Team wobble: Difference between revisions

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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.
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