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Grab aerial: Difference between revisions

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{{move|Aerial tether| Grab aerial is a misleading, unwieldy term that is rarely used in practice and causes confusion with how this type of move functions}}
{{move|Aerial tether| Grab aerial is a misleading, unwieldy term that is rarely used in practice and causes confusion with how this type of move functions}}
[[File:SSBUWebsiteDarkSamus3.jpg|thumb|300px|[[Dark Samus]]'s grab aerial in ''Ultimate''.|right]]
[[File:SSBUWebsiteDarkSamus3.jpg|thumb|300px|[[Dark Samus]]'s grab aerial in ''Ultimate''.|right]]
A '''grab aerial''' ({{ja|空中ワイヤー|Kūchū waiyā}}, ''Midair wire''; also known as a '''grab air''' or '''zair''') is an [[aerial attack]] that utilizes a character's extended [[grab]] implement in the air. Link (in all games except ''Ultimate''), Samus (since ''Melee''), Young Link (in ''Melee'' and ''Ultimate''), Toon Link, Lucas, Zero Suit Samus (since ''Brawl''), Dark Samus, Luigi, Simon, Richter, Joker and Byleth (in ''Ultimate'') are the only characters with this ability, though Lucas's grab aerial deals no [[damage]] in ''[[Brawl]]''. Grab aerials are performed simply by pressing the grab button while in the air or, in the same way as grabs, by holding a [[shield]] button and then pressing an [[attack]] button; prior to ''Ultimate'', the latter option allows the grab aerial to cancel [[air dodge]]s, allowing for aerial [[punish]]ing. All grab aerials except Luigi's can work as a [[tether recovery]], or a [[wall-grapple]] in ''[[Melee]]''.
A '''grab aerial''' ({{ja|空中ワイヤー|Kūchū waiyā}}, ''Midair wire''; also known as a '''grab air''' or '''zair''') is a [[Fighter ability|technique]] introduced in ''[[Super Smash Bros. Melee]]'' that allows a character to use their extended [[grab]] implement as an [[aerial attack]] or [[tether recovery]] ([[wall grapple]] in ''Melee''). Grab aerials are performed in the same way as grabs, either by simply pressing the grab button while in the air, or by holding a [[shield]] button and then pressing an [[attack]] button.


Despite their name and means of input, grab aerials cannot be used to grab opponents, and instead strike them directly. While these inflict little damage and have very little KO potential, they have long range that makes them useful for spacing, especially after a [[short hop]]. Their generally high speed can also be used to surprise an opponent. They are considerably more useful in ''Brawl'' and ''[[Smash 4]]'' than in ''[[Melee]]'' due to their lack of ending lag, the absence of [[L-canceling]] and the existence (only in ''Brawl'') of the [[landing lag glitch]] which affects other attacks. In all three games, characters with it can cancel an [[air dodge]] with a grab aerial, which in ''Brawl'' and ''SSB4'', allows one to use a grab aerial or tether recovery without dropping a held [[item]]. Another difference between ''Melee'' and the other two games is that grab aerials do not cause a character to go into a [[helpless]] state in ''Brawl'' and ''SSB4'', allowing for repeated usage more easily, as well as being able to safely use the move off of the stage.
Grab aerials quickly extend forward and strike opponents with weak damage and knockback (except Lucas's  in ''Brawl'', which doesn't hit opponents). They tend to have more range than other aerials, which makes them useful for spacing (especially out of a [[short hop]]) and surprising opponents with their high speed, and are sometimes effective for starting combos. Despite their name and input, grab aerials cannot grab opponents, though performing one will cause the user to drop a held [[item]]. All grab aerials except Luigi's can be also be used as a [[tether recovery]] or [[wall grapple]], though they cause [[helpless]]ness in ''[[Melee]]'' if they fail to attach to a wall.


In ''Brawl'', if a character uses their grab aerial right before getting KO'd off the upper blast line, the KO blast will be seen with the usual colourful explosion seen on other [[blast line]]s, and it will be facing upwards off the screen, though the blast is small and incomplete.
Grab aerials are considerably more useful in ''[[Brawl]]'' and onward than in ''Melee'' due to their lack of ending lag, the absence of [[L-canceling]] and the existence (only in ''Brawl'') of the [[landing lag glitch]] which affects other attacks. Prior to ''Ultimate'', characters with it can cancel an [[air dodge]] with a grab aerial, which in ''Brawl'' and ''[[SSB4]]'', allows one to use a grab aerial or tether recovery without dropping a held item. Starting in ''Brawl'', grab aerials do not cause a character to go into a [[helpless]] state, allowing for repeated usage more easily, as well as being able to safely use the move off of the stage for [[edge guarding]].


In ''Smash 4'', all grab aerials have 8 frames of landing lag. If they are used by pressing a shield and attack button at the same time, however, they will instead have the landing lag of an air dodge (which lasts 21 frames); as such, using grab aerials to cancel air dodges is riskier close to the ground.
In ''Brawl'', if a character uses their grab aerial right before getting KO'd off the upper blast line, the KO blast will be seen with the usual colourful explosion seen on other [[blast line]]s, but it will be facing upwards off the screen, and appear small and incomplete.
 
In ''Smash 4'', all grab aerials have 8 frames of landing lag. If they are used by pressing a shield and attack button at the same time, however, they will instead have the landing lag of an air dodge (which lasts 21 frames); as such, using grab aerials to cancel air dodges is riskier when close to the ground.


==List of grab aerials==
==List of grab aerials==

Revision as of 12:21, April 7, 2020

Move.png It has been suggested that this article should be moved to Aerial tether.
The reason given for the move is: Grab aerial is a misleading, unwieldy term that is rarely used in practice and causes confusion with how this type of move functions (Discuss)
Dark Samus's grab aerial in Ultimate.

A grab aerial (空中ワイヤー, Midair wire; also known as a grab air or zair) is a technique introduced in Super Smash Bros. Melee that allows a character to use their extended grab implement as an aerial attack or tether recovery (wall grapple in Melee). Grab aerials are performed in the same way as grabs, either by simply pressing the grab button while in the air, or by holding a shield button and then pressing an attack button.

Grab aerials quickly extend forward and strike opponents with weak damage and knockback (except Lucas's in Brawl, which doesn't hit opponents). They tend to have more range than other aerials, which makes them useful for spacing (especially out of a short hop) and surprising opponents with their high speed, and are sometimes effective for starting combos. Despite their name and input, grab aerials cannot grab opponents, though performing one will cause the user to drop a held item. All grab aerials except Luigi's can be also be used as a tether recovery or wall grapple, though they cause helplessness in Melee if they fail to attach to a wall.

Grab aerials are considerably more useful in Brawl and onward than in Melee due to their lack of ending lag, the absence of L-canceling and the existence (only in Brawl) of the landing lag glitch which affects other attacks. Prior to Ultimate, characters with it can cancel an air dodge with a grab aerial, which in Brawl and SSB4, allows one to use a grab aerial or tether recovery without dropping a held item. Starting in Brawl, grab aerials do not cause a character to go into a helpless state, allowing for repeated usage more easily, as well as being able to safely use the move off of the stage for edge guarding.

In Brawl, if a character uses their grab aerial right before getting KO'd off the upper blast line, the KO blast will be seen with the usual colourful explosion seen on other blast lines, but it will be facing upwards off the screen, and appear small and incomplete.

In Smash 4, all grab aerials have 8 frames of landing lag. If they are used by pressing a shield and attack button at the same time, however, they will instead have the landing lag of an air dodge (which lasts 21 frames); as such, using grab aerials to cancel air dodges is riskier when close to the ground.

List of grab aerials

  • LinkHookshot and Clawshot. In Melee, it has high lag and low damage, but in Brawl and Smash 4 it can be used to start combos and the ending hit has much more knockback. Combos into a DACUS at moderate percentages. Link no longer has a grab aerial in Ultimate, but both of his doppelgängers still do (see below).
  • Lucas – Thrusts his Rope Snake forward. No damage in Brawl, but can be used to move Lucas a bit faster in the air.
  • Luigi – Performs the Suction Shot, in which he fires a plunger from the Poltergust G-00. It can damage opponents like all other grab aerials, but it is the only one that cannot tether to ledges. Unlike other grab aerials, Luigi's grab aerial acts like a projectile after the initial animation, as the plunger doesn't retract back into the Poltergust and instead stays out and slowly falls down, with its hitbox still active. The plunger will become a projectile if it does not grab regardless of it it is used in the air or the ground. Exclusive to his appearance in Ultimate.
  • SamusGrapple Beam. Considered to be Samus's best spacing move in Brawl. In Melee, it can be canceled by dropping Bombs in the NTSC version.
  • Toon Link – Shoots his Hookshot forwards. Short range compared to Link and Samus's grab aerials, although due to its short height, it's easier to hit grounded opponents. Very useful for setting up an up smash.
  • Young Link – Shoots his Hookshot forwards. Useful spacing tool. Interestingly enough, his Hookshot in Melee shares the same model as Link's (just like his grab), making it look rather large when used by him.
  • Zero Suit Samus – Shoots her laser whip forward. As a grapple, it behaves almost identically to her Plasma Whip. Can be used for edgeguarding opponents. Does not exist in Brawl.

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