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:''For the tournament, see [[Tournament:Chain Grab]]'' | :''For the tournament, see [[Tournament:Chain Grab]]'' | ||
[[File:SSBB King Dedede Chaingrab Infinite.gif|thumb|200px|King Dedede's infinite chain grab on Donkey Kong in ''Brawl'']] | [[File:SSBB King Dedede Chaingrab Infinite.gif|thumb|200px|King Dedede's infinite chain grab on Donkey Kong in ''Brawl'']] | ||
A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to a repeated 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]] or act out of [[hitstun]]. {{SSBM|Sheik}} in ''Melee'' and the {{SSBB|Ice Climbers}} in ''Brawl'' are examples of characters who rely heavily on chain grabs. Most chain grabs become escapable at mid percents as the throw’s knockback increases, but some chain grabs (such as {{SSBB|King Dedede}}’s {{Mvsub|King Dedede|SSBB|down throw}} on several characters) can be performed infinitely, often due to having [[set knockback]]. Due to the changes to [[hitstun]] and the more severe [[stale-move negation]] in ''Brawl,'' chain grabbing is one of the most common forms of building damage at low percents, and is often the only reliable true combo for many characters. Generally, [[fastfaller]]s, [[weight|heavyweights]], and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters. | A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to a repeated series of [[grab]]s and [[throw]]s that the victim cannot escape. The term was coined by {{Sm|Matt Deezie}}, and refers to how multiple grabs can be chained together. 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]] or act out of [[hitstun]]. {{SSBM|Sheik}} in ''Melee'' and the {{SSBB|Ice Climbers}} in ''Brawl'' are examples of characters who rely heavily on chain grabs. Most chain grabs become escapable at mid percents as the throw’s knockback increases, but some chain grabs (such as {{SSBB|King Dedede}}’s {{Mvsub|King Dedede|SSBB|down throw}} on several characters) can be performed infinitely, often due to having [[set knockback]]. Due to the changes to [[hitstun]] and the more severe [[stale-move negation]] in ''Brawl,'' chain grabbing is one of the most common forms of building damage at low percents, and is often the only reliable true combo for many characters. Generally, [[fastfaller]]s, [[weight|heavyweights]], and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters. | ||
In ''Melee'' and ''Brawl'', the Ice Climbers have a unique form of chain grabbing known as handoffs, performed by throwing the opponent with one climber, and immediately regrabbing them with the other climber using [[desyncing]]. In ''Brawl'', this technique can be performed infinitely and is used to [[zero-to-death]] opponents in competitive play. | In ''Melee'' and ''Brawl'', the Ice Climbers have a unique form of chain grabbing known as handoffs, performed by throwing the opponent with one climber, and immediately regrabbing them with the other climber using [[desyncing]]. In ''Brawl'', this technique can be performed infinitely and is used to [[zero-to-death]] opponents in competitive play. |
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