Super Smash Bros. series

Grab: Difference between revisions

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{{incomplete|Needs Data for Smash Bros. Ultimate table}}
{{incomplete|64 and Ultimate grab ranges}}
[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in SSB.]]
[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in SSB.]]
[[File:Grab.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in Brawl.]]
[[File:Grab.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in Brawl.]]
A '''grab''' ({{ja|つかみ/掴み|Tsukami}}, ''Grab, grasp, grip or catch'') is the action of grabbing and holding an opponent. Regular grabs are performed by pressing either the [[shield]] and [[attack]] buttons simultaneously (as implied by the games' [[How to Play]] sequence), or a specific grab button, which is (by default for ''[[Brawl]]'' and ''[[Smash 4]]'') the [[R button]] for the [[N64 controller]], [[Z button]] for the [[Gamecube controller]], [[Minus button]] for the standalone Wii Remote, [[D-Pad]] sideways for the Wii Remote and Nunchuk, [[L button]] for the [[Nintendo 3DS]], [[L button|L]] and ZR for the [[New Nintendo 3DS]], ZL or ZR for the [[Classic Controller]], [[Wii U Pro Controller]] and [[Wii U GamePad]], L or R for the [[Nintendo Switch Pro Controller]] or dual [[Joy-Con|Joy-Cons]] and [[SL button|SL]] on a sideways Joy-Con. Once grabbed, a character can be [[throw]]n by tilting the [[Control Stick]] in any of the four standard directions (only forward and back in the first ''[[Super Smash Bros.]]''), or [[pummel]]ed from ''Melee'' onward with the attack or grab button.


A grabbed character will automatically escape after a certain amount of time depending on their [[damage]]; characters at higher damage percentages will be held for longer. ''SSB'' has no [[grab release]]s excluding {{SSB|Donkey Kong}}'s forward throw, which must be manually imposed by the opponent: other grabs will automatically make the grabber use their forward throw after holding the foe for a full second. Damage inflicted upon the grabbed character will increase grab time, and any button input by the grabbed character will decrease grab time.
A '''grab''' ({{ja|つかみ / 掴み|Tsukami}}) is an [[attack]] all characters possess which causes them to hold an opponent in place, usually in preparation for a [[throw]] or some other followup attack.


If a character fails to grab a foe, they will suffer a considerable amount of lag, with most characters getting about 25 frames of lag after their grab hitbox comes out. The lag can also be longer if a dash grab or pivot grab is used, and characters with extended grabs have significantly longer ending lag for all of their grabs, with most of them exceeding 60 frames (a full second). In ''Super Smash Bros.'', though, grabs are significantly faster in both startup and ending lag; all characters except Link, Samus, and Yoshi (who suffer as much lag as in the sequels) are able to perform up to four grabs in one second. [[Computer player]]s at high levels use grabs conspicuously, often using dash grabs to approach in ''Melee'', [[shield grab]]bing to punish foes in ''Brawl'', and grabbing foes that come close to them in ''Smash 4''. Grabs can be avoided by intangibility, such as from [[dodge]]s.
All characters possess a grab as part of their standard moveset, which can be performed by pressing the [[shield]] and [[attack]] buttons simultaneously on any controller in any game. Grabs can also be used with the [[R Button]] on the [[N64 controller]], the [[Z button]] on the [[GameCube controller]], sideways on the [[D-Pad]] with the [[Wii Remote]] and [[Nunchuk]], the [[Minus button]] on a standalone Wii Remote, the [[L button]] on a [[Nintendo 3DS]] or the [[ZR button]] on a [[New Nintendo 3DS]], [[ZL button|ZL]] or ZR on the [[Wii U GamePad]], [[Classic Controller]], and [[Wii U Pro Controller]]; L or R on the [[Switch Pro Controller]] or dual [[Joy-Con]]s, and the [[SL button]] on a single sideways Joy-Con.


==Properties==
Two slight variants exist for each character's grab:
An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a foe's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] of characters as a triangle in which grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[armor]] and most [[counterattack]]s, though they do not work against foes [[Floor recovery|knocked down]] on the floor (with the only exception being in the original [[Super Smash Bros.]]). In ''Smash 4'' and ''[[Ultimate]]'', characters also gain invulnerability to grabs for 70 frames after being released from them, preventing chaingrabs and [[team wobble]]s; in ''Ultimate'', this is indicated by the released character flashing yellow whilst the grab invulnerability is active.
*'''Dash grabs''', introduced in ''[[Melee]]'', can be used by grabbing while [[dash]]ing. This carries the momentum from the dash to give the grab longer [[reach]], but dash grabs are generally heavier on [[end lag]] and easier to [[punish]] than their normal counterparts.
*'''Pivot grabs''', introduced in ''[[Brawl]]'', can be used by grabbing immediately after a [[pivot]]. This results in the character pivoting and performing a grab with generally the longest reach of their three grab types, and may be useful in varying one's [[approach]]. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.


Grab hitboxes react very interestingly throughout the ''Super Smash Bros.'' series when they collide with a regular hitbox that is within a character's grab range. In ''Super Smash Bros.'' and ''Melee'', the grab has priority over the hitbox and will completely override whatever hitbox it collided with and grab the opponent; in ''Brawl'', the grab still has priority over the hitbox, but the hitbox will deal full damage to the character that attempted the grab before they proceed to grab the opponent. In ''Smash 4'', however, hitboxes outprioritize grabs; in this situation, the character that attempted the grab will receive full damage and knockback from the hitbox that the grab collided with, and the character that threw out the hitbox will be [[grab release]]d and take 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]).
Grabs are [[unblockable]] and cannot be [[shield]]ed; they can thus be used as an easy way to open up a hole in an enemy player's defense. Upon a successful grab, the enemy is immobilized for a time. They cannot be held indefinitely, however: after a short amount of time, the grabbed character will break free in a phenomenon known as a [[grab release]]. A grabbed character can escape faster by [[button mashing]], but grabs become more difficult to escape as [[damage]] accumulates.


Hitting a character with a grabbed foe in ''Super Smash Bros.'' causes them to make their hard-damage noise. From ''Melee'' onward, if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]]. In ''Melee'', characters oddly cannot escape from grabs if they are constantly hit by other characters at certain intervals, which is the main cause of [[wobbling]].
During a grab, the grabbing character has access to five potential attacks: a [[pummel]] by pressing the [[A button]], or a [[forward throw]], [[back throw]], [[up throw]], or [[down throw]] by pressing those respective directions on the [[control stick]]. Damage can be racked up before a throw by using multiple pummels, but this runs the risk of the enemy escaping before a throw can be performed.


In ''Ultimate'', if two players attempt to grab each other at the same time<!--Exact frame data unknown-->, both players will take minor damage and will perform their grab release animation. This is similar to the 3% damage grab break effect from ''Smash 4'', but affects both characters like a [[clang]]. Before ''Ultimate'', [[port priority]] was used to determine which fighter's grab was successful in the event of simultaneous grabs colliding.
In the original ''[[Super Smash Bros.]]'', grabs are notoriously fast and throws are equally powerful. Pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Pressing the A button with an enemy grabbed will input a forward throw, and waiting 1 full second without inputting anything automatically triggers a forward throw as well. Since ''[[Melee]]'', the speed and power of most characters' grabs and throws have been toned down and many of the mechanics were introduced which are now widely understood as the series standard.


A particular character can grab only one opponent at once, and similarly, a grabbed character cannot be grabbed by another one before being thrown or released. Prior to ''Ultimate'', the [[Ice Climbers]] are able to grab two opponents at once, with Popo grabbing one and Nana grabbing the other. In ''Melee'', when the trailing Ice Climber grabs an opponent, he or she will act independently, being [[CPU]]-controlled. In ''Brawl'', the partner is directly controlled by the player during the grab, enabling [[zero-to-death combo]]s as each Ice Climber re-grabs the opponent immediately after the partner's throw. In ''Ultimate'', the trailing Ice Climber cannot grab at all, and does not act while the leader is grabbing and throwing an opponent.
Alternatively, several [[special moves]] are similarly able to grab and then throw opponents, many of which are unblockable but none of which put opponents in the same state as a character's default grab. These attacks are commonly referred to as [[Grab#Command grab|command grabs]].


In game modes such as the [[Subspace Emissary]] and [[Smash Run]], most enemies which are vulnerable to attacks can be grabbed, pummeled, and thrown.
==List of grabs==
 
{| class="wikitable"
==Variations==
|-
===Dash grab===
! Character !! Description !! Type
From ''Melee'' onward, characters attempting a grab while [[dash]]ing will perform a variation known as a '''dash grab''': in comparison to regular grabs, dash grabs usually have longer range and conserve some of the dash's momentum, allowing them to be used reliably against foes at mid-close range, but also have longer ending lag when not grabbing a foe, making them [[punish]]able if overused. Every character uses a different, more sluggish animation for dash grabs. Tether recoveries on the other hand are barely changed when used as dash grabs: for example, Link's dash grab keeps very little momentum from his dash in comparison to other characters, while Samus's is quicker than her normal grab but has less reach (about half in ''Melee''). Dash grabs were not present in ''SSB''; instead, the dashing character grabs as usual, negating some momentum of the dash (depending on the character's [[traction]]). In ''Brawl'' and ''Smash 4'', dash grabs that give the character a significant boost forward, such as those of {{SSBB|Meta Knight}} in the former game and {{SSB4|Captain Falcon}} in the latter, conserve some of the momentum when dash grabbing foes: this can also drop them off edges in some instances.
|-
 
|'''All other [[fighter]]s'''||For the sake of brevity, any character not specifically mentioned in this list can be assumed to have a standard-type grab involving a simple grab, hold, or clinch from the character's free hand(s).||Standard
===[[Jump-canceled grab]]===
|-
In ''Melee'', grabs can [[Jump cancel|cancel]] the squat animation that characters undergo before jumping; since jumps can be performed at any time while dashing, this allows normal grabs to be still used after a dash. Jump-canceled grabs are as such often preferred over dash grabs due to their shorter ending lag, since they retain almost as much momentum from a dash as them. From ''Brawl'' onward, this ability was removed, preserving the intended purpose of dash grabs.
|[[Banjo]] & [[Kazooie]]||''unknown''||''unknown''
 
|-
===[[Pivot grab]]===
|[[Bowser Jr.]]||Deploys a toylike claw from the Koopa Clown Car and grabs with it.||Standard
Introduced in ''Brawl'', a pivot grab is performed by dashing in a direction, then tilting the Control stick in the opposite direction and inputting a grab. This results in the character pivoting and performing a grab with longer reach than both a character's standing grab and dash grab, and may be useful in varying one's [[approach]]. The animation for pivot grabs is also slightly different. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.
|-
 
|[[Dark Samus]]||Whips forwards with her Grapple Beam.||Tether
==[[Bonuses]] in ''Melee''==
|-
*'''All Thumbs''' (-1500 points): Missed 4 or more dash grabs.
|[[Greninja]]||Creates a vortex of water in front of itself.||Standard
*'''Butterfingers''' (-500 points): Most attempted grabs failed.
|-
*'''Cuddly Bear''' (2000 points): Grabbed foes 3 or more times without pummeling or throwing them.
|[[Hero]]||''unknown''||''unknown''
*'''Pitcher''' (6000 points): Fought using only grabs and throws.
|-
 
|[[Isabelle]]||Swings downwards with a net.||Standard
==Special attacks as grabs==
Some [[special attack]]s technically function as grabs (colloquially known as '''command grabs'''). When their [[hitbox]]es are viewed with ''Melee''{{'}}s {{SSBM|Debug Menu}}, these attacks use the same magenta hitbox color as standard grabs.
*{{SSBM|Bowser}}'s [[Koopa Klaw]] (can grab in the air or at close range on the ground, can only throw forward or backward, no invincibility frames); ''Melee'' only
*[[Bowser]]'s [[Flying Slam]] (can grab and [[sacrificial KO]] opponents); replaces Koopa Klaw from ''Brawl'' onwards
*[[Yoshi]]'s [[Egg Lay]] (traps opponent in an egg, opponent takes half damage until they escape)
*[[Kirby]] and [[King Dedede]]'s [[Inhale]] (Traps opponent inside Kirby or Dedede, opponent can wriggle to affect movement. King Dedede's is noticeably more powerful.)
**Using Inhale, Kirby can also copy Egg Lay, Chomp, Blunderbuss, as well as King Dedede's Inhale.
*[[Captain Falcon]]'s and [[Ganondorf]]'s [[up special move]]s (grabs opponent in air and propels them away; can be done repeatedly if it connects the first time)
*{{SSBB|Ganondorf}}'s [[Flame Choke]] from ''Brawl'' onwards (grabs opponent and slams them into the ground)
*[[Wario]]'s [[Chomp]] (bites opponent several times, then spits them out)
*[[Lucario]]'s [[Force Palm]] (grabs and throws forwards after about a second, cannot grab in midair or at long range)
*[[Diddy Kong]]'s [[Monkey Flip]] (latches onto an opponent, can either attack or jump into the enemy to release, or let go)
*[[Mewtwo]]'s [[Confusion]] at close range (grabs the opponent, spins them around, and drops them)
*{{SSBU|Mii Brawler}}'s [[Suplex]] (grabs opponent and slams them behind the Brawler)
*[[Robin]]'s [[Nosferatu]] (traps opponents and damages them while healing Robin)
*{{SSBU|Ridley}}'s [[Space Pirate Rush]] (grabs opponent, drags them across the ground, and throws them; can be ended early by jumping)
*{{SSBU|King K. Rool}}'s [[Blunderbuss]] (sucks opponent in at close range can be thrown forwards, backwards, diagonally, or upwards)
*{{SSBU|Isabelle}}'s [[Fishing Rod]] (throws out line, if the hook connects with a non-shielding opponent, the opponent is hooked and reeled in, then throws them in one of four directions)
*{{SSBU|Incineroar}}'s [[Alolan Whip]] (grabs opponent, and throws them into wrestling ring ropes, and reacts in three different ways based on when Incineroar attacks when the opponent rebounds back to him)
*{{SSBU|Joker}}'s [[Grappling Hook]] (throws out line diagonally upwards, if the hook connects, the opponent is pulled closer in then thrown, cannot grab opponents already in hitstun)
 
==Tether grabs==
Some grabs also have a significantly large reach, and from ''Melee'' onward can function as a recovery technique when used in midair; by pressing the grab button in midair, certain characters will extend a long-range grappling item, an action known as a [[grab aerial]] or z-air. When used on the ground, these grabs have the longest range, but they have a lot of ending lag if the grab does not connect (lasting more than 60 frames). Tether grabs cannot grab midair opponents in ''Melee'' and ''Brawl'', but this was changed by ''Smash 4''. In ''Melee'', if a grab aerial connects with a wall, the character will hang from that wall and can press a button to be pulled up to where the end of the grab connected, allowing for second and third jumps to recover; this is known as a [[wall-grapple]]. In ''Brawl'' and ''Smash 4'', they will be instead shot to the nearest edge, making them [[tether recoveries]]. These include:
 
*[[Link]], [[Toon Link]], and [[Young Link]]'s [[Hookshot]] (and Link's [[Clawshot]] in ''Brawl'' and ''Smash 4'')
*[[Samus]] and {{SSBU|Dark Samus}}'s [[Grapple Beam]]
*[[Lucas]]'s [[Rope Snake]]
*[[Zero Suit Samus]]'s [[Plasma Whip]]
In addition, there are several other ranged grabs, although they cannot be used as [[tether recovery|tether recoveries]]:
*[[Yoshi]]'s tongue.
*[[Olimar]]'s {{b|Pikmin|species}}, which dash forward and do the grabbing and throwing for him, allowing throws to be completed even if he is hit out of the grab - although this doesn't apply before a throw is input. (Olimar's up special in ''Brawl'' is already a tether recovery.)
*{{SSBB|Zero Suit Samus}}'s Plasma Whip in ''Brawl'' (cannot be used as a grab aerial, since her side and up specials are already tether recoveries).
*{{SSBB|Ivysaur}}'s vines (one special is already a tether recovery).
*[[Villager]]'s net.
*[[Pac-Man]]'s tractor beam from Galaga.
*{{SSBU|Luigi}}'s [[Poltergust 5000#As a grab|Poltergust G-00]] in ''Super Smash Bros. Ultimate'' (has a grab aerial).
 
==Grabs in the original ''Super Smash Bros.''==
The physics of grabbing were heavily altered between the original ''Super Smash Bros.'' and ''Melee''. In ''SSB'', a grab always lasts the same amount of time. Once the time is up, a forward throw automatically takes place. Grabs cannot be escaped in ''SSB'' unless someone is hit hard enough, and only two throws (forward and back) exist. Pummeling does not exist; pressing any button results in a forward throw. The strength of throws in general is significantly higher than in the later games, dealing damage comparable to air attacks and often KOing around 100%.
 
===Grab frame data in ''SSB''===
This is the first frame on which the grab hitboxes come out for the whole cast.
 
{|class="wikitable sortable" border="1"
|- valign="top"
!Character!!Grab
|-
|-
|Mario || 6
|[[Ivysaur]]||Swipes inwards with both of its vines at once.||Standard
|-
|-
|Luigi || 6
|[[Link]]||{{GameIcon|SSB}}{{GameIcon|SSBM}} Fires his Hookshot forwards.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}} Fires his Clawshot forwards.<br/>{{GameIcon|SSBU}} Simply grabs in front of himself with his free hand.||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tether<br/>{{GameIcon|SSBU}} Standard
|-
|-
|Yoshi || 15
|[[Lucas]]||Whips forwards with Rope Snake.||Tether
|-
|-
|Donkey Kong || 6
|[[Luigi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Simply grabs in front of himself.<br/>{{GameIcon|SSBU}} Launches a plunger with a rope tied to it from the Poltergust G-00.||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/>{{GameIcon|SSBU}} Imperfect tether
|-
|-
|Captain Falcon || 6
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Commands the first Pikmin in line to rush forwards and grab.<br/>{{GameIcon|SSBU}} Commands all active Pikmin to rush forwards in a line and grab, with the range increasing proportionally to the number of active Pikmin.||Imperfect tether
|-
|-
|Fox || 6
|[[Pac-Man]]||Fires a [[Boss Galaga]]'s tractor beam from out of his extended palm.||Imperfect tether
|-
|-
|Ness || 6
|[[Robin]]||Creates a small magic vortex.||Standard
|-
|-
|Kirby || 6
|[[Samus]]||Whips forwards with her Grapple Beam.||Tether
|-
|-
|Samus || 20
|[[Toon Link]]||Fires his Hookshot forwards.||Tether
|-
|-
|Link || 17
|[[Villager]]||Swings downwards with a net.||Standard
|-
|-
|Pikachu || 6
|[[Yoshi]]||Opens his mouth and stretches his tongue forwards, holding enemies in his mouth on a successful grab.||Imperfect tether
|-
|-
|Jigglypuff || 6
|[[Young Link]]||Fires his Hookshot forwards.||Tether
|-
|-
|[[Zero Suit Samus]]||Extends the Paralyzer's plasma whip forwards.||{{GameIcon|SSBB}} Imperfect tether<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Tether
|}
|}


==Initial grab range in ''Melee''==
==Notable grabs==
[[File:MarthAndYoshiGrabRange.gif|thumb|{{SSBM|Yoshi}}'s grab range compared to {{SSBM|Marth}}'s. Note that Marth's grab only succeeds due the large hurtbox of Yoshi's nose.]]
*In NTSC versions of ''Melee'', [[Samus]]' grab can be extended to almost two and a half times its usual length using [[Samus's extended grapple|a special input combination]]. When this is done, her grapple beam also homes in on enemies if the L button is held, being the only tether grab able to do so, but only grabs enemies if the A button is pressed when the tip connects, and still cannot affect aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
*In ''Smash 4'', [[Pac-Man]]'s grab appears to be one continuous beam; however, it actually projects three short-lived [[hitbox]]es one after another in front of him, each one further outwards than the last.
 
==Tether grabs==
A small minority of characters whip straight forwards with a long rope- or whip-like object for their grabs. Fittingly, these are called '''tether grabs'''. Tether grabs are renowned for their very high range compared to most other grabs, but – particularly in early installments – are much slower than standard grabs, as well.
 
Most characters with a tether grab also possess a [[grab aerial]], which can be used in midair as a recovery option from ''Melee'' onwards ([[wall-grappling]] in Melee, [[tether recovery]] from Brawl onwards). There are some characters, however, with similarly-styled long whipping grabs who lack grab aerials. These can be referred to as '''imperfect tether grabs''', given that they lack a function chiefly associated with most other tether grabs, although the functionality of the grabs themselves is what constitutes the usage of the term 'tether' in the first place.
 
Characters with tether grabs include [[Link]] prior to ''Ultimate'', [[Young Link]], [[Toon Link]], [[Samus]], [[Dark Samus]], [[Zero Suit Samus]], and [[Lucas]]. As far as imperfect tether grabs are concerned, [[Yoshi]], [[Olimar]], [[Pac-Man]], and [[Zero Suit Samus]] in Brawl all have long-ranged grabs which lack grab aerials. Uniquely, [[Luigi]] in ''Ultimate'' has both a tether grab and a grab aerial, but his grab aerial is the only one with no tether recovery capabilities.
 
==Command grabs==
Some [[special attack]]s technically function as grabs (colloquially known as '''command grabs'''). When their [[hitbox]]es are viewed with ''Melee''{{'}}s {{SSBM|Debug Menu}}, these attacks use the same magenta hitbox color as standard grabs.
*[[Koopa Klaw]] (can grab in the air or at close range on the ground, can only throw forward or backward, no invincibility frames); ''Melee'' only
*[[Flying Slam]] (can grab and [[sacrificial KO]] opponents); replaces Koopa Klaw from ''Brawl'' onwards
*[[Egg Lay]] (traps opponent in an egg, opponent takes half damage until they escape)
*[[Inhale]] (Traps opponent inside Kirby or Dedede, opponent can wriggle to affect movement. King Dedede's is noticeably more powerful.)
**Using Inhale, Kirby can also copy Egg Lay, Chomp, Blunderbuss, as well as King Dedede's Inhale.
*[[Falcon Dive]] and [[Dark Dive]] (grabs opponent in air and propels them away; can be done repeatedly if it connects the first time)
*[[Flame Choke]] (grabs opponent and slams them into the ground)
*[[Chomp]] (bites opponent several times, then spits them out)
*[[Force Palm]] (grabs and throws forwards after about a second, cannot grab in midair or at long range)
*[[Monkey Flip]] (latches onto an opponent, can either attack or jump into the enemy to release, or let go)
*[[Confusion]] at close range (grabs the opponent, spins them around, and drops them)
*[[Suplex]] (grabs opponent and slams them behind the Brawler)
*[[Nosferatu]] (traps opponents and damages them while healing Robin)
*[[Space Pirate Rush]] (grabs opponent, drags them across the ground, and throws them; can be ended early by jumping)
*[[Blunderbuss]] (sucks opponent in at close range can be thrown forwards, backwards, diagonally, or upwards)
*[[Fishing Rod]] (throws out line, if the hook connects with a non-shielding opponent, the opponent is hooked and reeled in, then throws them in one of four directions)
*[[Alolan Whip]] (grabs opponent, and throws them into wrestling ring ropes, and reacts in three different ways based on when Incineroar attacks when the opponent rebounds back to him)
*[[Grappling Hook]] (throws out line diagonally upwards, if the hook connects, the opponent is pulled closer in then thrown, cannot grab opponents already in hitstun)
 
==Properties==
An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a foe's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] of characters as a triangle in which grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[armor]] and most [[counterattack]]s, though they do not work against foes [[Floor recovery|knocked down]] on the floor (with the only exception being in the original [[Super Smash Bros.]]). In ''Smash 4'' and ''[[Ultimate]]'', characters also gain invulnerability to grabs for 70 frames after being released from them, preventing chaingrabs and [[team wobble]]s; in ''Ultimate'', this is indicated by the released character flashing yellow whilst the grab invulnerability is active.
 
Grab hitboxes react very interestingly throughout the ''Super Smash Bros.'' series when they collide with a regular hitbox that is within a character's grab range. In ''Super Smash Bros.'' and ''Melee'', the grab has priority over the hitbox and will completely override whatever hitbox it collided with and grab the opponent; in ''Brawl'', the grab still has priority over the hitbox, but the hitbox will deal full damage to the character that attempted the grab before they proceed to grab the opponent. In ''Smash 4'', however, hitboxes outprioritize grabs; in this situation, the character that attempted the grab will receive full damage and knockback from the hitbox that the grab collided with, and the character that threw out the hitbox will be [[grab release]]d and take 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]).
 
Hitting a character with a grabbed foe in ''Super Smash Bros.'' causes them to make their hard-damage noise. From ''Melee'' onward, if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]]. In ''Melee'', characters oddly cannot escape from grabs if they are constantly hit by other characters at certain intervals, which is the main cause of [[wobbling]].
 
In ''Ultimate'', if two players attempt to grab each other at the same time<!--Exact frame data unknown-->, both players will take minor damage and will perform their grab release animation. This is similar to the 3% damage grab break effect from ''Smash 4'', but affects both characters like a [[clang]]. Before ''Ultimate'', [[port priority]] was used to determine which fighter's grab was successful in the event of simultaneous grabs colliding.
 
A particular character can grab only one opponent at once, and similarly, a grabbed character cannot be grabbed by another one before being thrown or released. Prior to ''Ultimate'', the [[Ice Climbers]] are able to grab two opponents at once, with Popo grabbing one and Nana grabbing the other. In ''Melee'', when the trailing Ice Climber grabs an opponent, he or she will act independently, being [[CPU]]-controlled. In ''Brawl'', the partner is directly controlled by the player during the grab, enabling [[zero-to-death combo]]s as each Ice Climber re-grabs the opponent immediately after the partner's throw. In ''Ultimate'', the trailing Ice Climber cannot grab at all, and does not act while the leader is grabbing and throwing an opponent.
 
In game modes such as the [[Subspace Emissary]] and [[Smash Run]], most enemies which are vulnerable to attacks can be grabbed, pummeled, and thrown.
 
==Initial grab range by game==
 
===In ''Melee''===
[[File:MarthAndYoshiGrabRange.gif|thumb|{{SSBM|Yoshi}}'s grab range compared to {{SSBM|Marth}}'s. Note that Marth's grab only succeeds due the large [[hurtbox]] of Yoshi's nose.]]
''Melee'' grab ranges by character according to {{Sm|Mew2King}}'s webpage.  
''Melee'' grab ranges by character according to {{Sm|Mew2King}}'s webpage.  


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#{{SSBM|Pikachu}}
#{{SSBM|Pikachu}}


===Grab frame data in ''Melee''===
===In ''Brawl''===
This is the first frame on which the grab hitboxes come out for the whole cast.


{|class="wikitable sortable" border="1"
|- valign="top"
!Character!!Standing grab!!Dash grab
|-
|Dr. Mario || 7 || 11
|-
|Mario || 7 || 11
|-
|Luigi || 7 || 11
|-
|Bowser || 9 || 10
|-
|Peach || 7 || 7
|-
|Yoshi || 18 || 11
|-
|Donkey Kong || 8 || 10
|-
|Captain Falcon || 7 || 11
|-
|Ganondorf || 7 || 11
|-
|Falco || 7 || 12
|-
|Fox || 7 || 12
|-
|Ness || 8 || 10
|-
|Ice Climbers || 7 || 7
|-
|Kirby || 7 || 11
|-
|Samus || 18 || 18
|-
|Zelda || 12 || 12
|-
|Sheik || 7 || 8
|-
|Link || 11 || 12
|-
|Young Link || 11 || 14
|-
|Pichu || 7 || 11
|-
|Pikachu || 7 || 11
|-
|Jigglypuff || 7 || 11
|-
|Mewtwo || 7 || 9
|-
|Mr. Game & Watch || 7 || 11
|-
|Marth || 7 || 10
|-
|Roy || 7 || 10
|}
==Initial grab range in ''Brawl''==
===Tether grabs===
#{{SSBB|Olimar}}'s [[Blue Pikmin]] 10.1
#{{SSBB|Olimar}}'s [[Blue Pikmin]] 10.1
#Olimar's [[White Pikmin]] 10.0
#Olimar's [[White Pikmin]] 10.0
Line 214: Line 156:
#{{SSBB|Yoshi}}: 6.75
#{{SSBB|Yoshi}}: 6.75
#{{SSBB|Ivysaur}}: 6.1
#{{SSBB|Ivysaur}}: 6.1
===Non-tether grabs===
None of these characters' grabs are longer than the tether-grabbers, although King Dedede's is very close to surpassing Ivysaur's.
#{{SSBB|King Dedede}}: 6
#{{SSBB|King Dedede}}: 6
#{{SSBB|Charizard}}: 5.5
#{{SSBB|Charizard}}: 5.5
Line 234: Line 172:
#{{SSBB|Ganondorf}}: 2.75
#{{SSBB|Ganondorf}}: 2.75


===Grab frame data in ''Brawl''===
===In ''Smash 4''===
This is the first frame on which the grabs hit for the whole cast.  <ref>http://www.smashboards.com/showthread.php?t=234915</ref>
{|class="wikitable sortable" border="1"
|-valign="top"
!Character!!Standing grab!!Dash grab!!Pivot grab
|-
|Mario || 6 || 12 || 11
|-
|Luigi || 6 || 12 || 11
|-
|Peach || 6 || 6 || 13
|-
|Bowser || 9 || 10 || 9
|-
|Donkey Kong || 8 || 10 || 10
|-
|Diddy Kong || 6 || 10 || 8
|-
|Yoshi || 17 || 11 || 10
|-
|Wario || 6 || 10 || 8
|-
|Link || 12 || 14 || 15
|-
|Zelda || 12 || 11 ||14
|-
|Sheik || 6 || 7 || 8
|-
|Ganondorf || 7 || 11 || 10
|-
|Toon Link || 12 || 14 || 15
|-
|Samus || 17 || 17 || 19
|-
|Zero Suit Samus || 16 || 16 || 16
|-
|Pit || 6 || 10 || 9
|-
|Ice Climbers || 6 || 8 || 8
|-
|R.O.B. || 6 || 9 || 10
|-
|Kirby || 6 || 10 || 10
|-
|Meta Knight || 6 || 8 || 7
|-
|King Dedede || 6 || 9 || 7
|-
|Olimar || 11 || 11 || 11
|-
|Fox || 6 || 11 || 9
|-
|Falco || 6 || 11 || 9
|-
|Wolf || 6 || 11 || 9
|-
|Captain Falcon || 7 || 11 || 16
|-
|Pikachu || 6 || 9 || 10
|-
|Squirtle || 6 || 8 || 9
|-
|Ivysaur || 13 || 13 || 13
|-
|Charizard || 6 || 8 || 10
|-
|Lucario || 6 || 8 || 9
|-
|Jigglypuff || 6 || 10 || 10
|-
|Marth || 6 || 9 || 9
|-
|Ike || 7 || 12 || 9
|-
|Ness || 6 || 8 || 6
|-
|Lucas || 13 || 16 || 15
|-
|Mr. Game & Watch || 6 || 9 || 10
|-
|Snake || 8 || 11 || 9
|-
|Sonic || 6 || 10 || 10
|}


==Initial grab range in ''Smash 4''==
===Tether grabs===
#{{SSB4|Samus}}
#{{SSB4|Samus}}
#{{SSB4|Zero Suit Samus}}
#{{SSB4|Zero Suit Samus}}
Line 332: Line 185:
#Olimar's Purple Pikmin
#Olimar's Purple Pikmin
#{{SSB4|Villager}}
#{{SSB4|Villager}}
===Non-tether grabs===
#{{SSB4|Greninja}}
#{{SSB4|Greninja}}
#{{SSB4|Donkey Kong}}
#{{SSB4|Donkey Kong}}
Line 357: Line 208:
#{{SSB4|Jigglypuff}}
#{{SSB4|Jigglypuff}}
#{{SSB4|R.O.B.}}
#{{SSB4|R.O.B.}}
===Grab frame data in ''Smash 4''===
This is the first frame on which the grabs hit for the whole cast.
{|class="wikitable sortable" border="1"
|-valign="top"
!Character!!Standing grab!!Dash grab!!Pivot grab
|-
|Mario || 6 || 8 || 9
|-
|Luigi || 6 || 8 || 9
|-
|Peach || 6 || 8 || 10
|-
|Bowser || 9 || 10 || 11
|-
|Yoshi || 14 || 11 || 10
|-
|Rosalina || 6 || 8 || 9
|-
|Bowser Jr. || 12 || 13 || 12
|-
|Wario || 8 || 8 || 8
|-
|Donkey Kong || 8 || 10 || 11
|-
|Diddy Kong || 6 || 8 || 9
|-
|Mr. Game & Watch || 6 || 9 || 10
|-
|Little Mac || 9 || 10 || 11
|-
|Link || 12 || 14 || 15
|-
|Zelda || 10 || 11 || 11
|-
|Sheik || 6 || 8 || 9
|-
|Ganondorf || 7 || 11 || 10
|-
|Toon Link || 12 || 14 || 15
|-
|Samus || 16 || 16 || 17
|-
|Zero Suit Samus || 16 || 16 || 17
|-
|Pit || 6 || 10 || 9
|-
|Palutena || 7 || 9 || 10
|-
|Marth || 7 || 8 || 9
|-
|Ike || 7 || 10 || 11
|-
|Robin || 7 || 8 || 9
|-
|Duck Hunt || 8 || 10 || 10
|-
|Kirby || 6 || 8 || 10
|-
|King Dedede || 7 || 9 || 10
|-
|Meta Knight || 7 || 9 || 9
|-
|Fox || 6 || 10 || 11
|-
|Falco || 8 || 10 || 11
|-
|Pikachu || 6 || 8 || 9
|-
|Charizard || 8 || 10 || 11
|-
|Lucario || 6 || 8 || 9
|-
|Jigglypuff || 6 || 8 || 9
|-
|Greninja || 11 || 9 || 15
|-
|R.O.B. || 7 || 9 || 11
|-
|Ness || 6 || 8 || 10
|-
|Captain Falcon || 7 || 9 || 12
|-
|Villager || 15 || 16 || 17
|-
|Olimar || 10 || 10 || 10
|-
|Wii Fit Trainer || 6 || 9 || 10
|-
|Shulk || 7 || 9 || 10
|-
|Dr. Mario || 6 || 8 || 9
|-
|Dark Pit || 6 || 8 || 9
|-
|Lucina || 7 || 8 || 9
|-
|Pac-Man || 12 || 12 || 12
|-
|Mega Man || 6 || 8 || 9
|-
|Sonic || 6 || 10 || 10
|-
|Mewtwo || 7 || 9 || 10
|-
|Lucas || 12 || 14 || 12
|-
|Roy || 7 || 8 || 9
|-
|Ryu || 6 || 8 || 9
|-
|Cloud || 7 || 10 || 11
|-
|Corrin || 7 || 8 || 9
|-
|Bayonetta || 7 || 9 || 10
|-
|Mii Brawler || 6 || 8 || 9
|-
|Mii Swordfighter || 6 || 8 || 9
|-
|Mii Gunner || 6 || 8 || 9
|-
|Giga Bowser || 8 || 9 || 8
|-
|Wario-Man || 8 || 8 || 8
|-
|Giga Mac || 9 || 10 || 11
|-
|Mega Lucario || 6 || 8 || 9
|-
|}
==Initial grab range in ''Ultimate''==
===Tether grabs===
===Non-tether grabs===
===Grab frame data in ''Ultimate''===
{|class="wikitable sortable" border="1"
|-valign="top"
!Character!!Standing grab!!Dash grab!!Pivot grab
|-
|Banjo & Kazooie ||N/A ||N/A ||N/A
|-
|Bayonetta ||  ||  ||
|-
|Bowser || 8 || 11 || 12
|-
|Bowser Jr. ||  ||  ||
|-
|Captain Falcon ||  ||  ||
|-
|Charizard ||  ||  ||
|-
|Chrom || 7 || 8 || 9
|-
|Cloud ||  ||  ||
|-
|Corrin ||  ||  ||
|-
|Daisy || 6 || 9 || 10
|-
|Dark Pit || 6 || 9 || 10
|-
|Dark Samus ||  ||  ||
|-
|Diddy Kong ||  ||  ||
|-
|Donkey Kong ||  ||  ||
|-
|Dr. Mario ||  ||  ||
|-
|Duck Hunt ||  ||  ||
|-
|Falco ||  ||  ||
|-
|Fox || 6 || 10 || 11
|-
|Ganondorf || 8 || 11 || 12
|-
|Greninja ||  ||  ||
|-
|Hero ||N/A ||N/A ||N/A
|-
|Ice Climbers ||  ||  ||
|-
|Ike || 7 || 10 || 11
|-
|Incineroar || 8 || 12 || 13
|-
|Inkling ||  ||  || 
|-
|Isabelle ||  ||  || 
|-
|Ivysaur ||  ||  || 
|-
|Jigglypuff ||  ||  ||
|-
|Joker ||  ||  ||
|-
|Ken ||  ||  ||
|-
|King Dedede ||  ||  ||
|-
|Kirby ||  ||  ||
|-
|Link ||  ||  ||
|-
|Little Mac ||  ||  ||
|-
|Lucario ||  ||  ||
|-
|Lucas ||  ||  ||
|-
|Lucina ||  ||  ||
|-
|Luigi ||  ||  ||
|-
|Mario ||  ||  ||
|-
|Marth ||  ||  ||
|-
|Mega Man ||  ||  ||
|-
|Meta Knight ||  ||  ||
|-
|Mewtwo ||  ||  ||
|-
|Mii Brawler ||  ||  ||
|-
|Mii Gunner ||  ||  ||
|-
|Mii Swordfighter ||  ||  ||
|-
|Mr. Game & Watch ||  ||  ||
|-
|Ness ||  ||  ||
|-
|Olimar ||  ||  ||
|-
|Pac-Man ||  ||  ||
|-
|Palutena ||  ||  ||
|-
|Peach ||  ||  ||
|-
|Pichu ||  ||  ||
|-
|Pikachu ||  ||  ||
|-
|Pit ||  ||  ||
|-
|Piranha Plant ||  ||  ||
|-
|R.O.B. ||  ||  ||
|-
|Richter ||  ||  ||
|-
|Ridley ||  ||  ||
|-
|Robin ||  ||  ||
|-
|Rosalina ||  ||  ||
|-
|Roy ||  ||  ||
|-
|Ryu ||  ||  ||
|-
|Samus ||  ||  ||
|-
|Sheik ||  ||  ||
|-
|Shulk ||  ||  ||
|-
|Simon ||  ||  ||
|-
|Snake ||  ||  ||
|-
|Sonic ||  ||  ||
|-
|Squirtle ||  ||  ||
|-
|Toon Link ||  ||  ||
|-
|Villager ||  ||  ||
|-
|Wario ||  ||  ||
|-
|Wii Fit Trainer || 6 || 9 || 10
|-
|Wolf ||  ||  ||
|-
|Yoshi ||  ||  ||
|-
|Young Link ||  ||  ||
|-
|Zelda ||  ||  ||
|-
|Zero Suit Samus ||  ||  ||
|}


<!--===Grab escape formula===
<!--===Grab escape formula===
Line 663: Line 215:


==Trivia==
==Trivia==
*Only two characters in the series – [[Luigi]] and [[Link]] – have had their grab type outright changed, with Link's grab changing from a tether to a standard one, and Luigi's grab changing from a standard one to an imperfect tether. Curiously, both of these changes occurred in ''Ultimate''.
*In ''SSB'' and ''Melee'', characters cannot be grabbed by their lower legs or lower arms (in general); the grab bubbles must make contact with a more substantial part of their body. This behaviour does not appear to exist in later games.
*In ''SSB'' and ''Melee'', characters cannot be grabbed by their lower legs or lower arms (in general); the grab bubbles must make contact with a more substantial part of their body. This behaviour does not appear to exist in later games.
*In ''SSB'' and ''Melee'', characters hanging on [[ledge]]s cannot be grabbed, but in ''Brawl'' and ''SSB4'' they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video for ''SSB4'' can be seen [https://youtube.com/watch?v=n1bnkhmTbgI here].   
*In ''SSB'' and ''Melee'', characters hanging on [[ledge]]s cannot be grabbed, but in ''Brawl'' and ''SSB4'' they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video for ''SSB4'' can be seen [https://youtube.com/watch?v=n1bnkhmTbgI here].   
*In NTSC versions of ''Melee'', it is possible to extend Samus's grab to nearly x2.5 its usual reach by using [[Samus's extended grapple|a special input combination]]. When this is done, her grapple beam also homes in on enemies if the L button is held, being the only tether grab able to do so, but only grabs enemies if the A button is pressed when the tip connects, and still cannot affect aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
*In ''Brawl'', it is not possible to grab an opponent that is standing behind the grabber, even if the grab makes contact with a part of the target's body that extends in front of them. In the previous two games, grabs will connect regardless of the opponent's position.
*In ''Brawl'', it is not possible to grab an opponent that is standing behind the grabber, even if the grab makes contact with a part of the target's body that extends in front of them. In the previous two games, grabs will connect regardless of the opponent's position.
*Grabs are the only non-special moves to not cause the player's controller to [[rumble]] (should the feature be turned on) when used, only doing so if the grab connects with an opponent.
*Grabs are the only non-special moves to not cause the player's controller to [[rumble]] (should the feature be turned on) when used, only doing so if the grab connects with an opponent.
Line 672: Line 224:
*[[Chaingrab]]
*[[Chaingrab]]
*[[Grab release]]
*[[Grab release]]
*[[Jump-canceled grab]]


==References==
==References==

Revision as of 02:31, July 27, 2019

An icon for denoting incomplete things.
Mario grabbing Donkey Kong in SSB.
File:Grab.jpg
Mario grabbing Diddy Kong in Brawl.

A grab (つかみ / 掴み) is an attack all characters possess which causes them to hold an opponent in place, usually in preparation for a throw or some other followup attack.

All characters possess a grab as part of their standard moveset, which can be performed by pressing the shield and attack buttons simultaneously on any controller in any game. Grabs can also be used with the R Button on the N64 controller, the Z button on the GameCube controller, sideways on the D-Pad with the Wii Remote and Nunchuk, the Minus button on a standalone Wii Remote, the L button on a Nintendo 3DS or the ZR button on a New Nintendo 3DS, ZL or ZR on the Wii U GamePad, Classic Controller, and Wii U Pro Controller; L or R on the Switch Pro Controller or dual Joy-Cons, and the SL button on a single sideways Joy-Con.

Two slight variants exist for each character's grab:

  • Dash grabs, introduced in Melee, can be used by grabbing while dashing. This carries the momentum from the dash to give the grab longer reach, but dash grabs are generally heavier on end lag and easier to punish than their normal counterparts.
  • Pivot grabs, introduced in Brawl, can be used by grabbing immediately after a pivot. This results in the character pivoting and performing a grab with generally the longest reach of their three grab types, and may be useful in varying one's approach. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.

Grabs are unblockable and cannot be shielded; they can thus be used as an easy way to open up a hole in an enemy player's defense. Upon a successful grab, the enemy is immobilized for a time. They cannot be held indefinitely, however: after a short amount of time, the grabbed character will break free in a phenomenon known as a grab release. A grabbed character can escape faster by button mashing, but grabs become more difficult to escape as damage accumulates.

During a grab, the grabbing character has access to five potential attacks: a pummel by pressing the A button, or a forward throw, back throw, up throw, or down throw by pressing those respective directions on the control stick. Damage can be racked up before a throw by using multiple pummels, but this runs the risk of the enemy escaping before a throw can be performed.

In the original Super Smash Bros., grabs are notoriously fast and throws are equally powerful. Pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Pressing the A button with an enemy grabbed will input a forward throw, and waiting 1 full second without inputting anything automatically triggers a forward throw as well. Since Melee, the speed and power of most characters' grabs and throws have been toned down and many of the mechanics were introduced which are now widely understood as the series standard.

Alternatively, several special moves are similarly able to grab and then throw opponents, many of which are unblockable but none of which put opponents in the same state as a character's default grab. These attacks are commonly referred to as command grabs.

List of grabs

Character Description Type
All other fighters For the sake of brevity, any character not specifically mentioned in this list can be assumed to have a standard-type grab involving a simple grab, hold, or clinch from the character's free hand(s). Standard
Banjo & Kazooie unknown unknown
Bowser Jr. Deploys a toylike claw from the Koopa Clown Car and grabs with it. Standard
Dark Samus Whips forwards with her Grapple Beam. Tether
Greninja Creates a vortex of water in front of itself. Standard
Hero unknown unknown
Isabelle Swings downwards with a net. Standard
Ivysaur Swipes inwards with both of its vines at once. Standard
Link Super Smash Bros.Super Smash Bros. Melee Fires his Hookshot forwards.
Super Smash Bros. BrawlSuper Smash Bros. 4 Fires his Clawshot forwards.
Super Smash Bros. Ultimate Simply grabs in front of himself with his free hand.
Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Tether
Super Smash Bros. Ultimate Standard
Lucas Whips forwards with Rope Snake. Tether
Luigi Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Simply grabs in front of himself.
Super Smash Bros. Ultimate Launches a plunger with a rope tied to it from the Poltergust G-00.
Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Standard
Super Smash Bros. Ultimate Imperfect tether
Olimar Super Smash Bros. BrawlSuper Smash Bros. 4 Commands the first Pikmin in line to rush forwards and grab.
Super Smash Bros. Ultimate Commands all active Pikmin to rush forwards in a line and grab, with the range increasing proportionally to the number of active Pikmin.
Imperfect tether
Pac-Man Fires a Boss Galaga's tractor beam from out of his extended palm. Imperfect tether
Robin Creates a small magic vortex. Standard
Samus Whips forwards with her Grapple Beam. Tether
Toon Link Fires his Hookshot forwards. Tether
Villager Swings downwards with a net. Standard
Yoshi Opens his mouth and stretches his tongue forwards, holding enemies in his mouth on a successful grab. Imperfect tether
Young Link Fires his Hookshot forwards. Tether
Zero Suit Samus Extends the Paralyzer's plasma whip forwards. Super Smash Bros. Brawl Imperfect tether
Super Smash Bros. 4Super Smash Bros. Ultimate Tether

Notable grabs

  • In NTSC versions of Melee, Samus' grab can be extended to almost two and a half times its usual length using a special input combination. When this is done, her grapple beam also homes in on enemies if the L button is held, being the only tether grab able to do so, but only grabs enemies if the A button is pressed when the tip connects, and still cannot affect aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
  • In Smash 4, Pac-Man's grab appears to be one continuous beam; however, it actually projects three short-lived hitboxes one after another in front of him, each one further outwards than the last.

Tether grabs

A small minority of characters whip straight forwards with a long rope- or whip-like object for their grabs. Fittingly, these are called tether grabs. Tether grabs are renowned for their very high range compared to most other grabs, but – particularly in early installments – are much slower than standard grabs, as well.

Most characters with a tether grab also possess a grab aerial, which can be used in midair as a recovery option from Melee onwards (wall-grappling in Melee, tether recovery from Brawl onwards). There are some characters, however, with similarly-styled long whipping grabs who lack grab aerials. These can be referred to as imperfect tether grabs, given that they lack a function chiefly associated with most other tether grabs, although the functionality of the grabs themselves is what constitutes the usage of the term 'tether' in the first place.

Characters with tether grabs include Link prior to Ultimate, Young Link, Toon Link, Samus, Dark Samus, Zero Suit Samus, and Lucas. As far as imperfect tether grabs are concerned, Yoshi, Olimar, Pac-Man, and Zero Suit Samus in Brawl all have long-ranged grabs which lack grab aerials. Uniquely, Luigi in Ultimate has both a tether grab and a grab aerial, but his grab aerial is the only one with no tether recovery capabilities.

Command grabs

Some special attacks technically function as grabs (colloquially known as command grabs). When their hitboxes are viewed with Melee's Debug Menu, these attacks use the same magenta hitbox color as standard grabs.

  • Koopa Klaw (can grab in the air or at close range on the ground, can only throw forward or backward, no invincibility frames); Melee only
  • Flying Slam (can grab and sacrificial KO opponents); replaces Koopa Klaw from Brawl onwards
  • Egg Lay (traps opponent in an egg, opponent takes half damage until they escape)
  • Inhale (Traps opponent inside Kirby or Dedede, opponent can wriggle to affect movement. King Dedede's is noticeably more powerful.)
    • Using Inhale, Kirby can also copy Egg Lay, Chomp, Blunderbuss, as well as King Dedede's Inhale.
  • Falcon Dive and Dark Dive (grabs opponent in air and propels them away; can be done repeatedly if it connects the first time)
  • Flame Choke (grabs opponent and slams them into the ground)
  • Chomp (bites opponent several times, then spits them out)
  • Force Palm (grabs and throws forwards after about a second, cannot grab in midair or at long range)
  • Monkey Flip (latches onto an opponent, can either attack or jump into the enemy to release, or let go)
  • Confusion at close range (grabs the opponent, spins them around, and drops them)
  • Suplex (grabs opponent and slams them behind the Brawler)
  • Nosferatu (traps opponents and damages them while healing Robin)
  • Space Pirate Rush (grabs opponent, drags them across the ground, and throws them; can be ended early by jumping)
  • Blunderbuss (sucks opponent in at close range can be thrown forwards, backwards, diagonally, or upwards)
  • Fishing Rod (throws out line, if the hook connects with a non-shielding opponent, the opponent is hooked and reeled in, then throws them in one of four directions)
  • Alolan Whip (grabs opponent, and throws them into wrestling ring ropes, and reacts in three different ways based on when Incineroar attacks when the opponent rebounds back to him)
  • Grappling Hook (throws out line diagonally upwards, if the hook connects, the opponent is pulled closer in then thrown, cannot grab opponents already in hitstun)

Properties

An important property of grabs is that they cannot be shielded, completely ignoring a foe's shield and grabbing them out of it; in comparison to other unblockable attacks, grabs are available to the entirety of the cast in all Smash games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easily punish out of shield, and most throws allowing the player to execute diverse combos and chains, causes them to be used very prominently in competitive play, constituting the neutral game of characters as a triangle in which grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide armor and most counterattacks, though they do not work against foes knocked down on the floor (with the only exception being in the original Super Smash Bros.). In Smash 4 and Ultimate, characters also gain invulnerability to grabs for 70 frames after being released from them, preventing chaingrabs and team wobbles; in Ultimate, this is indicated by the released character flashing yellow whilst the grab invulnerability is active.

Grab hitboxes react very interestingly throughout the Super Smash Bros. series when they collide with a regular hitbox that is within a character's grab range. In Super Smash Bros. and Melee, the grab has priority over the hitbox and will completely override whatever hitbox it collided with and grab the opponent; in Brawl, the grab still has priority over the hitbox, but the hitbox will deal full damage to the character that attempted the grab before they proceed to grab the opponent. In Smash 4, however, hitboxes outprioritize grabs; in this situation, the character that attempted the grab will receive full damage and knockback from the hitbox that the grab collided with, and the character that threw out the hitbox will be grab released and take 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of Falcon Dive).

Hitting a character with a grabbed foe in Super Smash Bros. causes them to make their hard-damage noise. From Melee onward, if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be sent flying horizontally. In Melee, characters oddly cannot escape from grabs if they are constantly hit by other characters at certain intervals, which is the main cause of wobbling.

In Ultimate, if two players attempt to grab each other at the same time, both players will take minor damage and will perform their grab release animation. This is similar to the 3% damage grab break effect from Smash 4, but affects both characters like a clang. Before Ultimate, port priority was used to determine which fighter's grab was successful in the event of simultaneous grabs colliding.

A particular character can grab only one opponent at once, and similarly, a grabbed character cannot be grabbed by another one before being thrown or released. Prior to Ultimate, the Ice Climbers are able to grab two opponents at once, with Popo grabbing one and Nana grabbing the other. In Melee, when the trailing Ice Climber grabs an opponent, he or she will act independently, being CPU-controlled. In Brawl, the partner is directly controlled by the player during the grab, enabling zero-to-death combos as each Ice Climber re-grabs the opponent immediately after the partner's throw. In Ultimate, the trailing Ice Climber cannot grab at all, and does not act while the leader is grabbing and throwing an opponent.

In game modes such as the Subspace Emissary and Smash Run, most enemies which are vulnerable to attacks can be grabbed, pummeled, and thrown.

Initial grab range by game

In Melee

Marth's grab range in Melee compared to Yoshi's, showing the huge disjointed range.
Yoshi's grab range compared to Marth's. Note that Marth's grab only succeeds due the large hurtbox of Yoshi's nose.

Melee grab ranges by character according to Mew2King's webpage.

  1. Samus
  2. Link
  3. Young Link
  4. Marth
  5. Roy
  6. Yoshi
  7. Kirby
  8. Sheik
  9. Zelda
  10. Falco
  11. Jigglypuff
  12. Mewtwo
  13. Peach
  14. Fox
  15. Luigi
  16. Donkey Kong
  17. Ice Climbers
  18. Mr. Game & Watch
  19. Ganondorf
  20. Captain Falcon
  21. Mario / Dr. Mario
  22. Bowser
  23. Pichu
  24. Ness
  25. Pikachu

In Brawl

  1. Olimar's Blue Pikmin 10.1
  2. Olimar's White Pikmin 10.0
  3. Zero Suit Samus, Olimar's Red Pikmin 9.75
  4. Olimar's Yellow Pikmin 9.6
  5. Samus: 9.2-9.4
  6. Link: 8.25
  7. Olimar's Purple Pikmin: 7.5
  8. Lucas: 7.25
  9. Toon Link: 7
  10. Yoshi: 6.75
  11. Ivysaur: 6.1
  12. King Dedede: 6
  13. Charizard: 5.5
  14. Zelda: 5.3
  15. Donkey Kong: 5.1
  16. Squirtle: 5
  17. Marth, Diddy Kong , Snake: 4.75
  18. Kirby, R.O.B.. 4.5
  19. Peach, Fox, Falco, Ness 4.25
  20. Wario: 4.1
  21. Bowser, Pit, Meta Knight, Jigglypuff, Ike, Sonic: 4
  22. Pikachu, Sheik: 3.9
  23. Lucario: 3.75
  24. Wolf, Ice Climbers, Mario, Luigi, Mr. Game & Watch: 3.5
  25. Captain Falcon 3.25
  26. Ganondorf: 2.75

In Smash 4

  1. Samus
  2. Zero Suit Samus
  3. Link
  4. Olimar's White Pikmin
  5. Toon Link
  6. Olimar's Red, Yellow and Blue Pikmin
  7. Pac-Man
  8. Yoshi
  9. Lucas
  10. Olimar's Purple Pikmin
  11. Villager
  12. Greninja
  13. Donkey Kong
  14. Bowser
  15. Palutena
  16. Bowser Jr.
  17. Duck Hunt, Zelda
  18. Lucario
  19. Charizard, Rosalina
  20. King Dedede
  21. Bayonetta, Dr. Mario, Shulk
  22. Luigi, Mario, Mii Gunner, Mii Swordfighter
  23. Corrin, Dark Pit, Falco, Lucina, Marth, Pit
  24. Diddy Kong, Ness
  25. Captain Falcon, Mega Man, Mewtwo, Wario
  26. Sonic
  27. Mii Brawler, Mr. Game & Watch, Peach, Robin, Roy, Wii Fit Trainer
  28. Fox, Pikachu
  29. Ike, Ryu
  30. Ganondorf, Kirby, Sheik
  31. Meta Knight
  32. Cloud, Little Mac
  33. Jigglypuff
  34. R.O.B.


Trivia

  • Only two characters in the series – Luigi and Link – have had their grab type outright changed, with Link's grab changing from a tether to a standard one, and Luigi's grab changing from a standard one to an imperfect tether. Curiously, both of these changes occurred in Ultimate.
  • In SSB and Melee, characters cannot be grabbed by their lower legs or lower arms (in general); the grab bubbles must make contact with a more substantial part of their body. This behaviour does not appear to exist in later games.
  • In SSB and Melee, characters hanging on ledges cannot be grabbed, but in Brawl and SSB4 they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video for SSB4 can be seen here.
  • In Brawl, it is not possible to grab an opponent that is standing behind the grabber, even if the grab makes contact with a part of the target's body that extends in front of them. In the previous two games, grabs will connect regardless of the opponent's position.
  • Grabs are the only non-special moves to not cause the player's controller to rumble (should the feature be turned on) when used, only doing so if the grab connects with an opponent.

See also

References