Grab: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
:''This article is for the attack move grab. For the Smasher, see [[Smasher:Grab]].''
[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in ''SSB''.]]
[[File:Mario Donkey Grab.png|thumb|{{SSB|Mario}} grabbing {{SSB|Donkey Kong}} in ''SSB''.]]
[[File:Mario Diddy Grab Brawl.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in ''Brawl''.]]
[[File:Mario Diddy Grab Brawl.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in ''Brawl''.]]
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*the [[R button]] on the [[N64 controller]]
*the [[R button]] on the [[N64 controller]]
*the [[Z button]] on the [[GameCube controller]]
*the [[Z button]] on the [[GameCube controller]]
*a horizontal [[D-Pad]] input with the [[Wii Remote]] and [[Nunchuk]]
*a horizontal [[d-pad]] input with the [[Wii Remote]] and [[Nunchuk]]
*the [[Minus button]] on a standalone Wii Remote
*the [[minus button]] on a standalone Wii Remote
*the [[ZL button|ZL]] or [[ZR button]] on the [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
*the [[ZL button|ZL]] or [[ZR button]] on the [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
*the [[L button]] on the [[Nintendo 3DS]], or, on New 3DS models only, the [[ZR button]]
*the [[L button]] on the [[Nintendo 3DS]], or, on New 3DS models only, the [[ZR button]]
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Depending on the game, there are different variations of each character's grab:
Depending on the game, there are different variations of each character's grab:
*'''Standing grab''' (known as '''Catch''' internally), which is the default type used when standing still or [[walk]]ing. They have the fastest [[startup]] and the lowest [[ending lag]], but the shortest [[range]]. In the original ''Super Smash Bros.'', they are the only type of grab, so they can be used even while [[dash]]ing.
*'''Standing grab''' (known as '''Catch''' internally), which is the default type used when standing still or [[walk]]ing. They have the fastest [[startup]] and the lowest [[ending lag]], but they usually have the shortest [[range]]. In the original ''Super Smash Bros.'', they are the only type of grab, so they can be used even while [[dash]]ing.
*'''Dash grab''' (known as '''CatchDash''' internally), introduced in ''[[Super Smash Bros. Melee]]'', which is used by grabbing while dashing. They carry momentum from the dash to give the grab longer range, but generally have slightly more startup and are heavier on ending lag, making them easier to [[punish]] than other grab types if they miss.
*'''Dash grab''' (known as '''CatchDash''' internally), introduced in ''[[Super Smash Bros. Melee]]'', which is used by grabbing while dashing. Fighters move forward during the grab to give it longer range, but generally they have slightly more startup and are heavier on ending lag, making them easier to [[punish]] than other grab types if they miss.
*'''Pivot grab''' (known as '''CatchTurn''' internally), introduced in ''[[Super Smash Bros. Brawl]]'', which is used by grabbing immediately after a [[pivot]]. This results in the character turning around and performing a grab with even longer range than the other grab types, allowing it to be used as an [[approach]] mixup. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.
*'''Pivot grab''' (known as '''CatchTurn''' internally), introduced in ''[[Super Smash Bros. Brawl]]'', which is used by grabbing immediately after a [[pivot]]. This results in the character turning around and performing a grab with even longer range than the other grab types, allowing it to be used as an [[approach]] mixup. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.


Grabs cannot be [[shield]]ed, and are thus an easy way to open up a hole in an opponent's defense. Upon a successful grab, the opponent is immobilized for a certain period, and the the grabbing character has access to five possible attacks: a [[pummel]] by pressing an attack or grab button (except in ''Smash 64''), which racks up [[damage]] while keeping the opponent grabbed, or any of four [[throw]]s ([[forward throw|forward]], [[back throw|back]], [[up throw|up]], or [[down throw|down]]; only forward and back in ''Smash 64'') by tilting the [[control stick]] in the respective direction, which [[Knockback|launches]] the opponent and ends the grab. Characters can only be grabbed for a certain period of time, after which they break free in a phenomenon known as a [[grab release]], so the idea is that the grabber can throw them before this happens. This grab period is extended as the victim's [[damage]] percentage increases, but can be decreased by [[button mashing]] from their part.
Grabs cannot be [[shield]]ed, and are thus an easy way to open up a hole in an opponent's defense. Upon a successful grab, the opponent is immobilized for a certain period, and the grabbing character has access to five possible attacks: a [[pummel]] by pressing an attack or grab button (except in ''Smash 64''), which racks up [[damage]] while keeping the opponent grabbed, or any of four [[throw]]s ([[forward throw|forward]], [[back throw|back]], [[up throw|up]], or [[down throw|down]]; only forward and back in ''Smash 64'') by tilting the [[control stick]] in the respective direction, which [[Knockback|launches]] the opponent and ends the grab. Characters can only be grabbed for a certain period of time, after which they break free in a phenomenon known as a [[grab release]], so the idea is that the grabber can throw them before this happens. This grab period is extended as the victim's [[damage]] percentage increases, but can be decreased by [[button mashing]] from their part.


Several [[special moves]] are similarly able to grab and then throw opponents, which are similarly unblockable and put opponents in a unique state compared to normal grabs. These types of attacks are often referred to as '''command grabs'''.
Several [[special moves]] are similarly able to grab and then throw opponents, which are similarly unblockable and put opponents in a unique state compared to normal grabs. These types of attacks are often referred to as '''command grabs'''.
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An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a opponent's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] of characters as a triangle where grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[armor]] and most [[counterattack]]s, though they do not work against foes [[Floor recovery|knocked down]] on the floor (with the only exception being in the original ''[[Super Smash Bros.]]'').
An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a opponent's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] of characters as a triangle where grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[armor]] and most [[counterattack]]s, though they do not work against foes [[Floor recovery|knocked down]] on the floor (with the only exception being in the original ''[[Super Smash Bros.]]'').


In ''Smash 64'', grabs are notoriously fast, with more powerful throws than in other games. However, pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Instead, pressing the A button or holding a grabbed opponent for more than one second automatically triggers a forward throw. Since ''[[Melee]]'', the speed and power of most characters' grabs and throws have been toned down, and the other grab mechanics introduced have since been widely understood as the series' standard. ''Ultimate'' further nerfed grabs by giving them more ending lag, and making their [[hitbox|grabbox]] sizes only half as large against aerial opponents, increasing their risk of use.
In ''Smash 64'', grabs are notoriously fast, with more powerful throws than in other games. However, pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Instead, pressing the A button or holding a grabbed opponent for more than one second automatically triggers a forward throw. Since ''[[Melee]]'', the speed and power of most characters' grabs and throws have been toned down, and the other grab mechanics introduced have since been widely understood as the series' standard. ''Ultimate'' further nerfed grabs by giving them more ending lag, and halving [[hitbox|grabbox]] sizes against airborne opponents, increasing their risk of use.


===Limits on grabbing===
===Limits on grabbing===
[[File:GW Ungrabbable SSBU.jpg|thumb|right|300px|An example of a grab failing to connect despite appearing as though it should connect, due to Mr. Game & Watch's arms and hands being ungrabbable]]
[[File:GW Ungrabbable SSBU.jpg|thumb|300px|An example of a grab failing to connect despite appearing as though it should connect, due to Mr. Game & Watch's arms and hands being ungrabbable]]
In all games, most characters cannot be grabbed by less central parts of their bodies, such as lower arms, legs, or tails, which can lead to some unusual results against characters with extreme proportions. This varies depending on character; for instance, in ''Melee'', all of Kirby's hurtboxes can be grabbed, but only Jigglypuff's body is grabbable, while its hands, feet and hair curl are not<ref>https://twitter.com/UnclePunch_/status/1166922159542980608</ref>. From ''Brawl'' onward, ungrabbable limbs tend to be only arms, with a few exceptions. Furthermore, from ''Brawl'' onward, characters cannot grab opponents behind them, even if the grab [[hitbox]]es connect with a grabbable part of their body that extends in front of them; this is unlike in ''Melee'', where not only this is possible, but certain dash grabs have some grabboxes intentionally placed behind the user.
In all games, most characters cannot be grabbed by less central parts of their bodies, such as lower arms, legs, or tails, which can lead to some unusual results against characters with extreme proportions. This varies depending on character; for example, in ''Melee'', all of Kirby's hurtboxes can be grabbed, but only Jigglypuff's body is grabbable, while its hands, feet, and hair curl are not.<ref>https://twitter.com/UnclePunch_/status/1166922159542980608</ref> From ''Brawl'' onward, ungrabbable limbs tend to be only arms, with a few exceptions. Furthermore, from ''Brawl'' onward, characters cannot grab opponents behind them, even if the grab [[hitbox]]es connect with a grabbable part of their body that extends in front of them; this is unlike in ''Melee'', where not only this is possible, but certain dash grabs have some grabboxes intentionally placed behind the user.


A particular character can grab only one opponent at once, and similarly, neither the user nor the victim can be grabbed by another character before the grab ends. Prior to ''Ultimate'', the [[Ice Climbers]] are able to grab two opponents at once, with each climber grabbing one opponent. In ''Melee'', Nana becomes [[CPU]]-controlled when grabbing an opponent, whereas in ''Brawl'', she can be controlled by the player during the grab, enabling [[zero-to-death combo]]s as each Ice Climber regrabs the opponent immediately after the partner's throw. In ''Ultimate'', Nana cannot grab at all, nor act while Popo is grabbing and throwing an opponent.
A particular character can grab only one opponent at once, and similarly, neither the user nor the victim can be grabbed by another character before the grab ends. Prior to ''Ultimate'', the [[Ice Climbers]] are able to grab two opponents at once, with each climber grabbing one opponent. In ''Melee'', Nana becomes [[CPU]]-controlled when grabbing an opponent, whereas in ''Brawl'', she can be controlled by the player during the grab, enabling [[zero-to-death combo]]s as each Ice Climber regrabs the opponent immediately after the partner's throw. In ''Ultimate'', Nana cannot grab at all, nor act while Popo is grabbing and throwing an opponent.


Characters cannot use their grabs while holding an [[item]]; attempting to input one will cause them to drop or [[item throw|throw the item]] first. In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', characters gain invulnerability to grabs for around one second after being released from them (70 and 60 [[frame]]s, respectively), preventing chaingrabs and [[team wobble]]s. In ''Ultimate'', this is indicated by the released character flashing yellow whilst the grab invulnerability is active.
Characters cannot use their grabs while holding an [[item]]; attempting to input one will cause them to drop or [[item throw|throw the item]] first. In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]'', characters gain invulnerability to grabs for around one second after being released from them (70 and 60 [[frame]]s, respectively), preventing chaingrabs and [[team wobble]]s. In ''Ultimate'', this is indicated by the released character flashing yellow while the grab invulnerability is active.


While non-playable characters such as [[Metal Mario]] (in ''Smash 64'') and [[Fighting Wire Frames]] can be grabbed, [[boss]]es such as [[Master Hand]] and [[Giga Bowser]] cannot. Most enemies in ''Brawl''{{'}}s [[Subspace Emissary]] and {{for3ds}}'s [[Smash Run]] (including the enemies inside [[Master Fortress]] in {{forwiiu}}) can be grabbed, usually those with a comparable size to the playable characters. However, in ''Brawl'', they cannot be held, grab released, or pummeled, instead causing the character to immediately throw them in the direction the control stick is held when the grab connects (forward throw by default). In ''Ultimate'', most but not all [[Assist Trophies]] can be grabbed. In ''Melee'', grabbing enemies in [[Adventure Mode]] instead allows characters to carry them like heavy items.
While non-playable characters such as [[Metal Mario]] (in ''Smash 64'') and [[Fighting Wire Frames]] can be grabbed, [[boss]]es such as [[Master Hand]] and [[Giga Bowser]] cannot. Most enemies in ''Brawl''{{'}}s [[Subspace Emissary]] and {{for3ds}}'s [[Smash Run]] (including the enemies inside [[Master Fortress]] in {{forwiiu}}) can be grabbed, usually those with a comparable size to the playable characters. However, in ''Brawl'', they cannot be held, grab released, or pummeled, instead causing the character to immediately throw them in the direction the control stick is held when the grab connects (forward throw by default). In ''Ultimate'', most but not all [[Assist Trophies]] can be grabbed. In ''Melee'', grabbing enemies in [[Adventure Mode]] instead allows characters to carry them like heavy items.
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*If the grabbed opponent is hit instead, and not the grabber, they can [[armor]] through the attack and remain in their grab hold animation until they take above a certain amount of damage. Otherwise, they are released from the grab and launched by the attack as usual, while the grabber goes into their grab release animation.
*If the grabbed opponent is hit instead, and not the grabber, they can [[armor]] through the attack and remain in their grab hold animation until they take above a certain amount of damage. Otherwise, they are released from the grab and launched by the attack as usual, while the grabber goes into their grab release animation.
**In ''Smash 64'' and ''Melee'', grabbed opponents take half damage from external attacks, and break free if the attack deals at least 6% with this reduction factored in. Hitting them repeatedly with attacks that deal less damage does not release them, even if their accumulated damage is much greater than the threshold; as a result, continuous weak attacks can be particularly effective for racking up damage on them. Additionally, in ''Melee'', hitting a grabbed opponent puts them in their grab flinch animation for 20 [[frame]]s, during which they cannot escape; exploiting this feature is what enables [[wobbling]].
**In ''Smash 64'' and ''Melee'', grabbed opponents take half damage from external attacks, and break free if the attack deals at least 6% with this reduction factored in. Hitting them repeatedly with attacks that deal less damage does not release them, even if their accumulated damage is much greater than the threshold; as a result, continuous weak attacks can be particularly effective for racking up damage on them. Additionally, in ''Melee'', hitting a grabbed opponent puts them in their grab flinch animation for 20 [[frame]]s, during which they cannot escape; exploiting this feature is what enables [[wobbling]].
**From ''Brawl'' onward, grabbed opponents no longer take half damage from external attacks, and they are released if they take at least 10% damage total, rather than from a singular attack. This causes them to escape much more easily, weakening the effectiveness of attacking an opponent while another character holds them in a grab. They are also no longer put in their grab flinch animation, preventing wobbling or any similar techniques.
**From ''Brawl'' onward, grabbed opponents no longer take half damage from external attacks, and they are released if they take at least 10% damage total, rather than from a single attack. This causes them to escape much more easily, weakening the effectiveness of attacking an opponent while another character holds them in a grab. They are also no longer put in their grab flinch animation, preventing wobbling or any similar techniques.


===Interaction with other hitboxes===
===Interaction with other hitboxes===
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*In ''Smash 64'' and ''Melee'', the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent.
*In ''Smash 64'' and ''Melee'', the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent.
*In ''Brawl'', the grab has priority over the hitbox, but the hitbox still causes damage to the grabber, instead having them [[armor]] through it.
*In ''Brawl'', the grab has priority over the hitbox, but the hitbox still causes damage to the grabber, instead having them [[armor]] through it.
*In ''Smash 4'' and ''Ultimate'', hitboxes outprioritize grabs; in this situation, the grabber receives full damage and knockback from the standard hitbox, while the attacker is [[grab release]]d and takes 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). In ''Ultimate'', however, a few attacks' hitboxes are coded to be outprioritized by grabs, with the grabber taking damage but armoring through the attack like in ''Brawl''. As of the current version of the game, this is only used for {{SSBU|Sonic}}'s [[Homing Attack]], [[Spin Dash]], and [[Spin Charge]], and more notably {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]] (which also causes the grabber to take 0.25× damage from the hitbox).
*In ''Smash 4'' and ''Ultimate'', hitboxes outprioritize grabs; in this situation, the grabber receives full damage and knockback from the standard hitbox, while the attacker is [[grab release]]d and takes 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). In ''Ultimate'', however, a select few attacks' hitboxes are coded to be outprioritized by grabs, with the grabber taking damage but armoring through the attack like in ''Brawl''; this is the case for {{SSBU|Sonic}}'s [[Homing Attack]], [[Spin Dash]], and [[Spin Charge]], and more notably {{SSBU|Banjo & Kazooie}}'s [[Wonderwing]] (which also causes the grabber to take 0.25× damage from the hitbox).


Likewise, if both characters attempt to grab each other at the same time, the situation is resolved differently in each game. In ''Smash 64'', ''Melee'', and ''Brawl'', this is determined by [[port priority]], with the character in the lower port always getting the grab. In ''Smash 4'', port priority is no longer a factor, with either character having an equally [[random]] chance to get the grab instead. ''Ultimate'' resolves both quirks by simply causing both grabs to cancel each other out, akin to a [[clang]]. This property is known as '''grab parrying''' by the in-game [[tip]]s, and results in both characters taking 1% damage and performing their rebound animation (unless they are in the air, where their grab release animation is used instead). The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs.
Likewise, if both characters attempt to grab each other at the same time, the situation is resolved differently in each game. In ''Smash 64'', ''Melee'', and ''Brawl'', this is determined by [[port priority]], with the character in the lower port always getting the grab. In ''Smash 4'', port priority is no longer a factor, with either character having an equally [[random]] chance to get the grab instead. ''Ultimate'' resolves both quirks by simply causing both grabs to cancel each other out, akin to a [[clang]]. This property is known as '''grab parrying''' by the in-game [[tip]]s, and results in both characters taking 1% damage and performing their rebound animation (unless they are in the air, where their grab release animation is used instead). The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs.


===Grab time===
===Grab time===
From ''Melee'' onward, grabs hold the opponent for a variable amount of time, increasing proportionally to their damage percentage at the time of the grab (so it is not affected by pummeling or external damage), and decreasing with button mashing from the opponent. In ''Melee'', the formula for grab frames is <code>76 + 1.6p – h</code> rounded down, where '''p''' is the victim's percent at the time of the grab, and '''h''' is a handicap equal to 15 if the victim has less stocks or points than the user (depending on battle mode). As a result, players that are currently losing will be grabbed for slightly less time, and the minimum possible grab time without button mashing can be either 76 or 61 frames<ref>https://twitter.com/FictionIRL/status/1070172396085112832</ref>. From ''Brawl'' onward, the formula is changed to <code>90 + 1.7p</code> rounded down, removing match placing from the equation and increasing grab time overall.
From ''Melee'' onward, grabs hold the opponent for a variable amount of time, increasing proportionally to their damage percentage at the time of the grab (so it is not affected by pummeling or external damage), and decreasing with button mashing from the opponent. In ''Melee'', the formula for grab frames is <code>76 + 1.6p – 15h</code> rounded down, where '''p''' is the victim's percent at the time of the grab, and '''h''' is a handicap equal to the victim's current rank disadvantage over the grabber (for example, if the victim is placing 4th and the grabber is placing 1st, it is equal to 3). As a result, players that are currently losing will be grabbed for less time, and the minimum possible grab time without button mashing can be 76, 61, 46, or 31 frames depending on their rank disadvantage.<ref>https://www.youtube.com/watch?v=TROwZ4wZCdE</ref> From ''Brawl'' onward, the formula is changed to <code>90 + 1.7p</code> rounded down, removing match placing from the equation and increasing grab time overall.


Button mashing reduces grab time by 6 frames per input in ''Melee'', and 8 frames per input from ''Brawl'' onward (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs). However, the grab time from ''Brawl'' onward cannot be lower than 19 frames, allowing certain characters to always pummel the opponent at least once and throw them before they can escape. In ''Ultimate'', grabbed characters flash yellow when they are close to escaping (180 frames left or less, equal to 3 seconds).
Button mashing reduces grab time by 6 frames per input in ''Melee'', and 8 frames per input from ''Brawl'' onward (14.4 for buttons in ''Smash 4'' and ''Ultimate'', but they cannot be inputted as quickly as stick inputs). However, the grab time from ''Brawl'' onward cannot be lower than 19 frames, allowing certain characters to always pummel the opponent at least once and throw them before they can escape. In ''Ultimate'', grabbed characters flash yellow when they are close to escaping (180 frames left or less, equal to 3 seconds).
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|-
|-
|[[Min Min]]||Fires both of her ARMS forward.||Extended
|[[Min Min]]||Fires both of her ARMS forward.||Extended
|-
| [[Mythra]]|| Uses telekinesis and light magic to restrain foes.||Standard
|-
|-
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Commands the first Pikmin in line to rush forwards and grab.<br/>{{GameIcon|SSBU}} Commands all active Pikmin to rush forwards in a line and grab, with the range increasing proportionally to the number of active Pikmin.||Extended
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Commands the first Pikmin in line to rush forwards and grab.<br/>{{GameIcon|SSBU}} Commands all active Pikmin to rush forwards in a line and grab, with the range increasing proportionally to the number of active Pikmin.||Extended
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|[[Pac-Man]]||Fires a [[Boss Galaga]]'s tractor beam from out of his extended palm.||Extended
|[[Pac-Man]]||Fires a [[Boss Galaga]]'s tractor beam from out of his extended palm.||Extended
|-
|-
|[[Palutena]] || Uses her staff to telekinetically restrain her opponents. ||Standard
|-
| [[Pyra]]||Uses telekinesis and fire to restrain foes.||Standard
|-
|[[Robin]]||Creates a small magic vortex.||Standard
|[[Robin]]||Creates a small magic vortex.||Standard
|-
|-
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**Likewise, {{SSBB|Olimar}}'s grabs in ''Brawl'', despite being extended, have only as much ending lag as regular grabs, making them extremely difficult to punish while carrying comparatively much lower risk. From ''Smash 4'' onward, their ending lag was significantly increased to be closer to other extended grabs, though his pivot grab remained exceptionally quick until ''Ultimate''.
**Likewise, {{SSBB|Olimar}}'s grabs in ''Brawl'', despite being extended, have only as much ending lag as regular grabs, making them extremely difficult to punish while carrying comparatively much lower risk. From ''Smash 4'' onward, their ending lag was significantly increased to be closer to other extended grabs, though his pivot grab remained exceptionally quick until ''Ultimate''.
**{{SSB4|Bowser}}'s pivot grab in ''Smash 4'' is infamous for similar reasons, being capable of grabbing characters from unnaturally long distances in combination with hurtbox shifting. Its range was reduced in ''Ultimate'', though it remains one of the farthest reaching grabs in the game.
**{{SSB4|Bowser}}'s pivot grab in ''Smash 4'' is infamous for similar reasons, being capable of grabbing characters from unnaturally long distances in combination with hurtbox shifting. Its range was reduced in ''Ultimate'', though it remains one of the farthest reaching grabs in the game.
*In ''Ultimate'', {{SSBU|Mr. Game & Watch}}'s dash grab has a surprising disjoint in front of him. This is to compensate for him not moving forward during the grabbing portion of his dash grab, which would result in his dash grab having shorter range than what is typical for them.


==Special moves that can grab==
==Special moves that can grab==
[[File:Bowser Side B SSBU.gif|thumb|Flying Slam is an example of a command grab.]]
[[File:Confusioncommandgrab.gif|thumb|Confusion is an example of a command grab.]]
Some [[special attack]]s function as grabs (sometimes called '''command grabs''', from the similar concept in traditional fighting games). When their [[hitbox]]es are viewed with ''Melee''{{'}}s {{SSBM|Debug Menu}}, these attacks use the same magenta hitbox color as standard grabs. Special grabs put opponents in a unique state that is manipulated by the move in some fashion, and have their own independent rules as to whether and how opponents can escape. They can also be used in midair, and can usually grab opponents in this state, giving characters with access to them another option against [[shield]]s.
Some [[special attack]]s function as grabs (sometimes called '''command grabs''', from the similar concept in traditional fighting games). When their [[hitbox]]es are viewed with ''Melee''{{'}}s {{SSBM|Debug Menu}}, these attacks use the same magenta hitbox color as standard grabs. Special grabs put opponents in a unique state that is manipulated by the move in some fashion, and have their own independent rules as to whether and how opponents can escape. They can also be used in midair, and can usually grab opponents in this state, giving characters with access to them another option against [[shield]]s.


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|[[Dark Dive]]||Grabs an opponent in midair, then repeatedly zaps them before launching them away with an explosion, propeling himself upward and away. Can be used again upon a successful grab. From ''Brawl'' onward, Ganondorf also performs a non-grabbing uppercut at the apex of the move if he doesn't grab an opponent.||{{n|16}}||{{n|16}}
|[[Dark Dive]]||Grabs an opponent in midair, then repeatedly zaps them before launching them away with an explosion, propeling himself upward and away. Can be used again upon a successful grab. From ''Brawl'' onward, Ganondorf also performs a non-grabbing uppercut at the apex of the move if he doesn't grab an opponent.||{{n|16}}||{{n|16}}
|-
|-
|[[Incineroar]]||[[Alolan Whip]]||Grabs the opponent and throws them into wrestling ring ropes, bouncing them back towards Incineroar. Three outcomes are then possible depending on Incineroar's attack timing when the opponent comes close to it.||{{n|16}}||{{n|16}}
|[[Incineroar]]||[[Alolan Whip]]||Grabs the opponent and throws them into wrestling ring ropes, bouncing them back towards Incineroar. Three outcomes are then possible depending on Incineroar's attack timing when the opponent comes close to it.||{{y|16}}<nowiki>*</nowiki>||{{y|16}}
|-
|-
|rowspan=2|[[Kazuya]]||[[Heaven's Door]]||Grabs the opponent with an uppercut, then transforms into his devil form and slams them onto the ground. Can be used as a sacrificial KO, but KOs Kazuya first. The uppercut also has a non-grabbing hitbox near its apex. If Kazuya's [[Rage]] is active, the move can turn into a more powerful Rage Drive.||{{n|16}}||{{n|16}}
|rowspan=2|[[Kazuya]]||[[Heaven's Door]]||Grabs the opponent with an uppercut, then transforms into his devil form and slams them onto the ground. Can be used as a sacrificial KO, but KOs Kazuya first. The uppercut also has a non-grabbing hitbox near its apex. If Kazuya's [[Rage]] is active, the move can turn into a more powerful Rage Drive.||{{n|16}}||{{n|16}}
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|[[Yoshi]]||[[Egg Lay]]||Traps an opponent in an egg for a certain amount of time, after which they jump out of it. The opponent can take damage from other attacks while inside the egg, but not knockback, and damage taken is reduced.||{{n|16}}||{{y|16}}
|[[Yoshi]]||[[Egg Lay]]||Traps an opponent in an egg for a certain amount of time, after which they jump out of it. The opponent can take damage from other attacks while inside the egg, but not knockback, and damage taken is reduced.||{{n|16}}||{{y|16}}
|}
|}
 
<nowiki>*</nowiki>Not possible in real-time.
===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. 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.  
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 triggering the counter attack, while others ignore the opponent entirely. If the moves' hitboxes are scripted as reflectable, 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 are the only hit grabs that do 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.
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===In ''[[Super Smash Bros. Melee]]''===
===In ''[[Super Smash Bros. Melee]]''===
[[File:MarthAndYoshiGrabRange.gif|thumb|{{SSBM|Yoshi}}'s grab range compared to {{SSBM|Marth}}'s. Note that Marth's grab only succeeds due the large [[hurtbox]] of Yoshi's nose.]]
[[File:MarthAndYoshiGrabRange.gif|thumb|{{SSBM|Yoshi}}'s grab range compared to {{SSBM|Marth}}'s. Note that Marth's grab only succeeds due the large [[hurtbox]] of Yoshi's nose.]]
''Melee'' grab ranges by character according to Zeckemyro and SuperSqank.<ref>https://twitter.com/Zeckemyro/status/1376977622123560964</ref> This testing is done by calculating the distance between bone 0 (the character's position) and the tip of the furthest grabbox. While Bowser and Yoshi have higher grab ranges than Marth (who was thought to have the longest non-tether grab in the game), this is only because the long range of their grabboxes was made to fit their larger bodies<ref>https://twitter.com/Zeckemyro/status/1376911520010010628</ref>. Marth has a better grab by comparison due to its better disjoint compared to his smaller size despite having less range overall (which is further complimented by its superior speed).  
''Melee'' grab ranges by character according to Zeckemyro and SuperSqank.<ref>https://twitter.com/Zeckemyro/status/1376977622123560964</ref> This testing is done by calculating the distance between bone 0 (the character's position) and the tip of the furthest grabbox. While Bowser and Yoshi have higher grab ranges than Marth (who was thought to have the longest non-tether grab in the game), this is only because the long range of their grabboxes was made to fit their larger bodies.<ref>https://twitter.com/Zeckemyro/status/1376911520010010628</ref> Marth has a better grab by comparison due to its better disjoint compared to his smaller size despite having less range overall (which is further complimented by its superior speed).  


{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
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===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
Grab ranges in ''Ultimate'' as tested by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1450586174679130115</ref> and CrimsonStarfall<ref>https://twitter.com/CrimsonStarfall/status/1316920799522115585</ref>. The number besides each position indicates the range using in-game units. Extended grabs will be followed by an asterisk (*) due to only being approximations. Their range was tested and is placed correctly. [[Jostle]] and the height of the grabboxes can affect their consistency in the midst of battle. The grabs are listed based on their raw horizontal range.
[[File:GrabRankingsSSBU.gif|thumb|300px|Grabs in ''SSBU'' ranked from shortest to longest.]]
Grab ranges in ''Ultimate'' as tested by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1488287321346695176</ref> and CrimsonStarfall.<ref>https://twitter.com/CrimsonStarfall/status/1316920799522115585</ref> The number besides each position indicates the range using in-game units. Extended grabs will be followed by an asterisk (*) due to only being approximations. Their range was tested and is placed correctly. [[Jostle]] and the height of the grabboxes can affect their consistency in the midst of battle. The grabs are listed based on their raw horizontal range.
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:center"
!Rank!!Character!!Grab range
!Rank!!Character!!Grab range
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|'''4'''||{{CharHead|Zero Suit Samus|SSBU}}||37.0u
|'''4'''||{{CharHead|Zero Suit Samus|SSBU}}||37.0u
|-
|-
|'''5'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 2)||36.5u*
|'''5'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 2)||35.8u
|-
|-
|'''6'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 1)||33.5u*
|'''6'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 1)||33.45u
|-
|-
|'''7'''||{{CharHead|Steve|SSBU}}||31.9u
|'''7'''||{{CharHead|Steve|SSBU}}||31.9u
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|'''8'''||{{CharHead|Luigi|SSBU}}||29.8u
|'''8'''||{{CharHead|Luigi|SSBU}}||29.8u
|-
|-
|'''9'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 2)||29.7u*
|'''9'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 2)||29.55u
|-
|-
|rowspan=2|'''10-11'''||{{CharHead|Young Link|SSBU}}||rowspan=2|29.5u
|'''10'''||{{CharHead|Young Link|SSBU}}||29.5u
|-
|-
|{{CharHead|Olimar|SSBU}} (W. Pikmin)
|'''11'''||{{CharHead|Olimar|SSBU}} (W. Pikmin)||28.8u
|-
|-
|rowspan=3|'''12-14'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 1)||rowspan=3|28.2u*
|rowspan=2|'''12-13'''||{{CharHead|Toon Link|SSBU}}||rowspan=2|28.2u
|-
|-
|{{CharHead|Toon Link|SSBU}}
|{{CharHead|Pac-Man|SSBU}}
|-
|-
|{{CharHead|Pac-Man|SSBU}}
|'''14'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 1)||27.5u
|-
|-
|'''15'''||{{CharHead|Yoshi|SSBU}}||26.0u*
|'''15'''||{{CharHead|Yoshi|SSBU}}||26.0u*
|-
|-
|rowspan=2|'''16-17'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin)||rowspan=2|23.6u*
|'''16'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin)||24.15u
|-
|-
|{{CharHead|Olimar|SSBU}} (P. Pikmin + 2)
|'''17'''||{{CharHead|Olimar|SSBU}} (P. Pikmin + 2)||23.9u
|-
|-
|'''18'''||{{CharHead|Ivysaur|SSBU}}||23.0u
|'''18'''||{{CharHead|Ivysaur|SSBU}}||23.0u
|-
|-
|rowspan=2|'''19-20'''||{{CharHead|Lucas|SSBU}}||rowspan=2|22.9u
|'''19'''||{{CharHead|Lucas|SSBU}}||22.9u
|-
|-
|{{CharHead|Olimar|SSBU}} (P. Pikmin + 1)
|'''20'''||{{CharHead|Olimar|SSBU}} (P. Pikmin + 1)||22.5u
|-
|-
|'''21'''||{{CharHead|Olimar|SSBU}} (P. Pikmin)||22.0u*
|'''21'''||{{CharHead|Charizard|SSBU}}||21.4u
|-
|-
|'''22'''||{{CharHead|Charizard|SSBU}}||21.4u
|rowspan=2|'''22-23'''||{{CharHead|Bowser|SSBU}}||rowspan=2|20.0u
|-
|-
|rowspan=2|'''23-24'''||{{CharHead|Bowser|SSBU}}||rowspan=2|20.0u
|{{CharHead|King K. Rool|SSBU}}
|-
|-
|{{CharHead|King K. Rool|SSBU}}
|'''24'''||{{CharHead|Donkey Kong|SSBU}}||19.5u
|-
|-
|'''25'''||{{CharHead|Donkey Kong|SSBU}}||19.5u
|'''25'''||{{CharHead|Olimar|SSBU}} (P. Pikmin)||19.4u
|-
|-
|rowspan=2|'''26-27'''||{{CharHead|Villager|SSBU}}||rowspan=2|19.0u
|rowspan=2|'''26-27'''||{{CharHead|Villager|SSBU}}||rowspan=2|19.0u
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*{{buff|{{SSBU|Luigi}}'s standing and pivot grabs were given a longer duration (6 frames → 7) to match dash grab.}}
*{{buff|{{SSBU|Luigi}}'s standing and pivot grabs were given a longer duration (6 frames → 7) to match dash grab.}}
====={{SSBU|3.0.0}}=====
====={{SSBU|3.0.0}}=====
*{{buff|The grounded-only grabboxes of the dash grabs of {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Roy}} and {{SSBU|Chrom}} were made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents them from missing a shielding {{SSBU|R.O.B.}}.}}
*{{buff|The grounded-only grabboxes of the dash grabs of {{SSBU|Marth}}, {{SSBU|Lucina}}, {{SSBU|Roy}} and {{SSBU|Chrom}} were made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents them from missing a shielding {{SSBU|R.O.B.}}}}
====={{SSBU|3.1.0}}=====
====={{SSBU|3.1.0}}=====
*{{buff|{{SSBU|Pikachu}}'s standing grab was given more range (11.0u → 11.9u).}}
*{{buff|{{SSBU|Pikachu}}'s standing grab was given more range (11.0u → 11.9u).}}
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==Trivia==
==Trivia==
*Only two characters in the series – [[Luigi]] and [[Link]] – have had their grab type outright changed, with Link's grab changing from tether to standard, and Luigi's grab changing from standard to tether. Both of these changes occurred in ''Ultimate''.
*Only two characters in the series – [[Luigi]] and [[Link]] – have had their grab type outright changed, with Link's grab changing from tether to standard, and Luigi's grab changing from standard to tether. Both of these changes occurred in ''Ultimate''.
*In ''Melee'', characters hanging on [[ledge]]s cannot be grabbed, but in every other game they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video for ''SSB4'' can be seen [https://youtube.com/watch?v=n1bnkhmTbgI here].  Example for ''SSB'' can be seen [https://www.youtube.com/watch?v=-3Jb8ka0SJE here]
*In ''Melee'', characters hanging on [[ledge]]s cannot be grabbed, but in every other game they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video for ''SSB4'' can be seen [https://www.youtube.com/watch?v=n1bnkhmTbgI here].  Example for ''SSB'' can be seen [https://www.youtube.com/watch?v=-3Jb8ka0SJE here].
*Grabs are the only non-special moves to not cause the player's controller to [[rumble]] (should the feature be turned on) when used, only doing so if the grab connects with an opponent.
*Grabs are the only non-special moves to not cause the player's controller to [[rumble]] (should the feature be turned on) when used, only doing so if the grab connects with an opponent.