Chain grab: Difference between revisions

532 bytes removed ,  4 years ago
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General rewriting. Still a work in progress. I need someone to find out how to trigger the Yoshi f-throw chain grab in Brawl.
(More cleanup for Brawl's section.)
m (General rewriting. Still a work in progress. I need someone to find out how to trigger the Yoshi f-throw chain grab in Brawl.)
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*{{SSBM|Peach}}: Can chain throw fast fallers, floaty characters, and heavyweight at high percentages with her down throw. She can also chain grab with her up throw against everyone at 0% (briefly) and fast fallers at around 40%.  
*{{SSBM|Peach}}: Can chain throw fast fallers, floaty characters, and heavyweight at high percentages with her down throw. She can also chain grab with her up throw against everyone at 0% (briefly) and fast fallers at around 40%.  
*{{SSBM|Captain Falcon}}: Can pseudo chain throw with down throw against Marth, Sheik, and Roy from 0% to about 20%. It can easily be escaped with good DI. Up throw can also chain throw Fox/Falco/Falcon from about 50% to about 80% if they don't DI away.
*{{SSBM|Captain Falcon}}: Can pseudo chain throw with down throw against Marth, Sheik, and Roy from 0% to about 20%. It can easily be escaped with good DI. Up throw can also chain throw Fox/Falco/Falcon from about 50% to about 80% if they don't DI away.
*{{SSBM|Link}}: Can pseudo chain throw opponents at very low percentages with his forward throw; however, it is easy to DI out of.
*{{SSBM|Mewtwo}}: Can chain throw with its down throw on large characters like Bowser from 0-50%. Mewtwo can also chain throw fast fallers like Fox, Falco, Sheik, Captain Falcon and sometimes Roy, giving him an advantage against these characters.  
*{{SSBM|Mewtwo}}: Can chain throw with its down throw on large characters like Bowser from 0-50%. Mewtwo can also chain throw fast fallers like Fox, Falco, Sheik, Captain Falcon and sometimes Roy, giving him an advantage against these characters. Ganondorf and Donkey Kong are also vulnerable to its chain grab, but Mewtwo needs to run and then grab to be able to grab again (though Ganondorf is easier to chain grab than DK).
*{{SSBM|Donkey Kong}}: Can chain throw Fox, Falco, and Falcon with the up throw at low to mid percentages. Donkey Kong can also chain throw Fox, Falco, and Captain Falcon with the forward throw if he connects it into his up throw.
*{{SSBM|Donkey Kong}}: Can chain throw Fox, Falco, and Falcon with the up throw at low to mid percentages. Donkey Kong can also chain throw Fox, Falco, and Captain Falcon with the forward throw, then while carrying them, up throw.
*{{SSBM|Fox}}: Can up-throw himself and Falco until mid percents, where he can then combo into either up-smash or up-air, depending on DI and whether or not the opponent jumps out of the chain grab.
*{{SSBM|Fox}}: Can up-throw himself and Falco until mid percents, where he can then combo into either up-smash or up-air, depending on DI and whether or not the opponent jumps out of the chain grab.


===''Super Smash Bros. Brawl''===
===''Super Smash Bros. Brawl''===
[[Image:ICsCG.gif|thumb|A sequence of chain grabs by the Ice Climbers.]]
[[Image:ICsCG.gif|thumb|A sequence of chain grabs by the Ice Climbers.]]
*{{SSBB|Bowser}}: Can chain grab by grabbing and releasing the opponent. This action works on everyone except Donkey Kong and the Ice Climbers together. This action can become an infinite chain grab when used against a wall until the opponent manages to jump break. Bowser can also grab release every other character infinitely without a wall by usage of buffered pivot grabs, though this is difficult to do repeatedly in a match.
*{{SSBB|Bowser}}: Can chain grab by grabbing and releasing the opponent. This action works on everyone except Donkey Kong and the Ice Climbers together. Becomes an infinite if used against a wall, until the opponent jump breaks. Bowser can also grab release every other character infinitely without a wall by usage of buffered pivot grabs, though this is difficult to do repeatedly in a match.
*{{SSBB|Donkey Kong}}: Can also carry release infinitely against Ness and Lucas, guaranteeing success by turning before releasing and turn grabbing so Ness/Lucas releases in his back (turned grab). He can also chain grab with his down throw at lower percentages.
*{{SSBB|Donkey Kong}}: Can also carry release infinitely against Ness and Lucas, guaranteeing success by turning before releasing and turn grabbing so Ness/Lucas releases in his back (turned grab). He can also chain grab with his down throw at lower percentages.
*{{SSBB|Falco}}: Can chain grab with his down throw at lower percentages against everyone except very floaty characters, usually giving around 42% to most characters, more to the heavyweights. It easily combos into dash attack (which when canceled to up smash it allows a total of 65% damage), or his down aerial, setting up an early edge-guarding situation, and easily KOing {{SSBB|Wolf}} due to his 60 frame meteor canceling delay and the ease of edge-hogging his recovery. Most characters can be grabbed with both dash grab and standing grab, but the floaty characters need good timing and only the walking chain grab works. After the chain grab percent, it works as a [[Tech-chasing]] move. His forward throw also can chain grab, like {{SSBB|Fox}} and Wolf, at low percentages.
*{{SSBB|Falco}}: Can chain grab with his down throw at lower percentages against everyone except very floaty characters, usually giving around 42% to most characters, more to the heavyweights. It easily combos into dash attack (which when canceled to up smash it allows a total of 65% damage), or his down aerial, setting up an early edge-guarding situation, and easily KOing {{SSBB|Wolf}} due to his 60 frame meteor canceling delay and the ease of edge-hogging his recovery. Most characters can be grabbed with both dash grab and standing grab, but the floaty characters need good timing and only the walking chain grab works. After the chain grab percent, it works as a [[Tech-chasing]] move. His forward throw also can chain grab, like {{SSBB|Fox}} and Wolf, at low percentages.
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*{{SSBB|Toon Link}}: Can chain grab like Link with his down throw to around 25%-30%. His forward throw can chain grab characters as well.
*{{SSBB|Toon Link}}: Can chain grab like Link with his down throw to around 25%-30%. His forward throw can chain grab characters as well.
*{{SSBB|Wario}}: Can chain grab up to higher percentages with his down throw and buffering a turn-around and grab on characters like Captain Falcon (0-70%), Ganondorf (0-90%), Wolf (20-220%), Falco (52-120%, from 73% the throw must be stale), Donkey Kong (0-145%; can jump out at 100-110%, though it requires considerable reaction) and Bowser (0-180%, can even hit with his [[Wario Waft]] out of the attack and forward smash). At other percents or characters, it works as a tech-chasing move.
*{{SSBB|Wario}}: Can chain grab up to higher percentages with his down throw and buffering a turn-around and grab on characters like Captain Falcon (0-70%), Ganondorf (0-90%), Wolf (20-220%), Falco (52-120%, from 73% the throw must be stale), Donkey Kong (0-145%; can jump out at 100-110%, though it requires considerable reaction) and Bowser (0-180%, can even hit with his [[Wario Waft]] out of the attack and forward smash). At other percents or characters, it works as a tech-chasing move.
*{{SSBB|Wolf}}: Can chain grab at lower percentages by buffering a dash grab with a forward throw. Certain characters can be grabbed more, like {{SSBB|Falco}}. Can infinitely grab release on {{SSBB|Wario}}, but he must grab Wario after he uses his midair jump at the edge to do a grab release.
*{{SSBB|Wolf}}: Can chain grab at lower percentages by buffering a dash grab with a forward throw. Certain characters can be grabbed more, like {{SSBB|Falco}}.
*{{SSBB|Yoshi}}: Can chain grab with grab releases, although it requires a [[pivot grab]] to grab them again when they come back down from the air. Called infinite pivot grabbing. Yoshi can also chain grab by using a forward throw.
*{{SSBB|Yoshi}}: Can chain grab with grab releases, although it requires a [[pivot grab]] to grab them again when they come back down from the air. Called infinite pivot grabbing. Yoshi can also chain grab by using a forward throw.  
*{{SSBB|Zero Suit Samus}}: Can chain grab most characters with her forward throw. She can grab release infinite {{SSBB|Wario}} and {{SSBB|Squirtle}}, though, like all air release infinite except Yoshi's, it doesn't work at low percents because it makes them do a ground break.
*{{SSBB|Zero Suit Samus}}: Can chain grab most characters with her forward throw. She can grab release infinite {{SSBB|Wario}} and {{SSBB|Squirtle}}, though it doesn't work at low percents because it makes them do a ground break.


===''Super Smash Bros. 4''===
===''Super Smash Bros. 4''===
In ''Super Smash Bros. 4'', a new mechanic has been introduced, where after escaping from a grab or being thrown, characters are immune to any grabs for one second, as mentioned in one of the [[tips]] (although this period is actually 70 frames, which is 10 frames longer than one second). This change 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. [[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; this is more noticeable with the latter, causing the opponent to pass through Kirby without being swallowed if he uses the move again on them immediately after releasing them from it. However, if a player can keep an opponent stuck in [[hitstun]] after being thrown with other attacks over this immunity period, it's possible to grab the opponent before they can react and set up a pseudo-chain grab. {{SSB4|Luigi}}, {{SSB4|Ness}}, {{SSB4|Sheik}}, and {{SSB4|Roy}} are examples of characters with notable combos involving this. 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.
In ''Super Smash Bros. 4'', a new mechanic was introduced, where after escaping from a grab or being thrown, characters are immune to any grabs for one second, as mentioned in one of the [[tips]] (although this period is actually 70 frames, which is 10 frames longer than one second). This change 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. [[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; this is more noticeable with the latter, causing the opponent to pass through Kirby without being swallowed if he uses the move again on them immediately after releasing them from it. However, if a player can keep an opponent stuck in [[hitstun]] after being thrown with other attacks over this immunity period, it's possible to grab the opponent before they can react and set up a pseudo-chain grab. {{SSB4|Luigi}}, {{SSB4|Ness}}, {{SSB4|Sheik}}, and {{SSB4|Roy}} are examples of characters with notable combos involving this. 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''===
===''Super Smash Bros. Ultimate''===
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