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(Addressed clean-up suggestions. See talk page.) |
(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.) |
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{{ArticleIcons|ssb=y|ssbm=y|ssbb=y|unofficial=y}} | {{ArticleIcons|ssb=y|ssbm=y|ssbb=y|unofficial=y}} | ||
{{redirect|CG|the {{SSBB|Mario}} technique abbreviated as "CG"|Cape glide}} | {{redirect|CG|the {{SSBB|Mario}} technique abbreviated as "CG"|Cape glide}} | ||
A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to 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]]. | A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to 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 do chain grabs has been carried over into ''Ultimate''. | ||
[[File:SSBB King Dedede Chaingrab Infinite.gif|thumb|200px|King Dedede's infinite chain grab on Donkey Kong]] | [[File:SSBB King Dedede Chaingrab Infinite.gif|thumb|200px|King Dedede's infinite chain grab on Donkey Kong]] | ||
==Controversy== | ==Controversy== | ||
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*{{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|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. | ||
*{{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) | [[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|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. 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|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 | *{{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|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 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). | ||
[[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''.]] | |||
*{{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 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|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|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|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. | *{{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''=== |
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