Editing Grab

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|[[Dark Dive]]||Grabs an opponent in midair, then repeatedly zaps them before launching them away with an explosion, propeling himself upward and away. Can be used again upon a successful grab. From ''Brawl'' onward, Ganondorf also performs a non-grabbing uppercut at the apex of the move if he doesn't grab an opponent.||{{n|16}}||{{n|16}}
|[[Dark Dive]]||Grabs an opponent in midair, then repeatedly zaps them before launching them away with an explosion, propeling himself upward and away. Can be used again upon a successful grab. From ''Brawl'' onward, Ganondorf also performs a non-grabbing uppercut at the apex of the move if he doesn't grab an opponent.||{{n|16}}||{{n|16}}
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|[[Incineroar]]||[[Alolan Whip]]||Grabs the opponent and throws them into wrestling ring ropes, bouncing them back towards Incineroar. Three outcomes are then possible depending on Incineroar's attack timing when the opponent comes close to it.||{{y|16}}<nowiki>*</nowiki>||{{y|16}}
|[[Incineroar]]||[[Alolan Whip]]||Grabs the opponent and throws them into wrestling ring ropes, bouncing them back towards Incineroar. Three outcomes are then possible depending on Incineroar's attack timing when the opponent comes close to it.||{{n|16}}||{{n|16}}
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|rowspan=2|[[Kazuya]]||[[Heaven's Door]]||Grabs the opponent with an uppercut, then transforms into his devil form and slams them onto the ground. Can be used as a sacrificial KO, but KOs Kazuya first. The uppercut also has a non-grabbing hitbox near its apex. If Kazuya's [[Rage]] is active, the move can turn into a more powerful Rage Drive.||{{n|16}}||{{n|16}}
|rowspan=2|[[Kazuya]]||[[Heaven's Door]]||Grabs the opponent with an uppercut, then transforms into his devil form and slams them onto the ground. Can be used as a sacrificial KO, but KOs Kazuya first. The uppercut also has a non-grabbing hitbox near its apex. If Kazuya's [[Rage]] is active, the move can turn into a more powerful Rage Drive.||{{n|16}}||{{n|16}}
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|[[Yoshi]]||[[Egg Lay]]||Traps an opponent in an egg for a certain amount of time, after which they jump out of it. The opponent can take damage from other attacks while inside the egg, but not knockback, and damage taken is reduced.||{{n|16}}||{{y|16}}
|[[Yoshi]]||[[Egg Lay]]||Traps an opponent in an egg for a certain amount of time, after which they jump out of it. The opponent can take damage from other attacks while inside the egg, but not knockback, and damage taken is reduced.||{{n|16}}||{{y|16}}
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<nowiki>*</nowiki>Not possible in real-time.
 
===Hitboxes that can grab===
===Hitboxes that can grab===
In ''Ultimate'', a minority of special moves utilize hitboxes that grab opponents when they hit (sometimes called '''hit grab''', also from the similar concept in traditional fighting games). Functionally, these moves have all the properties of hitboxes (damage, angle, effect, etc.), but instead of dealing knockback when they connect with an opponent, they place the opponent in a grabbed state. Practically, the most important difference from a regular grab is that they can be [[shield]]ed. Additionally, should the hitbox have non-zero knockback, it deals knockback if it connects with an opponent that cannot be grabbed. Like regular grabs, hit grabs ignore all forms of [[armor]], though they may still activate certain effects of the armor, such as with [[Rebel's Guard]]. They do not work against [[counter]]s, with certain moves triggering the counter attack, while others ignore the opponent entirely. If the moves' hitboxes are scripted as reflectable, they can also can be [[reflect]]ed, but instead of changing the trajectory of the move, they act as if a regular projectile collided with a shield, leaving both players unharmed. Interestingly, the projectile based hit grabs are the only hit grabs that do not trigger counters, though this may be coincidental.  
In ''Ultimate'', a minority of special moves utilize hitboxes that grab opponents when they hit (sometimes called '''hit grab''', also from the similar concept in traditional fighting games). Functionally, these moves have all the properties of hitboxes (damage, angle, effect, etc.), but instead of dealing knockback when they connect with an opponent, they place the opponent in a grabbed state. Practically, the most important difference from a regular grab is that they can be [[shield]]ed. Additionally, should the hitbox have non-zero knockback, it deals knockback if it connects with an opponent that cannot be grabbed. Like regular grabs, hit grabs ignore all forms of [[armor]], though they may still activate certain effects of the armor, such as with [[Rebel's Guard]]. They do not work against [[counter]]s, with certain moves triggering the counter attack, while others ignore the opponent entirely. If the moves' hitboxes are scripted as reflectable, they can also can be [[reflect]]ed, but instead of changing the trajectory of the move, they act as if a regular projectile collided with a shield, leaving both players unharmed. Interestingly, the projectile based hit grabs are the only hit grabs that do not trigger counters, though this may be coincidental.  

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