Grab aerial: Difference between revisions

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Grab airs inflict little damage and have very little KO potential. However, they have long range, and can be used to surprise an opponent. A [[short hop]] followed by a grab air can be useful for [[spacing]]. They are also considerably more useful in ''Brawl'' and ''[[Smash 4]]'' than in ''[[Melee]]'' due to their lack of ending lag, the absence of [[L-canceling]] and the existence (only in ''Brawl'') of the [[landing lag glitch]] which affects other attacks. In all three games, characters with it can cancel an [[air dodge]] with zair, which in ''Brawl'' and ''SSB4'', allows one to zair or tether recovery without dropping a held [[item]]. Another difference between ''Melee'' and the other two games is that zairs do not cause a character to go into a [[helpless]] state in ''Brawl'' and ''SSB4'', allowing for repeated usage more easily, as well as being able to safely use the move off of the stage.
Grab airs inflict little damage and have very little KO potential. However, they have long range, and can be used to surprise an opponent. A [[short hop]] followed by a grab air can be useful for [[spacing]]. They are also considerably more useful in ''Brawl'' and ''[[Smash 4]]'' than in ''[[Melee]]'' due to their lack of ending lag, the absence of [[L-canceling]] and the existence (only in ''Brawl'') of the [[landing lag glitch]] which affects other attacks. In all three games, characters with it can cancel an [[air dodge]] with zair, which in ''Brawl'' and ''SSB4'', allows one to zair or tether recovery without dropping a held [[item]]. Another difference between ''Melee'' and the other two games is that zairs do not cause a character to go into a [[helpless]] state in ''Brawl'' and ''SSB4'', allowing for repeated usage more easily, as well as being able to safely use the move off of the stage.


In ''Brawl'', if a character uses their grab air right before getting [[Star KO]]'d, the KO blast will be seen with the usual colourful explosion seen on other [[blast line]]s, and it will be facing upwards off the screen.
In ''Brawl'', if a character uses their grab air right before getting KO'd off the upper blast line, the KO blast will be seen with the usual colourful explosion seen on other [[blast line]]s, and it will be facing upwards off the screen, though the blast is small and incomplete.


In ''Smash 4'', all zairs have 8 frames of landing lag. If they are used by pressing a shield and attack button at the same time, however, they will instead have the landing lag of an air dodge (which lasts 21 frames); as such, using zairs to cancel air dodges is riskier close to the ground.
In ''Smash 4'', all zairs have 8 frames of landing lag. If they are used by pressing a shield and attack button at the same time, however, they will instead have the landing lag of an air dodge (which lasts 21 frames); as such, using zairs to cancel air dodges is riskier close to the ground.
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