Super Smash Bros. series

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[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in SSB.]]
:''This article is for the attack move grab. For the Smasher, see [[Smasher:Grab]].''
[[File:Grab.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in Brawl.]]
[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in ''SSB''.]]
A '''grab''' ({{ja|つかみ/掴み|Tsukami}}, ''Grab, grasp, grip or catch'') is the action of grabbing and holding an opponent. Regular grabs are performed by pressing either the [[shield]] and [[attack]] buttons simultaneously (as implied by the games' [[How to Play]] sequence), or a specific grab button, which is (by default for ''[[Brawl]]'' and ''[[Smash 4]]'') the [[R button]] for the [[N64 controller]], [[Z button]] for the [[Gamecube controller]], [[Minus button]] for the standalone Wii Remote, [[D-Pad]] sideways for the Wii Remote and Nunchuk, [[L button]] for the [[Nintendo 3DS]], [[L button|L]] and ZR for the [[New Nintendo 3DS]] and ZL or ZR for the [[Classic Controller]], [[Wii U Pro Controller]] and [[Wii U GamePad]]. Once grabbed, a character can be [[throw]]n by tilting the [[Control Stick]] in any of the four standard directions (only forward and back in the first ''[[Super Smash Bros.]]''), or [[pummel]]ed from ''Melee'' onward with the attack or grab button.
[[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''.]]


A grabbed character will automatically escape after a certain amount of time depending on their [[damage]]; characters at higher damage percentages will be held for longer. ''SSB'' has no [[grab release]]s excluding {{SSB|Donkey Kong}}'s forward throw, which must be manually imposed by the opponent: other grabs will automatically make the grabber use their forward throw after holding the foe for a full second. Damage inflicted upon the grabbed character will increase grab time, and any button input by the grabbed character will decrease grab time.
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.


If a character fails to grab a foe, they will suffer a considerable amount of lag, with most characters getting about 25 frames of lag after their grab hitbox comes out. The lag can also be longer if a dash grab or pivot grab is used, and characters with extended grabs have significantly longer ending lag for all of their grabs, with most of them exceeding 60 frames (a full second). In ''Super Smash Bros.'', though, grabs are significantly faster in both startup and ending lag; all characters except Link, Samus, and Yoshi (who suffer as much lag as in the sequels) are able to perform up to four grabs in one second. [[Computer player]]s at high levels use grabs conspicuously, often using dash grabs to approach in ''Melee'', [[shield grab]]bing to punish foes in ''Brawl'', and grabbing foes that come close to them in ''Smash 4''. Grabs can be avoided by intangibility, such as from [[dodge]]s.
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
 
Depending on the game, there are different variations of each character's grab:
*'''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.
*'''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 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.
 
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'''.


==Properties==
==Properties==
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.
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.]]'').


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]]).
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.


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]].
===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.


In ''Ultimate'', if two players attempt to grab each other at the same time<!--Exact frame data unknown-->, both players will take minor damage and will perform their grab release animation. This is similar to the 3% damage grab break effect from ''Smash 4'', but affects both characters like a [[clang]]. 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, 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.


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 the trailing Ice Climber grabs an opponent, he or she will act independently, being [[CPU]]-controlled. In ''Brawl'', the partner 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'', the trailing Ice Climber cannot grab at all, and does not act while the leader 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.


In game modes such as the [[Subspace Emissary]] and [[Smash Run]], most enemies which are vulnerable to attacks can be grabbed, pummeled, and thrown.
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.


==Variations==
===Hitting characters during a grab===
===Dash 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:
From ''Melee'' onward, characters attempting a grab while [[dash]]ing will perform a variation known as a '''dash grab''': in comparison to regular grabs, dash grabs usually have longer range and conserve some of the dash's momentum, allowing them to be used reliably against foes at mid-close range, but also have longer ending lag when not grabbing a foe, making them [[punish]]able if overused. Every character uses a different, more sluggish animation for dash grabs. Tether recoveries on the other hand are barely changed when used as dash grabs: for example, Link's dash grab keeps very little momentum from his dash in comparison to other characters, while Samus's is quicker than her normal grab but has less reach (about half in ''Melee''). Dash grabs were not present in ''SSB''; instead, the dashing character grabs as usual, negating some momentum of the dash (depending on the character's [[traction]]). In ''Brawl'' and ''Smash 4'', dash grabs that give the character a significant boost forward, such as those of {{SSBB|Meta Knight}} in the former game and {{SSB4|Captain Falcon}} in the latter, conserve some of the momentum when dash grabbing foes: this can also drop them off edges in some instances.
*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.


===[[Jump-canceled grab]]===
===Interaction with other hitboxes===
In ''Melee'', grabs can [[Jump cancel|cancel]] the squat animation that characters undergo before jumping; since jumps can be performed at any time while dashing, this allows normal grabs to be still used after a dash. Jump-canceled grabs are as such often preferred over dash grabs due to their shorter ending lag, since they retain almost as much momentum from a dash as them. From ''Brawl'' onward, this ability was removed, preserving the intended purpose of dash grabs.
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.


===[[Pivot grab]]===
*In ''Smash 64'' and ''Melee'', the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent.
Introduced in ''Brawl'', a pivot grab is performed by dashing in a direction, then tilting the Control stick in the opposite direction and inputting a grab. This results in the character pivoting and performing a grab with longer reach than both a character's standing grab and dash grab, and may be useful in varying one's [[approach]]. The animation for pivot grabs is also slightly different. 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.
*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).


==[[Bonuses]] in ''Melee''==
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.
*'''All Thumbs''' (-1500 points): Missed 4 or more dash grabs.
*'''Butterfingers''' (-500 points): Most attempted grabs failed.
*'''Cuddly Bear''' (2000 points): Grabbed foes 3 or more times without pummeling or throwing them.
*'''Pitcher''' (6000 points): Fought using only grabs and throws.


==Special attacks as grabs==
===Grab time===
Some [[special attack]]s technically function as grabs (colloquially known as '''command grabs'''). When their [[hitbox]]es are viewed with ''Melee''{{'}}s {{SSBM|Debug Menu}}, these attacks use the same magenta hitbox color as standard grabs.
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.
*{{SSBM|Bowser}}'s [[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
*{{SSBB|Bowser}}'s [[Flying Slam]] (can grab and [[sacrificial KO]] opponents); replaces Koopa Klaw from ''Brawl'' onwards
*[[Yoshi]]'s [[Egg Lay]] (traps opponent in an egg, opponent takes half damage until they escape)
*[[Kirby]] and [[King Dedede]]'s [[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.
*[[Captain Falcon]]'s and [[Ganondorf]]'s [[up special move]]s (grabs opponent in air and propels them away; can be done repeatedly if it connects the first time)
*{{SSBB|Ganondorf}}'s [[Flame Choke]] from ''Brawl'' onwards (grabs opponent and slams them into the ground)
*[[Wario]]'s [[Chomp]] (bites opponent several times, then spits them out)
*[[Lucario]]'s [[Force Palm]] (grabs and throws forwards after about a second, cannot grab in midair or at long range)
*[[Diddy Kong]]'s [[Monkey Flip]] (latches onto an opponent, can either attack or jump into the enemy to release, or let go)
*[[Mewtwo]]'s [[Confusion]] at close range (grabs the opponent, spins them around, and drops them)
*[[Robin]]'s [[Nosferatu]] (traps opponents and damages them while healing Robin)
*[[Ridley]]'s [[Space Pirate Rush]] (grabs opponent, drags them across the ground, and throws them; can be ended early by jumping)
*[[King K. Rool]]'s [[Blunderbuss]] (sucks opponent in at close range can be thrown forwards, backwards, diagonally, or upwards)
*[[Isabelle]]'s [[Fishing Rod]] (throws out line, hooks onto opponents, then throws them in one of four directions when reeled in)
*{{SSBU|Incineroar}}'s [[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)


==Tether grabs==
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).
Some grabs also have a significantly large reach, and from ''Melee'' onward can function as a recovery technique when used in midair; by pressing the grab button in midair, certain characters will extend a long-range grappling item, an action known as a [[grab aerial]] or z-air. When used on the ground, these grabs have the longest range, but they have a lot of ending lag if the grab does not connect (lasting more than 60 frames). Tether grabs cannot grab midair opponents in ''Melee'' and ''Brawl'', but this was changed by ''Smash 4''. In ''Melee'', if a grab aerial connects with a wall, the character will hang from that wall and can press a button to be pulled up to where the end of the grab connected, allowing for second and third jumps to recover; this is known as a [[wall-grapple]]. In ''Brawl'' and ''Smash 4'', they will be instead shot to the nearest edge, making them [[tether recoveries]]. These include:


*[[Link]], [[Toon Link]], and {{SSBM|Young Link}}'s [[Hookshot]] (and Link's [[Clawshot]] in ''Brawl'' and ''Smash 4'')
==List of grabs==
*[[Samus]] and [[Dark Samus]]'s [[Grapple Beam]]
{| class="wikitable"
*[[Lucas]]'s [[Rope Snake]]
! Character !! Description !! Characteristic
*{{SSB4|Zero Suit Samus}}'s [[Plasma Whip]] in ''Super Smash Bros. 4''
|-
In addition, there are several other ranged grabs, although they cannot be used as [[tether recovery|tether recoveries]]:
|'''All other [[fighter]]s'''||For the sake of brevity, any character not specifically mentioned in this list can be assumed to have a standard-type grab involving a simple grab, hold, or clinch from the character's free hand(s).||Standard
*[[Yoshi]]'s tongue.
|-
*[[Olimar]]'s {{b|Pikmin|species}}, which dash forward and do the grabbing and throwing for him, allowing throws to be completed even if he is hit out of the grab - although this doesn't apply before a throw is input. (Olimar's up special in ''Brawl'' is already a tether recovery.)
|[[Bowser Jr.]]||Deploys a toylike claw from the Koopa Clown Car and grabs with it.||Standard
*{{SSBB|Zero Suit Samus}}'s Plasma Whip in ''Brawl'' (cannot be used as a grab aerial, since her side and up specials are already tether recoveries).
|-
*{{SSBB|Ivysaur}}'s vines (one special is already a tether recovery).
|[[Charizard]]||Lunges forward for a bite alongside an extra hold with its arms.||Standard
*{{SSB4|Villager}}'s net.
|-
*{{SSB4|Pac-Man}}'s tractor beam from Galaga.
|[[Dark Samus]]||Whips forwards with her Grapple Beam.||Tether
*{{SSBU|Luigi}}'s Poltergust G-00 in ''Super Smash Bros. Ultimate'' (has a grab aerial).
|-
|[[Duck Hunt]]||Lunges forward for a bite.||Standard
|-
|[[Greninja]]||Creates a vortex of water in front of itself.||Standard
|-
|[[Isabelle]]||Swings downwards with a net. Can grab and [[pocket]] items.||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}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tether<br/>{{GameIcon|SSBU}} Standard
|-
|[[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}} 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
|-
|[[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
|-
|[[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
|-
|[[Samus]]||Whips forwards with her Grapple Beam.||Tether
|-
|[[Sephiroth]]||Reaches out with his right hand and telekinetically grabs the foe using dark magic.||Standard
|-
|[[Snake]]||Reaches forward with both arms to put the opponent in a restraining chokehold.||Standard
|-
|[[Steve]]||Pulls out a fishing rod, using it to reel an opponent in toward him.||Tether
|-
|[[Toon Link]]||Fires his Hookshot forwards.||Tether
|-
|[[Villager]]||Swings downwards with a net. Can grab and [[pocket]] items in ''Ultimate''.||Standard
|-
|[[Wii Fit Trainer]]||Performs a Rowing Squat.||Standard
|-
|[[Yoshi]]||Opens his mouth and stretches his tongue forwards, holding enemies in his mouth on a successful grab.||Extended
|-
|[[Young Link]]||Fires his Hookshot forwards.||Tether
|-
|[[Zelda]]||Uses magic to restrain her opponent.||Standard
|-
|[[Zero Suit Samus]]||Extends the Paralyzer's plasma whip forwards.||Tether
|}


==Grabs in the original ''Super Smash Bros.''==
===Tether grabs and extended grabs===
While the physics of grabbing remain much the same between ''Melee'' and ''Brawl'' (and again between ''Brawl'' and ''Smash 4''), they were heavily altered between ''SSB'' and ''Melee''. In ''Super Smash Bros.'', a grab always lasts the same amount of time. Once the time is up, a forward throw automatically takes place. Grabs cannot be escaped unless someone is hit hard enough, and only two throws (forward and back) exist in ''SSB''. Pummeling does not exist; pressing any button results in a forward throw. The strength of throws in general is significantly higher than in the later games, dealing damage comparable to air attacks and often KOing around 100%.
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]].  
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.


===Grab frame data in ''SSB''===
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.
This is the first frame on which the grab hitboxes come out for the whole cast.


{|class="wikitable sortable" border="1"
===Notable grabs===
|- valign="top"
*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.
!Character!!Grab
*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 second 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.
 
==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.
 
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]].
 
{|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}}
|-
|-
|Mario || 6
|[[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}}
|-
|-
|Luigi || 6
|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)
|-
|-
|Yoshi || 15
|[[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}}
|-
|-
|Donkey Kong || 6
|[[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}}
|-
|-
|Captain Falcon || 6
|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}}
|-
|-
|Fox || 6
|[[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}}
|-
|-
|Ness || 6
|[[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}}
|-
|-
|Kirby || 6
|[[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}}
|-
|-
|Samus || 20
|[[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}}
|-
|-
|Link || 17
|[[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}}
|-
|-
|Pikachu || 6
|[[Mewtwo]]||[[Confusion]]||Grabs an opponent at close range and spins them around before dropping them.||{{n|16}}||{{n|16}}
|-
|-
|Jigglypuff || 6
|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===
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.


==Initial grab range in ''Melee''==
Hit grabs cannot be escaped, nor influenced by button mashing.
[[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 {{Sm|Mew2King}}'s webpage.  


#{{SSBM|Samus}}
{|class="wikitable sortable"
#{{SSBM|Link}}
!Character!!Move!!Description
#{{SSBM|Young Link}}
|-
#{{SSBM|Marth}}
|{{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.
#{{SSBM|Roy}}
|-
#{{SSBM|Yoshi}}
|{{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.
#{{SSBM|Kirby}}
|-
#{{SSBM|Sheik}}
|{{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.
#{{SSBM|Zelda}}
|-
#{{SSBM|Falco}}
|{{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.
#{{SSBM|Jigglypuff}}
|-
#{{SSBM|Mewtwo}}
|{{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.
#{{SSBM|Peach}}
|}
#{{SSBM|Fox}}
 
#{{SSBM|Luigi}}
==Initial grab range by game==
#{{SSBM|Donkey Kong}}
{{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.}}
#{{SSBM|Ice Climbers}}
 
#{{SSBM|Mr. Game & Watch}}
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.
#{{SSBM|Ganondorf}}
 
#{{SSBM|Captain Falcon}}
===In ''[[Super Smash Bros.]]''===
#{{SSBM|Mario}} / {{SSBM|Dr. Mario}}
''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)
#{{SSBM|Bowser}}
 
#{{SSBM|Pichu}}
{|style="margin:1em auto 1em auto"
#{{SSBM|Ness}}
|width="50%" style="vertical-align:top"|
#{{SSBM|Pikachu}}
{| class="wikitable sortable" style="text-align:center"
|+JPN
!Rank!!Character!!Grab Range
|-
|'''1'''||{{CharHead|Samus|SSB|hsize=20px}}||1276u
|-
|'''2'''||{{CharHead|Link|SSB|hsize=20px}}||1204.76u
|-
|'''3'''||{{CharHead|Yoshi|SSB|hsize=20px}}||977.9u
|-
|'''4'''||{{CharHead|Donkey Kong|SSB|hsize=20px}}||691.25u
|-
|'''5'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||549.45u
|-
|'''6'''||{{CharHead|Kirby|SSB|hsize=20px}}||{{rollover|524.8u|550u after using an aerial up special|y}}
|-
|'''7'''||{{CharHead|Captain Falcon|SSB|hsize=20px}}||486u
|-
|'''8'''||{{CharHead|Pikachu|SSB|hsize=20px}}||464.2u
|-
|'''9'''||{{CharHead|Fox|SSB|hsize=20px}}||400u
|-
|'''10'''||{{CharHead|Ness|SSB|hsize=20px}}||365u
|-
|'''11'''||{{CharHead|Mario|SSB|hsize=20px}}||345u
|-
|'''12'''||{{CharHead|Luigi|SSB|hsize=20px}}||342u
|}
|width="50%" style="vertical-align:top"|
{| class="wikitable sortable" style="text-align:center"
|+NA/AUS/PAL
!Rank!!Character!!Grab Range
|-
|'''1'''||{{CharHead|Samus|SSB|hsize=20px}}||1276u
|-
|'''2'''||{{CharHead|Link|SSB|hsize=20px}}||1204.76u
|-
|'''3'''||{{CharHead|Yoshi|SSB|hsize=20px}}||977.9u
|-
|'''4'''||{{CharHead|Donkey Kong|SSB|hsize=20px}}||691.25u
|-
|'''5'''||{{CharHead|Jigglypuff|SSB|hsize=20px}}||549.45u
|-
|'''6'''||{{CharHead|Kirby|SSB|hsize=20px}}||{{rollover|512.2u|550u after using an aerial up special|y}}
|-
|'''7'''||{{CharHead|Captain Falcon|SSB|hsize=20px}}||486u
|-
|'''8'''||{{CharHead|Pikachu|SSB|hsize=20px}}||464.2u
|-
|'''9'''||{{CharHead|Fox|SSB|hsize=20px}}||400u
|-
|'''10'''||{{CharHead|Mario|SSB|hsize=20px}}||369u
|-
|rowspan=2|'''11-12'''||{{CharHead|Luigi|SSB|hsize=20px}}||rowspan=2|365u
|-
|{{CharHead|Ness|SSB|hsize=20px}}
|}
|}


===Grab frame data in ''Melee''===
====Differences between game versions====
This is the first frame on which the grab hitboxes come out for the whole cast.
=====NTSC-J to NTSC-U=====
*{{buff|{{SSB|Mario}} is slightly bigger (x1.0 → x1.12), increasing his grab range.}}
*{{nerf|{{SSB|Kirby}} is slightly smaller (x0.94 → x0.91), reducing his grab range.}}
*{{buff|{{SSB|Luigi}} is slightly bigger (x1.0 → x1.12), increasing his grab range.}}


{|class="wikitable sortable" border="1"
===In ''[[Super Smash Bros. Melee]]''===
|- valign="top"
[[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.]]
!Character!!Standing grab!!Dash grab
''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"
!Rank!!Character!!Grab Range
|-
|-
|Dr. Mario || 7 || 11
|'''1'''||{{CharHead|Samus|SSBM}}||43.0441u
|-
|-
|Mario || 7 || 11
|'''2'''||{{CharHead|Link|SSBM}}||35.3001u
|-
|-
|Luigi || 7 || 11
|'''3'''||{{CharHead|Young Link|SSBM}}||25.3015u
|-
|-
|Bowser || 9 || 10
|'''4'''||{{CharHead|Yoshi|SSBM}}||20.5553u
|-
|-
|Peach || 7 || 7
|'''5'''||{{CharHead|Bowser|SSBM}}||19.241u
|-
|-
|Yoshi || 18 || 11
|'''6'''||{{CharHead|Marth|SSBM}}||18.7293u
|-
|-
|Donkey Kong || 8 || 10
|'''7'''||{{CharHead|Roy|SSBM}}||17.827u
|-
|-
|Captain Falcon || 7 || 11
|'''8'''||{{CharHead|Donkey Kong|SSBM}}||17.577u
|-
|-
|Ganondorf || 7 || 11
|'''9'''||{{CharHead|Kirby|SSBM}}||15.2123u
|-
|-
|Falco || 7 || 12
|rowspan=2|'''10-11'''||{{CharHead|Sheik|SSBM}}||rowspan=2|14.4522u
|-
|-
|Fox || 7 || 12
|{{CharHead|Mewtwo|SSBM}}
|-
|-
|Ness || 8 || 10
|'''12'''||{{CharHead|Jigglypuff|SSBM}}||14.1866u
|-
|-
|Ice Climbers || 7 || 7
|'''13'''||{{CharHead|Falco|SSBM}}||13.3585u
|-
|-
|Kirby || 7 || 11
|'''14'''||{{CharHead|Mr. Game & Watch|SSBM}}||13.046u
|-
|-
|Samus || 18 || 18
|'''15'''||{{CharHead|Luigi|SSBM}}||12.9875u
|-
|-
|Zelda || 12 || 12
|'''16'''||{{CharHead|Zelda|SSBM}}||12.7648u
|-
|Sheik || 7 || 8
|-
|-
|Link || 11 || 12
|'''17'''||{{CharHead|Fox|SSBM}}||12.1555u
|-
|-
|Young Link || 11 || 14
|'''18'''||{{CharHead|Peach|SSBM}}||11.9914u
|-
|-
|Pichu || 7 || 11
|'''19'''||{{CharHead|Ganondorf|SSBM}}||11.4993u
|-
|-
|Pikachu || 7 || 11
|'''20'''||{{CharHead|Ice Climbers|SSBM}}||11.2836u
|-
|-
|Jigglypuff || 7 || 11
|'''21'''||{{CharHead|Captain Falcon|SSBM}}||10.7259u
|-
|-
|Mewtwo || 7 || 9
|'''22'''||{{CharHead|Pichu|SSBM}}||10.3509u
|-
|-
|Mr. Game & Watch || 7 || 11
|rowspan=2|'''23-24'''||{{CharHead|Mario|SSBM}}||rowspan=2|10.0189u
|-
|-
|Marth || 7 || 10
|{{CharHead|Dr. Mario|SSBM}}
|-
|-
|Roy || 7 || 10
|'''25'''||{{CharHead|Ness|SSBM}}||9.9603u
|-
|'''26'''||{{CharHead|Pikachu|SSBM}}||9.8431u
|}
|}


==Initial grab range in ''Brawl''==
===In ''[[Super Smash Bros. Brawl]]''===
===Tether grabs===
''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.
#{{SSBB|Olimar}}'s [[Blue Pikmin]] 10.1
#Olimar's [[White Pikmin]] 10.0
#{{SSBB|Zero Suit Samus}}, Olimar's [[Red Pikmin]] 9.75
#Olimar's [[Yellow Pikmin]] 9.6
#{{SSBB|Samus}}: 9.2-9.4
#{{SSBB|Link}}: 8.25
#Olimar's [[Purple Pikmin]]: 7.5
#{{SSBB|Lucas}}: 7.25
#{{SSBB|Toon Link}}: 7
#{{SSBB|Yoshi}}: 6.75
#{{SSBB|Ivysaur}}: 6.1


===Non-tether grabs===
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
None of these characters' grabs are longer than the tether-grabbers, although King Dedede's is very close to surpassing Ivysaur's.
!Rank!!Character!!Grab range
|-
|'''1'''||{{CharHead|Samus|SSBB}}||39.0u
|-
|'''2-3'''||{{CharHead|Zero Suit Samus|SSBB}}||35.75u
|-
|'''2-3'''||{{CharHead|Olimar|SSBB}} (B./W. Pikmin)||35.75u
|-
|'''4'''||{{CharHead|Olimar|SSBB}} (R./Y. Pikmin)||34.25u
|-
|'''5'''||{{CharHead|Link|SSBB}}||31.8u
|-
|'''6'''||{{CharHead|Yoshi|SSBB}}||28.04u
|-
|'''7'''||{{CharHead|Toon Link|SSBB}}||27.7u
|-
|'''8'''||{{CharHead|Lucas|SSBB}}||25.65u
|-
|'''9'''||{{CharHead|Charizard|SSBB}}||25.57u
|-
|'''10'''||{{CharHead|Olimar|SSBB}} (P. Pikmin)||25.5u
|-
|'''11'''||{{CharHead|Bowser|SSBB}}||23.5u
|-
|'''12'''||{{CharHead|Ivysaur|SSBB}}||23.0u
|-
|'''13'''||{{CharHead|King Dedede|SSBB}}||22.09u
|-
|'''14'''||{{CharHead|Donkey Kong|SSBB}}||21.24u
|-
|'''15'''||{{CharHead|R.O.B.|SSBB}}||16.5u
|-
|'''16'''||{{CharHead|Kirby|SSBB}}||16.04u
|-
|'''17'''||{{CharHead|Meta Knight|SSBB}}||16.0u
|-
|'''18'''||{{CharHead|Marth|SSBB}}||15.68u
|-
|rowspan=4|'''19-22'''||{{CharHead|Jigglypuff|SSBB}}||rowspan=4|15.5u
|-
|{{CharHead|Wario|SSBB}}
|-
|{{CharHead|Snake|SSBB}}
|-
|{{CharHead|Squirtle|SSBB}}
|-
|'''23'''||{{CharHead|Diddy Kong|SSBB}}||15.0u
|-
|'''24'''||{{CharHead|Zelda|SSBB}}||14.8u
|-
|'''25'''||{{CharHead|Ike|SSBB}}||14.3u
|-
|rowspan=2|'''26-27'''||{{CharHead|Fox|SSBB}}||rowspan=2|13.8u
|-
|{{CharHead|Falco|SSBB}}
|-
|'''28'''||{{CharHead|Wolf|SSBB}}||13.3u
|-
|'''29'''||{{CharHead|Pit|SSBB}}||13.0u
|-
|'''30'''||{{CharHead|Ganondorf|SSBB}}||12.8u
|-
|rowspan=2|'''31-32'''||{{CharHead|Sheik|SSBB}}||rowspan=2|12.5u
|-
|{{CharHead|Mr. Game & Watch|SSBB}}
|-
|rowspan=3|'''33-35'''||{{CharHead|Captain Falcon|SSBB}}||rowspan=3|12.0u
|-
|{{CharHead|Peach|SSBB}}
|-
|{{CharHead|Lucario|SSBB}}
|-
|'''36'''||{{CharHead|Ice Climbers|SSBB}}||11.8u
|-
|rowspan=2|'''37-38'''||{{CharHead|Mario|SSBB}}||rowspan=2|11.76u
|-
|{{CharHead|Luigi|SSBB}}
|-
|rowspan=2|'''39-40'''||{{CharHead|Pikachu|SSBB}}||rowspan=2|11.5u
|-
|{{CharHead|Sonic|SSBB}}
|-
|'''41'''||{{CharHead|Ness|SSBB}}||10.8u
|}


#{{SSBB|King Dedede}}: 6
===In ''[[Super Smash Bros. 4]]''===
#{{SSBB|Charizard}}: 5.5
''Smash 4'' grab ranges by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1305524944302989312</ref> and extra data for tether and extended grabs from SuperSqank. Numbers are raw horizontal range from the character's bone 0 position and the tip of the furthest grabbox. Certain tether and extended grabs will have asterisks next to their range due to not being able to get perfectly accurate values. Despite the innacurate values, the placements in this ranking are accurate.
#{{SSBB|Zelda}}: 5.3
#{{SSBB|Donkey Kong}}: 5.1
#{{SSBB|Squirtle}}: 5
#{{SSBB|Marth}}, {{SSBB|Diddy Kong}} , {{SSBB|Snake}}: 4.75
#{{SSBB|Kirby}}, {{SSBB|R.O.B.}}. 4.5
#{{SSBB|Peach}}, {{SSBB|Fox}}, {{SSBB|Falco}}, {{SSBB|Ness}} 4.25
#{{SSBB|Wario}}: 4.1
#{{SSBB|Bowser}}, {{SSBB|Pit}}, {{SSBB|Meta Knight}}, {{SSBB|Jigglypuff}}, {{SSBB|Ike}}, {{SSBB|Sonic}}: 4
#{{SSBB|Pikachu}}, {{SSBB|Sheik}}: 3.9
#{{SSBB|Lucario}}: 3.75
#{{SSBB|Wolf}}, {{SSBB|Ice Climbers}}, {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|Mr. Game & Watch}}: 3.5
#{{SSBB|Captain Falcon}} 3.25
#{{SSBB|Ganondorf}}: 2.75


===Grab frame data in ''Brawl''===
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
This is the first frame on which the grabs hit for the whole cast.  <ref>http://www.smashboards.com/showthread.php?t=234915</ref>
!Rank!!Character!!Grab range
{|class="wikitable sortable" border="1"
|-
|-valign="top"
|'''1'''||{{CharHead|Samus|SSB4}}||40.0u*
!Character!!Standing grab!!Dash grab!!Pivot grab
|-
|-
|Mario || 6 || 12 || 11
|'''2'''||{{CharHead|Zero Suit Samus|SSB4}}||37.0u*
|-
|-
|Luigi || 6 || 12 || 11
|'''3'''||{{CharHead|Link|SSB4}}||36.0u*
|-
|-
|Peach || 6 || 6 || 13
|'''4'''||{{CharHead|Olimar|SSB4}} (W. Pikmin)||30.0u*
|-
|-
|Bowser || 9 || 10 || 9
|'''5'''||{{CharHead|Toon Link|SSB4}}||29.0u*
|-
|-
|Donkey Kong || 8 || 10 || 10
|'''6'''||{{CharHead|Pac-Man|SSB4}}||28.0u
|-
|-
|Diddy Kong || 6 || 10 || 8
|'''7'''||{{CharHead|Yoshi|SSB4}}||26.65u
|-
|Yoshi || 17 || 11 || 10
|-
|-
|Wario || 6 || 10 || 8
|'''8'''||{{CharHead|Olimar|SSB4}} (R./B./Y. Pikmin)||26.0u*
|-
|-
|Link || 12 || 14 || 15
|'''9'''||{{CharHead|Lucas|SSB4}}||24.0u*
|-
|-
|Zelda || 12 || 11 ||14
|'''10'''||{{CharHead|Olimar|SSB4}} (P. Pikmin)||22.3u*
|-
|-
|Sheik || 6 || 7 || 8
|'''11'''||{{CharHead|Bowser|SSB4}}||20.0u
|-
|-
|Ganondorf || 7 || 11 || 10
|'''12'''||{{CharHead|Donkey Kong|SSB4}}||19.5u
|-
|-
|Toon Link || 12 || 14 || 15
|rowspan=2|'''13-14'''||{{CharHead|Charizard|SSB4}}||rowspan=2|19.0u
|-
|-
|Samus || 17 || 17 || 19
|{{CharHead|Villager|SSB4}}
|-
|-
|Zero Suit Samus || 16 || 16 || 16
|'''15'''||{{CharHead|Greninja|SSB4}}||18.5u
|-
|-
|Pit || 6 || 10 || 9
|'''16'''||{{CharHead|Bowser Jr.|SSB4}}||17.0u
|-
|Ice Climbers || 6 || 8 || 8
|-
|-
|R.O.B. || 6 || 9 || 10
|'''17'''||{{CharHead|King Dedede|SSB4}}||16.0u
|-
|-
|Kirby || 6 || 10 || 10
|'''18'''||{{CharHead|Zelda|SSB4}}||15.3u
|-
|-
|Meta Knight || 6 || 8 || 7
|rowspan=2|'''19-20'''||{{CharHead|Palutena|SSB4}}||rowspan=2|15.0u
|-
|-
|King Dedede || 6 || 9 || 7
|{{CharHead|Duck Hunt|SSB4}}
|-
|-
|Olimar || 11 || 11 || 11
|'''21'''||{{CharHead|Marth|SSB4}}||14.54u
|-
|-
|Fox || 6 || 11 || 9
|'''22'''||{{CharHead|Lucina|SSB4}}||14.39u
|-
|-
|Falco || 6 || 11 || 9
|'''23'''||{{CharHead|Mewtwo|SSB4}}||14.3u
|-
|-
|Wolf || 6 || 11 || 9
|'''24'''||{{CharHead|Roy|SSB4}}||14.2u
|-
|-
|Captain Falcon || 7 || 11 || 16
|'''25'''||{{CharHead|Rosalina & Luma|SSB4}}||14.0u
|-
|-
|Pikachu || 6 || 9 || 10
|'''26'''||{{CharHead|Lucario|SSB4}}||13.5u
|-
|-
|Squirtle || 6 || 8 || 9
|'''27'''||{{CharHead|R.O.B.|SSB4}}||13.4u
|-
|-
|Ivysaur || 13 || 13 || 13
|'''28'''||{{CharHead|Kirby|SSB4}}||13.3u
|-
|-
|Charizard || 6 || 8 || 10
|rowspan=8|'''29-36'''||{{CharHead|Captain Falcon|SSB4}}||rowspan=8|13.0u
|-
|-
|Lucario || 6 || 8 || 9
|{{CharHead|Ganondorf|SSB4}}
|-
|-
|Jigglypuff || 6 || 10 || 10
|{{CharHead|Meta Knight|SSB4}}
|-
|-
|Marth || 6 || 9 || 9
|{{CharHead|Pit|SSB4}}
|-
|-
|Ike || 7 || 12 || 9
|{{CharHead|Dark Pit|SSB4}}
|-
|-
|Ness || 6 || 8 || 6
|{{CharHead|Wario|SSB4}}
|-
|-
|Lucas || 13 || 16 || 15
|{{CharHead|Sonic|SSB4}}
|-
|-
|Mr. Game & Watch || 6 || 9 || 10
|{{CharHead|Shulk|SSB4}}
|-
|-
|Snake || 8 || 11 || 9
|rowspan=3|'''37-39'''||{{CharHead|Mr. Game & Watch|SSB4}}||rowspan=3|12.5u
|-
|-
|Sonic || 6 || 10 || 10
||{{CharHead|Ike|SSB4}}
|-
|{{CharHead|Robin|SSB4}}
|-
|rowspan=17|'''40-56'''||{{CharHead|Mario|SSB4}}||rowspan=17|12.0u
|-
|{{CharHead|Fox|SSB4}}
|-
|{{CharHead|Luigi|SSB4}}
|-
|{{CharHead|Ness|SSB4}}
|-
|{{CharHead|Jigglypuff|SSB4}}
|-
|{{CharHead|Peach|SSB4}}
|-
|{{CharHead|Sheik|SSB4}}
|-
|{{CharHead|Dr. Mario|SSB4}}
|-
|{{CharHead|Falco|SSB4}}
|-
|{{CharHead|Diddy Kong|SSB4}}
|-
|{{CharHead|Mega Man|SSB4}}
|-
|{{CharHead|Mii Brawler|SSB4}}
|-
|{{CharHead|Mii Swordfighter|SSB4}}
|-
|{{CharHead|Mii Gunner|SSB4}}
|-
|{{CharHead|Cloud|SSB4}}
|-
|{{CharHead|Corrin|SSB4}}
|-
|{{CharHead|Bayonetta|SSB4}}
|-
|rowspan=2|'''57-58'''||{{CharHead|Pikachu|SSB4}}||rowspan=2|11.2u
|-
|{{CharHead|Ryu|SSB4}}
|-
|rowspan=2|'''59-60'''||{{CharHead|Wii Fit Trainer|SSB4}}||rowspan=2|11.0u
|-
|{{CharHead|Little Mac|SSB4}}
|}
|}


==Initial grab range in ''Smash 4''==
====Update History====
===Tether grabs===
=====[[1.0.4]]=====
#{{SSB4|Samus}}
*{{nerf|{{SSB4|Palutena}}'s pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).}}
#{{SSB4|Zero Suit Samus}}
*{{nerf|{{SSB4|Zelda}}'s pivot grab's range was decreased (Z2 offset: -18.7 → -15.7).}}
#{{SSB4|Link}}
=====[[1.0.8]]=====
#{{SSB4|Olimar}}'s White Pikmin
*{{nerf|All of {{SSB4|Diddy Kong}}'s grabs have 3 more frames of ending lag (FAF: 29 → 32 (standing), 36 → 39 (dash), 34 → 37 (pivot)).}}
#{{SSB4|Toon Link}}
*{{buff|{{GameIcon|ssb4-u}}Clawshot now behaves like it does in the {{GameIcon|ssb4-3ds}} version. Link's grab range has been doubled in terms of Clawshot length and grab distance. Clawshot also grabs just before it droops back down to the ground, while Link's standing grab has been sped up by two frames.}}
#Olimar's Red, Yellow and Blue Pikmin
*{{buff|{{SSB4|Link}}'s grabs have less ending lag (FAF: 67/78/80 → 62/66/67).}}
#{{SSB4|Pac-Man}}
*{{buff|{{SSB4|Samus}}'s standing and pivot grabs have less ending lag (FAF: 80/92 → 76/88).}}
#{{SSB4|Yoshi}}
*{{buff|{{SSB4|Villager}}'s grabs have less ending lag (FAF: 58/72/66 → 56/70/65).}}
#{{SSB4|Lucas}}
#Olimar's Purple Pikmin
#{{SSB4|Villager}}


===Non-tether grabs===
=====[[1.1.0]]=====
#{{SSB4|Greninja}}
*{{buff|{{SSB4|Link}}'s dash grab and pivot grab are both 1 frame faster.}}
#{{SSB4|Donkey Kong}}
*{{buff|{{SSB4|Lucas}}'s grabboxes are bigger (2.5 → 3.0 (early), 2.4 → 2.8 (late)) for all grabs.}}
#{{SSB4|Bowser}}
*{{buff|{{SSB4|Palutena}}'s grabs have 2 less frames of ending lag.}}
#{{SSB4|Palutena}}
*{{buff|{{SSB4|Toon Link}}'s dash grab is 2 frames faster and his pivot grab is 1 frame faster.}}
#{{SSB4|Bowser Jr.}}
*{{change|{{SSB4|Wii Fit Trainer}}'s grabboxes on all grabs are placed lower.}}
#{{SSB4|Duck Hunt}}, {{SSB4|Zelda}}
=====[[1.1.3]]=====
#{{SSB4|Lucario}}
*{{buff|{{SSB4|Lucas}}'s standing grab and dash grab had their ending lag decreased (FAF: 51/61 → 46/56).}}
#{{SSB4|Charizard}}, {{SSB4|Rosalina}}
*{{change|{{SSB4|Lucas}}'s grabs have sped up animations.}}
#{{SSB4|King Dedede}}
=====[[1.1.5]]=====
#{{SSB4|Bayonetta}}, {{SSB4|Dr. Mario}}, {{SSB4|Shulk}}
*{{buff|{{SSB4|Greninja}}'s standing grab has 3 frames less of startup: 14 frames → 11.}}
#{{SSB4|Luigi}}, {{SSB4|Mario}}, {{SSB4|Mii Gunner}}, {{SSB4|Mii Swordfighter}}
*{{buff|{{SSB4|Samus}}'s grabs have decreased ending lag (FAF: 76/74/88 → 70/68/84).}}
#{{SSB4|Corrin}}, {{SSB4|Dark Pit}}, {{SSB4|Falco}}, {{SSB4|Lucina}}, {{SSB4|Marth}}, {{SSB4|Pit}}
*{{buff|{{SSB4|Zelda}}'s grabs have more reach(Z2 offset: 10.5 (standing)/13.5 (dash)/-15.7 (pivot) → 11.5/14.5/-16.7).}}
#{{SSB4|Diddy Kong}}, {{SSB4|Ness}}
*{{nerf|{{SSB4|Zero Suit Samus}}'s grabs had their duration reduced by 4 frames with identical startup.}}
#{{SSB4|Captain Falcon}}, {{SSB4|Mega Man}}, {{SSB4|Mewtwo}}, {{SSB4|Wario}}
#{{SSB4|Sonic}}
#{{SSB4|Mii Brawler}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Peach}}, {{SSB4|Robin}}, {{SSB4|Roy}}, {{SSB4|Wii Fit Trainer}}
#{{SSB4|Fox}}, {{SSB4|Pikachu}}
#{{SSB4|Ike}}, {{SSB4|Ryu}}
#{{SSB4|Ganondorf}}, {{SSB4|Kirby}}, {{SSB4|Sheik}}
#{{SSB4|Meta Knight}}
#{{SSB4|Cloud}}, {{SSB4|Little Mac}}
#{{SSB4|Jigglypuff}}
#{{SSB4|R.O.B.}}


===Grab frame data in ''Smash 4''===
===In ''[[Super Smash Bros. Ultimate]]''===
This is the first frame on which the grabs hit for the whole cast.
[[File:GrabRankingsSSBU.gif|thumb|300px|Grabs in ''SSBU'' ranked from shortest to longest.]]
{|class="wikitable sortable" border="1"
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.
|-valign="top"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!Character!!Standing grab!!Dash grab!!Pivot grab
!Rank!!Character!!Grab range
|-
|rowspan=2|'''1-2'''||{{CharHead|Samus|SSBU}}||rowspan=2|42.2u
|-
|{{CharHead|Dark Samus|SSBU}}
|-
|'''3'''||{{CharHead|Min Min|SSBU}}||40.0u*
|-
|'''4'''||{{CharHead|Zero Suit Samus|SSBU}}||37.0u
|-
|'''5'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 2)||35.8u
|-
|'''6'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 1)||33.45u
|-
|'''7'''||{{CharHead|Steve|SSBU}}||31.9u
|-
|'''8'''||{{CharHead|Luigi|SSBU}}||29.8u
|-
|'''9'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 2)||29.55u
|-
|'''10'''||{{CharHead|Young Link|SSBU}}||29.5u
|-
|'''11'''||{{CharHead|Olimar|SSBU}} (W. Pikmin)||28.8u
|-
|rowspan=2|'''12-13'''||{{CharHead|Toon Link|SSBU}}||rowspan=2|28.2u
|-
|{{CharHead|Pac-Man|SSBU}}
|-
|'''14'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 1)||27.5u
|-
|'''15'''||{{CharHead|Yoshi|SSBU}}||26.0u*
|-
|'''16'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin)||24.15u
|-
|'''17'''||{{CharHead|Olimar|SSBU}} (P. Pikmin + 2)||23.9u
|-
|'''18'''||{{CharHead|Ivysaur|SSBU}}||23.0u
|-
|'''19'''||{{CharHead|Lucas|SSBU}}||22.9u
|-
|'''20'''||{{CharHead|Olimar|SSBU}} (P. Pikmin + 1)||22.5u
|-
|'''21'''||{{CharHead|Charizard|SSBU}}||21.4u
|-
|rowspan=2|'''22-23'''||{{CharHead|Bowser|SSBU}}||rowspan=2|20.0u
|-
|{{CharHead|King K. Rool|SSBU}}
|-
|'''24'''||{{CharHead|Donkey Kong|SSBU}}||19.5u
|-
|-
|Mario || 6 || 8 || 9
|'''25'''||{{CharHead|Olimar|SSBU}} (P. Pikmin)||19.4u
|-
|-
|Luigi || 6 || 8 || 9
|rowspan=2|'''26-27'''||{{CharHead|Villager|SSBU}}||rowspan=2|19.0u
|-
|-
|Peach || 6 || 8 || 10
|{{CharHead|Isabelle|SSBU}}
|-
|-
|Bowser || 9 || 10 || 11
|'''28'''||{{CharHead|Greninja|SSBU}}||18.5u
|-
|-
|Yoshi || 14 || 11 || 10
|'''29'''||{{CharHead|Bowser Jr.|SSBU}}||18.0u
|-
|-
|Rosalina || 6 || 8 || 9
|'''30'''||{{CharHead|King Dedede|SSBU}}||17.0u
|-
|-
|Bowser Jr. || 12 || 13 || 12
|'''31'''||{{CharHead|Ridley|SSBU}}||16.5u
|-
|-
|Wario || 8 || 8 || 8
|'''32'''||{{CharHead|Incineroar|SSBU}}||16.0u
|-
|-
|Donkey Kong || 8 || 10 || 11
|'''33'''||{{CharHead|Snake|SSBU}}||15.5u
|-
|-
|Diddy Kong || 6 || 8 || 9
|'''34'''||{{CharHead|Zelda|SSBU}}||15.3u
|-
|Mr. Game & Watch || 6 || 9 || 10
|-
|-
|Little Mac || 9 || 10 || 11
|'''35'''||{{CharHead|Kazuya|SSBU}}||15.2u
|-
|-
|Link || 12 || 14 || 15
|'''36'''||{{CharHead|Mii Gunner|SSBU}}||14.8u
|-
|-
|Zelda || 10 || 11 || 11
|rowspan=3|'''37-39'''||{{CharHead|Marth|SSBU}}||rowspan=3|14.5u
|-
|-
|Sheik || 6 || 8 || 9
|{{CharHead|Lucina|SSBU}}
|-
|-
|Ganondorf || 7 || 11 || 10
|{{CharHead|Duck Hunt|SSBU}}
|-
|-
|Toon Link || 12 || 14 || 15
|'''40'''||{{CharHead|R.O.B.|SSBU}}||14.4u
|-
|-
|Samus || 16 || 16 || 17
|rowspan=2|'''41-42'''||{{CharHead|Mewtwo|SSBU}}||rowspan=2|14.3u
|-
|-
|Zero Suit Samus || 16 || 16 || 17
|{{CharHead|Piranha Plant|SSBU}}
|-
|-
|Pit || 6 || 10 || 9
|rowspan=2|'''43-44'''||{{CharHead|Roy|SSBU}}||rowspan=2|14.2u
|-
|-
|Palutena || 7 || 9 || 10
|{{CharHead|Chrom|SSBU}}
|-
|-
|Marth || 7 || 8 || 9
|rowspan=4|'''45-48'''||{{CharHead|Ganondorf|SSBU}}||rowspan=4|14.0u
|-
|-
|Ike || 7 || 10 || 11
|{{CharHead|Wario|SSBU}}
|-
|-
|Robin || 7 || 8 || 9
|{{CharHead|Squirtle|SSBU}}
|-
|-
|Duck Hunt || 8 || 10 || 10
|{{CharHead|Rosalina & Luma|SSBU}}
|-
|-
|Kirby || 6 || 8 || 10
|'''49'''||{{CharHead|Terry|SSBU}}||13.7u
|-
|-
|King Dedede || 7 || 9 || 10
|'''50'''||{{CharHead|Lucario|SSBU}}||13.5u
|-
|-
|Meta Knight || 7 || 9 || 9
|'''51'''||{{CharHead|Banjo & Kazooie|SSBU}}||13.2u
|-
|-
|Fox || 6 || 10 || 11
|rowspan=5|'''52-56'''||{{CharHead|Captain Falcon|SSBU}}||rowspan=5|13.0u
|-
|-
|Falco || 8 || 10 || 11
|{{CharHead|Pit|SSBU}}
|-
|-
|Pikachu || 6 || 8 || 9
|{{CharHead|Dark Pit|SSBU}}
|-
|-
|Charizard || 8 || 10 || 11
|{{CharHead|Palutena|SSBU}}
|-
|-
|Lucario || 6 || 8 || 9
|{{CharHead|Robin|SSBU}}
|-
|-
|Jigglypuff || 6 || 8 || 9
|'''57'''||{{CharHead|Little Mac|SSBU}}||12.9u
|-
|-
|Greninja || 11 || 9 || 15
|rowspan=6|'''58-63'''||{{CharHead|Kirby|SSBU}}||rowspan=6|12.5u
|-
|-
|R.O.B. || 7 || 9 || 11
|{{CharHead|Sheik|SSBU}}
|-
|-
|Ness || 6 || 8 || 10
|{{CharHead|Mr. Game & Watch|SSBU}}
|-
|-
|Captain Falcon || 7 || 9 || 12
|{{CharHead|Mega Man|SSBU}}
|-
|-
|Villager || 15 || 16 || 17
|{{CharHead|Shulk|SSBU}}
|-
|-
|Olimar || 10 || 10 || 10
|{{CharHead|Bayonetta|SSBU}}
|-
|-
|Wii Fit Trainer || 6 || 9 || 10
|rowspan=2|'''64-65'''||{{CharHead|Joker|SSBU}}||rowspan=2|12.3u
|-
|-
|Shulk || 7 || 9 || 10
|{{CharHead|Byleth|SSBU}}
|-
|-
|Dr. Mario || 6 || 8 || 9
|rowspan=19|'''66-84'''||{{CharHead|Mario|SSBU}}||rowspan=19|12.0u
|-
|-
|Dark Pit || 6 || 8 || 9
|{{CharHead|Dr. Mario|SSBU}}
|-
|-
|Lucina || 7 || 8 || 9
|{{CharHead|Cloud|SSBU}}
|-
|-
|Pac-Man || 12 || 12 || 12
|{{CharHead|Simon|SSBU}}
|-
|-
|Mega Man || 6 || 8 || 9
|{{CharHead|Richter|SSBU}}
|-
|-
|Sonic || 6 || 10 || 10
|{{CharHead|Ness|SSBU}}
|-
|-
|Mewtwo || 7 || 9 || 10
|{{CharHead|Jigglypuff|SSBU}}
|-
|-
|Lucas || 12 || 14 || 12
|{{CharHead|Peach|SSBU}}
|-
|-
|Roy || 7 || 8 || 9
|{{CharHead|Daisy|SSBU}}
|-
|-
|Ryu || 6 || 8 || 9
|{{CharHead|Pichu|SSBU}}
|-
|-
|Cloud || 7 || 10 || 11
|{{CharHead|Falco|SSBU}}
|-
|-
|Corrin || 7 || 8 || 9
|{{CharHead|Sonic|SSBU}}
|-
|-
|Bayonetta || 7 || 9 || 10
|{{CharHead|Wolf|SSBU}}
|-
|-
|Mii Brawler || 6 || 8 || 9
|{{CharHead|Mii Brawler|SSBU}}
|-
|-
|Mii Swordfighter || 6 || 8 || 9
|{{CharHead|Mii Swordfighter|SSBU}}
|-
|-
|Mii Gunner || 6 || 8 || 9
|{{CharHead|Inkling|SSBU}}
|-
|-
|Giga Bowser || 8 || 9 || 8
|{{CharHead|Sephiroth|SSBU}}
|-
|-
|Wario-Man || 8 || 8 || 8
|{{CharHead|Pyra|SSBU}}
|-
|-
|Giga Mac || 9 || 10 || 11
|{{CharHead|Mythra|SSBU}}
|-
|-
|Mega Lucario || 6 || 8 || 9
|rowspan=2|'''85-86'''||{{CharHead|Pikachu|SSBU}}||rowspan=2|11.9u
|-
|-
|{{CharHead|Sora|SSBU}}
|-
|'''87'''||{{CharHead|Corrin|SSBU}}||11.8u
|-
|rowspan=2|'''88-89'''||{{CharHead|Ryu|SSBU}}||rowspan=2|11.6u
|-
|{{CharHead|Ken|SSBU}}
|-
|rowspan=4|'''90-93'''||{{CharHead|Meta Knight|SSBU}}||rowspan=4|11.5u
|-
|{{CharHead|Ike|SSBU}}
|-
|{{CharHead|Diddy Kong|SSBU}}
|-
|{{CharHead|Wii Fit Trainer|SSBU}}
|-
|rowspan=2|'''94-95'''||{{CharHead|Link|SSBU}}||rowspan=2|11.0u
|-
|{{CharHead|Fox|SSBU}}
|-
|'''96'''||{{CharHead|Hero|SSBU}}||10.3u
|-
|'''97'''||{{CharHead|Ice Climbers|SSBU}}||10.0u
|}
|}
<!--===Grab escape formula===
 
Melee: 76 + 1.6 * damage - 6 * inputs
====Update history====
Brawl: 90 + 1.7 * damage - 8 * inputs (C-Stick = 2)
====={{SSBU|2.0.0}}=====
-->
*{{buff|{{SSBU|Luigi}}'s standing and pivot grabs were given a longer duration (6 frames → 7) to match dash grab.}}
====={{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.}}}}
====={{SSBU|3.1.0}}=====
*{{buff|{{SSBU|Pikachu}}'s standing grab was given more range (11.0u → 11.9u).}}
====={{SSBU|7.0.0}}=====
*{{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}}=====
*{{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).}}
====={{SSBU|11.0.0}}=====
*{{nerf|{{SSBU|Palutena}}'s standing grab has considerably less range (Z2 offset: 11.4 (grounded)/13.2 (aerial) → 9.4/11.2)}}


==Trivia==
==Trivia==
*In ''SSB'' and ''Melee'', characters cannot be grabbed by their lower legs or lower arms (in general); the grab bubbles must make contact with a more substantial part of their body. This behaviour does not appear to exist in ''Brawl'' or ''SSB4''.
*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 ''SSB'' and ''Melee'', characters hanging on [[ledge]]s cannot be grabbed, but in ''Brawl'' and ''SSB4'' 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].  
*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 NTSC versions of ''Melee'', it is possible to extend Samus's grab to nearly x2.5 its usual reach by 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.
*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 501: Line 815:
*[[Chaingrab]]
*[[Chaingrab]]
*[[Grab release]]
*[[Grab release]]
*[[Jump-canceled grab]]
*[[Shield grab]]


==References==
==References==
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[[Category:Game controls]]
[[Category:Game controls]]
[[es:Agarre]]

Latest revision as of 09:33, September 18, 2024

This article is for the attack move grab. For the Smasher, see Smasher:Grab.
Mario grabbing Donkey Kong in SSB.
Mario grabbing Diddy Kong in Brawl.
Cloud grabbing Mega Man in Ultimate.

A grab (つかみ / 掴み) 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. 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:

Depending on the game, there are different variations of each character's grab:

  • Standing grab (known as Catch internally), which is the default type used when standing still or walking. 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 dashing.
  • 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 cannot be shielded, 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 throws (forward, back, up, or down; only forward and back in Smash 64) by tilting the control stick in the respective direction, which 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.

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.

PropertiesEdit

An important property of grabs is that they cannot be shielded, completely ignoring a opponent's shield and grabbing them out of it; in comparison to other unblockable attacks, 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 punish out of shield, and most throws allowing the player to execute diverse combos and chains, 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 counterattacks, though they do not work against foes 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 grabbox sizes against airborne opponents, increasing their risk of use.

Limits on grabbingEdit

 
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.[1] 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 hitboxes 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 combos 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 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 frames, respectively), preventing chaingrabs and team wobbles. 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, bosses such as Master Hand and Giga Bowser cannot. Most enemies in Brawl's Subspace Emissary and Super Smash Bros. for Nintendo 3DS's Smash Run (including the enemies inside Master Fortress in Super Smash Bros. for Wii U) 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 grabEdit

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 frames, 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.

Interaction with other hitboxesEdit

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 released 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 Sonic's Homing Attack, Spin Dash, and Spin Charge, and more notably 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 tips, 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 timeEdit

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 76 + 1.6p – 15h 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.[2] From Brawl onward, the formula is changed to 90 + 1.7p 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 grabsEdit

Character Description Characteristic
All other fighters For the sake of brevity, any character not specifically mentioned in this list can be assumed to have a standard-type grab involving a simple grab, hold, or clinch from the character's free hand(s). Standard
Bowser Jr. Deploys a toylike claw from the Koopa Clown Car and grabs with it. Standard
Charizard Lunges forward for a bite alongside an extra hold with its arms. Standard
Dark Samus Whips forwards with her Grapple Beam. Tether
Duck Hunt Lunges forward for a bite. Standard
Greninja Creates a vortex of water in front of itself. Standard
Isabelle Swings downwards with a net. Can grab and pocket items. Standard
Ivysaur Swipes inwards with both of its vines at once. Standard
Link    Fires his Hookshot forwards.
   Fires his Clawshot forwards.
  Simply grabs in front of himself with his free hand.
     Tether
  Standard
Lucas Whips forwards with Rope Snake. Tether
Luigi      Simply grabs in front of himself.
  Fires a Suction Shot from the Poltergust G-00.
     Standard
  Tether
Mega Man Uses the Super Arm. Standard
Min Min Fires both of her ARMS forward. Extended
Mythra Uses telekinesis and light magic to restrain foes. Standard
Olimar    Commands the first Pikmin in line to rush forwards and grab.
  Commands all active Pikmin to rush forwards in a line and grab, with the range increasing proportionally to the number of active Pikmin.
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
Samus Whips forwards with her Grapple Beam. Tether
Sephiroth Reaches out with his right hand and telekinetically grabs the foe using dark magic. Standard
Snake Reaches forward with both arms to put the opponent in a restraining chokehold. Standard
Steve Pulls out a fishing rod, using it to reel an opponent in toward him. Tether
Toon Link Fires his Hookshot forwards. Tether
Villager Swings downwards with a net. Can grab and pocket items in Ultimate. Standard
Wii Fit Trainer Performs a Rowing Squat. Standard
Yoshi Opens his mouth and stretches his tongue forwards, holding enemies in his mouth on a successful grab. Extended
Young Link Fires his Hookshot forwards. Tether
Zelda Uses magic to restrain her opponent. Standard
Zero Suit Samus Extends the Paralyzer's plasma whip forwards. Tether

Tether grabs and extended grabsEdit

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. 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.

Characters with tether grabs and extended grabs are noted in the table above. In general, characters with tether grabs also have grab aerials 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, Luigi has a grab aerial that cannot act as a tether recovery, while Steve and, in Brawl, Zero Suit Samus have a tether grab but do not have either a grab aerial or a tether recovery tied to a grab input. Link and Samus also have a tether grab in the original Super Smash Bros., where grab aerials did not exist.

Notable grabsEdit

  • In NTSC versions of Melee, Samus' grab can be extended to almost two and a half times its usual length using 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, 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 dodges more effectively.
  • In Melee, Marth's standing grab is notorious for its deceptively long range, reaching the second farthest out of all non-extended grabs. Its range has since been reduced in later games, though it remains above-average in Brawl.
    • Likewise, 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.
    • 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, 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.

Special moves that can grabEdit

 
Confusion is an example of a command grab.

Some special attacks function as grabs (sometimes called command grabs, from the similar concept in traditional fighting games). When their hitboxes are viewed with Melee's 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 shields.

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.

Character Special grab Description Escapable? Mashable?
Bowser Koopa Klaw   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.    
Flying Slam     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.    
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.    
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.    
Ganondorf Flame Choke     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.   (aerial,   only)   (aerial,   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.    
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.  *  
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.    
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.    
King Dedede Inhale 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.    
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.    
Kirby Inhale 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.
Using Inhale, Kirby can also copy Blunderbuss, Chomp, Egg Lay, and King Dedede's Inhale.
   
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.    
Mewtwo Confusion Grabs an opponent at close range and spins them around before dropping them.    
Mii Brawler Suplex   Grabs the opponent and performs a German suplex with them. Can be used as a sacrificial KO.    
Counter Throw   Upon countering an attack, grabs the opponent and slams them onto the ground behind the Brawler.    
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.    
Robin Nosferatu Traps the opponent in a dark vortex and damages them continuously while healing Robin, until they are released.    
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 reflected.    
Wario Chomp Bites the opponent several times based on attack button input, then spits them forward. In Ultimate, Wario is healed slightly with each bite.    
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.    

*Not possible in real-time.

Hitboxes that can grabEdit

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 shielded. 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 counters, 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 reflected, 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.

Hit grabs cannot be escaped, nor influenced by button mashing.

Character Move Description
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.
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.
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.
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 8.0.0 onward, it cannot cause opponents with grab immunity to crumple.
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.

Initial grab range by gameEdit

 

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 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.

In Super Smash Bros.Edit

Super Smash Bros. grab ranges as tested by SuperSqank.[3] 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)

JPN
Rank Character Grab Range
1   Samus 1276u
2   Link 1204.76u
3   Yoshi 977.9u
4   Donkey Kong 691.25u
5   Jigglypuff 549.45u
6   Kirby 524.8u
7   Captain Falcon 486u
8   Pikachu 464.2u
9   Fox 400u
10   Ness 365u
11   Mario 345u
12   Luigi 342u
NA/AUS/PAL
Rank Character Grab Range
1   Samus 1276u
2   Link 1204.76u
3   Yoshi 977.9u
4   Donkey Kong 691.25u
5   Jigglypuff 549.45u
6   Kirby 512.2u
7   Captain Falcon 486u
8   Pikachu 464.2u
9   Fox 400u
10   Mario 369u
11-12   Luigi 365u
  Ness

Differences between game versionsEdit

NTSC-J to NTSC-UEdit
  •   Mario is slightly bigger (x1.0 → x1.12), increasing his grab range.
  •   Kirby is slightly smaller (x0.94 → x0.91), reducing his grab range.
  •   Luigi is slightly bigger (x1.0 → x1.12), increasing his grab range.

In Super Smash Bros. MeleeEdit

 
Yoshi's grab range compared to 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.[4] 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.[5] 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).

Rank Character Grab Range
1   Samus 43.0441u
2   Link 35.3001u
3   Young Link 25.3015u
4   Yoshi 20.5553u
5   Bowser 19.241u
6   Marth 18.7293u
7   Roy 17.827u
8   Donkey Kong 17.577u
9   Kirby 15.2123u
10-11   Sheik 14.4522u
  Mewtwo
12   Jigglypuff 14.1866u
13   Falco 13.3585u
14   Mr. Game & Watch 13.046u
15   Luigi 12.9875u
16   Zelda 12.7648u
17   Fox 12.1555u
18   Peach 11.9914u
19   Ganondorf 11.4993u
20   Ice Climbers 11.2836u
21   Captain Falcon 10.7259u
22   Pichu 10.3509u
23-24   Mario 10.0189u
  Dr. Mario
25   Ness 9.9603u
26   Pikachu 9.8431u

In Super Smash Bros. BrawlEdit

Brawl grab ranges by Zeckemyro[6] and SuperSqank.[7] 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.

Rank Character Grab range
1   Samus 39.0u
2-3   Zero Suit Samus 35.75u
2-3   Olimar (B./W. Pikmin) 35.75u
4   Olimar (R./Y. Pikmin) 34.25u
5   Link 31.8u
6   Yoshi 28.04u
7   Toon Link 27.7u
8   Lucas 25.65u
9   Charizard 25.57u
10   Olimar (P. Pikmin) 25.5u
11   Bowser 23.5u
12   Ivysaur 23.0u
13   King Dedede 22.09u
14   Donkey Kong 21.24u
15   R.O.B. 16.5u
16   Kirby 16.04u
17   Meta Knight 16.0u
18   Marth 15.68u
19-22   Jigglypuff 15.5u
  Wario
  Snake
  Squirtle
23   Diddy Kong 15.0u
24   Zelda 14.8u
25   Ike 14.3u
26-27   Fox 13.8u
  Falco
28   Wolf 13.3u
29   Pit 13.0u
30   Ganondorf 12.8u
31-32   Sheik 12.5u
  Mr. Game & Watch
33-35   Captain Falcon 12.0u
  Peach
  Lucario
36   Ice Climbers 11.8u
37-38   Mario 11.76u
  Luigi
39-40   Pikachu 11.5u
  Sonic
41   Ness 10.8u

In Super Smash Bros. 4Edit

Smash 4 grab ranges by Zeckemyro[8] and extra data for tether and extended grabs from SuperSqank. Numbers are raw horizontal range from the character's bone 0 position and the tip of the furthest grabbox. Certain tether and extended grabs will have asterisks next to their range due to not being able to get perfectly accurate values. Despite the innacurate values, the placements in this ranking are accurate.

Rank Character Grab range
1   Samus 40.0u*
2   Zero Suit Samus 37.0u*
3   Link 36.0u*
4   Olimar (W. Pikmin) 30.0u*
5   Toon Link 29.0u*
6   Pac-Man 28.0u
7   Yoshi 26.65u
8   Olimar (R./B./Y. Pikmin) 26.0u*
9   Lucas 24.0u*
10   Olimar (P. Pikmin) 22.3u*
11   Bowser 20.0u
12   Donkey Kong 19.5u
13-14   Charizard 19.0u
  Villager
15   Greninja 18.5u
16   Bowser Jr. 17.0u
17   King Dedede 16.0u
18   Zelda 15.3u
19-20   Palutena 15.0u
  Duck Hunt
21   Marth 14.54u
22   Lucina 14.39u
23   Mewtwo 14.3u
24   Roy 14.2u
25   Rosalina & Luma 14.0u
26   Lucario 13.5u
27   R.O.B. 13.4u
28   Kirby 13.3u
29-36   Captain Falcon 13.0u
  Ganondorf
  Meta Knight
  Pit
  Dark Pit
  Wario
  Sonic
  Shulk
37-39   Mr. Game & Watch 12.5u
  Ike
  Robin
40-56   Mario 12.0u
  Fox
  Luigi
  Ness
  Jigglypuff
  Peach
  Sheik
  Dr. Mario
  Falco
  Diddy Kong
  Mega Man
  Mii Brawler
  Mii Swordfighter
  Mii Gunner
  Cloud
  Corrin
  Bayonetta
57-58   Pikachu 11.2u
  Ryu
59-60   Wii Fit Trainer 11.0u
  Little Mac

Update HistoryEdit

1.0.4Edit
  •   Palutena's pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).
  •   Zelda's pivot grab's range was decreased (Z2 offset: -18.7 → -15.7).
1.0.8Edit
  •   All of Diddy Kong's grabs have 3 more frames of ending lag (FAF: 29 → 32 (standing), 36 → 39 (dash), 34 → 37 (pivot)).
  •    Clawshot now behaves like it does in the   version. Link's grab range has been doubled in terms of Clawshot length and grab distance. Clawshot also grabs just before it droops back down to the ground, while Link's standing grab has been sped up by two frames.
  •   Link's grabs have less ending lag (FAF: 67/78/80 → 62/66/67).
  •   Samus's standing and pivot grabs have less ending lag (FAF: 80/92 → 76/88).
  •   Villager's grabs have less ending lag (FAF: 58/72/66 → 56/70/65).
1.1.0Edit
  •   Link's dash grab and pivot grab are both 1 frame faster.
  •   Lucas's grabboxes are bigger (2.5 → 3.0 (early), 2.4 → 2.8 (late)) for all grabs.
  •   Palutena's grabs have 2 less frames of ending lag.
  •   Toon Link's dash grab is 2 frames faster and his pivot grab is 1 frame faster.
  •   Wii Fit Trainer's grabboxes on all grabs are placed lower.
1.1.3Edit
  •   Lucas's standing grab and dash grab had their ending lag decreased (FAF: 51/61 → 46/56).
  •   Lucas's grabs have sped up animations.
1.1.5Edit
  •   Greninja's standing grab has 3 frames less of startup: 14 frames → 11.
  •   Samus's grabs have decreased ending lag (FAF: 76/74/88 → 70/68/84).
  •   Zelda's grabs have more reach(Z2 offset: 10.5 (standing)/13.5 (dash)/-15.7 (pivot) → 11.5/14.5/-16.7).
  •   Zero Suit Samus's grabs had their duration reduced by 4 frames with identical startup.

In Super Smash Bros. UltimateEdit

 
Grabs in SSBU ranked from shortest to longest.

Grab ranges in Ultimate as tested by Zeckemyro[9] and CrimsonStarfall.[10] 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.

Rank Character Grab range
1-2   Samus 42.2u
  Dark Samus
3   Min Min 40.0u*
4   Zero Suit Samus 37.0u
5   Olimar (W. Pikmin + 2) 35.8u
6   Olimar (W. Pikmin + 1) 33.45u
7   Steve 31.9u
8   Luigi 29.8u
9   Olimar (R./B./Y. Pikmin + 2) 29.55u
10   Young Link 29.5u
11   Olimar (W. Pikmin) 28.8u
12-13   Toon Link 28.2u
  Pac-Man
14   Olimar (R./B./Y. Pikmin + 1) 27.5u
15   Yoshi 26.0u*
16   Olimar (R./B./Y. Pikmin) 24.15u
17   Olimar (P. Pikmin + 2) 23.9u
18   Ivysaur 23.0u
19   Lucas 22.9u
20   Olimar (P. Pikmin + 1) 22.5u
21   Charizard 21.4u
22-23   Bowser 20.0u
  King K. Rool
24   Donkey Kong 19.5u
25   Olimar (P. Pikmin) 19.4u
26-27   Villager 19.0u
  Isabelle
28   Greninja 18.5u
29   Bowser Jr. 18.0u
30   King Dedede 17.0u
31   Ridley 16.5u
32   Incineroar 16.0u
33   Snake 15.5u
34   Zelda 15.3u
35   Kazuya 15.2u
36   Mii Gunner 14.8u
37-39   Marth 14.5u
  Lucina
  Duck Hunt
40   R.O.B. 14.4u
41-42   Mewtwo 14.3u
  Piranha Plant
43-44   Roy 14.2u
  Chrom
45-48   Ganondorf 14.0u
  Wario
  Squirtle
  Rosalina & Luma
49   Terry 13.7u
50   Lucario 13.5u
51   Banjo & Kazooie 13.2u
52-56   Captain Falcon 13.0u
  Pit
  Dark Pit
  Palutena
  Robin
57   Little Mac 12.9u
58-63   Kirby 12.5u
  Sheik
  Mr. Game & Watch
  Mega Man
  Shulk
  Bayonetta
64-65   Joker 12.3u
  Byleth
66-84   Mario 12.0u
  Dr. Mario
  Cloud
  Simon
  Richter
  Ness
  Jigglypuff
  Peach
  Daisy
  Pichu
  Falco
  Sonic
  Wolf
  Mii Brawler
  Mii Swordfighter
  Inkling
  Sephiroth
  Pyra
  Mythra
85-86   Pikachu 11.9u
  Sora
87   Corrin 11.8u
88-89   Ryu 11.6u
  Ken
90-93   Meta Knight 11.5u
  Ike
  Diddy Kong
  Wii Fit Trainer
94-95   Link 11.0u
  Fox
96   Hero 10.3u
97   Ice Climbers 10.0u

Update historyEdit

2.0.0Edit
  •   Luigi's standing and pivot grabs were given a longer duration (6 frames → 7) to match dash grab.
3.0.0Edit
  •   The grounded-only grabboxes of the dash grabs of Marth, Lucina, Roy and 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 R.O.B.
3.1.0Edit
  •   Pikachu's standing grab was given more range (11.0u → 11.9u).
7.0.0Edit
  •   Sheik's standing grab has more range (Z2 offset: 7.9 (grounded)/9.45 (aerial) → 9.4/10.95).
8.0.0Edit
  •   Lucas's pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.
  •   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).
11.0.0Edit
  •   Palutena's standing grab has considerably less range (Z2 offset: 11.4 (grounded)/13.2 (aerial) → 9.4/11.2)

TriviaEdit

  • 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 ledges 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 here. Example for SSB can be seen here.
  • 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.

See alsoEdit

ReferencesEdit