Beefy Smash Doods some sick shit you didn’t mention. Ken can jab lock with close ftilt and cause he can cancel specials at any time, he can double jab lock with ftilt off of sweetspot nair, then do another ftilt and cancel to heavy shoryu for max safe damage off of a jab lock. Close Ftilt does like 7% in a jab lock
Beefy Smash Doods here is something random you can go on fourside kill your opponent 1v1 go behind the opponent on the tiny platform right side use something like kirbys jab
Locks were cool and made for flashy highlights, but it's good for game balance to have them nerfed. I've died in bracket at 40% because I didn't tech Mario's short hop nair, which leads to 3 jabs and a fully charged fsmash. Should I be punished for missing a tech, even one with a tight reaction window? Yes. Is _dying at 40%_ a reasonable punishment? Eh...
I'm inclined to agree, although being the person skillful enough to kill their opponent at 40% felt amazing, and I'll miss that But overall, I think that Ultimate offers a lot more ways to style on your opponent which is why I don't think they'll be _too_ missed
@Chaos Hawk I think this guy has it right. It strikes a balance that means that the game allows you to capitalise and punish but it doesn't say have a free stock
Smash 4 jab locks were sick mostly because it was one of the coolest things to do in the game. With Ultimate's pacing, I'm honestly finding them hard to miss with all the other possibilities available.
@@KingKayEyeDee It doesn't matter if they were "infinite" if they could bring you from 0 to dead relatively easily. 0 to deaths still exist for sure. But now they are specific combos that require specific setup, you can't just get a simple footstool and immediately kill a character anymore.
The changes to jab locks make them worse, but also less arbitrary. Gone is the weird selection of characters who can jab lock, and you no longer need to worry about percent (must jabs lock at anywhere below 150) which ironically makes them easier to use.
I’m very relieved to see nearly EVERYONE can do it with a Jab too. in smash 4 only a handful of characters could actually do it with a Jab and everyone else had to fly over them and spike them into the ground or something and it made it way harder for some characters than others (usually hurting lower tier characters a lot)
Jab locks have been nerfed slightly. But i think it balances out since you can now run to jab... In smash 4 if you knocked them back to far it was much harder to run to them and get a lock since you couldn't run to jab. Plus most characters are faster on the ground... again making it easier to follow your opponent as they fly. With the increase kill power of a lot of smash attacks i think this system is really good actually. I feel like if we had smash 4 jab locks you could get some ridiculous early kills with partially charged f smashes, especially since a lot more characters have jabs that can lock.
@@AppledirtArchive that's ok too (imo)... with the speed of the game people will still miss techs. Even the melee gods miss techs, even though this game isn't as fast but still
I like that everything can be teched at low percent, and I love that way more characters have jab locks, so I think it really can only be a good thing. I've gotten some nasty jablock kills with link
*Beefy Smash Doods:* "Ok. Jab-locks are nerfed, but they're still useful" *Comments:* "OH NO THEY GOT NERFED PRETTY HARD!" "OMG BUT I LOVED JAB-LOCKS!" "R.I.P. JAB-LOCKS"
@@twotamatos It's crazy how evolution works, you go from 64 to Melee like "Wow, everything no longer looks blocky and actually looks great!" Melee - Brawl "Wow, the textures are so much more realistic!" Brawl - Sm4sh "Now this is good, simple, and looks amazing! Surely they can't get any bet-" Sm4sh - Ultimate "Never mind."
Larry did not know how to deal with Puff's ledge pressure (which is hilarious, considering that not even level 9 CPUs fall for it). Larry did end up fighting Captain L's Puff later that year, but it didn't end well for L.
this is much better imo, I really like that things are generally techable and since most preemtive defensive options have been nerfed, it makes sense that some reactive defensive options have been made more accessible
I personally think the nerfs are a good thing as it makes it less punishing if you miss a tech but they also made techs more reliable either way but it just gets the fight moving again instead of forcing it to stop basically
I think he's talking about the pace of the game, in smash 4 a jab lock killed all momentum while in ultimate it's not the end all be all and its not a guaranteed kill for your opponent.
i disagree. you SHOULD be punished hard for missing a tech. After all, teching in this game is really easy. if they wanted to get fight moving, make it a jab reset like in melee
i think jab lock and footstool combos were some of the hypest things in smash 4. They are also one of the things that made character exploration continue for as long as it did since new footstool combos were always popping up
I always hated jab locks in Smash 4, because weird, specific hits took away your control over your fighter. I'm very glad you can tech to avoid them now and you can now choose how you get up instead of being forced to do a standard getup for no apparent reason.
@@lofiighostly I don't believe so. There were quite a few untechable situations in Smash 4. You could tech grounded meteor smashes, but I'm fairly certain you couldn't tech jab locks. If you could, then I think it was WAY too difficult because I could never do it and I never saw anyone do it in competitive play, but I've done it and seen it in Ultimate. I might be just misremembering, but I guess it doesn't matter much anymore either way
@@CalebWillden You don't tech jablocks, a jablock occurs after you screwed up your tech. Are you talking about footstools? Because they were untechable in smash4 and therefore often lead to a guaranteed jablock.
A lot of people see it as a nerf. But I believe Jab “Locks” should be considered Combo Extenders. If you’re connecting a string of moves together and your opponent misses a tech, you can extend the combo with the Extender and follow up with more moves. I like the term, Combo Extender. Or Combo Ex for short.
sorry to burst your bubble but combo extenders have been a commonplace term in fighting games for a long time, to describe any technique that allows you to extend your combo, like this one. there's no "believing" jab locks should extend your combo, they simply do. the term combo extender comes from this. however, nobody is going to call it a COMBO EX!
@@ChaosLord5129 It seems to me that literally anyone and their mom could get under your skin. Anonymity != power, nobody actually values your opinion when you talk down to people.
I like it this time around, it makes the lock more rewarding, because there's no 50:50 tumble animation, everything is your fault now and you have to take responsibility for those loses.
Sakuri made that change to slightly bridge the gap betqeen high skill and low skill players without doing anything drastic. Say what you like but I think this change is genious
Any ness mains here? For him: The most reliable jab lock confirm follow ups in terms of consistency and kill power are: dtilt -> dtilt -> pk fire -> short hop dair -> up air (to kill vertically) and dtilt -> dtilt -> pk fire -> jump buffer double jump djc psi magnet wait for two ticks of psi magnet -> pk fire -> run up pivot back air I recently discovered the second option and will be making a video on it, depending on oppenents di, it is true
People praise Melee all the time, and these locks are more like in Melee (1 hit) since you can only get 2 hits here. It's a compromise between Melee and Sm4sh. Plus you can still get a smash attack, you just can't full charge it. I don't really see the big deal honestly. Coupled with the fact you have a damage increase in 1v1 battles, you're gonna get wrecked at 60 to 70% anyway. This is a good change. People are forgetting about all the other mechanics that also got changed to necessitate this one.
The game is most likely balanced off of 1v1s no items, pretty hard to figure out what exactly is op otherwise. Also you can usually live pretty far past 60 to 70. Most moves kill at around 100-150
Well, in Melee you couldn't actually lock. It would just result in a automatic reset, whereas in Smash 4, a reset would only occur after the lock was over. In Ultimate, you have to force the reset onto your opponent immediately after a jab lock.
Honestly, i'm just glad that Robin can jab lock with something other than a dropped tome/dropped Levin Sword. I think the changes keep the pace going, but only time will tell. We're still in the early stages of Ultimate, so maybe people will come up with some crazy stuff with these. Btw, that Falcon Punch read looks sick!
I think it’s amazing because the speed of the game is slightly faster now. In smash 4 you’d have to do 3 hits and wait a bit for them to get up but now its 2 hits and bang.
The ability to roll out of a jab lock may seem like a nerf (and it technically is), but that does mean one thing for spectators: Disrespect. Going for a falcon punch instead of a guaranteed hit will be super hype.
I think the new rules make the game more interesting. There are more options for your opponent now, so you have to consider how skilled or tricky your opponent is before attempting a jab followup.
The jab lock change was definitely a good thing to get rid of footstool setups. It’s a bummer they changed for normal jab locks, but it isn’t too big of a deal, since they can still kind of work, just not as strongly.
This is better for more variety of characters to play viably. It's a good balance change that makes it fair for the ones on the receiving end. Besides, they already nerfed dodging, so there needed to be more defense options as a result. Thank you for the awesome education.
I don't mind the change to the jab locks it kinda makes the game more fast paced, but even tho making everything techable was a necessary change balance wise, I am gonna kinda miss footstooling to true combos(even tho I rarely went for stuff like that in Sm4sh). I mean the combo game is still strong in Ultimate, I've been having a blast learning new combos!
Anything that adds more skill for alternate options to a game is a good thing. I think that the game would be so much more interesting if all characters had Ryu/Ken like weak and heavy versions of tilts, jabs, or even aerials. Also specials. It would increase the skill gap, but give more options. Just my two cents.
3:04 - So basically out of the base roster, only Roy/Chrom and Ganondof cannot "jab-lock" with an actual jab. It's fine for Roy/Chrom since they already get so much from jab anyway (Jab ->Bair), but my condolences to Ganon players.
Good change. Makes punishes off of X situations much less polarizing. Much more of a defensive skill to be able to avoid death and tech for your life. As they say from back in the day, “We tech those” 😎
I like this change. adds a mindgame aspect of interaction to the mechanic. everything is techable and even if you're jablocked, you are not forced to neutral get up and skill gets rewarded rather than exploiting a game mechanic that leaves the opponent helpless.
>"nice video" >"[opinion on jablocks]" >"[experiences with jablocks]" >"[Literally anything related to the video]" All better comments than "MORE NOW PLS".
Jab locks/resets may have gotten nerfed, but I'm still taking my free fsmash whenever they miss a tech on a lock setup. Plus since running jab is so easy to do now, I get them a lot more often. Could never do it in smash 4 without dash attacking on accident because I'm bad at foxtrotting, and then I hated pikachu dittos where the other pikachu actually does remember to do it and I get smacked because spinny flying animation. I love this new version, it's quick and easy to do, while also easy to avoid.
I like the way Melee does jab resets better (less arbitrary numbers like two or three jabs-- why specifically that many? Makes no actual sense), but I think this is still a decent way to allow players to punish missed techs. Given how strong certain moves are on some characters, it makes sense that jab locks shouldn't leave you nearly as + as in past games. I shudder at the thought of getting jab reset and eating a Ridley down-b for it
Personally I think it should go back to being called a jab reset, cause this mechanic was changed from a combo finisher in smash 4 to a combo extender in ultimate. There was a focus shift towards faster paced gameplay, and i think they changed the way this works in order to give another option for long flashy combos..
Hi beefy smash, can you do a video on Shields and shield Breaking/parrying? I want to know what is actually going on when i push my opponent to the edge and then they can act again after reaching the edge. would be helpful if you could do a montage of what is parriable
You probably know after one year but if you push someone with a broken sheild/is stunned to close to the edge they will be unstunned because you pushed them off the edge or something
I know people that don't even play competitive that D.I, you should have had that down before even considering competitive, also try and learn how to spotdodge and use airdodge to reach ledge
My big weakness is that anytime I knock someone on the ground they’re almost always intangible by the time I get to them so I miss the hit or the grab and I get punished.
The balloon knockback encourages teching at mid to high percents now. I tend to tech most attacks in Ultimate, because missing even *one* tech against an AI opponent means that it will go ham on you and won't give you any mercy.
I dig it, things are a little more balanced with them not being able to lead into really crazy stuff. Mario and Pika could kill super early with a lab lock near the ledge in 4, and with kill power how it is in this game... Yeah. A welcome change, in my opinion.
I'm glad Jab-Locking got nerfed because I really hated being on the receiving end of it. Required too much setup and for most players was too situational. Now that it is nerfed, people won't be prone to some stupid mechanic taking away player control as much.
It's good, it creates balance instead of having a boring batch where someone adjusting a mechanic. Is also less fun when someone is breaking a mechanic on you, no one wants to play after that. The point of the game is to have everyone want to play and enjoy the game.
Jab locking is still helpful when the situation arises, but the options are not as big as before. At least some of the hit animations got fixed so there’s no untechable misery like lastgame.
AWAKENED KIRBY: goo.gl/uo1kfG
Hope you like it :D
Beefy Smash Doods some sick shit you didn’t mention. Ken can jab lock with close ftilt and cause he can cancel specials at any time, he can double jab lock with ftilt off of sweetspot nair, then do another ftilt and cancel to heavy shoryu for max safe damage off of a jab lock. Close Ftilt does like 7% in a jab lock
Thanks,for helping me get better.
I think pacman is broken,he's not the same anymore.I can't get stylish with my fruits like I used to.
Please do a video on how to beat Wendy
Beefy Smash Doods here is something random you can go on fourside kill your opponent 1v1 go behind the opponent on the tiny platform right side use something like kirbys jab
This guy is incredible. Simple. Precise. Clear. To the point. Do every video. Subbed.
Locks were cool and made for flashy highlights, but it's good for game balance to have them nerfed. I've died in bracket at 40% because I didn't tech Mario's short hop nair, which leads to 3 jabs and a fully charged fsmash. Should I be punished for missing a tech, even one with a tight reaction window? Yes. Is _dying at 40%_ a reasonable punishment? Eh...
I'm inclined to agree, although being the person skillful enough to kill their opponent at 40% felt amazing, and I'll miss that
But overall, I think that Ultimate offers a lot more ways to style on your opponent which is why I don't think they'll be _too_ missed
I went into this finding the forced getup changes undesirable. You changed my mind on this one MockRock.
Yeah but now because of the knockback acceleration you can die at 30 from a spike so it's really inconsistent
@@72823m any examples? How does one style on their opponent
@Chaos Hawk I think this guy has it right. It strikes a balance that means that the game allows you to capitalise and punish but it doesn't say have a free stock
Smash 4 jab locks were sick mostly because it was one of the coolest things to do in the game. With Ultimate's pacing, I'm honestly finding them hard to miss with all the other possibilities available.
I bet they made footstools techable and nerfed jab locks to get rid of any chance of a character having an infinite combo
But
There were no infinite locks in smash 4...
@@KingKayEyeDee Teams
it kinda had some especifics but were patched. Also i think peach has a super hard infinite in 4 if i am correct
@@KingKayEyeDee megaman metal blade footstool infinite
@@KingKayEyeDee It doesn't matter if they were "infinite" if they could bring you from 0 to dead relatively easily. 0 to deaths still exist for sure. But now they are specific combos that require specific setup, you can't just get a simple footstool and immediately kill a character anymore.
The changes to jab locks make them worse, but also less arbitrary. Gone is the weird selection of characters who can jab lock, and you no longer need to worry about percent (must jabs lock at anywhere below 150) which ironically makes them easier to use.
seeing the correct usage of "ironically" after so long just puts my mind at ease
Easier to pull off, but weaker overall. Seems like a solid balance change in the SSBU system
Basically makes tech chasing a thing again
I’m very relieved to see nearly EVERYONE can do it with a Jab too. in smash 4 only a handful of characters could actually do it with a Jab and everyone else had to fly over them and spike them into the ground or something and it made it way harder for some characters than others (usually hurting lower tier characters a lot)
@Chaos Hawk I think it's 74 including echo fighters
Jab locks have been nerfed slightly.
But i think it balances out since you can now run to jab... In smash 4 if you knocked them back to far it was much harder to run to them and get a lock since you couldn't run to jab. Plus most characters are faster on the ground... again making it easier to follow your opponent as they fly. With the increase kill power of a lot of smash attacks i think this system is really good actually. I feel like if we had smash 4 jab locks you could get some ridiculous early kills with partially charged f smashes, especially since a lot more characters have jabs that can lock.
Yeah, but the footstool combos that so often implement them are gone, so you can't guarantee a tech situation. (Unless you're Snake, that is.)
@@AppledirtArchive that's ok too (imo)... with the speed of the game people will still miss techs. Even the melee gods miss techs, even though this game isn't as fast but still
*Read more*
Hey
Imagine if Hero was in smash 4. *Jab lock to crit fsmash* actually, he can already do that
#1: They lead to some stylish ass combos.
Alright, thanks for watching
With the damage increase in 1v1 no items I can see why they did this change.
I like that everything can be teched at low percent, and I love that way more characters have jab locks, so I think it really can only be a good thing. I've gotten some nasty jablock kills with link
*Beefy Smash Doods:*
"Ok. Jab-locks are nerfed, but they're still useful"
*Comments:*
"OH NO THEY GOT NERFED PRETTY HARD!"
"OMG BUT I LOVED JAB-LOCKS!"
"R.I.P. JAB-LOCKS"
They got nerfed harder than bayonnta
@@PiKayDaps *Greninja
ZoYatic _ not useful at all with a slow punish character.
@@TheFirstRamenKamen I know, but I am just saying. It's still useful, but everyone is just acting like they don't exist anymore.
ZoYatic _ well they really aren't useful anymore, bsd is just trying to make them look still decent when they actually suck
A buff or nerf is good if it makes the gameplay more interesting and/or fun. This nerf makes jab lock more read/mix-up bassed which is always more fun
change is always welcome. new players dont have to fall victim to years of muscle memory.
fresh start for EVERYONE, learn new techniques.
Antonio Sandoval change is good sometimes, but strictly limiting the usefulness of a technique spanning all the way back to melee was a bad idea.
Thanks for the video! I’ve always gotten them on random occasions and never really understood why
Compared to Ultimate, Smash 4's graphics now look pretty bad
Mike M. I read this as compared to smash 4 ultimates graphics now look pretty bad had to do a double take lmfao
@@twotamatos It's crazy how evolution works, you go from 64 to Melee like "Wow, everything no longer looks blocky and actually looks great!"
Melee - Brawl "Wow, the textures are so much more realistic!"
Brawl - Sm4sh "Now this is good, simple, and looks amazing! Surely they can't get any bet-"
Sm4sh - Ultimate "Never mind."
the thing that bothers me about smash 4 now is how slowly characters fly off the screen
@@pondwithducks3092 I tried playing sm4sh again and I never new if my move was gonna kill because they fly so slow
They worked so hard on this game
Oh my goodness.....
Sing can actually be used. 0.0
and Rest doesn’t make you sleep for as long as before! it’s so cool to see jigglypuff is an actual character now
Sing could always be used, haven't you seen captain L vs Larry Lurr?
Larry did not know how to deal with Puff's ledge pressure (which is hilarious, considering that not even level 9 CPUs fall for it). Larry did end up fighting Captain L's Puff later that year, but it didn't end well for L.
perkypears
only if you land it tho!
@ rest and pound have always been good moves
this is much better imo, I really like that things are generally techable and since most preemtive defensive options have been nerfed, it makes sense that some reactive defensive options have been made more accessible
I personally think the nerfs are a good thing as it makes it less punishing if you miss a tech but they also made techs more reliable either way but it just gets the fight moving again instead of forcing it to stop basically
What do you mean it gets the fight moving? Inherently the fighting starts when you miss a tech.
I think he's talking about the pace of the game, in smash 4 a jab lock killed all momentum while in ultimate it's not the end all be all and its not a guaranteed kill for your opponent.
i disagree. you SHOULD be punished hard for missing a tech. After all, teching in this game is really easy. if they wanted to get fight moving, make it a jab reset like in melee
If you make the fights too serious it stops being fun when a better player basically knocks them from 0 to dead in mere seconds.
Missing a tech should be punishing.
i think jab lock and footstool combos were some of the hypest things in smash 4. They are also one of the things that made character exploration continue for as long as it did since new footstool combos were always popping up
Roy & Chrom can use the first hit of their side b to jab lock too
I always hated jab locks in Smash 4, because weird, specific hits took away your control over your fighter. I'm very glad you can tech to avoid them now and you can now choose how you get up instead of being forced to do a standard getup for no apparent reason.
Yea but if u miss the tech you are gonna eat another big combo because they can just hit you off the ground again before u have the option to get up
Mason Farted ^
You could always tech to avoid them. The only time you couldn’t is when you were in the spin animation.
@@lofiighostly I don't believe so. There were quite a few untechable situations in Smash 4. You could tech grounded meteor smashes, but I'm fairly certain you couldn't tech jab locks. If you could, then I think it was WAY too difficult because I could never do it and I never saw anyone do it in competitive play, but I've done it and seen it in Ultimate.
I might be just misremembering, but I guess it doesn't matter much anymore either way
@@CalebWillden You don't tech jablocks, a jablock occurs after you screwed up your tech. Are you talking about footstools? Because they were untechable in smash4 and therefore often lead to a guaranteed jablock.
Thank you soooo much for the informative videos man. No click bait. No Bullshit to extend it past 10mins. You're work here is really appreciated
A lot of people see it as a nerf. But I believe Jab “Locks” should be considered Combo Extenders. If you’re connecting a string of moves together and your opponent misses a tech, you can extend the combo with the Extender and follow up with more moves.
I like the term, Combo Extender. Or Combo Ex for short.
The Extendurrrrrr stands for another thing, tho.
I can imagine the commentators now.
WHOA! ZeRo getting that CRAZY zero to death using that *CoMbO eX*
sorry to burst your bubble but combo extenders have been a commonplace term in fighting games for a long time, to describe any technique that allows you to extend your combo, like this one. there's no "believing" jab locks should extend your combo, they simply do. the term combo extender comes from this. however, nobody is going to call it a COMBO EX!
@@ChaosLord5129 damn calm down georgie no need to act all tough over a children's game
@@ChaosLord5129 It seems to me that literally anyone and their mom could get under your skin. Anonymity != power, nobody actually values your opinion when you talk down to people.
I like it this time around, it makes the lock more rewarding, because there's no 50:50 tumble animation, everything is your fault now and you have to take responsibility for those loses.
Sakuri made that change to slightly bridge the gap betqeen high skill and low skill players without doing anything drastic.
Say what you like but I think this change is genious
Shluk Anything you think is GENIUS is probably wack, because of that spelling BOY
Any ness mains here? For him:
The most reliable jab lock confirm follow ups in terms of consistency and kill power are:
dtilt -> dtilt -> pk fire -> short hop dair -> up air (to kill vertically)
and
dtilt -> dtilt -> pk fire -> jump buffer double jump djc psi magnet wait for two ticks of psi magnet -> pk fire -> run up pivot back air
I recently discovered the second option and will be making a video on it, depending on oppenents di, it is true
People praise Melee all the time, and these locks are more like in Melee (1 hit) since you can only get 2 hits here. It's a compromise between Melee and Sm4sh. Plus you can still get a smash attack, you just can't full charge it. I don't really see the big deal honestly. Coupled with the fact you have a damage increase in 1v1 battles, you're gonna get wrecked at 60 to 70% anyway.
This is a good change. People are forgetting about all the other mechanics that also got changed to necessitate this one.
The game is most likely balanced off of 1v1s no items, pretty hard to figure out what exactly is op otherwise.
Also you can usually live pretty far past 60 to 70. Most moves kill at around 100-150
@@TheLegless101 smash attacks kill at like 60%
Well, in Melee you couldn't actually lock. It would just result in a automatic reset, whereas in Smash 4, a reset would only occur after the lock was over. In Ultimate, you have to force the reset onto your opponent immediately after a jab lock.
you can roll from getting jab reset now, idk how reliable is jab into Smash attack now.
It's not really bad for the meta.
compared to sm4sh, mario/pika/mk jablocks were part of the meta
I’m so glad the tech window is more like pm and Melee. Smash 4 was way too close to the ground
I think the changes are a great way of dealing with jab locks while still keeping the mechanic in the game.
Thank you for this new video. I thought I was just doing it incorrectly
Honestly, i'm just glad that Robin can jab lock with something other than a dropped tome/dropped Levin Sword. I think the changes keep the pace going, but only time will tell. We're still in the early stages of Ultimate, so maybe people will come up with some crazy stuff with these. Btw, that Falcon Punch read looks sick!
I think it’s amazing because the speed of the game is slightly faster now. In smash 4 you’d have to do 3 hits and wait a bit for them to get up but now its 2 hits and bang.
This video was my salvation...
So much thanks...
For some weird reason, when that piano music came on, all I thought was...
"A Little Help... for Millennials"
kudos to you if you got that reference.
I like the ability to tech these things. makes it a lot crazier.
The ability to roll out of a jab lock may seem like a nerf (and it technically is), but that does mean one thing for spectators: Disrespect. Going for a falcon punch instead of a guaranteed hit will be super hype.
I think the new rules make the game more interesting. There are more options for your opponent now, so you have to consider how skilled or tricky your opponent is before attempting a jab followup.
really love the thumbnail, larry is adorable
This is one of the first advanced techs I started to implement, it's worked great against my brother who can't tech well.
One thing not mentioned, caused of the weaker dodge movement you can also tech chase as well.
Legit video. Very well explained, even a year later. Cheers.
I love the new jab lock mechanics. They're not as devastating while retaining a lot of utility.
I wish jab locks worked like they did in smash 4 but I like how footstools are techable now
Jab locks are so common now, it’s awesome
It's not bad, it's just different. It's more hype now though cause of all the options.
so you can try to read their option after the jabs, or just hit them with a quick move while they're laying on the ground
I love the term "hard read". You pro gamers and your vocabulary.
The jab lock change was definitely a good thing to get rid of footstool setups. It’s a bummer they changed for normal jab locks, but it isn’t too big of a deal, since they can still kind of work, just not as strongly.
This is better for more variety of characters to play viably. It's a good balance change that makes it fair for the ones on the receiving end. Besides, they already nerfed dodging, so there needed to be more defense options as a result. Thank you for the awesome education.
I don't mind the change to the jab locks it kinda makes the game more fast paced, but even tho making everything techable was a necessary change balance wise, I am gonna kinda miss footstooling to true combos(even tho I rarely went for stuff like that in Sm4sh). I mean the combo game is still strong in Ultimate, I've been having a blast learning new combos!
This video is greatly instructive, love it
I love the changes.
Anything that adds more skill for alternate options to a game is a good thing. I think that the game would be so much more interesting if all characters had Ryu/Ken like weak and heavy versions of tilts, jabs, or even aerials. Also specials. It would increase the skill gap, but give more options. Just my two cents.
I've been hitting a ton of jab locks as Pichu I always punish with an f smash or down smash it works great
bro should a J-lock twice or once?
Your tutos about smash tips and tricks are realy good, thanks 😊
I kind of liked jab locks and how they were back then, because it took a lot of skill to be able to react to a missed tech fast.
Thank you very much, I didn't know exactly what was a Jab lock since they changed in this game
3:04 - So basically out of the base roster, only Roy/Chrom and Ganondof cannot "jab-lock" with an actual jab. It's fine for Roy/Chrom since they already get so much from jab anyway (Jab ->Bair), but my condolences to Ganon players.
Thank you for putting Larry Koopa in the thumbnail.
I like this change to Jab Lock in Ultimate
Good change. Makes punishes off of X situations much less polarizing. Much more of a defensive skill to be able to avoid death and tech for your life. As they say from back in the day, “We tech those” 😎
These are the best jab lock mechanics in any smash game. Even the illegal one
I like this change. adds a mindgame aspect of interaction to the mechanic.
everything is techable and even if you're jablocked, you are not forced to neutral get up and skill gets rewarded rather than exploiting a game mechanic that leaves the opponent helpless.
Next video: How to do a parry
Izaw made a great video about parrying.
>"nice video"
>"[opinion on jablocks]"
>"[experiences with jablocks]"
>"[Literally anything related to the video]"
All better comments than "MORE NOW PLS".
Jab locks/resets may have gotten nerfed, but I'm still taking my free fsmash whenever they miss a tech on a lock setup. Plus since running jab is so easy to do now, I get them a lot more often. Could never do it in smash 4 without dash attacking on accident because I'm bad at foxtrotting, and then I hated pikachu dittos where the other pikachu actually does remember to do it and I get smacked because spinny flying animation. I love this new version, it's quick and easy to do, while also easy to avoid.
Correction Roy can jab lock with first and second hit of his side b at Low percentage
Fun game: turn on auto captions and take a shot each time it messes up catching the word "tech"
I like the way Melee does jab resets better (less arbitrary numbers like two or three jabs-- why specifically that many? Makes no actual sense), but I think this is still a decent way to allow players to punish missed techs. Given how strong certain moves are on some characters, it makes sense that jab locks shouldn't leave you nearly as + as in past games.
I shudder at the thought of getting jab reset and eating a Ridley down-b for it
Personally I think it should go back to being called a jab reset, cause this mechanic was changed from a combo finisher in smash 4 to a combo extender in ultimate. There was a focus shift towards faster paced gameplay, and i think they changed the way this works in order to give another option for long flashy combos..
Can't wait to see them Joker jab locks.
This is basically melee jab resets except you can do it twice instead of just once. I don't see big problem tbh, it's a great combo extender
Roy and Chrom can jab lock witth the first swing of the double edge dance.
Thank you for all these videos, they help me out a lot, I thought I knew how to play LOL.
Love you guys
I needed this
Keep up the great work guys!
Its a nerf, but it does mean that there are more defensive options. Mindgames and reads have been extended further
Hi beefy smash, can you do a video on Shields and shield Breaking/parrying? I want to know what is actually going on when i push my opponent to the edge and then they can act again after reaching the edge. would be helpful if you could do a montage of what is parriable
Dragko Ardhanari
Izaw has a good video about parrying
You probably know after one year but if you push someone with a broken sheild/is stunned to close to the edge they will be unstunned because you pushed them off the edge or something
New to competitive Smash, still practicing D.I. I might learn this first.
I know people that don't even play competitive that D.I, you should have had that down before even considering competitive, also try and learn how to spotdodge and use airdodge to reach ledge
Why does the awakened Kirby looks like he wants to steal waluigi’s smash invitation
My big weakness is that anytime I knock someone on the ground they’re almost always intangible by the time I get to them so I miss the hit or the grab and I get punished.
3:00 YESSSIR MARTH DAYUM IT NO ROY
Rip OP Jab lock...
You will be missed
Could you do a video on Kill Confirms & Edgeguard setups & how to practice them alone?
The balloon knockback encourages teching at mid to high percents now.
I tend to tech most attacks in Ultimate, because missing even *one* tech against an AI opponent means that it will go ham on you and won't give you any mercy.
Optimal Dedede lock, engage!
I dig it, things are a little more balanced with them not being able to lead into really crazy stuff. Mario and Pika could kill super early with a lab lock near the ledge in 4, and with kill power how it is in this game... Yeah. A welcome change, in my opinion.
I will stay beefy.
Love this channel
It's true that Roy's jab can't jab lock. However, you can use one of Roy's side specials to lock instead.
I'm glad Jab-Locking got nerfed because I really hated being on the receiving end of it. Required too much setup and for most players was too situational. Now that it is nerfed, people won't be prone to some stupid mechanic taking away player control as much.
It's good, it creates balance instead of having a boring batch where someone adjusting a mechanic.
Is also less fun when someone is breaking a mechanic on you, no one wants to play after that. The point of the game is to have everyone want to play and enjoy the game.
i like it seems like jab-locking was way too OP in previous games
Great change
BRUH THAT LAUNCH SPEED 0:57 Ultimate made me forget how slow smash 4 was....
Jab locking is still helpful when the situation arises, but the options are not as big as before.
At least some of the hit animations got fixed so there’s no untechable misery like lastgame.
Thx
A video idea for the future, you could do a video checking which tech from s4 still works in ultimate
Great video!
Lucas: Jab locks
Also Lucas: hard punish dsmash