Grab: Difference between revisions

393 bytes added ,  2 years ago
Line 186: Line 186:


===Hitboxes that can grab===
===Hitboxes that can grab===
In ''Ultimate'', a minority of special moves utilize hitboxes that grab opponents when they hit (sometimes called '''hit grab''', also from the similar concept in traditional fighting games). Functionally, these moves have all the properties of hitboxes (damage, angle, effect, etc.), but instead of dealing knockback when they connect with an opponent, they place the opponent in a grabbed state. Practically, the most important difference from a regular grab is that they can be [[shield]]ed. Additionally, should the hitbox have non-zero knockback, it deals knockback if it connects with an opponent that cannot be grabbed. If the moves' hitboxes are scripted as [[projectile]]s, they can also can be [[reflect]]ed, but instead of changing the trajectory of the move, they act as if a regular projectile collided with a shield, leaving both players unharmed.
In ''Ultimate'', a minority of special moves utilize hitboxes that grab opponents when they hit (sometimes called '''hit grab''', also from the similar concept in traditional fighting games). Functionally, these moves have all the properties of hitboxes (damage, angle, effect, etc.), but instead of dealing knockback when they connect with an opponent, they place the opponent in a grabbed state. Practically, the most important difference from a regular grab is that they can be [[shield]]ed. Additionally, should the hitbox have non-zero knockback, it deals knockback if it connects with an opponent that cannot be grabbed. Like regular grabs, hit grabs ignore all forms of [[armor]], though they may still activate certain effects of the armor, such as with [[Rebel's Guard]]. They do not work against [[counter]]s, with certain moves simply ignoring the opponent, while others triggering the counter attack. If the moves' hitboxes are scripted as [[projectile]]s, they can also can be [[reflect]]ed, but instead of changing the trajectory of the move, they act as if a regular projectile collided with a shield, leaving both players unharmed. Interestingly, the projectile based hit grabs will not trigger counters, though this may be coincidental.  


Hit grabs cannot be escaped, nor influenced by button mashing.
Hit grabs cannot be escaped, nor influenced by button mashing.
Anonymous user