Grab aerial: Difference between revisions

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[[File:Zair.jpg|thumbnail|Samus using her grab air offensively.]]
[[File:Zair.jpg|thumbnail|Samus using her grab air offensively.]]
[[File:Tether Recovery.png|thumb|300px|Samus using her grab air as a Tether Recovery.|right]]
[[File:Tether Recovery.png|thumb|300px|Samus using her grab air as a Tether Recovery.|right]]
A '''grab aerial''' (also known as a '''grab air''' or '''zair''') is an aerial attack that utilizes a character's extended [[grab]] implement in the air. Link, Samus, Young Link, Lucas, Zero Suit Samus, and Toon Link are the only characters with this ability, though Lucas's grab air doesn't do any [[damage]] in ''[[Brawl]]''. Grab airs are performed simply by pressing the grab button while in the air or, in the same way as grabs, by holding a [[shield]] button and then pressing an [[attack]] button; the latter option allows the grab air to cancel [[air dodge]]s, allowing for aerial [[punish]]ing. Grab airs can work as a [[tether recovery]], or a [[wall-grapple]] in ''[[Melee]]''.
A '''grab aerial''' ({{ja|空中ワイヤー|Kūchū waiyā}}, ''Midair wire''; also known as a '''grab air''' or '''zair''') is an aerial attack that utilizes a character's extended [[grab]] implement in the air. Link, Samus, Young Link, Lucas, Zero Suit Samus, and Toon Link are the only characters with this ability, though Lucas's grab air doesn't do any [[damage]] in ''[[Brawl]]''. Grab airs are performed simply by pressing the grab button while in the air or, in the same way as grabs, by holding a [[shield]] button and then pressing an [[attack]] button; the latter option allows the grab air to cancel [[air dodge]]s, allowing for aerial [[punish]]ing. Grab airs can work as a [[tether recovery]], or a [[wall-grapple]] in ''[[Melee]]''.


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