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A '''jump-canceled grab''' (or '''JC'd grab''') is a technique where a character [[interrupt]]s a [[dash]] or run with a [[jump]], which itself is then [[jump-cancel]]ed with a [[grab]] during the pre-jump squat. This results in the character using their standing grab while maintaining some of their running momentum, the amount of which is based on their current speed and [[traction]]. | A '''jump-canceled grab''' (or '''JC'd grab''') is a technique where a character [[interrupt]]s a [[dash]] or run with a [[jump]], which itself is then [[jump-cancel]]ed with a [[grab]] during the pre-jump squat. This results in the character using their standing grab while maintaining some of their running momentum, the amount of which is based on their current speed and [[traction]]. | ||
Jump-canceled grabs are useful for two main reasons. Firstly, essentially all characters' grabs are much slower and laggier when running as opposed to standing; being able to use a standing grab while still keeping some forward movement therefore results in a much faster and safer grab. Secondly, the forward movement effectively increases the range of the grab compared to a stationary grab, making them easier to keep opponents in [[chain-grab]]s with throws of forward trajectory | Jump-canceled grabs are useful for two main reasons. Firstly, essentially all characters' grabs are much slower and laggier when running as opposed to standing; being able to use a standing grab while still keeping some forward movement therefore results in a much faster and safer grab. Secondly, the forward movement effectively increases the range of the grab compared to a stationary grab, making them easier to keep opponents in [[chain-grab]]s with throws of forward trajectory (such as {{SSBM|Captain Falcon}}'s [[down throw]]) or involving enemy [[DI]] (such as {{SSBM|Mr. Game & Watch}}'s [[up throw]]). | ||
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[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Advanced Techniques]] | [[Category:Advanced Techniques]] |