foward? I can do the combo fine up until then. Thats right, I can do all the complicated stuff, just not walking, lol. I've even been able to do it with the fair (and it is faster). So, what do you guys suggest for stepping forward, I either walk too little, or break into a run. How are you pressing the control stick for one step?
Ya, that sounds like a more practical idea to do the one jab. I'll try it either way. Wait, what is Pivot sliding?After the lock is started up, I go from Jab Jab 2x to just a single Jab. They go less distance with the single jab, so it doesn't require as much movement. As far as walking, I dunno. I practiced that pivot sliding AT for awhile for Sheik (which turned out pretty useless for her), but I guess the walk -> Jab isn't hard because of that reason.
Try practicing that I guess?
Alright, thanks. That sounds like it will work. I was having trouble walking too slow.tilt ur control stick about halfway every time u need to walk but tilt it quick so u break into the walk animation very quickly
It's where, you walk while pivoting back and forward to gain momentum quickly. Some characters it works really well with (Link especially). I thought maybe it'd be good with Sheik. Turned out she didn't keep any momentum in her attacks (like, a tiny-tiny bit, not worth the trouble overall).Ya, that sounds like a more practical idea to do the one jab. I'll try it either way. Wait, what is Pivot sliding?
Yeah, especially with next to no one maining Jiggs who frequent tourneys, it'll always be good to take care of first round scrubs.It's not all that hard to pull off, and can cripple an opponent (espeically from 0%) even if it doesn't kill. I think we will see more of this, if we can pull it off consistantly. It's awesome.