What it is
Things that lock, regardless of when they started, will drag in the opponent if they get near, etc.
Things may even lock on to downed and airborne opponents, doing a full hit so that no damage is lost, without creating any extra opening.
For this reason, in many cases, it is better to use something that locks than something that doesn’t.
Throws almost exclusively work on the principle of locking.
Locking is often found for ranbu moves; basically, they fall under the following patterns:
- A non-locking pattern.
- Loose lock. Both players have a damage hitbox, so after locking, if a projectile or something hits the locker, then the lock will come undone; the move will usually stop, too.
- Perfect lock. Once it is successful, there is no way it can be interfered with.