Chain grab: Difference between revisions
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{{redirect|CG|the {{SSBB|Mario}} technique abbreviated as "CG"|Cape glide}} | {{redirect|CG|the {{SSBB|Mario}} technique abbreviated as "CG"|Cape glide}} | ||
[[File:SSBB King Dedede Chaingrab Infinite.gif|thumb|200px|King Dedede's infinite chain grab on Donkey Kong in ''Brawl'']] | [[File:SSBB King Dedede Chaingrab Infinite.gif|thumb|200px|King Dedede's infinite chain grab on Donkey Kong in ''Brawl'']] | ||
A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to a form of [[infinite]] that is a series of [[grab]]s and [[throw]]s that the victim cannot escape. Generally, a player [[throw]]s the opponent in a specific direction (most commonly down or forward), chases the opponent's [[directional influence]], then grabs the opponent in midair before they can [[tech]]. {{SSBM|Sheik}} and the [[Ice Climbers]] are examples of characters who rely heavily on chain grabs. Due to the changes to [[hitstun]] and the more severe [[stale-move negation]] in ''Brawl,'' chain-grabbing is overall more prevalent. Generally, [[fastfaller]]s, [[weight|heavyweights]], and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters. Some circumstances can enable a chain grab to be a [[zero-to-death combo]]. The [[Ice Climbers]] are particularly potent at this. It is one of the two advanced techniques that were in the first three ''Smash'' games but no longer possible in ''Smash 4''; the other is [[team wobble]]. The inability to | A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to a form of [[infinite]] that is a series of [[grab]]s and [[throw]]s that the victim cannot escape. Generally, a player [[throw]]s the opponent in a specific direction (most commonly down or forward), chases the opponent's [[directional influence]], then grabs the opponent in midair before they can [[tech]]. {{SSBM|Sheik}} and the [[Ice Climbers]] are examples of characters who rely heavily on chain grabs. Due to the changes to [[hitstun]] and the more severe [[stale-move negation]] in ''Brawl,'' chain-grabbing is overall more prevalent. Generally, [[fastfaller]]s, [[weight|heavyweights]], and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters. Some circumstances can enable a chain grab to be a [[zero-to-death combo]]. The [[Ice Climbers]] are particularly potent at this. It is one of the two advanced techniques that were in the first three ''Smash'' games but no longer possible in ''Smash 4''; the other is [[team wobble]]. The inability to chain grab (and team wobble, by extension) has been carried over into ''Ultimate'', with fighters flashing yellow as a visual indicator of this mechanic. | ||
==Controversy== | ==Controversy== |