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Jump-canceled grab: Difference between revisions

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A '''Jump-cancelled grab''' can be performed by [[jump-cancelling]] a run or dash, and pressing Z or L/R and the A button.  The character performs the standing grab animation while sliding forward slightly (depending on traction).  For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs.
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[[File:Jump-canceled Grab Mario Melee.gif|thumb|250px|{{SSBM|Mario}} performing a jump-canceled grab.]]


Jump-Cancelled grabs have slightly larger hitboxes than standard (though still smaller than actual dash-) grabs, and are primarily used in [[chain-grab]]s (though not in Peach's chaingrab).
A '''jump-canceled grab''' (or '''JC'd grab''') is a technique in ''[[Super Smash Bros. Melee]]'' where a character [[interrupt]]s a [[dash]] or run with a [[jump]], which itself is then [[jump-cancel]]ed with a [[grab]] during the [[jumpsquat]] animation. This results in the character using their standing grab while maintaining some momentum from their dash, the amount of which is based on their current speed and [[traction]].


Abbreviated JC'd grab.
Jump-canceled grabs are used for two main reasons. Firstly, essentially all characters' [[dash grab]]s are much slower and laggier in comparison to their standing grabs; being able to use a standing grab while still keeping some forward movement therefore results in a much faster and safer grab. Secondly, the forward movement effectively increases the range of the grab compared to a stationary grab, making it easier to keep opponents in [[chaingrab]]s with throws of forward trajectory (such as {{SSBM|Captain Falcon}}'s [[down throw]]) or involving enemy [[DI]] (such as {{SSBM|Mr. Game & Watch}}'s [[up throw]]).


[[Category:Moves]]
This technique is not possible in other games, as grabs cannot be used out of a jumpsquat in them. However, dash grabs in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' are generally faster and more reliable than in ''Melee'', while the original ''[[Super Smash Bros.]]'' allows characters to use their regular grab directly out of a dash or run, due to the lack of dash grabs in said game.
 
[[Category:Techniques (SSBM)]]
[[Category:Advanced techniques]]

Latest revision as of 10:09, April 12, 2023

Mario performing a jump-canceled grab in Melee.
Mario performing a jump-canceled grab.

A jump-canceled grab (or JC'd grab) is a technique in Super Smash Bros. Melee where a character interrupts a dash or run with a jump, which itself is then jump-canceled with a grab during the jumpsquat animation. This results in the character using their standing grab while maintaining some momentum from their dash, the amount of which is based on their current speed and traction.

Jump-canceled grabs are used for two main reasons. Firstly, essentially all characters' dash grabs are much slower and laggier in comparison to their standing grabs; being able to use a standing grab while still keeping some forward movement therefore results in a much faster and safer grab. Secondly, the forward movement effectively increases the range of the grab compared to a stationary grab, making it easier to keep opponents in chaingrabs with throws of forward trajectory (such as Captain Falcon's down throw) or involving enemy DI (such as Mr. Game & Watch's up throw).

This technique is not possible in other games, as grabs cannot be used out of a jumpsquat in them. However, dash grabs in Super Smash Bros. Brawl and Super Smash Bros. 4 are generally faster and more reliable than in Melee, while the original Super Smash Bros. allows characters to use their regular grab directly out of a dash or run, due to the lack of dash grabs in said game.