Grab: Difference between revisions

284 bytes added ,  5 years ago
(Special moves DO also incur the grab invulnerability. Trying to grab someone with Inhale or Monkey Flip immediately again after releasing them from the moves doesn't work.)
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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]].
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]].


In ''Ultimate'', if two players 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 behaves nearly identical to "throw teching" from other fighting games. Previously, who gets the grab was determined by [[port priority]].
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, a grabbed character cannot be grabbed by another one before being thrown or released. When grabbing with the [[Ice Climbers]], only one of them can grab the opponent, though they can grab two respective foes at once. In ''Melee'', when the trailing Ice Climber grabs an opponent, he or she will be [[CPU]]-controlled. In ''Brawl'', the partner is instead controlled by the player, allowing them to throw the enemy freely and instantly grab them with the other Ice Climber afterwards, which allows [[zero-to-death combo]]s.
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.


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


==Variations==
==Variations==
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