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Team wobble: Difference between revisions

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m (→‎In Super Smash Bros.: i've seen ness do this too)
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[[File:Team Wobble on Falco Melee.gif|thumb|right|200px|{{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}} team wobbling {{SSBM|Falco}} in ''Melee''.]]
[[File:Team Wobble on Falco Melee.gif|thumb|right|200px|{{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}} team wobbling {{SSBM|Falco}} in ''Melee''.]]
A '''team wobble''' is when two players on a team continuously grab a single opponent just as they escape from the other's grab (or throw). Two players stand on each side of their target, with one [[grab]]bing and [[pummel]]ling, the other waiting to catch the opponent when they manage to escape; they then trade duties and repeat. As long as both players grab correctly, this is a team [[infinite]]. Although all characters can perform this, those with fast and long grabs (such as Marth or Olimar) are better at team wobbles than those with slow or short grabs (such as Bowser or Pikachu).
A '''team wobble''' is when two players on a team continuously grab a single opponent just as they escape from the other's grab (or throw). Two players stand on each side of their target, with one [[grab]]bing and [[pummel]]ling, the other waiting to catch the opponent when they manage to escape; they then trade duties and repeat. The team wobble can also be performed with [[throw]]s delivering low knockback; performing it with throws makes it impossible to escape out of using an air release and does not require prediction of the opponent's escape like the grab release version does. As long as both players grab correctly, this is a team [[infinite]]. Although all characters can perform this, those with fast and long grabs (such as Marth or Olimar) are better at team wobbles than those with slow or short grabs (such as Bowser or Pikachu).


Although difficult, it is possible to escape or at least disrupt a team wobble by forcing an air release via timely jump inputs. This technique can be performed with two players on a team, or two opposing players working together (although they must be sure not to get hit by each others' pummels). Because of [[stale-move negation]], this strategy takes a large amount of time to build up notable damage, so is mostly use for stalling the game, or annoying the target player.
Although difficult, it is possible to escape or at least disrupt a team wobble by forcing an air release via timely jump inputs. This technique can be performed with two players on a team, or two opposing players working together (although they must be sure not to get hit by each others' pummels). Because of [[stale-move negation]], this strategy takes a large amount of time to build up notable damage, so is mostly use for stalling the game, or annoying the target player.

Revision as of 19:16, November 1, 2013

I just made the video into a gif.
Captain Falcon and Ganondorf team wobbling Falco in Melee.

A team wobble is when two players on a team continuously grab a single opponent just as they escape from the other's grab (or throw). Two players stand on each side of their target, with one grabbing and pummelling, the other waiting to catch the opponent when they manage to escape; they then trade duties and repeat. The team wobble can also be performed with throws delivering low knockback; performing it with throws makes it impossible to escape out of using an air release and does not require prediction of the opponent's escape like the grab release version does. As long as both players grab correctly, this is a team infinite. Although all characters can perform this, those with fast and long grabs (such as Marth or Olimar) are better at team wobbles than those with slow or short grabs (such as Bowser or Pikachu).

Although difficult, it is possible to escape or at least disrupt a team wobble by forcing an air release via timely jump inputs. This technique can be performed with two players on a team, or two opposing players working together (although they must be sure not to get hit by each others' pummels). Because of stale-move negation, this strategy takes a large amount of time to build up notable damage, so is mostly use for stalling the game, or annoying the target player.

Team wobbling examples

In Super Smash Bros.

It is difficult to team wobble in Super Smash Bros., as pummels do not exist and grabs cannot be escaped without a throw. However, Donkey Kong is able to cargo release into another DK grabbing, and with correct timing, certain characters can regrab repeatedly by using a forward throw in place of a grab release, including Captain Falcon and Ness.

In Super Smash Bros. Melee

This technique is usually used at the end of doubles matches. Characters with quick grabs and pummels such as Fox, Ganondorf, and Marth are usually seen doing this. The beginning of the Wombo Combo, for example, involves Captain Falcon and Fox grab releasing another Fox.

In Super Smash Bros. Brawl

Team wobbling is much more common in Brawl as it is possible to grab release characters easily. However, the throwers must be careful to not unnecessarily tap and risk a trip. It is also possible to use King Dedede's chain grab to down throw into one another.

External links

See Also