Editing Chain grab

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Starting in ''Super Smash Bros. 4'', characters are immune to any grabs for 1.1 seconds after escaping from a grab or being thrown (while the [[tips]] say they immunity lasts for only one second, the duration is actually 70 frames). This mechanic makes chain grabs virtually impossible to perform. [[Special move]]s involving grabs (such as {{SSB4|Lucario}}'s [[Force Palm]] and {{SSB4|Kirby}}'s {{b|Inhale|Kirby}}) are also affected by this mechanic.
Starting in ''Super Smash Bros. 4'', characters are immune to any grabs for 1.1 seconds after escaping from a grab or being thrown (while the [[tips]] say they immunity lasts for only one second, the duration is actually 70 frames). This mechanic makes chain grabs virtually impossible to perform. [[Special move]]s involving grabs (such as {{SSB4|Lucario}}'s [[Force Palm]] and {{SSB4|Kirby}}'s {{b|Inhale|Kirby}}) are also affected by this mechanic.


While grabs cannot directly combo into each other, it is possible to use attacks between grabs to keep the opponent in [[hitstun]]. {{SSB4|Luigi}}, {{SSB4|Ness}}, {{SSB4|Sheik}}, and {{SSB4|Roy}} are examples of characters with notable combos involving these pseudo-chain grabs. Additionally, {{SSB4|Donkey Kong}}'s cargo throws do not count by the game as grabs for this mechanic, allowing him to still chain grab opponents with his cargo down throw from low to mid percents when on a moving platform (such as [[Smashville]]'s) or against a wall.
While grabs cannot directly combo into each other, it is possible to use attacks between grabs to keep the opponent in [[hitsutn]]. {{SSB4|Luigi}}, {{SSB4|Ness}}, {{SSB4|Sheik}}, and {{SSB4|Roy}} are examples of characters with notable combos involving these pseudo-chain grabs. Additionally, {{SSB4|Donkey Kong}}'s cargo throws do not count by the game as grabs for this mechanic, allowing him to still chain grab opponents with his cargo down throw from low to mid percents when on a moving platform (such as [[Smashville]]'s) or against a wall.


''[[Super Smash Bros. Ultimate]]'' retains this mechanic from its predecessor, with a new yellow flashing visual to indicate when the opponent cannot be grabbed.
''[[Super Smash Bros. Ultimate]]'' retains this mechanic from its predecessor, with a new yellow flashing visual to indicate when the opponent cannot be grabbed.

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