A chain grab, also referred to as a chain throw or abbreviated as CG, refers to a series of grabs and throws that the victim cannot escape. Generally, a player throws the opponent a specific direction (most commonly down or forward), chases the opponent's directional influence, and grabs the opponent while they are still in midair and before they can tech. Sheik and the Ice Climbers are examples of characters who rely heavily on chain grabs. Due to the changes to hitstun and the more severe stale-move negation in Brawl, chain-grabbing is overall more prevalent. Generally, fastfallers, heavyweights, and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters. Some circumstances can enable a chain grab to be a zero-to-death combo. The Ice Climbers are particularly potent at this.
Chain grabbing is a controversial technique within the community. Many players (generally casual players) consider it an unsportsmanlike move because it can be inescapable when perfected by the grabber. It is additionally generally seen as "boring" even by competitive players to watch and play against, due to the repetition involved with repeatedly grabbing and throwing a character over and over while the opponent has negligible control in the matter, especially with prolonged chain throwing. Then since chain grabs tend to affect some characters a lot more severely, while for some other characters it is of negligent concern, it has a polarizing effect on matchups and is the primary cause for many hard counters. Infinite chain grabbing, in particular, has a tendency to encourage more defensive gameplay and camping tactics, especially in Brawl, another point of contention against chain grabbing. Since powerful chain throws can result in heavy damage or even a zero-death just from being grabbed, most players counter the risk of approaching opponents with access to such chain grabs by camping, either by staying airborne or on platforms.
However, competitive players generally see it as a valid technique and accept its usage, as it's simply a combo that is performed by regrabbing, and that characters like Sheik, the Ice Climbers, and 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 utilise whatever legal means necessary in-game to win.
Possibly as a result of the controversy surrounding the technique, SSB4 has removed chain grabbing by granting 60 frames of invulnerability against grabs to a character who is thrown or grab-released. There is 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.
Characters with well-known chain grabs include the following.
The other main part of chain grabs can be seen on the "Combo Tent" portion of Hyrule Castle. Yoshi and Samus cannot do this due to their overly slow grabs (however, they can throw into a down aerial or a similar aerial to combo). Kirby, Ness, and Jigglypuff cannot do this due to their back throws having too much knockback to be able to combo before the opponent escapes hitstun. The majority requires down aerials and back throws. Here is a list of what each character can do.
Super Smash Bros. Brawl
Super Smash Bros. 4
In Super Smash Bros. 4, a new mechanic has been introduced, where after throwing, being thrown or escaping a grab, a player is immune to any grabs for one second, as mentioned in one of the tips. This makes chain grabs virtually impossible to perform, and it seems that this measure has been implemented as a direct counter to this technique from previous games, given its controversy. If a player can keep an opponent stuck in hitstun after being thrown with other attacks over this immunity period, it's possible to regrab the opponent again before they can react and set up a pseudo-chain grab. Luigi, Ness, Sheik, and Roy are examples of characters with notable combos involving this. Special moves involving grabs, such as Ganondorf's Flame Choke or Lucario's Force Palm, as well as Donkey Kong's cargo throws, do not count by the game as a grab for this mechanic, so characters can use a special grab to grab someone that was just thrown. This in particular allows Ganondorf to still perform pseudo-chain throws and tech chases with Flame Choke, as well as directly followup his down throw with Flame Choke.
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