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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
:''This article is for the attack move grab. For the Smasher, see [[Smasher:Grab]].''
[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in ''SSB''.]]
[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in ''SSB''.]]
[[File:Grab.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in ''Brawl''.]]
[[File:Mario Diddy Grab Brawl.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in ''Brawl''.]]
[[File:SSBUWebsiteTechnique1.jpg|thumb|{{SSBU|Cloud}} grabbing {{SSBU|Mega Man}} in ''Ultimate''.]]
[[File:SSBUWebsiteTechnique1.jpg|thumb|{{SSBU|Cloud}} grabbing {{SSBU|Mega Man}} in ''Ultimate''.]]


A '''grab''' ({{ja|つかみ / 掴み|Tsukami}}) is an [[attack]] all characters possess which causes them to hold an opponent in place, usually in preparation for a [[throw]] or some other followup attack.
A '''grab''' ({{ja|つかみ / 掴み|Tsukami}}) is an [[attack]] all characters possess which causes them to hold an opponent in place, usually in preparation for a [[throw]] or some other followup attack.


All characters possess a grab as part of their standard moveset, which can be performed by pressing the [[shield]] and [[attack]] buttons simultaneously on any controller in any game. Grabs can also be used with the [[R Button]] on the [[N64 controller]], the [[Z button]] on the [[GameCube controller]], sideways on the [[D-Pad]] with the [[Wii Remote]] and [[Nunchuk]], the [[Minus button]] on a standalone Wii Remote, the [[L button]] on a [[Nintendo 3DS]] or the [[ZR button]] on a [[New Nintendo 3DS]], [[ZL button|ZL]] or ZR on the [[Wii U GamePad]], [[Classic Controller]], and [[Wii U Pro Controller]]; L or R on the [[Switch Pro Controller]] or dual [[Joy-Con]], and the [[SL button]] on a single sideways Joy-Con.
All characters possess a grab as part of their standard moveset, which can be performed by pressing the [[shield]] and [[attack]] buttons simultaneously on any controller. They can also be used with a specific grab button, which behaves like a simultaneous shield and attack input (thus, it can be used for other actions involving shield or attack inputs when grabs aren't possible), and is by default:
*the [[R button]] on the [[N64 controller]]
*the [[Z button]] on the [[GameCube controller]]
*a horizontal [[d-pad]] input with the [[Wii Remote]] and [[Nunchuk]]
*the [[minus button]] on a standalone Wii Remote
*the [[ZL button|ZL]] or [[ZR button]] on the [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
*the [[L button]] on the [[Nintendo 3DS]], or, on New 3DS models only, the [[ZR button]]
*the [[L button|L]] or [[R button]] on the [[Switch Pro Controller]] and dual [[Joy-Con]]s
*the [[SL button]] on a standalone Joy-Con


Two slight variants exist for each character's grab:
Depending on the game, there are different variations of each character's grab:
*'''Dash grabs''', introduced in ''[[Melee]]'', can be used by grabbing while [[dash]]ing. This carries the momentum from the dash to give the grab longer [[reach]], but dash grabs are generally heavier on [[end lag]] and easier to [[punish]] than their normal counterparts.
*'''Standing grab''' (known as '''Catch''' internally), which is the default type used when standing still or [[walk]]ing. They have the fastest [[startup]] and the lowest [[ending lag]], but they usually have the shortest [[range]]. In the original ''Super Smash Bros.'', they are the only type of grab, so they can be used even while [[dash]]ing.
*'''Pivot grabs''', introduced in ''[[Brawl]]'', can be used by grabbing immediately after a [[pivot]]. This results in the character pivoting and performing a grab with generally the longest reach of their three grab types, and may be useful in varying one's [[approach]]. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.
*'''Dash grab''' (known as '''CatchDash''' internally), introduced in ''[[Super Smash Bros. Melee]]'', which is used by grabbing while dashing. Fighters move forward during the grab to give it longer range, but generally they have slightly more startup and are heavier on ending lag, making them easier to [[punish]] than other grab types if they miss.
*'''Pivot grab''' (known as '''CatchTurn''' internally), introduced in ''[[Super Smash Bros. Brawl]]'', which is used by grabbing immediately after a [[pivot]]. This results in the character turning around and performing a grab with even longer range than the other grab types, allowing it to be used as an [[approach]] mixup. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.


Grabs are [[unblockable]] and cannot be [[shield]]ed; they can thus be used as an easy way to open up a hole in an enemy player's defense. Upon a successful grab, the enemy is immobilized for a time. They cannot be held indefinitely, however: after a short amount of time, the grabbed character will break free in a phenomenon known as a [[grab release]]. A grabbed character can escape faster by [[button mashing]], but grabs become more difficult to escape as [[damage]] accumulates.
Grabs cannot be [[shield]]ed, and are thus an easy way to open up a hole in an opponent's defense. Upon a successful grab, the opponent is immobilized for a certain period, and the grabbing character has access to five possible attacks: a [[pummel]] by pressing an attack or grab button (except in ''Smash 64''), which racks up [[damage]] while keeping the opponent grabbed, or any of four [[throw]]s ([[forward throw|forward]], [[back throw|back]], [[up throw|up]], or [[down throw|down]]; only forward and back in ''Smash 64'') by tilting the [[control stick]] in the respective direction, which [[Knockback|launches]] the opponent and ends the grab. Characters can only be grabbed for a certain period of time, after which they break free in a phenomenon known as a [[grab release]], so the idea is that the grabber can throw them before this happens. This grab period is extended as the victim's [[damage]] percentage increases, but can be decreased by [[button mashing]] from their part.


During a grab, the grabbing character has access to five potential attacks: a [[pummel]] by pressing the [[A button]], or a [[forward throw]], [[back throw]], [[up throw]], or [[down throw]] by pressing those respective directions on the [[control stick]]. Damage can be racked up before a throw by using multiple pummels, but this runs the risk of the enemy escaping before a throw can be performed.
Several [[special moves]] are similarly able to grab and then throw opponents, which are similarly unblockable and put opponents in a unique state compared to normal grabs. These types of attacks are often referred to as '''command grabs'''.


In the original ''[[Super Smash Bros.]]'', grabs are notoriously fast and throws are equally powerful. Pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Pressing the A button with an enemy grabbed will input a forward throw, and waiting 1 full second without inputting anything automatically triggers a forward throw as well. Since ''[[Melee]]'', the speed and power of most characters' grabs and throws have been toned down and many of the mechanics were introduced which are now widely understood as the series standard.
==Properties==
An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a opponent's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] of characters as a triangle where grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[armor]] and most [[counterattack]]s, though they do not work against foes [[Floor recovery|knocked down]] on the floor (with the only exception being in the original ''[[Super Smash Bros.]]'').
 
In ''Smash 64'', grabs are notoriously fast, with more powerful throws than in other games. However, pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Instead, pressing the A button or holding a grabbed opponent for more than one second automatically triggers a forward throw. Since ''[[Melee]]'', the speed and power of most characters' grabs and throws have been toned down, and the other grab mechanics introduced have since been widely understood as the series' standard. ''Ultimate'' further nerfed grabs by giving them more ending lag, and halving [[hitbox|grabbox]] sizes against airborne opponents, increasing their risk of use.
 
===Limits on grabbing===
[[File:GW Ungrabbable SSBU.jpg|thumb|300px|An example of a grab failing to connect despite appearing as though it should connect, due to Mr. Game & Watch's arms and hands being ungrabbable]]
In all games, most characters cannot be grabbed by less central parts of their bodies, such as lower arms, legs, or tails, which can lead to some unusual results against characters with extreme proportions. This varies depending on character; for example, in ''Melee'', all of Kirby's hurtboxes can be grabbed, but only Jigglypuff's body is grabbable, while its hands, feet, and hair curl are not.<ref>https://twitter.com/UnclePunch_/status/1166922159542980608</ref> From ''Brawl'' onward, ungrabbable limbs tend to be only arms, with a few exceptions. Furthermore, from ''Brawl'' onward, characters cannot grab opponents behind them, even if the grab [[hitbox]]es connect with a grabbable part of their body that extends in front of them; this is unlike in ''Melee'', where not only this is possible, but certain dash grabs have some grabboxes intentionally placed behind the user.
 
A particular character can grab only one opponent at once, and similarly, neither the user nor the victim can be grabbed by another character before the grab ends. Prior to ''Ultimate'', the [[Ice Climbers]] are able to grab two opponents at once, with each climber grabbing one opponent. In ''Melee'', Nana becomes [[CPU]]-controlled when grabbing an opponent, whereas in ''Brawl'', she can be controlled by the player during the grab, enabling [[zero-to-death combo]]s as each Ice Climber regrabs the opponent immediately after the partner's throw. In ''Ultimate'', Nana cannot grab at all, nor act while Popo is grabbing and throwing an opponent.
 
Characters cannot use their grabs while holding an [[item]]; attempting to input one will cause them to drop or [[item throw|throw the item]] first. In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', characters gain invulnerability to grabs for around one second after being released from them (70 and 60 [[frame]]s, respectively), preventing chaingrabs and [[team wobble]]s. In ''Ultimate'', this is indicated by the released character flashing yellow while the grab invulnerability is active.
 
While non-playable characters such as [[Metal Mario]] (in ''Smash 64'') and [[Fighting Wire Frames]] can be grabbed, [[boss]]es such as [[Master Hand]] and [[Giga Bowser]] cannot. Most enemies in ''Brawl''{{'}}s [[Subspace Emissary]] and {{for3ds}}'s [[Smash Run]] (including the enemies inside [[Master Fortress]] in {{forwiiu}}) can be grabbed, usually those with a comparable size to the playable characters. However, in ''Brawl'', they cannot be held, grab released, or pummeled, instead causing the character to immediately throw them in the direction the control stick is held when the grab connects (forward throw by default). In ''Ultimate'', most but not all [[Assist Trophies]] can be grabbed. In ''Melee'', grabbing enemies in [[Adventure Mode]] instead allows characters to carry them like heavy items.
 
===Hitting characters during a grab===
While a character grabs another, others that are not involved in the grab can still hit either character, which has different effects depending on the game:
*In all games, dealing any knockback to the grabber causes them to release the grabbed opponent and flinch as usual; if this opponent is not hit by the attack, they are either launched at a [[semi-spike]] angle in ''Melee'', or go into their grab release animation in later games (or in ''Smash 64'', a short flinching animation akin to it). This causes grabs to leave characters particularly vulnerable in battles with multiple players; however, initiating a [[throw]] gives them brief [[invincibility]] that can negate [[punish]] attempts from other opponents.
*If the grabbed opponent is hit instead, and not the grabber, they can [[armor]] through the attack and remain in their grab hold animation until they take above a certain amount of damage. Otherwise, they are released from the grab and launched by the attack as usual, while the grabber goes into their grab release animation.
**In ''Smash 64'' and ''Melee'', grabbed opponents take half damage from external attacks, and break free if the attack deals at least 6% with this reduction factored in. Hitting them repeatedly with attacks that deal less damage does not release them, even if their accumulated damage is much greater than the threshold; as a result, continuous weak attacks can be particularly effective for racking up damage on them. Additionally, in ''Melee'', hitting a grabbed opponent puts them in their grab flinch animation for 20 [[frame]]s, during which they cannot escape; exploiting this feature is what enables [[wobbling]].
**From ''Brawl'' onward, grabbed opponents no longer take half damage from external attacks, and they are released if they take at least 10% damage total, rather than from a single attack. This causes them to escape much more easily, weakening the effectiveness of attacking an opponent while another character holds them in a grab. They are also no longer put in their grab flinch animation, preventing wobbling or any similar techniques.


Several [[special moves]] are similarly able to grab and then throw opponents, which are similarly unblockable and put opponents in a unique state compared to normal grabs. These types of attacks are often referred to as “command grabs”.
===Interaction with other hitboxes===
Grabboxes are not bound by usual [[priority]] rules. Instead, in each game, they behave differently if a grab connects with an opponent at the same time the opponent strikes the grabber with a standard hitbox.
 
*In ''Smash 64'' and ''Melee'', the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent.
*In ''Brawl'', the grab has priority over the hitbox, but the hitbox still causes damage to the grabber, instead having them [[armor]] through it.
*In ''Smash 4'' and ''Ultimate'', hitboxes outprioritize grabs; in this situation, the grabber receives full damage and knockback from the standard hitbox, while the attacker is [[grab release]]d and takes 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). In ''Ultimate'', however, a select few attacks' hitboxes are coded to be outprioritized by grabs, with the grabber taking damage but armoring through the attack like in ''Brawl''; this is the case for {{SSBU|Sonic}}'s [[Homing Attack]], [[Spin Dash]], and [[Spin Charge]], and more notably {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]] (which also causes the grabber to take 0.25× damage from the hitbox).
 
Likewise, if both characters attempt to grab each other at the same time, the situation is resolved differently in each game. In ''Smash 64'', ''Melee'', and ''Brawl'', this is determined by [[port priority]], with the character in the lower port always getting the grab. In ''Smash 4'', port priority is no longer a factor, with either character having an equally [[random]] chance to get the grab instead. ''Ultimate'' resolves both quirks by simply causing both grabs to cancel each other out, akin to a [[clang]]. This property is known as '''grab parrying''' by the in-game [[tip]]s, and results in both characters taking 1% damage and performing their rebound animation (unless they are in the air, where their grab release animation is used instead). The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs.
 
===Grab time===
From ''Melee'' onward, grabs hold the opponent for a variable amount of time, increasing proportionally to their damage percentage at the time of the grab (so it is not affected by pummeling or external damage), and decreasing with button mashing from the opponent. In ''Melee'', the formula for grab frames is <code>76 + 1.6p – 15h</code> rounded down, where '''p''' is the victim's percent at the time of the grab, and '''h''' is a handicap equal to the victim's current rank disadvantage over the grabber (for example, if the victim is placing 4th and the grabber is placing 1st, it is equal to 3). As a result, players that are currently losing will be grabbed for less time, and the minimum possible grab time without button mashing can be 76, 61, 46, or 31 frames depending on their rank disadvantage.<ref>https://www.youtube.com/watch?v=TROwZ4wZCdE</ref> From ''Brawl'' onward, the formula is changed to <code>90 + 1.7p</code> rounded down, removing match placing from the equation and increasing grab time overall.
 
Button mashing reduces grab time by 6 frames per input in ''Melee'', and 8 frames per input from ''Brawl'' onward (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs). However, the grab time from ''Brawl'' onward cannot be lower than 19 frames, allowing certain characters to always pummel the opponent at least once and throw them before they can escape. In ''Ultimate'', grabbed characters flash yellow when they are close to escaping (180 frames left or less, equal to 3 seconds).


==List of grabs==
==List of grabs==
{| class="wikitable"
{| class="wikitable"
|-
! Character !! Description !! Characteristic
! Character !! Description !! Characteristic
|-
|-
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|[[Ivysaur]]||Swipes inwards with both of its vines at once.||Standard
|[[Ivysaur]]||Swipes inwards with both of its vines at once.||Standard
|-
|-
|[[Link]]||{{GameIcon|SSB}}{{GameIcon|SSBM}} Fires his Hookshot forwards.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}} Fires his Clawshot forwards.<br/>{{GameIcon|SSBU}} Simply grabs in front of himself with his free hand.||{{GameIcon|SSB}} Extended<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tether<br/>{{GameIcon|SSBU}} Standard
|[[Link]]||{{GameIcon|SSB}}{{GameIcon|SSBM}} Fires his Hookshot forwards.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}} Fires his Clawshot forwards.<br/>{{GameIcon|SSBU}} Simply grabs in front of himself with his free hand.||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tether<br/>{{GameIcon|SSBU}} Standard
|-
|-
|[[Lucas]]||Whips forwards with Rope Snake.||Tether
|[[Lucas]]||Whips forwards with Rope Snake.||Tether
|-
|-
|[[Luigi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Simply grabs in front of himself.<br/>{{GameIcon|SSBU}} Launches a plunger with a rope tied to it from the Poltergust G-00.||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/>{{GameIcon|SSBU}} Tether
|[[Luigi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Simply grabs in front of himself.<br/>{{GameIcon|SSBU}} Fires a Suction Shot from the Poltergust G-00.||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/>{{GameIcon|SSBU}} Tether
|-
|-
|[[Mega Man]]||Uses the Super Arm.||Standard
|[[Mega Man]]||Uses the Super Arm.||Standard
|-
|-
|[[Min Min]]||Fires both of her ARMS forward.||Extended
|[[Min Min]]||Fires both of her ARMS forward.||Extended
|-
| [[Mythra]]|| Uses telekinesis and light magic to restrain foes.||Standard
|-
|-
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Commands the first Pikmin in line to rush forwards and grab.<br/>{{GameIcon|SSBU}} Commands all active Pikmin to rush forwards in a line and grab, with the range increasing proportionally to the number of active Pikmin.||Extended
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Commands the first Pikmin in line to rush forwards and grab.<br/>{{GameIcon|SSBU}} Commands all active Pikmin to rush forwards in a line and grab, with the range increasing proportionally to the number of active Pikmin.||Extended
Line 55: Line 98:
|[[Pac-Man]]||Fires a [[Boss Galaga]]'s tractor beam from out of his extended palm.||Extended
|[[Pac-Man]]||Fires a [[Boss Galaga]]'s tractor beam from out of his extended palm.||Extended
|-
|-
|[[Palutena]] || Uses her staff to telekinetically restrain her opponents. ||Standard
|-
| [[Pyra]]||Uses telekinesis and fire to restrain foes.||Standard
|-
|[[Robin]]||Creates a small magic vortex.||Standard
|[[Robin]]||Creates a small magic vortex.||Standard
|-
|-
|[[Samus]]||Whips forwards with her Grapple Beam.||{{GameIcon|SSB}} Extended<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Tether<br/>
|[[Samus]]||Whips forwards with her Grapple Beam.||Tether
|-
|-
|[[Sephiroth]]||Reaches out with his right hand and telekinetically grabs the foe using dark magic.||Standard
|[[Sephiroth]]||Reaches out with his right hand and telekinetically grabs the foe using dark magic.||Standard
Line 80: Line 128:
|}
|}


==Notable grabs==
===Tether grabs and extended grabs===
*In NTSC versions of ''Melee'', [[Samus]]' grab can be extended to almost two and a half times its usual length using [[Samus's extended grapple|a special input combination]]. When this is done, her grapple beam also homes in on enemies if the L button is held, being the only tether grab able to do so, but only grabs enemies if the A button is pressed when the tip connects, and still cannot affect aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
Some characters, instead of grabbing opponents directly, throw forward a long rope- or whip-like object in order to grab opponents. This sort of grab is known as a '''tether grab'''. The main characteristic of a tether grab is that it completely relies on a secondary model to work, allowing the model to move with the [[bone]] the grabbox is attached to, in contrast with standard grabs where the grabbox is attached to the neutral bone. This characteristic is the cause behind tether grabs not behaving properly if the [[gameplay speed]] is altered. Similarly, an '''extended grab''' is a grab that is not standard, but also not reliant on a secondary model to function; characters with such grabs include [[Yoshi]] and [[Min Min]].  
*In ''Smash 4'', [[Pac-Man]]'s grab appears to be one continuous beam; however, it actually projects three short-lived [[hitbox]]es one after another in front of him, each one further outwards than the last. Because of its blind spots and lengthy [[endlag]], the move is considered highly risky and unreliable. In ''Ultimate'', however, its hitboxes were reworked to be larger and more continuous while its endlag was reduced, making the move more reliable and even a counter to [[spot dodge]]s due to its long duration.
Both tether and extended grabs are renowned for their very high range compared to most other grabs, but are also much slower than standard grabs, particularly in earlier installments.
*In ''Melee'', Marth is notorious for having an unreasonably disjointed grab range, reaching farther than Yoshi’s tongue.


==Tether grabs and extended grabs==
Characters with tether grabs and extended grabs are noted in the table above. In general, characters with tether grabs also have [[grab aerial]]s and can use them as a [[tether recovery]], while those with standard or extended grabs do not, however this is not universal. For example, in ''Ultimate'', {{SSBU|Luigi}} has a grab aerial that cannot act as a tether recovery, while [[Steve]] and, in ''Brawl'', {{SSBB|Zero Suit Samus}} have a tether grab but do not have either a grab aerial or a tether recovery tied to a grab input. {{SSB|Link}} and {{SSB|Samus}} also have a tether grab in the original ''Super Smash Bros.'', where grab aerials did not exist.
Some characters, instead of grabbing opponents directly, throw forward a long rope- or whip-like object in order to grab opponents. This sort of grab is known as a '''tether grab''', based on the [[tether recovery]] ability that many such characters also have (or, in ''Melee'', the [[wall-grapple]]). Tether grabs are renowned for their very high range compared to most other grabs, but – particularly in early installments – are also much slower than standard grabs.  


Other characters do not have a tether recovery but still possess a grab range that greatly surpasses other characters'. These characters can be said to have an '''extended grab'''.
===Notable grabs===
*In NTSC versions of ''Melee'', {{SSBM|Samus}}' grab can be extended to almost two and a half times its usual length using [[Extended Grapple|a special input combination]]. When this is done, her grapple beam also homes in on enemies if the L button is held, being the only tether grab able to do so, but only grabs enemies if the A button is pressed when the tip connects, and still cannot affect aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
*In ''Smash 4'', {{SSB4|Pac-Man}}'s grab appears to be one continuous beam; however, it actually projects three short-lived grabboxes, one after another in front of him, each one further outwards than the last. Because of these blindspots and its heavy ending lag, the move is infamous for its unreliability and high risk. In ''Ultimate'', its hitboxes were reworked to be larger and more continuous, while its ending lag was reduced, making it more reliable and allowing it to beat out [[spot dodge]]s more effectively.
*In ''Melee'', {{SSBM|Marth}}'s standing grab is notorious for its deceptively long range, reaching the farthest out of all non-extended grabs.<!--Please don't add that it outranges Yoshi's grab; it only beats Yoshi in that comparison gif because of his nose hurtbox.--> Its range has since been reduced in later games, though it remains above-average in ''Brawl''.
**Likewise, {{SSBB|Olimar}}'s grabs in ''Brawl'', despite being extended, have only as much ending lag as regular grabs, making them extremely difficult to punish while carrying comparatively much lower risk. From ''Smash 4'' onward, their ending lag was significantly increased to be closer to other extended grabs, though his pivot grab remained exceptionally quick until ''Ultimate''.
**{{SSB4|Bowser}}'s pivot grab in ''Smash 4'' is infamous for similar reasons, being capable of grabbing characters from unnaturally long distances in combination with hurtbox shifting. Its range was reduced in ''Ultimate'', though it remains one of the farthest reaching grabs in the game.
*In ''Ultimate'', {{SSBU|Mr. Game & Watch}}'s dash grab has a surprising disjoint in front of him. This is to compensate for him not moving forward during the grabbing portion of his dash grab, which would result in his dash grab having shorter range than what is typical for them.


Characters with tether grabs and extended grabs are noted in the table above. In general, characters with tether grabs also have [[grab aerial]]s, while those with standard or extended grabs do not. The main characteristic of a tether grab is that it completely relies on a secondary model to work, allowing the model to move with the bone the grabbox is attached to. [[Steve]] is the only character with a tether grab that does not have either a grab aerial or a tether recovery.
==Special moves that can grab==
[[File:Confusioncommandgrab.gif|thumb|Confusion is an example of a command grab.]]
Some [[special attack]]s function as grabs (sometimes called '''command grabs''', from the similar concept in traditional fighting games). When their [[hitbox]]es are viewed with ''Melee''{{'}}s {{SSBM|Debug Menu}}, these attacks use the same magenta hitbox color as standard grabs. Special grabs put opponents in a unique state that is manipulated by the move in some fashion, and have their own independent rules as to whether and how opponents can escape. They can also be used in midair, and can usually grab opponents in this state, giving characters with access to them another option against [[shield]]s.


==Special moves that can grab==
In the following table, a special grab being escapable indicates it can be interrupted mid-execution and put the opponent in their [[grab release]] animation, while being mashable indicates its grab duration can be influenced by [[button mashing]]. All mashable special grabs use different duration formulas from regular grabs, with the exception of [[Force Palm]].
Some [[special attack]]s function as grabs (sometimes called '''command grabs''', from the similar concept in traditional fighting games). When their [[hitbox]]es are viewed with ''Melee''{{'}}s {{SSBM|Debug Menu}}, these attacks use the same magenta hitbox color as standard grabs. Grabbing special attacks put opponents in a unique state that is manipulated by the move in some fashion, and have their own independent rules as to whether and how opponents can escape.
*[[Alolan Whip]] (grabs opponent, and throws them into wrestling ring ropes, and reacts in three different ways based on when Incineroar attacks when the opponent rebounds back to him)
*[[Blunderbuss]] (sucks opponent in at close range can be thrown forwards, backwards, or upwards)
*[[Chomp]] (bites opponent several times, then spits them out)
*[[Confusion]] at close range (grabs the opponent, spins them around, and drops them)
*[[Egg Lay]] (traps opponent in an egg, opponent takes half damage until they escape)
*[[Falcon Dive]] and [[Dark Dive]] (grabs opponent in air and propels them away; can be done repeatedly if it connects the first time)
*[[Flame Choke]] (grabs opponent and slams them into the ground)
*[[Flying Slam]] (can grab and [[sacrificial KO]] opponents); replaces Koopa Klaw from ''Brawl'' onwards
*[[Force Palm]] (grabs and throws forwards after about a second, cannot grab in midair or at long range)
*[[Inhale]] (Traps opponent inside Kirby or Dedede, opponent can wriggle to affect movement. King Dedede's is noticeably more powerful.)
**Using Inhale, Kirby can also copy Egg Lay, Chomp, Blunderbuss, as well as King Dedede's Inhale.
*[[Koopa Klaw]] (can grab in the air or at close range on the ground, can only throw forward or backward, no invincibility frames); ''Melee'' only
*[[Minecart]] (grabs grounded opponents when it is empty)
*[[Monkey Flip]] (latches onto an opponent, can either attack or jump into the enemy to release, or let go)
*[[Nosferatu]] (traps opponents and damages them while healing Robin)
*[[Space Pirate Rush]] (grabs opponent, drags them across the ground, and throws them; can be ended early by jumping)
*[[Suplex]] (grabs opponent and slams them behind the Brawler)


{|class="wikitable sortable"
!Character!!Special grab!!Description!!Escapable?||Mashable?
|-
|rowspan=2|[[Bowser]]||[[Koopa Klaw]] {{GameIcon|SSBM}}||Performs a claw swipe to grab an opponent at close range, after which he can either bite them by pressing the B button, akin to pummeling, or use forward and back throws specific to the move. The claw swipe also has a non-grabbing hitbox at farther range.||{{y|16}}||{{y|16}}
|-
|[[Flying Slam]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||Grabs an opponent, then somersaults with them into the air before slamming them down onto the ground. Can be used as a [[sacrificial KO]], but KOs Bowser first from ''Smash 4'' onward.||{{n|16}}||{{n|16}}
|-
|[[Captain Falcon]]||[[Falcon Dive]]||Grabs an opponent in midair, then launches them away with an explosion, propeling himself upward and away. Can be used again upon a successful grab.||{{n|16}}||{{n|16}}
|-
|[[Diddy Kong]]||[[Monkey Flip]]||Latches onto the opponent, then he can release them either with a clapping attack or by jumping off them. In ''Smash 4'' and ''Ultimate'', he can also automatically deal continuous damage to the opponent while latched onto them, akin to pummeling, by either squeezing them in ''Smash 4'' or scratching them in ''Ultimate''.||{{y|16}}||{{y|16}}
|-
|rowspan=2|[[Ganondorf]]||[[Flame Choke]] {{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}||On the ground, Ganondorf grabs the opponent by their head and lifts them, then crushes them with dark energy to drop them onto the ground. In the air, he plummets down with the grabbed opponent and slams them onto the ground upon landing. Prior to ''Ultimate'', the aerial version can be used as a guaranteed sacrificial KO.||{{y|16}} (aerial, {{GameIcon|SSBU}} only)||{{y|16}} (aerial, {{GameIcon|SSBU}} only)
|-
|[[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}}
|-
|[[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}}
|-
|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}}
|-
|[[Gates of Hell]]||A [[command-input move]] performed with ↘ ↓ ↘ and a grab input. Kazuya grabs the opponent, puts them behind him, then bends their back and kicks them away at a steep angle.||{{n|16}}||{{n|16}}
|-
|[[King Dedede]]||{{b|Inhale|King Dedede}}||Vacuums and traps the opponent inside King Dedede, after which he can spit them as a star forward. He can also move around slowly and jump with the inhaled opponent. Can be used for a [[Swallowcide]].||{{y|16}}||{{y|16}}
|-
|[[King K. Rool]]||[[Blunderbuss]]||Vacuums the opponent into the blunderbuss at close range after shooting the cannonball, then he can shoot them forward, backward, diagonally, or upward.||{{n|16}}||{{n|16}}
|-
|[[Kirby]]||{{b|Inhale|Kirby}}||Vacuums and traps the opponent inside Kirby, after which he can either spit them as a star forward, or obtain their Copy Ability, releasing them behind himself and ending Inhale in the process. Kirby can also move around slowly and jump with the inhaled opponent. Can be used for a [[Swallowcide]].<br>Using Inhale, Kirby can also copy Blunderbuss, Chomp, Egg Lay, and King Dedede's Inhale.||{{y|16}}||{{y|16}}
|-
|[[Lucario]]||[[Force Palm]]||Grabs an opponent at close range at the beginning of the move, then releases them with a forward thrust. The aerial version cannot grab opponents.||{{y|16}}||{{y|16}}
|-
|[[Mewtwo]]||[[Confusion]]||Grabs an opponent at close range and spins them around before dropping them.||{{n|16}}||{{n|16}}
|-
|rowspan=2|[[Mii Brawler]]||[[Suplex]] {{GameIcon|SSBU}}||Grabs the opponent and performs a German suplex with them. Can be used as a sacrificial KO.||{{n|16}}||{{n|16}}
|-
|[[Counter Throw]] {{GameIcon|SSBU}}||Upon countering an attack, grabs the opponent and slams them onto the ground behind the Brawler.||{{n|16}}||{{n|16}}
|-
|[[Ridley]]||[[Space Pirate Rush]]||Grabs the opponent, then drags them across the ground to deal continuous damage, releasing them upon reaching an edge or colliding into a wall. He can also release them early with a jumping throw.||{{y|16}}||{{y|16}}
|-
|[[Robin]]||[[Nosferatu]]||Traps the opponent in a dark vortex and damages them continuously while healing Robin, until they are released.||{{y|16}}||{{y|16}}
|-
|[[Steve]]||[[Minecart]]||After Steve hops off his Minecart, it can trap opponents while it keeps moving forward, dealing no damage, but putting them in a disadvantageous position if they cannot break free quickly enough. It is unique for being the only command grab in the game that is a projectile and therefore can be [[reflection|reflected]].||{{y|16}}||{{y|16}}
|-
|[[Wario]]||[[Chomp]]||Bites the opponent several times based on attack button input, then spits them forward. In ''Ultimate'', Wario is [[healing|healed]] slightly with each bite.||{{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}}
|}
<nowiki>*</nowiki>Not possible in real-time.
===Hitboxes that can grab===
===Hitboxes that can grab===
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 blocked. Additionally, should the hitbox have non-zero knockback, then if it connects with an opponent who cannot be grabbed, it will deal knockback instead. If a move is scripted as a [[projectile]], they also can be [[reflect]]ed, but instead of changing the trajectory of the move, they act as if a regular projectile was collided with a shield, leaving both players unharmed.
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.  


*[[Buster Wolf]] (punches the opponent, holding them in place for a moment, then blasts them away with an explosion)
Hit grabs cannot be escaped, nor influenced by button mashing.
*[[Fishing Rod]] (throws out line; if the hook connects with a non-shielding opponent, the opponent is hooked and reeled in, then throws them in one of four directions)
*[[Grappling Hook]] (throws out line diagonally upwards; if the hook connects, the opponent is pulled closer in then thrown; cannot grab opponents who are already in [[hitstun]])
*[[Skewer]] (from update {{SSBU|8.0.0}} onwards, can't put opponents that are in an ungrabbable state into [[crumple]])
*[[Sword of the Creator]] (pulls Byleth towards the opponent, and throws them behind him at lower percentages, or [[meteor smash]]es them at higher percentages)


==Properties==
{|class="wikitable sortable"
[[File:Grab.jpeg|thumb|right|300px|An example of a grab failing to connect despite appearing as though it should connect, due to Mr. Game & Watch's arms and hands being ungrabbable]]
!Character!!Move!!Description
An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a foe's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] of characters as a triangle in which grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[armor]] and most [[counterattack]]s, though they do not work against foes [[Floor recovery|knocked down]] on the floor (with the only exception being in the original ''[[Super Smash Bros.]]''). In ''Smash 4'' and ''[[Ultimate]]'', characters also gain invulnerability to grabs for 70 frames after being released from them, preventing chaingrabs and [[team wobble]]s; in ''Ultimate'', this is indicated by the released character flashing yellow whilst the grab invulnerability is active. Most characters also cannot be grabbed by the arms and legs. This can lead to some unusual results against characters with extreme proportions.
|-
|{{SSBU|Byleth}}||[[Sword of the Creator]]||Pulls Byleth towards the opponent and has him jump off them, throwing them behind him at low percents, and meteor smashing them at high percents.
|-
|{{SSBU|Isabelle}}||[[Fishing Rod]]||Throws out a line, hooking and reeling the opponent in, then can use any of four throws in each cardinal direction, much like traditional grabs.
|-
|{{SSBU|Joker}}||[[Grappling Hook]]||Throws out a line diagonally upwards, pulling the opponent in and releasing them in front of Joker. Can only grab opponents if used on the ground and if they are not in hitstun.
|-
|{{SSBU|Ridley}}||[[Skewer]]||Briefly holds the opponent in place while impaled, then puts them in a crumpled state. Only the sweetspot has the hit grab property, and from version {{SSBU|8.0.0}} onward, it cannot cause opponents with grab immunity to crumple.
|-
|{{SSBU|Terry}}||[[Buster Wolf]]||A [[Super Special Move]] performed with ↓ ↘ → ↓ ↘ → (alternatively ↓ → ↓ →) plus an attack or special input. Terry punches the opponent, holding them in place for a moment, then blasts them away with an explosion.
|}


Grab hitboxes react very interestingly throughout the ''Super Smash Bros.'' series when they collide with a regular hitbox that is within a character's grab range. In ''Super Smash Bros.'' and ''Melee'', the grab has priority over the hitbox and will completely override whatever hitbox it collided with and grab the opponent; in ''Brawl'', the grab still has priority over the hitbox, but the hitbox will deal full damage to the character that attempted the grab before they proceed to grab the opponent. In ''Smash 4'', however, hitboxes outprioritize grabs; in this situation, the character that attempted the grab will receive full damage and knockback from the hitbox that the grab collided with, and the character that threw out the hitbox will be [[grab release]]d and take 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]).
==Initial grab range by game==
 
{{Incomplete|Needs data on how far the grabs actually reach from the base of the character, as just looking at the hitbox size data is misleading when positioning matters a lot for how far grabs actually reach from a character.}}
Hitting a character with a grabbed foe in ''Super Smash Bros.'' causes them to make their hard-damage noise. From ''Melee'' onward, if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]]. In ''Melee'', characters oddly cannot escape from grabs if they are constantly hit by other characters at certain intervals, which is the main cause of [[wobbling]].
 
In ''Ultimate'', if two players attempt to grab each other at the same time, both players will take minor damage and will perform their rebound animation (unless they are in the air, where their grab release animation is used instead). This is similar to the 3% damage grab break effect from ''Smash 4'', but affects both characters like a [[clang]]. The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs. Before ''Ultimate'', [[port priority]] was used to determine which fighter's grab was successful in the event of simultaneous grabs colliding.
 
A particular character can grab only one opponent at once, and similarly, a grabbed character cannot be grabbed by another one before being thrown or released. Prior to ''Ultimate'', the [[Ice Climbers]] are able to grab two opponents at once, with Popo grabbing one and Nana grabbing the other. In ''Melee'', when Nana grabs an opponent, she will act independently, being [[CPU]]-controlled. In ''Brawl'', Nana is directly controlled by the player during the grab, enabling [[zero-to-death combo]]s as each Ice Climber re-grabs the opponent immediately after the partner's throw. In ''Ultimate'', Nana cannot grab at all, and does not act while Popo is grabbing and throwing an opponent.
 
In every game, certain body parts are unable to be grabbed. The ungrabbable limbs vary depending on the character. For instance, in ''Melee'' all of Kirby's hurtboxes can be grabbed, but only Jigglypuff's body is grabbable, while its hands, feet and hair curl aren't<ref>https://twitter.com/UnclePunch_/status/1166922159542980608</ref> . From ''Brawl'' onwards, ungrabbable limbs are usually just arms with only a few exceptions.


In game modes such as the [[Subspace Emissary]] and [[Smash Run]], most enemies which are vulnerable to attacks can be grabbed and thrown.
These are lists that rank how long the hitbox of each character's grab is in each game. Note that hitbox length alone does not accurately reflect how far away a character can actually grab ingame, as where a grab hitbox is positioned on a character plays a large role in how far away it can effectively grab characters. For example, the size of [[R.O.B.]]'s grab hitbox is above-average in ''Smash 4'' and ''Ultimate'', however most of the hitbox is positioned inside of his body, leaving so little of it extending outside his body that he has the worst reaching standing grab in both games. Conversely {{SSBU|Palutena}}'s grab hitbox is of below-average size in ''Ultimate'', but since it is a positioned in a way where most of it reaches outside her body, she has one of the farthest non-tether grabs in the game.


==Initial grab range by game==
===In ''[[Super Smash Bros.]]''===
===In ''[[Super Smash Bros.]]''===
''Super Smash Bros.'' grab ranges as tested by SuperSqank<ref>https://twitter.com/Zeckemyro/status/1376992258986229776</ref>. Testing method is between the character's bone 0 (position) and tip of furthest grabbox. The scale is different than the scale used in later games, with the conversion rate roughly being range/30 (So Fox's range for example is 400u, which would roughly convert to 13.33u using the scale from later games)
''Super Smash Bros.'' grab ranges as tested by SuperSqank.<ref>https://twitter.com/Zeckemyro/status/1376992258986229776</ref> Testing method is between the character's bone 0 (position) and tip of furthest grabbox. The scale is different than the scale used in later games, with the conversion rate roughly being range/30 (So Fox's range for example is 400u, which would roughly convert to 13.33u using the scale from later games)


{|style="margin:1em auto 1em auto"
{|style="margin:1em auto 1em auto"
Line 210: Line 290:
===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
[[File:MarthAndYoshiGrabRange.gif|thumb|{{SSBM|Yoshi}}'s grab range compared to {{SSBM|Marth}}'s. Note that Marth's grab only succeeds due the large [[hurtbox]] of Yoshi's nose.]]
[[File:MarthAndYoshiGrabRange.gif|thumb|{{SSBM|Yoshi}}'s grab range compared to {{SSBM|Marth}}'s. Note that Marth's grab only succeeds due the large [[hurtbox]] of Yoshi's nose.]]
''Melee'' grab ranges by character according to Zeckemyro and SuperSqank<ref>https://twitter.com/Zeckemyro/status/1376977622123560964</ref>. This testing is done by calculating the distance between bone 0 (the character's position) and the tip of the furthest grabbox. While Bowser and Yoshi have higher grab ranges than Marth (who was thought to have the longest non-tether grab in the game), this is only because the long range of their grabboxes was made to fit their larger bodies<ref>https://twitter.com/Zeckemyro/status/1376911520010010628</ref>. Marth has a better grab by comparison due to its better disjoint compared to his smaller size despite having less range overall (which is further complimented by its superior speed).  
''Melee'' grab ranges by character according to Zeckemyro and SuperSqank.<ref>https://twitter.com/Zeckemyro/status/1376977622123560964</ref> This testing is done by calculating the distance between bone 0 (the character's position) and the tip of the furthest grabbox. While Bowser and Yoshi have higher grab ranges than Marth (who was thought to have the longest non-tether grab in the game), this is only because the long range of their grabboxes was made to fit their larger bodies.<ref>https://twitter.com/Zeckemyro/status/1376911520010010628</ref> Marth has a better grab by comparison due to its better disjoint compared to his smaller size despite having less range overall (which is further complimented by its superior speed).  


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
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===In ''[[Super Smash Bros. Brawl]]''===
===In ''[[Super Smash Bros. Brawl]]''===
''Brawl'' grab ranges by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1305541284506095618</ref> and SuperSqank<ref>https://twitter.com/SuperSqank/status/1334254455307575296</ref>. The units displayed are raw range between the character's position in 3D space (TopN bone/bone 0) and the tip of the furthest grabbox in in-game units.
''Brawl'' grab ranges by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1305541284506095618</ref> and SuperSqank.<ref>https://twitter.com/SuperSqank/status/1334254455307575296</ref> The units displayed are raw range between the character's position in 3D space (TopN bone/bone 0) and the tip of the furthest grabbox in in-game units.


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
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|{{CharHead|Duck Hunt|SSB4}}
|{{CharHead|Duck Hunt|SSB4}}
|-
|-
|rowspan=2|'''21-22'''||{{CharHead|Marth|SSB4}}||rowspan=2|14.5u
|'''21'''||{{CharHead|Marth|SSB4}}||14.54u
|-
|-
|{{CharHead|Lucina|SSB4}}
|'''22'''||{{CharHead|Lucina|SSB4}}||14.39u
|-
|-
|'''23'''||{{CharHead|Mewtwo|SSB4}}||14.3u
|'''23'''||{{CharHead|Mewtwo|SSB4}}||14.3u
Line 511: Line 591:


===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
Grab ranges in ''Ultimate'' as tested by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1368039950898388993</ref> and CrimsonStarfall<ref>https://twitter.com/CrimsonStarfall/status/1316920799522115585</ref>. The number besides each position indicates the range using in-game units. Extended grabs will be followed by an asterisk (*) due to only being approximations. Their range was tested and is placed correctly. [[Jostle]] and the height of the grabboxes can affect their consistency in the midst of battle. The grabs are listed based on their raw horizontal range.
[[File:GrabRankingsSSBU.gif|thumb|300px|Grabs in ''SSBU'' ranked from shortest to longest.]]
Grab ranges in ''Ultimate'' as tested by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1488287321346695176</ref> and CrimsonStarfall.<ref>https://twitter.com/CrimsonStarfall/status/1316920799522115585</ref> The number besides each position indicates the range using in-game units. Extended grabs will be followed by an asterisk (*) due to only being approximations. Their range was tested and is placed correctly. [[Jostle]] and the height of the grabboxes can affect their consistency in the midst of battle. The grabs are listed based on their raw horizontal range.
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!Rank!!Character!!Grab range
!Rank!!Character!!Grab range
Line 523: Line 604:
|'''4'''||{{CharHead|Zero Suit Samus|SSBU}}||37.0u
|'''4'''||{{CharHead|Zero Suit Samus|SSBU}}||37.0u
|-
|-
|'''5'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 2)||36.5u*
|'''5'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 2)||35.8u
|-
|-
|'''6'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 1)||33.5u*
|'''6'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 1)||33.45u
|-
|-
|'''7'''||{{CharHead|Steve|SSBU}}||31.9u
|'''7'''||{{CharHead|Steve|SSBU}}||31.9u
Line 531: Line 612:
|'''8'''||{{CharHead|Luigi|SSBU}}||29.8u
|'''8'''||{{CharHead|Luigi|SSBU}}||29.8u
|-
|-
|'''9'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 2)||29.7u*
|'''9'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 2)||29.55u
|-
|-
|rowspan=2|'''10-11'''||{{CharHead|Young Link|SSBU}}||rowspan=2|29.5u
|'''10'''||{{CharHead|Young Link|SSBU}}||29.5u
|-
|-
|{{CharHead|Olimar|SSBU}} (W. Pikmin)
|'''11'''||{{CharHead|Olimar|SSBU}} (W. Pikmin)||28.8u
|-
|-
|rowspan=3|'''12-14'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 1)||rowspan=3|28.2u*
|rowspan=2|'''12-13'''||{{CharHead|Toon Link|SSBU}}||rowspan=2|28.2u
|-
|-
|{{CharHead|Toon Link|SSBU}}
|{{CharHead|Pac-Man|SSBU}}
|-
|-
|{{CharHead|Pac-Man|SSBU}}
|'''14'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 1)||27.5u
|-
|-
|'''15'''||{{CharHead|Yoshi|SSBU}}||26.0u*
|'''15'''||{{CharHead|Yoshi|SSBU}}||26.0u*
|-
|-
|rowspan=2|'''16-17'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin)||rowspan=2|23.6u*
|'''16'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin)||24.15u
|-
|-
|{{CharHead|Olimar|SSBU}} (P. Pikmin + 2)
|'''17'''||{{CharHead|Olimar|SSBU}} (P. Pikmin + 2)||23.9u
|-
|-
|'''18'''||{{CharHead|Ivysaur|SSBU}}||23.0u
|'''18'''||{{CharHead|Ivysaur|SSBU}}||23.0u
|-
|-
|rowspan=2|'''19-20'''||{{CharHead|Lucas|SSBU}}||rowspan=2|22.9u
|'''19'''||{{CharHead|Lucas|SSBU}}||22.9u
|-
|-
|{{CharHead|Olimar|SSBU}} (P. Pikmin + 1)
|'''20'''||{{CharHead|Olimar|SSBU}} (P. Pikmin + 1)||22.5u
|-
|-
|'''21'''||{{CharHead|Olimar|SSBU}} (P. Pikmin)||22.0u*
|'''21'''||{{CharHead|Charizard|SSBU}}||21.4u
|-
|-
|'''22'''||{{CharHead|Charizard|SSBU}}||21.4u
|rowspan=2|'''22-23'''||{{CharHead|Bowser|SSBU}}||rowspan=2|20.0u
|-
|-
|rowspan=2|'''23-24'''||{{CharHead|Bowser|SSBU}}||rowspan=2|20.0u
|{{CharHead|King K. Rool|SSBU}}
|-
|-
|{{CharHead|King K. Rool|SSBU}}
|'''24'''||{{CharHead|Donkey Kong|SSBU}}||19.5u
|-
|-
|'''25'''||{{CharHead|Donkey Kong|SSBU}}||19.5u
|'''25'''||{{CharHead|Olimar|SSBU}} (P. Pikmin)||19.4u
|-
|-
|rowspan=2|'''26-27'''||{{CharHead|Villager|SSBU}}||rowspan=2|19.0u
|rowspan=2|'''26-27'''||{{CharHead|Villager|SSBU}}||rowspan=2|19.0u
Line 583: Line 664:
|'''34'''||{{CharHead|Zelda|SSBU}}||15.3u
|'''34'''||{{CharHead|Zelda|SSBU}}||15.3u
|-
|-
|'''35'''||{{CharHead|Mii Gunner|SSBU}}||14.8u
|'''35'''||{{CharHead|Kazuya|SSBU}}||15.2u
|-
|-
|rowspan=3|'''36-38'''||{{CharHead|Marth|SSBU}}||rowspan=3|14.5u
|'''36'''||{{CharHead|Mii Gunner|SSBU}}||14.8u
|-
|rowspan=3|'''37-39'''||{{CharHead|Marth|SSBU}}||rowspan=3|14.5u
|-
|-
|{{CharHead|Lucina|SSBU}}
|{{CharHead|Lucina|SSBU}}
Line 591: Line 674:
|{{CharHead|Duck Hunt|SSBU}}
|{{CharHead|Duck Hunt|SSBU}}
|-
|-
|'''39'''||{{CharHead|R.O.B.|SSBU}}||14.4u
|'''40'''||{{CharHead|R.O.B.|SSBU}}||14.4u
|-
|-
|rowspan=2|'''40-41'''||{{CharHead|Mewtwo|SSBU}}||rowspan=2|14.3u
|rowspan=2|'''41-42'''||{{CharHead|Mewtwo|SSBU}}||rowspan=2|14.3u
|-
|-
|{{CharHead|Piranha Plant|SSBU}}
|{{CharHead|Piranha Plant|SSBU}}
|-
|-
|rowspan=2|'''42-43'''||{{CharHead|Roy|SSBU}}||rowspan=2|14.2u
|rowspan=2|'''43-44'''||{{CharHead|Roy|SSBU}}||rowspan=2|14.2u
|-
|-
|{{CharHead|Chrom|SSBU}}
|{{CharHead|Chrom|SSBU}}
|-
|-
|rowspan=4|'''44-47'''||{{CharHead|Ganondorf|SSBU}}||rowspan=4|14.0u
|rowspan=4|'''45-48'''||{{CharHead|Ganondorf|SSBU}}||rowspan=4|14.0u
|-
|-
|{{CharHead|Wario|SSBU}}
|{{CharHead|Wario|SSBU}}
Line 609: Line 692:
|{{CharHead|Rosalina & Luma|SSBU}}
|{{CharHead|Rosalina & Luma|SSBU}}
|-
|-
|'''48'''||{{CharHead|Terry|SSBU}}||13.7u
|'''49'''||{{CharHead|Terry|SSBU}}||13.7u
|-
|-
|'''49'''||{{CharHead|Lucario|SSBU}}||13.5u
|'''50'''||{{CharHead|Lucario|SSBU}}||13.5u
|-
|-
|'''50'''||{{CharHead|Banjo & Kazooie|SSBU}}||13.2u
|'''51'''||{{CharHead|Banjo & Kazooie|SSBU}}||13.2u
|-
|-
|rowspan=5|'''51-55'''||{{CharHead|Captain Falcon|SSBU}}||rowspan=5|13.0u
|rowspan=5|'''52-56'''||{{CharHead|Captain Falcon|SSBU}}||rowspan=5|13.0u
|-
|-
|{{CharHead|Pit|SSBU}}
|{{CharHead|Pit|SSBU}}
Line 625: Line 708:
|{{CharHead|Robin|SSBU}}
|{{CharHead|Robin|SSBU}}
|-
|-
|'''56'''||{{CharHead|Little Mac|SSBU}}||12.9u
|'''57'''||{{CharHead|Little Mac|SSBU}}||12.9u
|-
|-
|rowspan=6|'''57-62'''||{{CharHead|Kirby|SSBU}}||rowspan=6|12.5u
|rowspan=6|'''58-63'''||{{CharHead|Kirby|SSBU}}||rowspan=6|12.5u
|-
|-
|{{CharHead|Sheik|SSBU}}
|{{CharHead|Sheik|SSBU}}
Line 639: Line 722:
|{{CharHead|Bayonetta|SSBU}}
|{{CharHead|Bayonetta|SSBU}}
|-
|-
|rowspan=2|'''63-64'''||{{CharHead|Joker|SSBU}}||rowspan=2|12.3u
|rowspan=2|'''64-65'''||{{CharHead|Joker|SSBU}}||rowspan=2|12.3u
|-
|-
|{{CharHead|Byleth|SSBU}}
|{{CharHead|Byleth|SSBU}}
|-
|-
|rowspan=19|'''65-83'''||{{CharHead|Mario|SSBU}}||rowspan=19|12.0u
|rowspan=19|'''66-84'''||{{CharHead|Mario|SSBU}}||rowspan=19|12.0u
|-
|-
|{{CharHead|Dr. Mario|SSBU}}
|{{CharHead|Dr. Mario|SSBU}}
Line 681: Line 764:
|{{CharHead|Mythra|SSBU}}
|{{CharHead|Mythra|SSBU}}
|-
|-
|'''84'''||{{CharHead|Pikachu|SSBU}}||11.9u
|rowspan=2|'''85-86'''||{{CharHead|Pikachu|SSBU}}||rowspan=2|11.9u
|-
|-
|'''85'''||{{CharHead|Corrin|SSBU}}||11.8u
|{{CharHead|Sora|SSBU}}
|-
|-
|rowspan=2|'''86-87'''||{{CharHead|Ryu|SSBU}}||rowspan=2|11.6u
|'''87'''||{{CharHead|Corrin|SSBU}}||11.8u
|-
|rowspan=2|'''88-89'''||{{CharHead|Ryu|SSBU}}||rowspan=2|11.6u
|-
|-
|{{CharHead|Ken|SSBU}}
|{{CharHead|Ken|SSBU}}
|-
|-
|rowspan=4|'''88-91'''||{{CharHead|Meta Knight|SSBU}}||rowspan=4|11.5u
|rowspan=4|'''90-93'''||{{CharHead|Meta Knight|SSBU}}||rowspan=4|11.5u
|-
|-
|{{CharHead|Ike|SSBU}}
|{{CharHead|Ike|SSBU}}
Line 697: Line 782:
|{{CharHead|Wii Fit Trainer|SSBU}}
|{{CharHead|Wii Fit Trainer|SSBU}}
|-
|-
|rowspan=2|'''92-93'''||{{CharHead|Link|SSBU}}||rowspan=2|11.0u
|rowspan=2|'''94-95'''||{{CharHead|Link|SSBU}}||rowspan=2|11.0u
|-
|-
|{{CharHead|Fox|SSBU}}
|{{CharHead|Fox|SSBU}}
|-
|-
|'''94'''||{{CharHead|Hero|SSBU}}||10.3u
|'''96'''||{{CharHead|Hero|SSBU}}||10.3u
|-
|-
|'''95'''||{{CharHead|Ice Climbers|SSBU}}||10.0u
|'''97'''||{{CharHead|Ice Climbers|SSBU}}||10.0u
|}
|}


Line 710: Line 795:
*{{buff|{{SSBU|Luigi}}'s standing and pivot grabs were given a longer duration (6 frames → 7) to match dash grab.}}
*{{buff|{{SSBU|Luigi}}'s standing and pivot grabs were given a longer duration (6 frames → 7) to match dash grab.}}
====={{SSBU|3.0.0}}=====
====={{SSBU|3.0.0}}=====
*{{buff|The grounded-only grabboxes of the dash grabs of {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Roy}} and {{SSBU|Chrom}} were made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents them from missing a shielding {{SSBU|R.O.B.}}.}}
*{{buff|The grounded-only grabboxes of the dash grabs of {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Roy}} and {{SSBU|Chrom}} were made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents them from missing a shielding {{SSBU|R.O.B.}}}}
====={{SSBU|3.1.0}}=====
====={{SSBU|3.1.0}}=====
*{{buff|{{SSBU|Pikachu}}'s standing grab was given more range (11.0u → 11.9u).}}
*{{buff|{{SSBU|Pikachu}}'s standing grab was given more range (11.0u → 11.9u).}}
====={{SSBU|7.0.0}}=====
====={{SSBU|7.0.0}}=====
*{{buff|{{SSBU|Sheik}}'s standing grab range|11.0u|12.5u}}
*{{buff|{{SSBU|Sheik}}'s standing grab has more range (Z2 offset: 7.9 (grounded)/9.45 (aerial) → 9.4/10.95).}}
 
====={{SSBU|8.0.0}}=====
====={{SSBU|8.0.0}}=====
*{{buff|{{SSBU|Lucas}}'s pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.}}
*{{buff|{{SSBU|Lucas}}'s pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.}}
*{{buff|{{SSBU|Incineroar}}'s grabs have one frame faster startup (frame 8 → 7 (standing), 12 → 11 (dash), 13 → 12 (pivot)), with their total duration reduced as well (FAF 39/47/45 → 38/46/44).}}
*{{buff|{{SSBU|Incineroar}}'s grabs have one frame faster startup (frame 8 → 7 (standing), 12 → 11 (dash), 13 → 12 (pivot)), with their total duration reduced as well (FAF 39/47/45 → 38/46/44).}}
====={{SSBU|11.0.0}}=====
====={{SSBU|11.0.0}}=====
*{{nerf|{{SSBU|Palutena}}'s standing grab range|15.0u|13.0u}}
*{{nerf|{{SSBU|Palutena}}'s standing grab has considerably less range (Z2 offset: 11.4 (grounded)/13.2 (aerial) → 9.4/11.2)}}
 
<!--===Grab escape formula===
Melee: 76 + 1.6 * damage - 6 * inputs
Brawl: 90 + 1.7 * damage - 8 * inputs (C-Stick = 2)
-->


==Trivia==
==Trivia==
*Only two characters in the series – [[Luigi]] and [[Link]] – have had their grab type outright changed, with Link's grab changing from tether to standard, and Luigi's grab changing from standard to tether. Both of these changes occurred in ''Ultimate''.
*Only two characters in the series – [[Luigi]] and [[Link]] – have had their grab type outright changed, with Link's grab changing from tether to standard, and Luigi's grab changing from standard to tether. Both of these changes occurred in ''Ultimate''.
*In ''Melee'', characters hanging on [[ledge]]s cannot be grabbed, but in every other game they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video for ''SSB4'' can be seen [https://youtube.com/watch?v=n1bnkhmTbgI here].  Example for ''SSB'' can be seen [https://www.youtube.com/watch?v=-3Jb8ka0SJE here]
*In ''Melee'', characters hanging on [[ledge]]s cannot be grabbed, but in every other game they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video for ''SSB4'' can be seen [https://www.youtube.com/watch?v=n1bnkhmTbgI here].  Example for ''SSB'' can be seen [https://www.youtube.com/watch?v=-3Jb8ka0SJE here].
*In ''Brawl'', it is not possible to grab an opponent that is standing behind the grabber, even if the grab makes contact with a part of the target's body that extends in front of them. In the previous two games, grabs will connect regardless of the opponent's position.
*Grabs are the only non-special moves to not cause the player's controller to [[rumble]] (should the feature be turned on) when used, only doing so if the grab connects with an opponent.
*Grabs are the only non-special moves to not cause the player's controller to [[rumble]] (should the feature be turned on) when used, only doing so if the grab connects with an opponent.


Line 736: Line 816:
*[[Grab release]]
*[[Grab release]]
*[[Jump-canceled grab]]
*[[Jump-canceled grab]]
*[[Shield grab]]


==References==
==References==