Grab: Difference between revisions

84 bytes added ,  2 years ago
m (→‎Hitboxes that can grab: Reflectability isn't necessarily a projectile trait.)
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===Grab time===
===Grab time===
From ''Melee'' onward, grabs hold the opponent for a variable amount of time, increasing proportionally to their damage percentage at the time of the grab (so it is not affected by pummeling or external damage), and decreasing with button mashing from the opponent. In ''Melee'', the formula for grab frames is <code>76 + 1.6p – h</code> rounded down, where '''p''' is the victim's percent at the time of the grab, and '''h''' is a handicap equal to 15 if the victim has less stocks or points than the user (depending on battle mode). As a result, players that are currently losing will be grabbed for slightly less time, and the minimum possible grab time without button mashing can be either 76 or 61 frames<ref>https://twitter.com/FictionIRL/status/1070172396085112832</ref>. From ''Brawl'' onward, the formula is changed to <code>90 + 1.7p</code> rounded down, removing match placing from the equation and increasing grab time overall.
From ''Melee'' onward, grabs hold the opponent for a variable amount of time, increasing proportionally to their damage percentage at the time of the grab (so it is not affected by pummeling or external damage), and decreasing with button mashing from the opponent. In ''Melee'', the formula for grab frames is <code>76 + 1.6p – 15h</code> rounded down, where '''p''' is the victim's percent at the time of the grab, and '''h''' is a handicap equal to the victim's current rank disadvantage over the grabber (for example, if the victim is placing 4th and the grabber is placing 1st, it is equal to 3). As a result, players that are currently losing will be grabbed for less time, and the minimum possible grab time without button mashing can be 76, 61, 46, or 31 frames depending on their rank disadvantage.<ref>https://www.youtube.com/watch?v=TROwZ4wZCdE</ref>. From ''Brawl'' onward, the formula is changed to <code>90 + 1.7p</code> rounded down, removing match placing from the equation and increasing grab time overall.


Button mashing reduces grab time by 6 frames per input in ''Melee'', and 8 frames per input from ''Brawl'' onward (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs). However, the grab time from ''Brawl'' onward cannot be lower than 19 frames, allowing certain characters to always pummel the opponent at least once and throw them before they can escape. In ''Ultimate'', grabbed characters flash yellow when they are close to escaping (180 frames left or less, equal to 3 seconds).
Button mashing reduces grab time by 6 frames per input in ''Melee'', and 8 frames per input from ''Brawl'' onward (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs). However, the grab time from ''Brawl'' onward cannot be lower than 19 frames, allowing certain characters to always pummel the opponent at least once and throw them before they can escape. In ''Ultimate'', grabbed characters flash yellow when they are close to escaping (180 frames left or less, equal to 3 seconds).