Jump-canceled grab: Difference between revisions

m
Text replacement - "|thumb|right" to "|thumb"
No edit summary
m (Text replacement - "|thumb|right" to "|thumb")
 
(19 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{stub}}
{{ArticleIcons|ssbm=y}}
A '''jump-canceled grab''' (abbreviated "JC'd grab") can be performed by [[jump-canceling]] a run or dash with a [[grab]], by attempting to grab while still in the [[jumping]] animation.  This is usually done by pressing X, Y, or up on the [[control stick]], then pressing Z immediately afterwards. The character performs the standing grab animation while sliding forward slightly (depending on [[traction]]). For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs.
[[File:Jump-canceled Grab Mario Melee.gif|thumb|250px|{{SSBM|Mario}} performing a jump-canceled grab.]]


Jump-canceled grabs usually have slightly larger [[hitbox]]es than standard (though still smaller than actual dash-) grabs, and are primarily used in [[chain-grab]]s with throws of forward trajectory (such as [[Captain Falcon (SSBM)|Captain Falcon]]'s [[down throw]]) or involving enemy [[DI]] (such as [[Mr. Game and Watch|Mr. Game & Watch]]'s [[up throw]] [[chain grab]].)
A '''jump-canceled grab''' (or '''JC'd grab''') is a technique in ''[[Super Smash Bros. Melee]]'' where a character [[interrupt]]s a [[dash]] or run with a [[jump]], which itself is then [[jump-cancel]]ed with a [[grab]] during the [[jumpsquat]] animation. This results in the character using their standing grab while maintaining some momentum from their dash, the amount of which is based on their current speed and [[traction]].
 
Jump-canceled grabs are used for two main reasons. Firstly, essentially all characters' [[dash grab]]s are much slower and laggier in comparison to their standing grabs; being able to use a standing grab while still keeping some forward movement therefore results in a much faster and safer grab. Secondly, the forward movement effectively increases the range of the grab compared to a stationary grab, making it easier to keep opponents in [[chaingrab]]s with throws of forward trajectory (such as {{SSBM|Captain Falcon}}'s [[down throw]]) or involving enemy [[DI]] (such as {{SSBM|Mr. Game & Watch}}'s [[up throw]]).
 
This technique is not possible in other games, as grabs cannot be used out of a jumpsquat in them. However, dash grabs in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' are generally faster and more reliable than in ''Melee'', while the original ''[[Super Smash Bros.]]'' allows characters to use their regular grab directly out of a dash or run, due to the lack of dash grabs in said game.


JC'd grabbing does not work in the original ''[[SSB]]'' or ''[[SSBB]]''.
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Advanced techniques]]