Editing Chain grab

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 14: Line 14:
However, competitive players generally see it as a valid technique and accept its usage, as it's simply a [[combo]] that is performed by grabbing, and that characters like {{SSBM|Sheik}}, the [[Ice Climbers]], and {{SSBB|King Dedede}} need it to overcome other deficiencies in high-level matches, provided it is not used in extreme excess to [[stall]] (i.e. using King Dedede's standing infinite beyond 300% damage, which is well beyond the damage needed for Dedede to KO the opponent with his back throw). Competitive players additionally generally have a "play to win" mindset, meaning players are expected to utilize whatever legal means necessary in-game to win.
However, competitive players generally see it as a valid technique and accept its usage, as it's simply a [[combo]] that is performed by grabbing, and that characters like {{SSBM|Sheik}}, the [[Ice Climbers]], and {{SSBB|King Dedede}} need it to overcome other deficiencies in high-level matches, provided it is not used in extreme excess to [[stall]] (i.e. using King Dedede's standing infinite beyond 300% damage, which is well beyond the damage needed for Dedede to KO the opponent with his back throw). Competitive players additionally generally have a "play to win" mindset, meaning players are expected to utilize whatever legal means necessary in-game to win.


In ''Melee'', Sheik players will often agree to avoid using chain grabs in the [[ditto match|ditto]], instead relying on other followups after a down throw; this is done to place greater emphasis on the [[neutral game]] and improve the spectator experience. However, this gentleman’s rule is never officially enforced in tournament, and either player can opt out of the agreement at any time.
In ''Melee'', Sheik players will often agree to avoid using chain grabs in the [[ditto]], instead relying on other followups after a down throw; this is done to place greater emphasis on the [[neutral game]] and improve the spectator experience. However, this gentleman’s rule is never officially enforced in tournament, and either player can opt out of the agreement at any time.


Possibly as a result of the controversy surrounding the technique, ''SSB4'' has removed chain grabbing by granting 70 frames of invulnerability against grabs to a character who is thrown or grab-released. There is an argument about the change, but the general agreement is that it was for the best even in competitive play, due to the aforementioned polarizing effect chain throws tend to have on matchups, and them being generally regarded as spectator and player-unfriendly.
Possibly as a result of the controversy surrounding the technique, ''SSB4'' has removed chain grabbing by granting 70 frames of invulnerability against grabs to a character who is thrown or grab-released. There is an argument about the change, but the general agreement is that it was for the best even in competitive play, due to the aforementioned polarizing effect chain throws tend to have on matchups, and them being generally regarded as spectator and player-unfriendly.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: