Jump-canceled grab: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 2: Line 2:


Jump-Canceled grabs have slightly larger [[hitbox]]es than standard (though still smaller than actual dash-) grabs, and are primarily used in [[chain-grab]]s with throws of forward trajectory (such as [[Captain Falcon (SSBM)|Captain Falcon]]'s [[down throw]]) or involving enemy [[DI]] (such as [[Mr. Game and Watch|Mr. Game & Watch]]'s [[up throw]] chain grab.
Jump-Canceled grabs have slightly larger [[hitbox]]es than standard (though still smaller than actual dash-) grabs, and are primarily used in [[chain-grab]]s with throws of forward trajectory (such as [[Captain Falcon (SSBM)|Captain Falcon]]'s [[down throw]]) or involving enemy [[DI]] (such as [[Mr. Game and Watch|Mr. Game & Watch]]'s [[up throw]] chain grab.
JC'd grabbing does not work in the original [[SSB]].


[[Category:Moves]]
[[Category:Moves]]

Revision as of 15:00, March 14, 2007

A Jump-canceled grab (abbreviated "JC'd grab") can be performed by jump-canceling a run or dash with a grab, by pressing Z or L/R and A while still in the jumping animation. The character performs the standing grab animation while sliding forward slightly (depending on traction). For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs.

Jump-Canceled grabs have slightly larger hitboxes than standard (though still smaller than actual dash-) grabs, and are primarily used in chain-grabs with throws of forward trajectory (such as Captain Falcon's down throw) or involving enemy DI (such as Mr. Game & Watch's up throw chain grab.

JC'd grabbing does not work in the original SSB.