Chain grab: Difference between revisions

2,883 bytes removed ,  4 years ago
Did cleanup on the brawl part of the examples section
(Overhaul of the Brawl section. Removed a bunch of unnecessary examples and shortened D3's section (way too long). This page in general needs a complete overhaul but I'm just passin' by to work on it.)
(Did cleanup on the brawl part of the examples section)
Line 13: Line 13:


==Examples==
==Examples==
{{Cleanup|There's far too many examples here, and the entirety of this section is poorly written.}}
{{Cleanup|There's far too many examples here, and the entirety of this section is poorly written. Brawl is fixed.}}
Characters with well-known chain grabs include the following.
Characters with well-known chain grabs include the following.


Line 36: Line 36:
===''Super Smash Bros. Brawl''===
===''Super Smash Bros. Brawl''===
[[Image:ICsCG.gif|thumb|A sequence of chain grabs by the Ice Climbers.]]
[[Image:ICsCG.gif|thumb|A sequence of chain grabs by the Ice Climbers.]]
*{{SSBB|Bowser}}: Can chain grab by grabbing and releasing the opponent. This action works on everyone except Donkey Kong and the Ice Climbers together. Becomes an infinite if used against a wall, until the opponent jump breaks.
*{{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). He can also chain grab with his down throw at lower percentages.
*{{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). He can also chain grab with his down throw at lower percentages.
[[File:SSBB Falco Chaingrab Meteor.gif|thumb|Falco performs two down throws before using his [[down aerial]] meteor smash out of a short hop to gimp Ike, and then quickly edgehogging to ensure the CPU couldn't recover.]]
[[File:SSBB Falco Chaingrab Meteor.gif|thumb|Falco performs two down throws before using his [[down aerial]] meteor smash out of a short hop to gimp Ike, and then quickly edgehogging to ensure the CPU couldn't recover.]]
*{{SSBB|Falco}}: Can chain grab with his down throw at lower percentages against everyone except very floaty characters such as {{SSBB|Jigglypuff}}, giving ~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).
*{{SSBB|Falco}}: Can chain grab with his down throw at lower percentages against everyone except very floaty characters such as {{SSBB|Jigglypuff}}, giving ~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).
*{{SSBB|Ice Climbers}}: Can chain throw with their backward, forward, and down throws on everyone except another pair of Ice Climbers. There are an excessive amount 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 the timing is 100% perfect, and can potentially do a [[zero-to-death combo]]. 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, due to one climber being able to interrupt the opponent while the other is incapacitated. See [[Ice Climbers (SSBB)#Chaingrabbing and desynching|here]] for more information.
*{{SSBB|Ice Climbers}}: Can chain throw with their backward, forward, and down throws on everyone except another pair of Ice Climbers. Ice Climbers have multiple infinites through alternating, release, and footstool grabs, usually executed as [[zero-to-death combo]] to the ledge, ending with a spike. A lone ice climber can only chain grab fast fallers with down throw at low percentages. Note that if both Ice Climbers are present, they are immune to chain grabs, due to one climber being able to interrupt the opponent while the other is grabbed. See [[Ice Climbers (SSBB)#Chaingrabbing and desynching|here]] for more information.
*{{SSBB|King Dedede}}: Can chain grab with his down throw by chasing the sliding opponent and re-grabbing them before they can act, against any character with a weight of 87 or heavier. He does not need a wall to infinitely grab some characters, such as {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|Samus}}, and {{SSBB|Donkey Kong}}, though all these characters besides DK require the down throw to be fresh enough to deal at least 6% damage for the standing grab to connect.
*{{SSBB|King Dedede}}: Can chain his down throw with dash grab against any character with a weight of 87 or heavier. This is an infinite that does not require a wall on {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|Samus}}, and {{SSBB|Donkey Kong}}.  
*{{SSBB|Marth}}: Can chain grab {{SSBB|Fox}} and {{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 to 4 times, then set up a sweet-spotted forward smash for 41%-45% damage. He can also infinitely [[grab release]] on Ness and Lucas. If Ness and Lucas were air released, he could follow up by using forward and up aerials. 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 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).  
*{{SSBB|Marth}}: Can chain grab {{SSBB|Fox}} and {{SSBB|Falco}} with his forward throw twice (this is a true setup into tipper DAir). At slightly higher percents, he can chain grab them with his forward throw as a setup into forward smash. His grab release also chains into itself on most characters, infinitely on Ness and Lucas.
[[File:Pika dthrow cg brawl.gif|thumb|200px|Pikachu takes advantage of Fox's very high [[falling speed]] acceleration attribute by chain grabbing him with its down throw in ''Brawl''.]]
dthrow cg brawl.gif|thumb|200px|Pikachu takes advantage of Fox's very high [[falling speed]] acceleration attribute by chain grabbing him with its down throw in ''Brawl''.]]
*{{SSBB|Pikachu}}: Can chain grab most characters by using dash grabs out of its forward throw, up to mid-percentages or until it runs out of space on the stage. It can additionally chain grab with its down throw by just repeated buffered standing grabs, with it not working as well as the forward throw on more floaty characters while being especially severe on characters with fast falling-acceleration. In particular, it works on the [[space animal]]s and {{SSBB|Captain Falcon}} until damages as high as 115% if it gets staled enough, which can then lead to an unavoidable up smash followup that can then lead to a [[Thunder]] KO, resulting in potentially a zero-death. Pikachu can also alternate between the two throws with a pummel to control [[Stale-Move Negation]], though generally, a Pikachu player would try to extend the length of the down throw chain throw by keeping it as stable as possible. Pikachu can also chain grab Wario on a ledge until 120%.
*{{SSBB|Pikachu}}: Can chain its forward throw using dash grab against most characters up to mid-percents. It can also chain its down throw against fast fallers using buffered standing grabs to quite high percents due to the move staling as it is used repeatedly.
*{{SSBB|Snake}}: Can chain grab everyone at any percent with a down throw by predicting what action the opponent takes in their getup, made easier when close to the edge or on small platforms like on Battlefield due to limiting the ability to roll away from Snake, potentially allowing him to tech-chase on reaction. He can also infinitely grab release on Ness and Lucas as well. Because his Grenades appear in frame 1, this prevents some chain grabs like Pikachu's down throw.
*{{SSBB|Toon Link}}: Can chain grab like Link with his down throw to around 25%-30%. His forward throw can chain grab characters as well.
*{{SSBB|Wario}}: Can chain grab up to higher percentages with his down throw and buffering a turn-around and grab 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 (0-145%; can jump out at 100-110%, though it requires considerable reaction) and Bowser (0-180%, can even hit with his [[Wario Waft]] out of the attack and forward smash). At other percents or characters, it works as a tech-chasing move.


===''Super Smash Bros. 4''===
===''Super Smash Bros. 4''===
17

edits