Editing Grab
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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 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. | *'''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. | *'''Dash grab''' (known as '''CatchDash''' internally), introduced in ''[[Super Smash Bros. Melee]]'', which is used by grabbing while dashing. In later games, 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. | ||
*'''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. | ||