Jump-canceled grab: Difference between revisions

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[[File:Jump-canceled Grab Mario Melee.gif|thumb|right|250px|{{SSBM|Mario}} performing a jump-canceled grab.]]
[[File:Jump-canceled Grab Mario Melee.gif|thumb|250px|{{SSBM|Mario}} performing a jump-canceled grab.]]


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 in ''[[Super Smash Bros. Melee]]'' where a character [[interrupt]]s a [[dash]] or run with a [[jump]], which itself is then [[jump-cancel]]ed with a [[grab]] during the [[jumpsquat]] animation. This results in the character using their standing grab while maintaining some momentum from their dash, 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 (such as {{SSBM|Captain Falcon}}'s [[down throw]]) or involving enemy [[DI]] (such as {{SSBM|Mr. Game & Watch}}'s [[up throw]]).
Jump-canceled grabs are used for two main reasons. Firstly, essentially all characters' [[dash grab]]s are much slower and laggier in comparison to their standing grabs; 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 it easier to keep opponents in [[chaingrab]]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]]).
 
This technique is not possible in other games, as grabs cannot be used out of a jumpsquat in them. However, dash grabs in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' are generally faster and more reliable than in ''Melee'', while the original ''[[Super Smash Bros.]]'' allows characters to use their regular grab directly out of a dash or run, due to the lack of dash grabs in said game.


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[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Advanced Techniques]]
[[Category:Advanced techniques]]