Chain grab: Difference between revisions

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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.
(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]]
[[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''.]]
 
[[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.]]


==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), or his down aerial, setting up an early edge-guarding situation, and easily KOing {{SSBB|Wolf}} due to his 60 frame meteor canceling delay and the ease of edge-hogging his recovery. Most characters can be grabbed with both dash grab and standing grab, but the floaty characters need good timing and only the walking chain grab works. After the chain grab percent, it works as a [[Tech-chasing]] move. His forward throw also can chain grab, like {{SSBB|Fox}} and Wolf, at low 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.]]
*{{SSBB|Fox}}: Can chain grab with using his [[forward throw]] on most characters by buffering a dash grab at very low 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).
*{{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 (Marth's weight) or heavier, with lighter and lower [[traction]] characters requiring more precise timing due to sliding farther (which in turn can limit the amount of grabs possible). Characters with a weight below 87 are knocked down instead for a tech-chase opportunity, where Dedede can grab if he reads his opponent right. He can 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 {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|Samus}}, and {{SSBB|Donkey Kong}}, and can infinitely chain grab {{SSBB|Wolf}} and another {{SSBB|King Dedede}} over the edge of a platform or  a slope, 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. Also, by buffering a pivot grab out of the throw, Dedede can infinite the prior two without being over  an edge/slope in addition to {{SSBB|Snake}}, {{SSBB|Bowser}}, {{SSBB|Ganondorf}}, {{SSBB|Charizard}}, and {{SSBB|Ivysaur}}, though the extreme technical demands of buffering a pivot grab repeatedly led to this infinite never seeing real usage in competitive play. The down throw has [[set knockback]], so the chain throw can be performed at any percent on characters in which it is effective to use.  How long it can be performed for depends on the amount of space in front of Dedede remaining on the platform he is grabbing on. Dedede can decrease the distance needed for each grab by performing a walking grab on DK and Bowser while doing a precisely-timed running shield grab instead of a dash grab against other characters. When there is no more space to continue the chain grab, Dedede players typically finish with a forward throw for decent additional damage and to set up an edge-guarding opportunity. They may opt for a back throw for greater guaranteed damage, another down throw to put the opponent into a potentially more vulnerable recovery position, or a guaranteed down tilt followup from a down throw on the characters it works on for a stronger release. Overall the damage output of the chain throw varies significantly, but it'll generally get at least 20% damage each time.
*{{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|Kirby}}: Can chain grab fast fallers with his down throw at low percentages. Can land a up-tilt between throws to add extra damage and finish with the f-throw to u-air to b-air combo. His forward throw can chain grab at low percentages too.
*{{SSBB|Link}}: Can chain grab characters (most notably fast fallers) with his down throw at low percentages. Also, his forward throw can be used to chain grab to around 20%, depending on the character.
*{{SSBB|Lucario}}: Can chain grab fast fallers with his up throw at low percentages.  Moreover, [[Force Palm]] can chain at low percentages, though DI can be used to escape it, and characters can break out of Force Palm with fast enough mashing.
*{{SSBB|Mario}} and {{SSBB|Luigi}}: Can both chain grab with their forward throw across neutral stages, but only works at lower percentages.
*{{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).  
*{{SSBB|Peach}}: Can dash grab Ness and Lucas across the stage. She can also chain grab with down throws, turning around to grab the opponent against about half of the cast. She can set up back aerial (almost every character and it must be buffered), up tilt, forward tilt or a pair string combo(must be buffered with a dash). She can also chain grab heavies with her forward throw at low percentages provided that one buffers a dash grab. She can infinitely chain grab air release Wario as well, by using a footstool jump on him upon release, followed by a float without using a midair jump, then a fast fall down aerial without the fourth kick landing, and ending with a 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|Sheik}}: Can air release most characters. With correct timing, she can follow up with [[Needle Storm]], forward, up tilts or another dash grab at a low percentage. At high percentage, she can follow with up smash (with jump canceled up smash or DACUS), forward and neutral aerials for a KO or another dash grab. She can also ground release Ness and Lucas and then dash grab. If Ness and Lucas were air released, she can follow up by using forward and neutral aerials or up smash (by using jump canceled up smash or DACUS) at a high percentage. 
*{{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.
*{{SSBB|Wolf}}: Can chain grab at lower percentages by buffering a dash grab with a forward throw. Certain characters can be grabbed more, like {{SSBB|Falco}}.
*{{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.
*{{SSBB|Zero Suit Samus}}: Can chain grab most characters with her forward throw. She can grab release infinite {{SSBB|Wario}} and {{SSBB|Squirtle}}, though it doesn't work at low percents because it makes them do a ground break.


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