Editing Grab
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===Limits on grabbing=== | ===Limits on grabbing=== | ||
[[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]] | [[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 | 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. | ||
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 | 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. | ||
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 | **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. | ||
===Interaction with other hitboxes=== | ===Interaction with other hitboxes=== |