Zapp Branniglenn
Smash Lord
One of my favorite techs in Smash 4 is jab locking. And I don't see it come up in conversation often. First, to those that don't know what it is, please watch this video. It's very informative and well made to explain the concept. The video also provides a list of moves that successfully jab lock in the video description, and I've spent a lot of time adding to it as well, including custom moves.
I've also come up with a theory for whether a move jab locks at all. It's dependent entirely on its knockback angle. The Sakurai angle (361°) is present in most moves that work, provided that the attacks do not have a very high combination of knockback values and damage values. And moves with a meteor angle (270°, 285°, etc.) also work. As for the other angles that work, I keep a list in my misc notes at the bottom of this post. I've used existing data dumps to track down moves by angle.
Check out this spoiler tab for the full list
This list has undergone countless additions since I made this thread. But if you come across a move that I missed, I would be happy to add it.
Finally here's some miscellaneous notes about jab locking that I want to have in order to explain some potential questions and possibilities. They are also simply for my benefit:
The goal of this thread is to:
- Find more jab locking moves.
- Discuss setups for jab locking with a variety of moves, such as aerial footstools (they can't jump or tech as they fall until after a set lag period), throwing opponents low to the ground or onto platforms, and attacking targets on a platform to make them slide off (they also can't jump or tech as they fall).
- Discuss the viability of jab locking with a variety of moves, thus making those moves seem more useful to the character. This may indirectly help improve character specific metas.
Latest updates:
Updated values for Patch 1.16
I've also come up with a theory for whether a move jab locks at all. It's dependent entirely on its knockback angle. The Sakurai angle (361°) is present in most moves that work, provided that the attacks do not have a very high combination of knockback values and damage values. And moves with a meteor angle (270°, 285°, etc.) also work. As for the other angles that work, I keep a list in my misc notes at the bottom of this post. I've used existing data dumps to track down moves by angle.
Check out this spoiler tab for the full list
Important note: Please keep in mind that all these data ranges were collected in training mode on three different targets of varying weight. Jigglypuff/Mario/Bowser. The target's weight affects how long a move will lock for.
Jab 0-113%- No Longer works as of Patch 1.08
Dair (non-meteor tipper hit) 0-6/9/12%
Dair (meteor hit) 0-31/39/47%
UpB (late 7% hit) 0-28/34/40%
Jab (tipper 6% hit) 0-33% - No Longer works as of Patch 1.08
Jab (sour 4% hit) 0-128% - No Longer works as of Patch 1.08
Ftilt (sour 9% hit) 0-18/22/27%
Dash attack (closest 9% hit) 0-16/21/26%
Fair (sour 8% hit) 0- 0-0/1/3%
Dair (meteor 15% hit) 0-25/32/39%
Dair (nom-meteor hit) 0-10/14/18%
Neutral B (uncharged, sour 8% hit) 0-10/13/16%
Up B (late 7% hit) 0-28/34/40%
Utilt (top most multihitbox) 0-150+% - No Longer reaches targets as of Patch 1.08
Bair (strong 12% hit) 0-0/2/4%
Neutral B 0-150/150+/150+%
** = A move that buries grounded opponents, but when used to jab lock, makes opponents get up immediately after being struck. This limits followup potential, but still forces the getup from the victim.
~ = An approximation of damage. Some moves are extremely difficult or unwieldy to test
= A custom move.
Moves that likely work but are not intuitive (or possible) to test - every character's pummel, several throw hitboxes, counters. There are a few more moves with the appropriate angle that technically jab lock, but are part of a multihitting attack that will break the lock. While such moves are technically jab locking, I only listed the multihit moves that you can feasibly strike an opponent with the jab locking hitbox in a way that allows for a followup.
Bullet extensions at point blank range (fifth shot only) 0-150+/150+/150+
Fsmash (weak 14% hit) 0-X/X/1%
Nair (late 6% hit) 0-0/1/2%
Bair (strong 13% hit) 0-8/12/16%
Bair (weak 10% hit) 0-17/22/27%
Neutral B (uncharged) 0-150+/150+/150+
Fsmash (weak 14% hit) 0-X/X/1%
Nair (late 6% hit) 0-0/1/2%
Bair (strong 13% hit) 0-8/12/16%
Bair (weak 10% hit) 0-17/22/27%
Neutral B (uncharged) 0-150+/150+/150+
Jab: 0-150+/150+/150+%
Ftilt (any angle) 0-3/5/7%
N-air (3% sour hit only): 0-25/30/36%
Bair (strong 14% hit) 0-X/X/1%
Bair (late 8% hit): 0-41/49/58%
Dair (multihit) 0-?% Note: landing hit will break jab lock.
**Side B 3: 0-150+%
Ftilt (any angle) 0-3/5/7%
N-air (3% sour hit only): 0-25/30/36%
Bair (strong 14% hit) 0-X/X/1%
Bair (late 8% hit): 0-41/49/58%
Dair (multihit) 0-?% Note: landing hit will break jab lock.
**Side B 3: 0-150+%
Dtilt (first hit) 0-2/6/8%
Dtilt (second hit) 0-16/20/22%
Fsmash (late 17% hit) 0-2/5/8%
Dair (meteor hit) 0-5/9/12% Note: landing hit will break jab lock
Up B (grounded multihit behind Bowser) 0-150+/150+/150+%
Dtilt (second hit) 0-16/20/22%
Fsmash (late 17% hit) 0-2/5/8%
Dair (meteor hit) 0-5/9/12% Note: landing hit will break jab lock
Up B (grounded multihit behind Bowser) 0-150+/150+/150+%
Ftilt (strong 9%, no angle) 0-25/32/38%
Ftilt (strong 10%, low and high angled) 0-21/27/33%
Dair (meteor hit) 0-24/31/38%
Bair (strong 13% hit) 0-0/3/5%
Bair (late 8% hit) 0-12/16/19%
Fair (weak 6% hit) 0-13/17/20%
Fair (late 3% hit) 0-28/34/40%
Neutral B 0-X/0/4%
Neutral B 2 (late 13 or 11% hits) 0-15~%
Neutral B 3 (late 18% hit) 0-8%
Neutral B 3 (late 9% and 6% hits) unknown – cannot land these hits
Ftilt (strong 10%, low and high angled) 0-21/27/33%
Dair (meteor hit) 0-24/31/38%
Bair (strong 13% hit) 0-0/3/5%
Bair (late 8% hit) 0-12/16/19%
Fair (weak 6% hit) 0-13/17/20%
Fair (late 3% hit) 0-28/34/40%
Neutral B 0-X/0/4%
Neutral B 2 (late 13 or 11% hits) 0-15~%
Neutral B 3 (late 18% hit) 0-8%
Neutral B 3 (late 9% and 6% hits) unknown – cannot land these hits
Jab (close hit) 0-150+/150+/150+% Note: due to hitbox/hurtbox connections, this hitbox will only connect on some characters
*Ftilt (close 7% hit) 0-10%Fair (weak 11% hit) 0-X/X/0% No longer works as of Patch 1.10
Usmash (first hit directly behind Charizard) 0-150+/150+/150+%
Nair (close 7% hit) 0-13/17/20%
Fair (weak 11% hit) 0-X/X/0% No longer works as of Patch 1.15
Dair (meteor hit) 0-17/23/28%
**Down B 2 0-150+/150+/150+%
Usmash (first hit directly behind Charizard) 0-150+/150+/150+%
Nair (close 7% hit) 0-13/17/20%
Dair (meteor hit) 0-17/23/28%
**Down B 2 0-150+/150+/150+%
Ftilt 0-9/12/16
Bair 0-6/9/13
Side B (first hit only, target prone above Cloud) 0-150+/150+/150+
Bair 0-6/9/13
Side B (first hit only, target prone above Cloud) 0-150+/150+/150+
Nothing yet
Ftilt (close 7% hit) 0-28/35/41%
Ftilt (strong 10% hit) 0-16/21/26%
Fair (final 4% hit only) 0-4/5/7%
Uair (highest multihitbox) 0-150+/150+/150+%
Dair (meteor hit) 0-72/86/101%
Neutral B 3 (uncharged) 0-90/106/123%
Neutral B 3 (full charge) 0-40/49/57%
Ftilt (strong 10% hit) 0-16/21/26%
Fair (final 4% hit only) 0-4/5/7%
Uair (highest multihitbox) 0-150+/150+/150+%
Dair (meteor hit) 0-72/86/101%
Neutral B 3 (uncharged) 0-90/106/123%
Neutral B 3 (full charge) 0-40/49/57%
Ftilt (strong 10% hit) 0-21/27/33%
Ftilt (weak 7% hit) 0-35/43/50%
Dair (strong 13% hit) 0-12/17/21%
Dair (weak 10% hit) 0-31/39/46%
Fair (strong 10% hit) 0-6/9/12%
Fair (late 8% hit) 0-12/15/19%
Bair 0-3/5/8%
Down B 2 (z-dropped or tossed any way) 0-150+/150+/150+%
Ftilt (weak 7% hit) 0-35/43/50%
Dair (strong 13% hit) 0-12/17/21%
Dair (weak 10% hit) 0-31/39/46%
Fair (strong 10% hit) 0-6/9/12%
Fair (late 8% hit) 0-12/15/19%
Bair 0-3/5/8%
Down B 2 (z-dropped or tossed any way) 0-150+/150+/150+%
Jab (close hit) 0-79/94/109% Note: due to hitbox additions in 1.06, only works consistently on some targets.
Ftilt (no angle) 0-21/27/33%
Ftilt (angled low) 0-25/32/38%
Dtilt (close 7% hit) 0-52/62/73%
Dtilt (far 6% hit) 0-60/72/84%
Nair (strong 11% hit) 0-9/12/16%
Nair (late 8% hit) 0-30/37/44%
Bair (strong 13% 0-5/8/12%
Bair (late 8% hit) 0-30/37/44%
Fair (strong 16% hit) 0-3/6/10%
Fair (meteor hit) 0-7/11/15%
Dair (meteor hit) 0-9/13/17%
Neutral B (uncharged) 0-16/21/26%
Neutral B (aerial uncharged) 0-34/41/48%
Neutral B 3 (uncharged) 0-24/30/35%
Neutral B 3 (aerial uncharged) 0-34/41/48
Up B (ground, highest multihitbox) 0-150+/150+/150+%
Up B (aerial late 5% multihit) 0-62/75/86%
Up B (aerial, latest 2% multihit) 0-150+/150+/150+%
Down B (aerial, second meteor hit) 0-41/50/59%
**Side B 0-150+/150+/150+%
**Side B 2 0-150+/150+/150+%
**Side B 3 0-150+/150+/150+%
Ftilt (no angle) 0-21/27/33%
Ftilt (angled low) 0-25/32/38%
Dtilt (close 7% hit) 0-52/62/73%
Dtilt (far 6% hit) 0-60/72/84%
Nair (strong 11% hit) 0-9/12/16%
Nair (late 8% hit) 0-30/37/44%
Bair (strong 13% 0-5/8/12%
Bair (late 8% hit) 0-30/37/44%
Fair (strong 16% hit) 0-3/6/10%
Fair (meteor hit) 0-7/11/15%
Dair (meteor hit) 0-9/13/17%
Neutral B (uncharged) 0-16/21/26%
Neutral B (aerial uncharged) 0-34/41/48%
Neutral B 3 (uncharged) 0-24/30/35%
Neutral B 3 (aerial uncharged) 0-34/41/48
Up B (ground, highest multihitbox) 0-150+/150+/150+%
Up B (aerial late 5% multihit) 0-62/75/86%
Up B (aerial, latest 2% multihit) 0-150+/150+/150+%
Down B (aerial, second meteor hit) 0-41/50/59%
**Side B 0-150+/150+/150+%
**Side B 2 0-150+/150+/150+%
**Side B 3 0-150+/150+/150+%
Ftilt (all angles) 0-33/41/48%
Nair (early 5% hit) 0-29/35/41%
Nair (late 8% hit) 0-28/35/41%
Bair (strong 13% hit) 0-13/18/23%
Bair (late 8% hit) 0-42/50/59%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
Nair (early 5% hit) 0-29/35/41%
Nair (late 8% hit) 0-28/35/41%
Bair (strong 13% hit) 0-13/18/23%
Bair (late 8% hit) 0-42/50/59%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
Ftilt 0-24/30/35%
Nair (late 5% hit) 0-36/43/51%
Nair (strong 11% hit) 0-0/2/4%
Bair (strong 12% hit) 0-0/2/4%
Dair (first 5% hit, the hitbox located somewhat above the character) 0-150+/150+/150+%
Neutral B 2 (direct hit, no explosion) 0-150+/150+/150+%
Nair (late 5% hit) 0-36/43/51%
Nair (strong 11% hit) 0-0/2/4%
Bair (strong 12% hit) 0-0/2/4%
Dair (first 5% hit, the hitbox located somewhat above the character) 0-150+/150+/150+%
Neutral B 2 (direct hit, no explosion) 0-150+/150+/150+%
F-tilt (all angles) 0-36/44/53%
U-tilt (first hit, tipper hitbox) 0-150+/150+/150+%
Fsmash (latest 10% hit) 0-5/8/10%
Nair (multihits before finisher) 0-150+/150+/150+% - Now works as of Patch 1.08. Must be falling.
Bair (strong 13% hit) 0-9/13/17%
Bair (late 7% hit) 0-8/11/14%
Dair (meteor hit) 0-46% - No longer works as of Patch 1.08
Dair (late hit) 0-23/29/35%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (multihit) 0-150+/150+/150+%
Up B (first 3% hit) 0-104%
Up B (subsequent multihits, but not finisher) 0-150+/150+/150+%
Up B 3 (multihit) 0-110~%
Down B 0-106/126/146%
Down B 2 0-150+/150+/150+%
U-tilt (first hit, tipper hitbox) 0-150+/150+/150+%
Fsmash (latest 10% hit) 0-5/8/10%
Nair (multihits before finisher) 0-150+/150+/150+% - Now works as of Patch 1.08. Must be falling.
Bair (strong 13% hit) 0-9/13/17%
Bair (late 7% hit) 0-8/11/14%
Dair (late hit) 0-23/29/35%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (multihit) 0-150+/150+/150+%
Up B (first 3% hit) 0-104%
Up B (subsequent multihits, but not finisher) 0-150+/150+/150+%
Up B 3 (multihit) 0-110~%
Down B 0-106/126/146%
Down B 2 0-150+/150+/150+%
F-tilt (no angle) 0-35/42/49%
F-tilt (low angle) 0-29/36/42%
Fsmash (strong 14% hit) 0-3/6/9%
Fsmash (latest 11% hit) 0-9/11/15%
Nair (strong 9% hit) 0-25/32/38%
Nair (late 6% hit) 0-56/68/79%
Dair (multihit located on body but above feet) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
F-tilt (low angle) 0-29/36/42%
Fsmash (strong 14% hit) 0-3/6/9%
Fsmash (latest 11% hit) 0-9/11/15%
Nair (strong 9% hit) 0-25/32/38%
Nair (late 6% hit) 0-56/68/79%
Dair (multihit located on body but above feet) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
Ftilt (sour 9% hit) 0-X/X/1%
Fair (early 11% hit) 0-3/6/8%
Fair (late 6% hit) 0-60/72/84%
Dair (meteor hit) 0-24/30/37%
Side B (on 2) 0-150+/150+/150+%
Side B (on 7) 0-12/15/18%
Side B 2 (on 1) 0-73/87/101%
Fair (early 11% hit) 0-3/6/8%
Fair (late 6% hit) 0-60/72/84%
Dair (meteor hit) 0-24/30/37%
Side B (on 2) 0-150+/150+/150+%
Side B (on 7) 0-12/15/18%
Side B 2 (on 1) 0-73/87/101%
Jab (strong 10% hit) 0-5/8/10%
Jab (sour 8% hit) 0-X/1/2%
Fair (strong 18% hit) 0-X/X/2%
Fair (weak 17% hit) 0-X/1/4%
Nair (second, early 10% hit) 0-0/3/5%
Nair (second, late 7% hit) 0- 7/10/13%
Uair (latest 6% hit) 0-150+/150+/150+%
Dair (meteor hit) 0-4/9/13%
Dair (17% hit) 0-X/X/1
Jab (sour 8% hit) 0-X/1/2%
Fair (strong 18% hit) 0-X/X/2%
Fair (weak 17% hit) 0-X/1/4%
Nair (second, early 10% hit) 0-0/3/5%
Nair (second, late 7% hit) 0- 7/10/13%
Uair (latest 6% hit) 0-150+/150+/150+%
Dair (meteor hit) 0-4/9/13%
Dair (17% hit) 0-X/X/1
Ftilt (all angles) 0-16/20/24%
Bair (first two hits) 0-150+/150+/150+%
Dair (meteor hit) 0-46/55/65%
Bair (first two hits) 0-150+/150+/150+%
Dair (meteor hit) 0-46/55/65%
Ftilt 0-X/0/2%
Fair 0-X/X/0%
Dair (meteor hit) 0-19/25/31%
Neutral B (meteor hit, uncharged) 0-11/15/19%
Fair 0-X/X/0%
Dair (meteor hit) 0-19/25/31%
Neutral B (meteor hit, uncharged) 0-11/15/19%
Ftilt (any angle) 0-23/30/36%
Fsmash (strong 15% hit) 0-2/5/9%
Fsmash (late 12% hit) 0-27/33/40%
Dsmash 0-150+/150+/150+% Note: Slides target entire length of FD at 100+%
Dash attack (early 12% hit) 0-10/14/18
Dash attack (late 8% hit) 0-32/40/47%
Nair (strong 11% hit) 0-0/2/4%
Fair (strong 9% hit) 0-4/7/9%
Fair (late 6% hit) 0-31/37/44%
Dair (multihitbox located on her body, but above her feet) 0-150+/150+/150+%
Fsmash (strong 15% hit) 0-2/5/9%
Fsmash (late 12% hit) 0-27/33/40%
Dsmash 0-150+/150+/150+% Note: Slides target entire length of FD at 100+%
Dash attack (early 12% hit) 0-10/14/18
Dash attack (late 8% hit) 0-32/40/47%
Nair (strong 11% hit) 0-0/2/4%
Fair (strong 9% hit) 0-4/7/9%
Fair (late 6% hit) 0-31/37/44%
Dair (multihitbox located on her body, but above her feet) 0-150+/150+/150+%
Jab (close hit) 0-150+/150+/150+% Note due to hitbox/hurtbox connections, this hitbox may not connect on some characters
Fair 0-15/20/25%
Dair (strong 15% hit) 0-0/3/6%
Dair (sour 8% hit) 0-18/23/27%
Side B (default and custom hammers) 0-1/4/6%
**Up B (falling hit) 0-150+/150+/150+% Note: Landing hit will break jab lock
**Up B 3 (falling hit) 0-150+/150+/150+% Note: Landing hit will break jab lock
Down B (ground, 11% uncharged) 0-0/2/4%
Down B (aerial, 10% uncharged) 0-1/4/6%
Down B 2 (ground, 9% uncharged) 0-4/6/8%
Down B 2 (aerial, 8% uncharged) 0-6/8/11%
Down B 2 (ground, full charge) 0-6/12/16%
Down B 2 (aerial, full charge) 0-4/9/14
Neutral B 2 (top most multihitboxes) 0-150+/150+/150+%
Fair 0-15/20/25%
Dair (strong 15% hit) 0-0/3/6%
Dair (sour 8% hit) 0-18/23/27%
Side B (default and custom hammers) 0-1/4/6%
**Up B (falling hit) 0-150+/150+/150+% Note: Landing hit will break jab lock
**Up B 3 (falling hit) 0-150+/150+/150+% Note: Landing hit will break jab lock
Down B (ground, 11% uncharged) 0-0/2/4%
Down B (aerial, 10% uncharged) 0-1/4/6%
Down B 2 (ground, 9% uncharged) 0-4/6/8%
Down B 2 (aerial, 8% uncharged) 0-6/8/11%
Down B 2 (ground, full charge) 0-6/12/16%
Down B 2 (aerial, full charge) 0-4/9/14
Neutral B 2 (top most multihitboxes) 0-150+/150+/150+%
Ftilt (strong 8% hit) 0-27/34/40%
Ftilt (weak 7% hit) 0-32/40/47%
Dtilt 0-117/138/150+%
Fair (last hit only) 0-X/X/0%
Bair (strong 13% hit) 0-3/6/9%
Bair (late 8% hit) 0-34/42/49%
Dair (last hit only) 0-107/127/146% Note: the landing hit will break jab lock
Down B (grounded 14% hit) 0-150+% Note: Slides target entire length of FD at 100+%
Down B 2 0-150+%
Down B 3 (late 10% hit) 0-1/4/6%
Down B 3 (late 8% hit) 0-18/23/26%
Ftilt (weak 7% hit) 0-32/40/47%
Dtilt 0-117/138/150+%
Fair (last hit only) 0-X/X/0%
Bair (strong 13% hit) 0-3/6/9%
Bair (late 8% hit) 0-34/42/49%
Dair (last hit only) 0-107/127/146% Note: the landing hit will break jab lock
Down B (grounded 14% hit) 0-150+% Note: Slides target entire length of FD at 100+%
Down B 2 0-150+%
Down B 3 (late 10% hit) 0-1/4/6%
Down B 3 (late 8% hit) 0-18/23/26%
Jab 1 (close hit) 0-150+/150+/150+ Note: Due to hitbox/hurtbox connections, this can only land on some characters.
Nair (strong 11% hit) 0-7/10/14%
Nair (sour 9% hit) 0-12/16/20%
Nair (late 6% hit) 0-34/41/48%
Dair (meteor hit) 0-19% No longer works as of Patch 1.13
Neutral B (uncharged) 0-111/132/150+%
Neutral B (full charge) 0-37/46/55%
Neutral B 3 (uncharged) 0-150+/150+/150+%
Neutral B 3 (full charge) 0-135/150+/150+%
Side B 3 (late 1.5% hit, but not the returning hit) 0-150+/150+/150+%
Down B 3 (thrown any way or z dropped) 0-92/110/127%
Nair (strong 11% hit) 0-7/10/14%
Nair (sour 9% hit) 0-12/16/20%
Nair (late 6% hit) 0-34/41/48%
Neutral B (uncharged) 0-111/132/150+%
Neutral B (full charge) 0-37/46/55%
Neutral B 3 (uncharged) 0-150+/150+/150+%
Neutral B 3 (full charge) 0-135/150+/150+%
Side B 3 (late 1.5% hit, but not the returning hit) 0-150+/150+/150+%
Down B 3 (thrown any way or z dropped) 0-92/110/127%
Dair (meteor hit) 0-150+%
Dair (non meteor hit) 0-92/109/127%
Neutral B (aerial 10% hit) 0-8/12/15%
Neutral B (aerial 7% hit) 0-18/22/27%
**Side B 2 0-150+% Note: slides target entire length of FD past 100%
Dair (non meteor hit) 0-92/109/127%
Neutral B (aerial 10% hit) 0-8/12/15%
Neutral B (aerial 7% hit) 0-18/22/27%
**Side B 2 0-150+% Note: slides target entire length of FD past 100%
Note: Results were gathered with Lucario maintaining 0% damage. Aura effects will skew the ranges of jab locking moves.
Nair (first hit) 0-30/37/43%
Nair (second hit) 0-51/60/69%
Bair 0-2/4/6%
Neutral B (uncharged) 0-150+/150+/150+%
Up B 3 (2% traveling hit, only when traveling left or right) 0-150+/150+/150+% Note: the ending hit will break jab lock
Nair (first hit) 0-30/37/43%
Nair (second hit) 0-51/60/69%
Bair 0-2/4/6%
Neutral B (uncharged) 0-150+/150+/150+%
Up B 3 (2% traveling hit, only when traveling left or right) 0-150+/150+/150+% Note: the ending hit will break jab lock
Ftilt (weak 7% hit) 0-53/64/75%
Dtilt (far hit) 0-150+/150+/150+%
Nair (multihit) 0-150+/150+/150+% Lucas must be below the opponent.
Fair (weak 9% hit) 0-25/32/38%
Bair (strong 12% hit) 0-1/3/5%
Bair (weak 9% hit) 0-12/16/19%
Bair (tipper 7% hit) 0-80/95/111%
Dair (final 5% hit only) 0-73/87/101%
Dtilt (far hit) 0-150+/150+/150+%
Nair (multihit) 0-150+/150+/150+% Lucas must be below the opponent.
Fair (weak 9% hit) 0-25/32/38%
Bair (strong 12% hit) 0-1/3/5%
Bair (weak 9% hit) 0-12/16/19%
Bair (tipper 7% hit) 0-80/95/111%
Dair (final 5% hit only) 0-73/87/101%
Dair (non-meteor tipper hit) 0-6/9/12%
Dair (meteor hit) 0-31/39/47%
UpB (late 7% hit) 0-28/34/40%
ftilt (any angle) 0-40/48/57%
Dtilt 0-44/53/62% Now works as of Patch 1.10
Fair 0-15/19/23%
Bair (strong 14% hit) 0-8/12/16%
Bair (late 8% hit) 0-27/34/40%
Dair (late 8% hit) 0-18/23/27%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
Neutral B 3 0-33/41/48% Freezes after this range
Side B (smashed, uncharged) 0-23/29/35%
Side B (not smashed, uncharged) 0-40/49/57%
Side B 3 (smashed, uncharged) 0-29/36/43%
Side B 3 (not smashed, uncharged) 0-48/58/67
**Up B 3 (falling + bury hit) 0-130/150+/150+%
Dtilt 0-44/53/62% Now works as of Patch 1.10
Fair 0-15/19/23%
Bair (strong 14% hit) 0-8/12/16%
Bair (late 8% hit) 0-27/34/40%
Dair (late 8% hit) 0-18/23/27%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
Neutral B 3 0-33/41/48% Freezes after this range
Side B (smashed, uncharged) 0-23/29/35%
Side B (not smashed, uncharged) 0-40/49/57%
Side B 3 (smashed, uncharged) 0-29/36/43%
Side B 3 (not smashed, uncharged) 0-48/58/67
**Up B 3 (falling + bury hit) 0-130/150+/150+%
Jab 1 and 2 0-150+/150+/150+%
Ftilt (any angle) 0-38/46/54%
Nair (initial 8% hit) 0-18/23/27%
Nair (late 5% hit) 0-53/64/74%
Fair (12% hit) 0-4/7/10%
Fair (meteor 14% hit) 0-18/24/30%
Fair (10% hit) 0-22/27/33%
Bair (strong 10% hit) 0-15/20/25%
Bair (weak 7% hit) 0-47/57/66%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
Side B 2 0-X/X/1%
Ftilt (any angle) 0-38/46/54%
Nair (initial 8% hit) 0-18/23/27%
Nair (late 5% hit) 0-53/64/74%
Fair (12% hit) 0-4/7/10%
Fair (meteor 14% hit) 0-18/24/30%
Fair (10% hit) 0-22/27/33%
Bair (strong 10% hit) 0-15/20/25%
Bair (weak 7% hit) 0-47/57/66%
Neutral B (any range) 0-150+/150+/150+%
Neutral B 2 (any range) 0-150+/150+/150+%
Side B 2 0-X/X/1%
Ftilt (sour 9% hit) 0-18/22/27%
Dash attack (closest 9% hit) 0-16/21/26%
Fair (sour 8% hit) 0- 0-0/1/3%
Dair (meteor 15% hit) 0-25/32/39%
Dair (nom-meteor hit) 0-10/14/18%
Neutral B (uncharged, sour 8% hit) 0-10/13/16%
Up B (late 7% hit) 0-28/34/40%
Jab/Ftilt/Nair (projectile shot, any range) 0-150+/150+/150+%
Jab ( 3% cannon hit) 0-150+/150+/150+%
Fsmash 0-3/5/8%
Fair (late 5% hit) 0-46/55/64%
Bair (first two hits) 0-150+/150+/150+%
Dair (initial 14% hit) 0-18/24/29%
Down B (shield) 0-150+/150+/150+%
Jab ( 3% cannon hit) 0-150+/150+/150+%
Fsmash 0-3/5/8%
Fair (late 5% hit) 0-46/55/64%
Bair (first two hits) 0-150+/150+/150+%
Dair (initial 14% hit) 0-18/24/29%
Down B (shield) 0-150+/150+/150+%
Dtilt 0-51/61/72%
Fair (first two hits) 0-12/14/17%
Fair (first two hits) 0-12/14/17%
Ftilt (base 10% hit) 0-11/15/19%
Ftilt (middle 9% hit) 0-14/19/23%
Ftilt (sour 8% hit) 0-18/23/27%
Nair (multihit, when target is above mewtwo) 0-150+/150+/150+%
Bair (base 13% hit) 0-8/11/15%
Bair (middle 11% hit) 0-13/17/22%
Bair (sour 9% hit) 0-19/24/30%
Neutral B (uncharged) 0-150+/150+/150+%
Ftilt (middle 9% hit) 0-14/19/23%
Ftilt (sour 8% hit) 0-18/23/27%
Nair (multihit, when target is above mewtwo) 0-150+/150+/150+%
Bair (base 13% hit) 0-8/11/15%
Bair (middle 11% hit) 0-13/17/22%
Bair (sour 9% hit) 0-19/24/30%
Neutral B (uncharged) 0-150+/150+/150+%
Note: Results obtained with a default proportioned Mii
Ftilt (strong 8% hit) 0-27/34/40%
Ftilt (sour 7% hit) 0-32/40/47%
Nair (strong 10% hit) 0-11/15/19%
Nair (sour 5% hit) 0-40/48/56%
Bair 0-21/27/33%
Down B (rising, falling, and landing hits) 0-150+/150+/150+%
Ftilt (strong 8% hit) 0-27/34/40%
Ftilt (sour 7% hit) 0-32/40/47%
Nair (strong 10% hit) 0-11/15/19%
Nair (sour 5% hit) 0-40/48/56%
Bair 0-21/27/33%
Down B (rising, falling, and landing hits) 0-150+/150+/150+%
Note: Results obtained with a default proportioned Mii
Ftilt (strong 9% hit) 0-4/6/8%
Ftilt (weak 6% hit) 0-11/15/18%
Dair (sour 10% hit) 0-5/8/10%
Usmash (last two multihits before finisher) 0-150+/150+/150+%
Neutral B (uncharged) 0-150+/150+/150+%
Side B 3 (homing) 0-150+/150+/150+%
Ftilt (strong 9% hit) 0-4/6/8%
Ftilt (weak 6% hit) 0-11/15/18%
Dair (sour 10% hit) 0-5/8/10%
Usmash (last two multihits before finisher) 0-150+/150+/150+%
Neutral B (uncharged) 0-150+/150+/150+%
Side B 3 (homing) 0-150+/150+/150+%
Note: Results obtained with a default proportioned Mii
Jab (closest hitbox) 0-150+/150+/150+% Note: Will not hit some characters due to hitbox/hurtbox positioning
Ftilt 0-8/11/15%
Bair 0-9/14/18%
Up B (Descending 3% hit) 0-150+/150+/150+% Note: landing hit will break jab lock
Jab (closest hitbox) 0-150+/150+/150+% Note: Will not hit some characters due to hitbox/hurtbox positioning
Ftilt 0-8/11/15%
Bair 0-9/14/18%
Up B (Descending 3% hit) 0-150+/150+/150+% Note: landing hit will break jab lock
Jab 0-150+/150+/150+%
Ftilt (no angle) 0-23/29/35%
Ftilt (angled low) 0-19/25/30%
Dtilt 0-150+/150+/150+%
Dash attack (first hit only) 0-150+/150+/150+%
Nair (strong 11% hit) 0-9/12/16%
Nair (weak 7% hit) 0-23/29/35%
Bair (strong 15% hit) 0-3/6/9%
Bair (weak 8% hit) 0-42/51/60%
Dair (meteor hit) 0-46/56/66%
Down B 2 (strong 10% hit) 0-10/14/18%
Down B 2 (weak 5% hit) 0-40/48/56%
Ftilt (no angle) 0-23/29/35%
Ftilt (angled low) 0-19/25/30%
Dtilt 0-150+/150+/150+%
Dash attack (first hit only) 0-150+/150+/150+%
Nair (strong 11% hit) 0-9/12/16%
Nair (weak 7% hit) 0-23/29/35%
Bair (strong 15% hit) 0-3/6/9%
Bair (weak 8% hit) 0-42/51/60%
Dair (meteor hit) 0-46/56/66%
Down B 2 (strong 10% hit) 0-10/14/18%
Down B 2 (weak 5% hit) 0-40/48/56%
Jab (close hit) 0-150+/150+/150+%
Dsmash (purple late hit) 0-150+/150+/150+%
Nair (multihit, located above Olimar) 0-150+/150+/150+%
Fair (red) 0-6/8/11%
Fair (yellow) 0-6/9/11%
Fair (blue) 0-6/9/11%
Fair (purple) 0-2/4/7%
Fair (white) 0-11/14/17%
Side B 3 (red, yellow, and blue) 0-49/59/69%
Side B 3 (white) 0-125/148/150+%
Dsmash (purple late hit) 0-150+/150+/150+%
Nair (multihit, located above Olimar) 0-150+/150+/150+%
Fair (red) 0-6/8/11%
Fair (yellow) 0-6/9/11%
Fair (blue) 0-6/9/11%
Fair (purple) 0-2/4/7%
Fair (white) 0-11/14/17%
Side B 3 (red, yellow, and blue) 0-49/59/69%
Side B 3 (white) 0-125/148/150+%
Jab (close hit) 0-150+/150+/150+% Note: Due to hitbox/hurtbox connections, this hitbox will only hit some characters.
Ftilt (any angle) 0-18/23/27%
Nair (strong 10% hit) 0-11/15/19%
Nair (late 3% hit) 0-79/93/108%
Fair 0-61/73/85%
Bair (strong 11% hit) 0-16/20/26%
Bair (late 7% hit) 0-47/57/67%
Ftilt (any angle) 0-18/23/27%
Nair (strong 10% hit) 0-11/15/19%
Nair (late 3% hit) 0-79/93/108%
Fair 0-61/73/85%
Bair (strong 11% hit) 0-16/20/26%
Bair (late 7% hit) 0-47/57/67%
Bair (strong 12% hit) 0-0/2/4%
Neutral B 0-150/150+/150+%
Jab 2 0-25/30/36%
Nair (strong 13% hit) 0-8/11/15%
Nair (late 6% hit) 0-56/68/79%
Bair (strong 12% hit) 0-0/2/4%
Bair (late 7% hit) 0-64/76/89%
Nair (strong 13% hit) 0-8/11/15%
Nair (late 6% hit) 0-56/68/79%
Bair (strong 12% hit) 0-0/2/4%
Bair (late 7% hit) 0-64/76/89%
Jab (any range) 0-150+/150+/150+%
Ftilt (no angle) 0-20/25/30%
Ftilt (low angle) 0-24/30/35%
Dtilt 0-38/47/55%
Nair (strong 8% hit) 0-3/6/8%
Fair (multihit, hitbox located above Pikachu) 0-150+/150+/150+%
Dair 0-13/17/22% Note: landing hit will break jab lock
Neutral B (aerial projectile) 0-52/61/71%
Neutral B (arcing along ground) 0-150+/150+/150+%
Neutral B 2 (aerial projectile) 0-150+/150+/150+%
Neutral B 2 (arcing along ground) 0-150+/150+/150+%
Neutral B 3 (sour 3% hit) 0-150+/150+/150+%
Side B (non smashed, uncharged) 0-14/18/22%
Side B (smashed, uncharged) 0-5/7/10%
Side B 3 (late 5% hit) 0-65/78/90%
Side B 3 (late 2% hit) 0-115/136/150+%
Up B 2 (weak 2% hit) 0-150+%
Up B 2 (strong 3% hit) 0-47/55/64%
Up B 3 0-14/19/22%
Ftilt (no angle) 0-20/25/30%
Ftilt (low angle) 0-24/30/35%
Dtilt 0-38/47/55%
Nair (strong 8% hit) 0-3/6/8%
Fair (multihit, hitbox located above Pikachu) 0-150+/150+/150+%
Dair 0-13/17/22% Note: landing hit will break jab lock
Neutral B (aerial projectile) 0-52/61/71%
Neutral B (arcing along ground) 0-150+/150+/150+%
Neutral B 2 (aerial projectile) 0-150+/150+/150+%
Neutral B 2 (arcing along ground) 0-150+/150+/150+%
Neutral B 3 (sour 3% hit) 0-150+/150+/150+%
Side B (non smashed, uncharged) 0-14/18/22%
Side B (smashed, uncharged) 0-5/7/10%
Side B 3 (late 5% hit) 0-65/78/90%
Side B 3 (late 2% hit) 0-115/136/150+%
Up B 2 (weak 2% hit) 0-150+%
Up B 2 (strong 3% hit) 0-47/55/64%
Up B 3 0-14/19/22%
Fair (final 4% hit only) 0-4/5/7%
Uair (highest multihitbox) 0-150+/150+/150+%
Dair (meteor hit) 0-72/86/101%
Neutral B 3 (uncharged) 0-150+/150+/150+%
Neutral B 3 (full charge) 0-46/56/65%
Uair (highest multihitbox) 0-150+/150+/150+%
Dair (meteor hit) 0-72/86/101%
Neutral B 3 (uncharged) 0-150+/150+/150+%
Neutral B 3 (full charge) 0-46/56/65%
Ftilt (any angle 8% hit) 0-6/8/11%
Ftilt (any angle, 6% hit) 0-11/15/18%
Dtilt 0-63/75/88%
Fair 0-13/17/20%
Dair (sour 6% hit) 0-40/50/59%
Gyro (spinning on the ground without momentum 5% hit) 0-91/108/127%
Gyro (spinning on the ground without momentum 2% hit) 0-150+/150+/150+%
Ftilt (any angle, 6% hit) 0-11/15/18%
Dtilt 0-63/75/88%
Fair 0-13/17/20%
Dair (sour 6% hit) 0-40/50/59%
Gyro (spinning on the ground without momentum 5% hit) 0-91/108/127%
Gyro (spinning on the ground without momentum 2% hit) 0-150+/150+/150+%
Levin Sword (z dropped item 5%) 0-40/46/53~%
Levin Sword (thrown 11%) 0-14/19/24%
Levin Sword (smash thrown 15%) 0-6/9/12%
Spell Book (z dropped 12%) 0-14/19/24~%
Spell Book (thrown 14%) 0-5/8/11%
Spell Book (smash thrown 18%) 0-X/1/3%
Up B (first projectile, strong 7% hit) 0-62/74/87%
Up B 3 (first projectile, strong 7% hit) 0-62/74/87%
Up B 3 (second projectile, strong 5% hit) 0-28/34/40%
Levin Sword (thrown 11%) 0-14/19/24%
Levin Sword (smash thrown 15%) 0-6/9/12%
Spell Book (z dropped 12%) 0-14/19/24~%
Spell Book (thrown 14%) 0-5/8/11%
Spell Book (smash thrown 18%) 0-X/1/3%
Up B (first projectile, strong 7% hit) 0-62/74/87%
Up B 3 (first projectile, strong 7% hit) 0-62/74/87%
Up B 3 (second projectile, strong 5% hit) 0-28/34/40%
Ftilt (tipper 8% hit) 0-0/1/3%
Fsmash (tipper 12% hit) 0-9/13/16%
Dsmash (first, tipper 10% hit) 0-21/27/33%
Dsmash (second, tipper 11% hit) 0-18/23/28%
Bair (strong 12% hit) 0-X/0/1%
Bair (tipper 9% hit) 0-25/32/38%
Fsmash (tipper 12% hit) 0-9/13/16%
Dsmash (first, tipper 10% hit) 0-21/27/33%
Dsmash (second, tipper 11% hit) 0-18/23/28%
Bair (strong 12% hit) 0-X/0/1%
Bair (tipper 9% hit) 0-25/32/38%
Fsmash (weak 16% hit) 0-X/X/1%
Nair (strong 8% hit) 0-18/23/27%
Nair (late 4% hit) 0-58/69/81%
Bair (strong 16% hit) 0-7/11/15%
Bair (weak 13% hit) 0-15/20/25%
Uair (first 5% hit) 0-150+/150+/150+%
Neutral B (normal hadoken, any speed) 0-150+/150+/150+%
Neutral B (shakunetsu hadoken, any speed, multihit only) 0-150+/150+/150+
Nair (strong 8% hit) 0-18/23/27%
Nair (late 4% hit) 0-58/69/81%
Bair (strong 16% hit) 0-7/11/15%
Bair (weak 13% hit) 0-15/20/25%
Uair (first 5% hit) 0-150+/150+/150+%
Neutral B (normal hadoken, any speed) 0-150+/150+/150+%
Neutral B (shakunetsu hadoken, any speed, multihit only) 0-150+/150+/150+
Ftilt (Rosalina) 0-8/11/13%
Nair (Rosalina) (late 7% hit) 0-10/13/17%
Nair (Rosalina) (5% hit) 0-11/14/17%
Dair (Rosalina) (meteor 7% hit) 0-88/101/122%
Dair (Rosalina) (late 2% hit) 0-150+/150+/150+%
Neutral B 2 (Luma) 0-150+/150+/150+%
Nair (Rosalina) (late 7% hit) 0-10/13/17%
Nair (Rosalina) (5% hit) 0-11/14/17%
Dair (Rosalina) (meteor 7% hit) 0-88/101/122%
Dair (Rosalina) (late 2% hit) 0-150+/150+/150+%
Neutral B 2 (Luma) 0-150+/150+/150+%
Jab (close hit) 0-78/93/133%
Jab (far hit) 0-109/129/150%
Jab 2 0-8/11/14%
Ftilt (strongest 11% hit, angled) 0-0/2/4%
Ftilt (strongest 10% hit, no angle) 0-1/4/6%
Ftilt (8% crotch hit, no angle) 0-38/47/56%
Ftilt (7% knee hit, no angle) 0-45/54/64%
Ftilt (9% crotch hit, angled) 0-33/41/49%
Ftilt (8% knee hit, angled) 0-38/47/56%
Utilt 0-4/7/10%
Fsmash (sour 12% hit, no angle) 0-6/9/12%
Fsmash (sour 11% hit, angled) 0-8/11/15%
Nair (sour second hit, 6% damage) 0-65% No longer works as of patch 1.11
Fair (first hit only) 0-150+/150+/150+% No longer works as of patch 1.15
Bair (sour 9% hit) 0-19/24/30%
Uair (first 3% hit only, very tip of her feet hitbox) unknown - needs further testing
Dair (meteor hit) 0-21/27/33%
Dair (early 10% hit) 0-6/10/13%
Dair (late 11% hit) 0-4/7/10%
Neutral B (uncharged) 0-150+/150+/150+%
Neutral B 2 (uncharged) 0-150+/150+/150+%
Side B (homing) 0-150+150+/150+%
Side B 2 (homing) 0-150+/150+/150%
Side B 3 (homing) 0-150+/150+/150+%
Down B (9% direct hit) 0-128/150+/150+%
Down B (5% splash damage) 0-135/150+/150+%
Down B 2 0-150+/150+/150+%
Jab (far hit) 0-109/129/150%
Jab 2 0-8/11/14%
Ftilt (strongest 11% hit, angled) 0-0/2/4%
Ftilt (strongest 10% hit, no angle) 0-1/4/6%
Ftilt (8% crotch hit, no angle) 0-38/47/56%
Ftilt (7% knee hit, no angle) 0-45/54/64%
Ftilt (9% crotch hit, angled) 0-33/41/49%
Ftilt (8% knee hit, angled) 0-38/47/56%
Utilt 0-4/7/10%
Fsmash (sour 12% hit, no angle) 0-6/9/12%
Fsmash (sour 11% hit, angled) 0-8/11/15%
Bair (sour 9% hit) 0-19/24/30%
Uair (first 3% hit only, very tip of her feet hitbox) unknown - needs further testing
Dair (meteor hit) 0-21/27/33%
Dair (early 10% hit) 0-6/10/13%
Dair (late 11% hit) 0-4/7/10%
Neutral B (uncharged) 0-150+/150+/150+%
Neutral B 2 (uncharged) 0-150+/150+/150+%
Side B (homing) 0-150+150+/150+%
Side B 2 (homing) 0-150+/150+/150%
Side B 3 (homing) 0-150+/150+/150+%
Down B (9% direct hit) 0-128/150+/150+%
Down B (5% splash damage) 0-135/150+/150+%
Down B 2 0-150+/150+/150+%
Utilt (first hit only, target is prone above you) 0-150+/150+/150+%
Dash attack (late 4% hit) 0-36/43/51~%
Nair (strong 8% hit) 0-18/23/27%
Nair (strong 7% hit) 0-22/27/32%
Nair (late 5% hit) 0-32/39/46%
Nair (late 4% hit) 0-39/47/56%
Bair (strong 7% hit) 0-8/11/14%
Bair (late 5% hit) 0-49/58/68%
Dair (meteor hit) 0-37/45/53% Note: Landing hit will break jab lock.
Side B (grenade tossed as item) 0-35/42/50%
Side B (grenade Z-dropped as item) 0-38/45/53~%
Down B 0-4/7/11%
Up B 3 (5% meteor hit) 0-6/9/11%
Up B 3 (4% meteor hit) 0-45/54/63%
Dash attack (late 4% hit) 0-36/43/51~%
Nair (strong 8% hit) 0-18/23/27%
Nair (strong 7% hit) 0-22/27/32%
Nair (late 5% hit) 0-32/39/46%
Nair (late 4% hit) 0-39/47/56%
Bair (strong 7% hit) 0-8/11/14%
Bair (late 5% hit) 0-49/58/68%
Dair (meteor hit) 0-37/45/53% Note: Landing hit will break jab lock.
Side B (grenade tossed as item) 0-35/42/50%
Side B (grenade Z-dropped as item) 0-38/45/53~%
Down B 0-4/7/11%
Up B 3 (5% meteor hit) 0-6/9/11%
Up B 3 (4% meteor hit) 0-45/54/63%
Massive thanks to Masonomace. He has brought to light many jab locking possibilities for Shulk when equipped with different Arts.
Vanilla/Jump Art Shulk:
Ftilt blade 0-X/X/1%
Ftilt beam 0-0/2/4%
Bair beam 0-X/0/2%
Dair (second hit) blade 0-24/31/37%
Side B (opponent facing you) blade 0-1/4/6
Side B (opponent facing you) beam 0-4/6/8
Side B 2 (opponent facing you) blade 0-1/4/6
Side B 2 (opponent facing you) beam 0-4/6/8
Side B 3 (opponent facing you) blade 0-29
Speed Shulk (0.8x)
Ftilt blade 0-0/2/4%
Ftilt beam 0-2/5/7%
Bair beam 0-1/2/4%
Dair (second hit) blade 0-27/33/40%
Side B (opponent facing you) blade 0-3/7/8
Side B (opponent facing you) beam 0-5/8/10
Shield Shulk (0.7x)
Ftilt blade 0-1/3/5%
Ftilt beam 0-4/6/8%
Bair beam 0-2/3/4%
Dair (second hit) blade 0-28/34/42%
Side B (opponent facing you blade) 0-4/7/9%
Side B (opponent facing you beam) 0-6/9/11%
Buster Shulk (1.4x)
Ftilt blade 0-16/22/28%
Ftilt beam 0-22/28/35%
Fsmash (second beam hit) 0-12/18/23%
Dsmash (various blade hits) 0-who even cares?
Fair blade 0-17/23/28%
Fair beam 0-25/31/37%
Bair blade 0-11/16/22%
Bair beam 0-28/35/42%
Dair (second hit) blade 0-52/65/77%
Dair (second hit) beam 0-5/9/12%
Side B (opponent facing you) blade 0-26/33/40%
Side B (opponent facing you) beam 0-31/39/46%
Smash Shulk (0.5x)
D-air 2nd hit only (sweetspot 11% / 5.5%) 0 – 20/25/30%
Decisive Buster Shulk (1.54x)
Ftilt blade 0-14/20/26%
Ftilt beam 0-20/27/34%
Fsmash (second beam hit) 0-11/16/21%
Fair blade 0-16/21/27%
Fair beam 0-24/30/36%
Bair blade 0-9/15/20%
Bair beam 0-27/34/41%
Dair (second hit) blade 0-48/59/71%
Dair (second hit) beam 0-4/7/11%
Side B (opponent facing you) blade 0-24/32/40
Side B (opponent facing you) beam 0-30/37/45
Hyper Buster Shulk (1.68x)
Ftilt blade 0-30/40/50%
Ftilt beam 0-39/49/60%
Fsmash (second beam hit) 0-26/34/43%
Fair blade 0-42/52/61%
Fair beam 0-54/66/77%
Bair blade 0-26/34/43%
Bair beam 0-51/62/74%
Dair (second hit) blade 0-69/85/101%
Dair (second hit) beam 0-27/35/43%
Side B (opponent facing you) blade 0-47/56/67%
Side B (opponent facing you) beam 0-52/64/75%
Side B 2
Side B 3 (opponent facing you) blade 0-127/150+/150+%
Vanilla/Jump Art Shulk:
Ftilt blade 0-X/X/1%
Ftilt beam 0-0/2/4%
Bair beam 0-X/0/2%
Dair (second hit) blade 0-24/31/37%
Side B (opponent facing you) blade 0-1/4/6
Side B (opponent facing you) beam 0-4/6/8
Side B 2 (opponent facing you) blade 0-1/4/6
Side B 2 (opponent facing you) beam 0-4/6/8
Side B 3 (opponent facing you) blade 0-29
Speed Shulk (0.8x)
Ftilt blade 0-0/2/4%
Ftilt beam 0-2/5/7%
Bair beam 0-1/2/4%
Dair (second hit) blade 0-27/33/40%
Side B (opponent facing you) blade 0-3/7/8
Side B (opponent facing you) beam 0-5/8/10
Shield Shulk (0.7x)
Ftilt blade 0-1/3/5%
Ftilt beam 0-4/6/8%
Bair beam 0-2/3/4%
Dair (second hit) blade 0-28/34/42%
Side B (opponent facing you blade) 0-4/7/9%
Side B (opponent facing you beam) 0-6/9/11%
Buster Shulk (1.4x)
Ftilt blade 0-16/22/28%
Ftilt beam 0-22/28/35%
Fsmash (second beam hit) 0-12/18/23%
Dsmash (various blade hits) 0-who even cares?
Fair blade 0-17/23/28%
Fair beam 0-25/31/37%
Bair blade 0-11/16/22%
Bair beam 0-28/35/42%
Dair (second hit) blade 0-52/65/77%
Dair (second hit) beam 0-5/9/12%
Side B (opponent facing you) blade 0-26/33/40%
Side B (opponent facing you) beam 0-31/39/46%
Smash Shulk (0.5x)
D-air 2nd hit only (sweetspot 11% / 5.5%) 0 – 20/25/30%
Decisive Buster Shulk (1.54x)
Ftilt blade 0-14/20/26%
Ftilt beam 0-20/27/34%
Fsmash (second beam hit) 0-11/16/21%
Fair blade 0-16/21/27%
Fair beam 0-24/30/36%
Bair blade 0-9/15/20%
Bair beam 0-27/34/41%
Dair (second hit) blade 0-48/59/71%
Dair (second hit) beam 0-4/7/11%
Side B (opponent facing you) blade 0-24/32/40
Side B (opponent facing you) beam 0-30/37/45
Hyper Buster Shulk (1.68x)
Ftilt blade 0-30/40/50%
Ftilt beam 0-39/49/60%
Fsmash (second beam hit) 0-26/34/43%
Fair blade 0-42/52/61%
Fair beam 0-54/66/77%
Bair blade 0-26/34/43%
Bair beam 0-51/62/74%
Dair (second hit) blade 0-69/85/101%
Dair (second hit) beam 0-27/35/43%
Side B (opponent facing you) blade 0-47/56/67%
Side B (opponent facing you) beam 0-52/64/75%
Side B 2
Side B 3 (opponent facing you) blade 0-127/150+/150+%
Jab (close hit) 0-150+/150+/150+%
Ftilt (second hit) 0-3/5/7%
Dtilt 0-23/28/33%
Dash Attack (multihits before finisher) 0-150+/150+/150+%
Fair (multihit, target is prone above you) 0-150+/150+/150+%
Neutral B 2 0-78/93/108%
**Side B 2 (burying hit) 0-150+/150+/150+%
Up B (spring) 0-27/32/35%
Up B 2 (spring) 0-150+/150+/150+%
Up B 3 (spring) 0-27/32/35%
Ftilt (second hit) 0-3/5/7%
Dtilt 0-23/28/33%
Dash Attack (multihits before finisher) 0-150+/150+/150+%
Fair (multihit, target is prone above you) 0-150+/150+/150+%
Neutral B 2 0-78/93/108%
**Side B 2 (burying hit) 0-150+/150+/150+%
Up B (spring) 0-27/32/35%
Up B 2 (spring) 0-150+/150+/150+%
Up B 3 (spring) 0-27/32/35%
Ftilt (tipper) 0-8/11/15%
Dtilt 0-14/18/22%
Nair (first hit) 0-16/21/25%
Nair (second hit) 0-22/27/32%
Dair (meteor 16% hit) 0-5/9/12%
Neutral B (uncharged) 0-150+/150+/150+%
Neutral B 3 (any charge) 0-150+/150+/150+%
Side B 3 (returning only) 0-150+/150+/150+%
Dtilt 0-14/18/22%
Nair (first hit) 0-16/21/25%
Nair (second hit) 0-22/27/32%
Dair (meteor 16% hit) 0-5/9/12%
Neutral B (uncharged) 0-150+/150+/150+%
Neutral B 3 (any charge) 0-150+/150+/150+%
Side B 3 (returning only) 0-150+/150+/150+%
Ftilt 0-7/10/13%
**Dsmash 0-150+/150+/150+%
Nair (strong 9% hit) 0-14/19/23
Nair (late 5% hit) 0-32/39/46%
Fair(late 4% hit) 0-59/71/82%
Fair (latest 2% hit) 0-82/98/113%
Bair (late 5% hit) 0-49/59/69%
Bair (latest 3% hit) 0-73/87/101%
Dair (3 turnips meteor hit) 0-32/40/48%
Side B (late 5% explosion) 0-49/59/69%
Down B 2 (axe) 0-11/15/19%
**Dsmash 0-150+/150+/150+%
Nair (strong 9% hit) 0-14/19/23
Nair (late 5% hit) 0-32/39/46%
Fair(late 4% hit) 0-59/71/82%
Fair (latest 2% hit) 0-82/98/113%
Bair (late 5% hit) 0-49/59/69%
Bair (latest 3% hit) 0-73/87/101%
Dair (3 turnips meteor hit) 0-32/40/48%
Side B (late 5% explosion) 0-49/59/69%
Down B 2 (axe) 0-11/15/19%
Ftilt (no angle) 0-3/6/9%
Ftilt (angle low) 0-5/8/12%
Fair (strong 7% hit) 0-10/13/16%
Fair (late 4% hit) 0-66/78/91%
Bair 0-6/10/13%
Dash attack (late 4% hit) 0-150+/150+/150+% Note: sends non-heavy targets behind you.
Side B (thrown bike as object) 0-150+/150+/150+%
Side B 2 (thrown bike as object) 0-150+/150+/150+%
Side B 3 (thrown bike as object) 0-150+/150+/150+%
**Side B 3 0-150+/150+/150+%
Ftilt (angle low) 0-5/8/12%
Fair (strong 7% hit) 0-10/13/16%
Fair (late 4% hit) 0-66/78/91%
Bair 0-6/10/13%
Dash attack (late 4% hit) 0-150+/150+/150+% Note: sends non-heavy targets behind you.
Side B (thrown bike as object) 0-150+/150+/150+%
Side B 2 (thrown bike as object) 0-150+/150+/150+%
Side B 3 (thrown bike as object) 0-150+/150+/150+%
**Side B 3 0-150+/150+/150+%
Jab 3 0-13/16/19%
Fair (meteor hit) 0-84/101/118%
Bair (9% body hit) 0-24/30/36%
Bair (late 6% hit) 0-24/29/35%
Up B 0-42/50/58%
Fair (meteor hit) 0-84/101/118%
Bair (9% body hit) 0-24/30/36%
Bair (late 6% hit) 0-24/29/35%
Up B 0-42/50/58%
Nair (late 7% hit) 0-8/11/14%
Nair (late 5% hit) 0-15/19/22%
Fair (non meteor hits) 0-19/25/31%
Fair (meteor hit) 0-39/48/58%
Dair (all hits before the final) 0-150+/150+/150+%
Dair (landing hit) 0-150+/150+/150+%
Nair (late 5% hit) 0-15/19/22%
Fair (non meteor hits) 0-19/25/31%
Fair (meteor hit) 0-39/48/58%
Dair (all hits before the final) 0-150+/150+/150+%
Dair (landing hit) 0-150+/150+/150+%
Jab (last hit) 0-0/1/2%
Fair (sour 4% hit) 0-77/93/127%
Bair (sour 4% hit) 0-77/93/127%
Dair (meteor hit) 0-23/30/37%
Dair (sour 4% hit) 0-150+/150+/150+%
Down B 0-11/15/18%
Down B 2 0-15/19/22%
Down B 3 0-150+/150+/150+%
Up B 3 (reappearance) 0-10%
Fair (sour 4% hit) 0-77/93/127%
Bair (sour 4% hit) 0-77/93/127%
Dair (meteor hit) 0-23/30/37%
Dair (sour 4% hit) 0-150+/150+/150+%
Down B 0-11/15/18%
Down B 2 0-15/19/22%
Down B 3 0-150+/150+/150+%
Up B 3 (reappearance) 0-10%
Ftilt (no angle, 6% hit)) 0-8/11/14%
Ftilt (angled 6% hit) 0-6/8/11%
Usmash (hits 2-6 meteor angle) 0-? Only possible with Smashville's moving platform
Neutral B (charged or uncharged) 0-150+/150+/150+%
Neutral B 2 (uncharged) 0-150+/150+/150+%
Neutral B 3 (uncharged, stun hit) 0-73/73/73~%
Ftilt (angled 6% hit) 0-6/8/11%
Usmash (hits 2-6 meteor angle) 0-? Only possible with Smashville's moving platform
Neutral B (charged or uncharged) 0-150+/150+/150+%
Neutral B 2 (uncharged) 0-150+/150+/150+%
Neutral B 3 (uncharged, stun hit) 0-73/73/73~%
** = A move that buries grounded opponents, but when used to jab lock, makes opponents get up immediately after being struck. This limits followup potential, but still forces the getup from the victim.
~ = An approximation of damage. Some moves are extremely difficult or unwieldy to test
= A custom move.
Moves that likely work but are not intuitive (or possible) to test - every character's pummel, several throw hitboxes, counters. There are a few more moves with the appropriate angle that technically jab lock, but are part of a multihitting attack that will break the lock. While such moves are technically jab locking, I only listed the multihit moves that you can feasibly strike an opponent with the jab locking hitbox in a way that allows for a followup.
This list has undergone countless additions since I made this thread. But if you come across a move that I missed, I would be happy to add it.
In addition, I wanted to add a basic ranking system for how tall characters are when prone. For most of the jab lock window, characters are going through a landing animation which typically involves a bounce that makes them easier to hit with moves that don't reach the ground, like Falco's blaster, and most of the aerials. But after that bounce, they enter a "prone" status of lying on the ground before they gain access to their getup options. These rankings aren't totally relevant because of the bounce, but I went and ranked the cast anyway for the brief portion of the jab lock window where they are totally prone:
Tallest prone targets - very easy to hit with a variety of moves
So low that Falco's blaster misses - aerials can be difficult to land on them
The lowest “tier” - many aerials and projectiles can miss these characters.
***
* = Very slightly dependent on Size/width. Fattest mii gunner was tall enough to deserve the middle ranking, but that's the only prominent detail.
You should also take these tiers with a further grain of salt because every character has two prone animations. One while lying face down, and one while lying on their backs. For instance, Ike is taller when lying on his back than face down.
Tallest prone targets - very easy to hit with a variety of moves
So low that Falco's blaster misses - aerials can be difficult to land on them
The lowest “tier” - many aerials and projectiles can miss these characters.
***
* = Very slightly dependent on Size/width. Fattest mii gunner was tall enough to deserve the middle ranking, but that's the only prominent detail.
You should also take these tiers with a further grain of salt because every character has two prone animations. One while lying face down, and one while lying on their backs. For instance, Ike is taller when lying on his back than face down.
Finally here's some miscellaneous notes about jab locking that I want to have in order to explain some potential questions and possibilities. They are also simply for my benefit:
Master list of angles that work: 0, 180, anything between 181 and 359, 361, 363, and 365.
0 is an angle that will keep the target on the ground at any percent, but still slide them further according to damage and knockback. As far as I can tell, 180 works the same as 0, but in the opposite direction (present in Wario's dash attack). 181 to 359 are all pretty much meteor angles as far as jab locking is concerned. They will work until they hit the target hard enough for them to bounce upward. 363 is only present in Lucario's Extreme Speed Attack, and it's a specially programmed angle that changes based on the direction he is traveling. 365 I'm still not sure on yet, but it's another special angle that, from what I can tell, is similar in function to 363, but found in various multihitting attacks like Bowser jr.'s Dair, and Greninja's Bair.
Remember that some moves have different knockback angles depending on the target being on the ground or in the air. When a target is lying on the ground, they are hit by "ground target only" hitboxes, and never aerial ones.
Most of the moves that jab lock are capable of Prattacking as well. Jab locking a target that slides off a platform/ledge will initiate the same forced fall state as a prattack, and refresh the three hit limit for jab locking once they land.
Characters are locked into a prone animation for 26 frames starting at the point that they land. Nobody stays down for a longer or shorter time. Thus, the jab lock window is 26 frames. The window for extending a jab lock with more hits is 38 frames after hitlag has concluded. Character's do not enter any sort of hitstun that would favor stronger locking moves. If an attack has 38 or less total frames, it can be used on its own up to three times. Note: FAF = Total Frames + 1
Attacks that bury jab lock, but follow unique rules. The victim will stand up immediately as if they had been locked for a third time, but hitting them within the 38 frame window for additional locking moves can result in an infinite lock in a double scenario.
If a character is prone and hit by a meteor that makes them rebound into the air, they cannot tech it. So even if a meteor no longer jab locks, the true combos that they lead into are in fact true combos.
Luigi slides much farther when successfully jab locked, making followups more difficult. The reason for this is Luigi's low amount of traction. And while all characters have varying levels of this statistic, the important thing to note is that no other character slides as far as Luigi.
Moves that also stun the target like Pikachu's thunderwave custom will stun the target for the full duration before letting them visually enter the jab lock status. However, attacking them with a jab locking move while they are still stunned will continue the lock. In other words, you don't have to wait for the stun to wear off.
When attempting to jab lock Bowser, some soft hitting moves at low percents will not initiate jab locks because of his tough guy armor still being in effect while prone. Some notable examples of this are Luigi's fireball, Mega Man's jabs, and Mario's Fast Fireball. Check the tough guy tab of this thread to learn what moves tough guy will work for if you're curious, but those three are pretty much the only ones worth mentioning if you only care about jab locking.
0 is an angle that will keep the target on the ground at any percent, but still slide them further according to damage and knockback. As far as I can tell, 180 works the same as 0, but in the opposite direction (present in Wario's dash attack). 181 to 359 are all pretty much meteor angles as far as jab locking is concerned. They will work until they hit the target hard enough for them to bounce upward. 363 is only present in Lucario's Extreme Speed Attack, and it's a specially programmed angle that changes based on the direction he is traveling. 365 I'm still not sure on yet, but it's another special angle that, from what I can tell, is similar in function to 363, but found in various multihitting attacks like Bowser jr.'s Dair, and Greninja's Bair.
Remember that some moves have different knockback angles depending on the target being on the ground or in the air. When a target is lying on the ground, they are hit by "ground target only" hitboxes, and never aerial ones.
Most of the moves that jab lock are capable of Prattacking as well. Jab locking a target that slides off a platform/ledge will initiate the same forced fall state as a prattack, and refresh the three hit limit for jab locking once they land.
Characters are locked into a prone animation for 26 frames starting at the point that they land. Nobody stays down for a longer or shorter time. Thus, the jab lock window is 26 frames. The window for extending a jab lock with more hits is 38 frames after hitlag has concluded. Character's do not enter any sort of hitstun that would favor stronger locking moves. If an attack has 38 or less total frames, it can be used on its own up to three times. Note: FAF = Total Frames + 1
Attacks that bury jab lock, but follow unique rules. The victim will stand up immediately as if they had been locked for a third time, but hitting them within the 38 frame window for additional locking moves can result in an infinite lock in a double scenario.
If a character is prone and hit by a meteor that makes them rebound into the air, they cannot tech it. So even if a meteor no longer jab locks, the true combos that they lead into are in fact true combos.
Luigi slides much farther when successfully jab locked, making followups more difficult. The reason for this is Luigi's low amount of traction. And while all characters have varying levels of this statistic, the important thing to note is that no other character slides as far as Luigi.
Moves that also stun the target like Pikachu's thunderwave custom will stun the target for the full duration before letting them visually enter the jab lock status. However, attacking them with a jab locking move while they are still stunned will continue the lock. In other words, you don't have to wait for the stun to wear off.
When attempting to jab lock Bowser, some soft hitting moves at low percents will not initiate jab locks because of his tough guy armor still being in effect while prone. Some notable examples of this are Luigi's fireball, Mega Man's jabs, and Mario's Fast Fireball. Check the tough guy tab of this thread to learn what moves tough guy will work for if you're curious, but those three are pretty much the only ones worth mentioning if you only care about jab locking.
The goal of this thread is to:
- Find more jab locking moves.
- Discuss setups for jab locking with a variety of moves, such as aerial footstools (they can't jump or tech as they fall until after a set lag period), throwing opponents low to the ground or onto platforms, and attacking targets on a platform to make them slide off (they also can't jump or tech as they fall).
- Discuss the viability of jab locking with a variety of moves, thus making those moves seem more useful to the character. This may indirectly help improve character specific metas.
Latest updates:
Updated values for Patch 1.16
Last edited: