Chain grab: Difference between revisions

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m (→‎Super Smash Bros. Melee: Added Ganondorf.)
m (→‎Super Smash Bros. Brawl: Alphabetized , fixed, and added information.)
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*[[Bowser (SSBB)|Bowser]] can chain grab by grab releasing the opponent. He can also grab release infinite [[Wario (SSBB)|Wario]]. However it needs perfect timing with dash grabs. Works on everyone except Donkey Kong and Ice Climbers together. This is an infinite chain grab when used against a wall until the opponent manages to jump break.
*[[Bowser (SSBB)|Bowser]] can chain grab by grab releasing the opponent. He can also grab release infinite [[Wario (SSBB)|Wario]]. However it needs perfect timing with dash grabs. Works on everyone except Donkey Kong and Ice Climbers together. This is an infinite chain grab when used against a wall until the opponent manages to jump break.
*[[Charizard (SSBB)|Charizard]] can infinite ground release [[Ness (SSBB)|Ness]] and [[Lucas (SSBB)|Lucas]].
*[[Charizard (SSBB)|Charizard]] can infinite ground release [[Ness (SSBB)|Ness]] and [[Lucas (SSBB)|Lucas]].
*[[Falco (SSBB)|Falco]] can chain grab with down throw at lower percentages against everyone except very floaty characters, usually giving around 42% to most characters, more to the heavyweights. It easily combos into dash attack (which when canceled to up smash it allows a total of 65% damage), or his down aerial, setting up an edge guarding (although some characters like [[Donkey Kong (SSBB)|Donkey Kong]] are close to impossible to edge-guard Most characters can be regrabbed with both dash grab and standing grab, but the floaty characters needs good timing and only the walking chain grab works. After the Chain grab percent, it works as a [[Tech-chasing]] move.
*[[Donkey Kong (SSBB)|Donkey Kong]] can also carry release infinitely against Ness and Lucas, guaranteeing success by turning before releasing and turn grabbing so Ness/Lucas releases in his back (turned grab).
*[[Fox (SSBB)|Fox]] can chain grab with using his [[forward throw]] on most characters by running fast at the right time.
*[[Falco (SSBB)|Falco]] can chain grab with down throw at lower percentages against everyone except very floaty characters, usually giving around 42% to most characters, more to the heavyweights. It easily combos into dash attack (which when canceled to up smash it allows a total of 65% damage), or his down aerial, setting up an early edge-guarding situation. Most characters can be regrabbed with both dash grab and standing grab, but the floaty characters needs good timing and only the walking chain grab works. After the Chain grab percent, it works as a [[Tech-chasing]] move.
*[[Ice Climbers (SSBB)|Ice Climbers]] can chain grab backwards, forward, down, and up throws (only used for hobbling) on the whole cast except the Ice Climbers themselves. There are a lot of chain grabs that the Ice Climbers can perform such as the usual alternating grabs, grab spikes, footstool grabs, release grabs, and more.  An Ice Climber player can make the chain grab "infinite" and "inescapable" when timing is 100% perfect. A lone ice climber can chain grab with down throws at lower percentages on most fast fallers like Fox.  Note that if both Ice Climbers are present, they are considered to be "immune" to chain grabs. See [[Ice Climbers (SSBB)#Chaingrabbing and Desynching|here]] for more information.
*[[Fox (SSBB)|Fox]] can chain grab with using his [[forward throw]] on most characters by running fast at the right time at very low percentages.
*[[King Dedede (SSBB)|King Dedede]] chain grabs with down throws any character with weight 0.944 (Marth's weight) or heavier and at any percentage by running grab. Lighter characters are more difficult to chain grab this way, but can still be chain grabbed by predicting where they will fall. His down throw is one of the best attacks in the game for chaingrabbing. He can also chain grab against a wall infinitely and finish with a back throw. He does not need a wall to infinitely grab some characters, such as Mario, Luigi (cannot be dash or walk chain grabbed) Bowser, Samus, and Donkey Kong, and infinitely chain grab [[Wolf (SSBB)|Wolf]] and another [[King Dedede (SSBB)|King Dedede]] near the edge of stages.
*[[Ice Climbers (SSBB)|Ice Climbers]] can chain throw with their backwards, forward, and down throws on the whole cast except the Ice Climbers themselves. There are a lot of chain grabs that the Ice Climbers can perform such as the usual alternating grabs, grab spikes, footstool grabs, release grabs, and more.  An Ice Climber player can make the chain grab "infinite" and "inescapable" when timing is 100% perfect. A lone ice climber can chain grab with down throws at lower percentages on most fast fallers like Fox.  Note that if both Ice Climbers are present, they are considered to be "immune" to chain grabs. See [[Ice Climbers (SSBB)#Chaingrabbing and Desynching|here]] for more information.
*[[Ike (SSBB)|Ike]] can grab release Wario infinitely by pivot grabbing, but it needs nearly perfect timing.
*[[King Dedede (SSBB)|King Dedede]] chain grabs with down throws any character with weight 0.944 (Marth's weight) or heavier and at any percentage by running grab. Lighter characters are more difficult to chain grab this way, but can still be chain grabbed by predicting where they will fall. His down throw is one of the best attacks in the game for chaingrabbing. He can also chain grab against a wall infinitely and finish with a back throw. He does not need a wall to infinitely grab some characters, such as Mario, Luigi (cannot be dash or walk chain grabbed), Samus, and Donkey Kong, and infinitely chain grab [[Wolf (SSBB)|Wolf]] and another [[King Dedede (SSBB)|King Dedede]] near the edge of stages. The down throw has [[set knockback]], so the chain throw can be performed at any percent on characters it is effective against.
*[[Kirby (SSBB)|Kirby]] can chain grab fast fallers with his down throw at low percentages. Can land a u-tilt between throws to add extra damage and finish with the f-throw to uair to bair combo.
*[[Ganondorf (SSBB)|Ganondorf]] can chain grab at any percent with [[Flame Choke]] by predicting his opponent's rolls.
*[[Ganondorf (SSBB)|Ganondorf]] can chain grab at any percent with [[Flame Choke]] by predicting his opponent's rolls.
*[[Sonic (SSBB)|Sonic]] can chain grab at low to mid percentages with his down throw. Because it leaves the victim on the ground, Sonic can predict and chase where (s)he will roll and re-grab them, this is further complimented with Sonic's insane dash speed (the fasted in the game), although the opponent can [[tech]] before (s)he hits the ground, this shouldn't be much of a problem due to Sonic's aforementioned very fast dash speed. Once your opponent is off the stage, you can follow up with an [[Edge-guarding|edge-guard]].
*[[Mario (SSBB)|Mario]] and [[Luigi (SSBB)|Luigi]] can both chain grab with their forward throw across neutral stages, but only works at lower percentages.
*[[Kirby (SSBB)|Kirby]] can chain grab fast fallers with his down throw.
*[[Marth (SSBB)|Marth]] can chain grab [[Fox (SSBB)|Fox]] and [[Falco (SSBB)|Falco]] with his forward throw 2 times (these 2 times can truly set up a tipped down air), then chain grab with his down throw 3 times, then set up a sweetspotted forward smash for 41% damage. He can also infinitely [[grab release]] on Ness and Lucas. He can also set up a guaranteed tipper forward smash after a forward throw for 25% damage on most characters at 0%. His up special, [[Dolphin Slash]], can help him escape from most chain grabs (except from  Dedede's running chain grab, Falco's chain grab when buffered dash grab, though it limits it to 3 grabs and Ice Climbers' Infinite Chain Grab).  
*[[Marth (SSBB)|Marth]] can chain grab [[Fox (SSBB)|Fox]] and [[Falco (SSBB)|Falco]] with his forward throw 2 times (these 2 times can truly set up a tipped down air), then chain grab with his down throw 3 times, then set up a sweetspotted forward smash for 41% damage. He can also infinitely [[grab release]] on Ness and Lucas. He can also set up a guaranteed tipper forward smash after a forward throw for 25% damage on most characters at 0%. His up special, [[Dolphin Slash]], can help him escape from most chain grabs (except from  Dedede's running chain grab, Falco's chain grab when buffered dash grab, though it limits it to 3 grabs and Ice Climbers' Infinite Chain Grab).
*[[Olimar (SSBB)|Olimar]] can chain grab with his down throw. However, this chain grab is very situational. It only works at low percentages, but if it can be pulled off, it is a guaranteed 30% on the opponent.
*[[Peach (SSBB)|Peach]] can chain grab with down throws, turning around to grab the opponent, but it only works against fast-fallers.
*[[Peach (SSBB)|Peach]] can chain grab with down throws, turning around to grab the opponent, but it only works against fast-fallers.
*[[Pikachu (SSBB)|Pikachu]] can chain grab a multitude of characters by using buffered grabs out of its down throw and forward throw, sometimes alternating between them with a pummel to control [[Stale-Move Negation]], some until percents as high as 115%.
*[[Pikachu (SSBB)|Pikachu]] can chain grab a multitude of characters by using buffered grabs out of its down throw and forward throw, sometimes alternating between them with a pummel to control [[Stale-Move Negation]], some until percents as high as 115%.
*[[Pit (SSBB)|Pit]] can chain grab with forward throws certain characters like Fox and Bowser, but it only works at lower percentages.
*[[Pit (SSBB)|Pit]] can chain grab with forward throws certain characters like Fox and Bowser, but it only works at lower percentages.
*[[Ike (SSBB)|Ike]] can grab release Wario infinitely by pivot grabbing, but it needs nearly perfect timing. He can also forward throw chain grab in walls (or back throw to the wall to forward throw after) to extremely high percents, which is impossible to escape.
*[[Olimar (SSBB)|Olimar]] can chain grab with his down throw. However, this chain grab is very situational. It only works at low percentages, but if it can be pulled off, it is a guaranteed 30% on the opponent.
*[[Snake (SSBB)|Snake]] can chain grab everyone and at any percent with down throw by predicting where the opponent rolls, though some, like Link, requires boost grab to grab them when they roll away.  Can do lots of damage if predicting well (does a 33% damage if predicting well and forward tilting the opponent). It's easier when close to the edge or in small plataforms like the Battlefield ones due their lost of the ability to roll away from Snake, allowing Snake to tech-chase in reaction. Because his Grenades appear in frame 1, this prevents some chain grabs like Pikachu's down throw one.
*[[Sonic (SSBB)|Sonic]] can chain grab at low to mid percentages with his down throw. Because it leaves the victim on the ground, Sonic can predict and chase where they will roll and re-grab them, this is further complimented with Sonic's insane dash speed (the fasted in the game). Although the opponent can [[tech]] before they hit the ground, this shouldn't be much of a problem due to Sonic's aforementioned very fast dash speed. Once your opponent is off the stage, you can follow up with an [[Edge-guarding|edge-guard]].
*[[Wario (SSBB)|Wario]] can chain grab up to higher percentages with his down throw and buffering a turn-around and regrab on characters like Captain Falcon (0-70%), Ganondorf (0-90%), Wolf (20-220%), Falco (52-120%, from 73% the throw must be stale), Donkey Kong (0-100%) and Bowser (0-180%, can even hit with his [[Wario Waft]] out of the attack). At other percents or characters, it works as a tech-chasing move.
*[[Yoshi (SSBB)|Yoshi]] can chain grab with grab releases, although it requires a [[pivot grab]] to grab them again when they come back down from the air. Called Infinite Pivot Grabbing. Yoshi can also chain grab by using a Forward Throw.
*[[Yoshi (SSBB)|Yoshi]] can chain grab with grab releases, although it requires a [[pivot grab]] to grab them again when they come back down from the air. Called Infinite Pivot Grabbing. Yoshi can also chain grab by using a Forward Throw.
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]] can chain grab most characters with her forward and back throws. She can grab release infinite [[Wario (SSBB)|Wario]] and [[Squirtle (SSBB)|Squirtle]], though like all air release infinites except the Yoshi one, it doesn't work at low percents because it makes them ground break.
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]] can chain grab most characters with her forward and back throws. She can grab release infinite [[Wario (SSBB)|Wario]] and [[Squirtle (SSBB)|Squirtle]], though like all air release infinites except the Yoshi one, it doesn't work at low percents because it makes them ground break.
*[[Wario (SSBB)|Wario]] can chain grab up to higher percentages with his down throw and buffering a turn-around and regrab on characters like Captain Falcon (0-70%), Ganondorf (0-90%), Wolf (20-220%), Falco (52-120%, from 73% the throw must be stale), Donkey Kong (0-100%) and Bowser (0-180%, can even hit with his [[Wario Waft]] out of the attack). At other percents or characters, it works as a tech-chasing move.
*[[Snake (SSBB)|Snake]] can chain grab everyone and at any percent with down throw by predicting where the opponent rolls, though some, like Link, requires boost grab to grab them when they roll away.  Can do lots of damage if predicting well (does a 33% damage if predicting well and forward tilting the opponent). It's easier when close to the edge or in small plataforms like the Battlefield ones due their lost of the ability to roll away from Snake, allowing Snake to tech-chase in reaction. Because his Grenades appear in frame 1, this prevents some chain grabs like Pikachu's down throw one.
*[[Toon Link (SSBB)|Toon Link]] can chain with his down throw, turning around with every throw. Does around 50%.
*[[Mario (SSBB)|Mario]] and [[Luigi (SSBB)|Luigi]] can both chain grab with their forward throw across neutral stages, but only works at lower percentages.
*[[Donkey Kong (SSBB)|Donkey Kong]] can also carry release infinitely against Ness and Lucas, guaranteeing success by turning before releasing and turn grabbing so Ness/Lucas releases in his back (turned grab).


== Practicing ==
== Practicing ==