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[[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: | [[File:Grab.jpg|thumb|{{SSBB|Mario}} grabbing {{SSBB|Diddy Kong}} in ''Brawl''.]] | ||
[[File:SSBUWebsiteTechnique1.jpg|thumb|{{SSBU|Cloud}} grabbing {{SSBU|Mega Man}} in ''Ultimate''.]] | [[File:SSBUWebsiteTechnique1.jpg|thumb|{{SSBU|Cloud}} grabbing {{SSBU|Mega Man}} in ''Ultimate''.]] | ||
A '''grab''' ({{ja|つかみ / 掴み|Tsukami}}) is an [[attack]] all characters possess which causes them to hold an opponent in place, usually in preparation for a [[throw]] or some other followup attack. | A '''grab''' ({{ja|つかみ / 掴み|Tsukami}}) is an [[attack]] all characters possess which causes them to hold an opponent in place, usually in preparation for a [[throw]] or some other followup attack. | ||
All characters possess a grab as part of their standard moveset, which can be performed by pressing the [[shield]] and [[attack]] buttons simultaneously on any controller. | All characters possess a grab as part of their standard moveset, which can be performed by pressing the [[shield]] and [[attack]] buttons simultaneously on any controller in any game. Grabs can also be used with the [[R Button]] on the [[N64 controller]], the [[Z button]] on the [[GameCube controller]], sideways on the [[D-Pad]] with the [[Wii Remote]] and [[Nunchuk]], the [[Minus button]] on a standalone Wii Remote, the [[L button]] on a [[Nintendo 3DS]] or the [[ZR button]] on a [[New Nintendo 3DS]], [[ZL button|ZL]] or ZR on the [[Wii U GamePad]], [[Classic Controller]], and [[Wii U Pro Controller]]; L or R on the [[Switch Pro Controller]] or dual [[Joy-Con]], and the [[SL button]] on a single sideways Joy-Con. | ||
Two slight variants exist for each character's grab: | |||
*''' | *'''Dash grabs''', introduced in ''[[Melee]]'', can be used by grabbing while [[dash]]ing. This carries the momentum from the dash to give the grab longer [[reach]], but dash grabs are generally heavier on [[end lag]] and easier to [[punish]] than their normal counterparts. | ||
*'''Pivot grabs''', introduced in ''[[Brawl]]'', can be used by grabbing immediately after a [[pivot]]. This results in the character pivoting and performing a grab with generally the longest reach of their three grab types, and may be useful in varying one's [[approach]]. 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 | |||
Grabs cannot be [[shield]]ed | Grabs are [[unblockable]] and cannot be [[shield]]ed; they can thus be used as an easy way to open up a hole in an enemy player's defense. Upon a successful grab, the enemy is immobilized for a time. They cannot be held indefinitely, however: after a short amount of time, the grabbed character will break free in a phenomenon known as a [[grab release]]. A grabbed character can escape faster by [[button mashing]], but grabs become more difficult to escape as [[damage]] accumulates. | ||
During a grab, the grabbing character has access to five potential attacks: a [[pummel]] by pressing the [[A button]], or a [[forward throw]], [[back throw]], [[up throw]], or [[down throw]] by pressing those respective directions on the [[control stick]]. Damage can be racked up before a throw by using multiple pummels, but this runs the risk of the enemy escaping before a throw can be performed. | |||
In the original ''[[Super Smash Bros.]]'', grabs are notoriously fast and throws are equally powerful. Pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Pressing the A button with an enemy grabbed will input a forward throw, and waiting 1 full second without inputting anything automatically triggers a forward throw as well. Since ''[[Melee]]'', the speed and power of most characters' grabs and throws have been toned down and many of the mechanics were introduced which are now widely understood as the series standard. | |||
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”. | |||
==List of grabs== | ==List of grabs== | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |||
! Character !! Description !! Characteristic | ! Character !! Description !! Characteristic | ||
|- | |- | ||
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|[[Ivysaur]]||Swipes inwards with both of its vines at once.||Standard | |[[Ivysaur]]||Swipes inwards with both of its vines at once.||Standard | ||
|- | |- | ||
|[[Link]]||{{GameIcon|SSB}}{{GameIcon|SSBM}} Fires his Hookshot forwards.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}} Fires his Clawshot forwards.<br/>{{GameIcon|SSBU}} Simply grabs in front of himself with his free hand.||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tether<br/>{{GameIcon|SSBU}} Standard | |[[Link]]||{{GameIcon|SSB}}{{GameIcon|SSBM}} Fires his Hookshot forwards.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}} Fires his Clawshot forwards.<br/>{{GameIcon|SSBU}} Simply grabs in front of himself with his free hand.||{{GameIcon|SSB}} Extended<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tether<br/>{{GameIcon|SSBU}} Standard | ||
|- | |- | ||
|[[Lucas]]||Whips forwards with Rope Snake.||Tether | |[[Lucas]]||Whips forwards with Rope Snake.||Tether | ||
|- | |- | ||
|[[Luigi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Simply grabs in front of himself.<br/>{{GameIcon|SSBU}} | |[[Luigi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Simply grabs in front of himself.<br/>{{GameIcon|SSBU}} Launches a plunger with a rope tied to it from the Poltergust G-00.||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Standard<br/>{{GameIcon|SSBU}} Tether | ||
|- | |- | ||
|[[Mega Man]]||Uses the Super Arm.||Standard | |[[Mega Man]]||Uses the Super Arm.||Standard | ||
|- | |- | ||
|[[Min Min]]||Fires both of her ARMS forward.||Extended | |[[Min Min]]||Fires both of her ARMS forward.||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 | |[[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 | ||
Line 98: | Line 55: | ||
|[[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 | ||
|- | |- | ||
|[[Robin]]||Creates a small magic vortex.||Standard | |[[Robin]]||Creates a small magic vortex.||Standard | ||
|- | |- | ||
|[[Samus]]||Whips forwards with her Grapple Beam.||Tether | |[[Samus]]||Whips forwards with her Grapple Beam.||{{GameIcon|SSB}} Extended<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Tether<br/> | ||
|- | |- | ||
|[[Sephiroth]]||Reaches out with his right hand and telekinetically grabs the foe using dark magic.||Standard | |[[Sephiroth]]||Reaches out with his right hand and telekinetically grabs the foe using dark magic.||Standard | ||
Line 128: | Line 80: | ||
|} | |} | ||
===Tether grabs and extended grabs | ==Notable grabs== | ||
Some characters, instead of grabbing opponents directly, throw forward a long rope- or whip-like object in order to grab opponents. This sort of grab is known as a '''tether grab''' | *In NTSC versions of ''Melee'', [[Samus]]' grab can be extended to almost two and a half times its usual length using [[Samus's extended grapple|a special input combination]]. When this is done, her grapple beam also homes in on enemies if the L button is held, being the only tether grab able to do so, but only grabs enemies if the A button is pressed when the tip connects, and still cannot affect aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial. | ||
*In ''Smash 4'', [[Pac-Man]]'s grab appears to be one continuous beam; however, it actually projects three short-lived [[hitbox]]es one after another in front of him, each one further outwards than the last. Because of its blind spots and lengthy [[endlag]], the move is considered highly risky and unreliable. In ''Ultimate'', however, its hitboxes were reworked to be larger and more continuous while its endlag was reduced, making the move more reliable and even a counter to [[spot dodge]]s due to its long duration. | |||
*In ''Melee'', Marth is notorious for having an unreasonably disjointed grab range, reaching farther than Yoshi’s tongue. | |||
==Tether grabs and extended grabs== | |||
Some characters, instead of grabbing opponents directly, throw forward a long rope- or whip-like object in order to grab opponents. This sort of grab is known as a '''tether grab''', based on the [[tether recovery]] ability that many such characters also have (or, in ''Melee'', the [[wall-grapple]]). Tether grabs are renowned for their very high range compared to most other grabs, but – particularly in early installments – are also much slower than standard grabs. | |||
Other characters do not have a tether recovery but still possess a grab range that greatly surpasses other characters'. These characters can be said to have an '''extended grab'''. | |||
Characters with tether grabs and extended grabs are noted in the table above. In general, characters with tether grabs also have [[grab aerial]]s, while those with standard or extended grabs do not. The main characteristic of a tether grab is that it completely relies on a secondary model to work, allowing the model to move with the bone the grabbox is attached to. [[Steve]] is the only character with a tether grab that does not have either a grab aerial or a tether recovery. | |||
==Special moves that can grab== | ==Special moves that can 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. Grabbing special attacks 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. | |||
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. | *[[Alolan Whip]] (grabs opponent, and throws them into wrestling ring ropes, and reacts in three different ways based on when Incineroar attacks when the opponent rebounds back to him) | ||
*[[Blunderbuss]] (sucks opponent in at close range can be thrown forwards, backwards, or upwards) | |||
*[[Chomp]] (bites opponent several times, then spits them out) | |||
*[[Confusion]] at close range (grabs the opponent, spins them around, and drops them) | |||
*[[Egg Lay]] (traps opponent in an egg, opponent takes half damage until they escape) | |||
*[[Falcon Dive]] and [[Dark Dive]] (grabs opponent in air and propels them away; can be done repeatedly if it connects the first time) | |||
*[[Flame Choke]] (grabs opponent and slams them into the ground) | |||
*[[Flying Slam]] (can grab and [[sacrificial KO]] opponents); replaces Koopa Klaw from ''Brawl'' onwards | |||
*[[Force Palm]] (grabs and throws forwards after about a second, cannot grab in midair or at long range) | |||
*[[Inhale]] (Traps opponent inside Kirby or Dedede, opponent can wriggle to affect movement. King Dedede's is noticeably more powerful.) | |||
**Using Inhale, Kirby can also copy Egg Lay, Chomp, Blunderbuss, as well as King Dedede's Inhale. | |||
*[[Koopa Klaw]] (can grab in the air or at close range on the ground, can only throw forward or backward, no invincibility frames); ''Melee'' only | |||
*[[Minecart]] (grabs grounded opponents when it is empty) | |||
*[[Monkey Flip]] (latches onto an opponent, can either attack or jump into the enemy to release, or let go) | |||
*[[Nosferatu]] (traps opponents and damages them while healing Robin) | |||
*[[Space Pirate Rush]] (grabs opponent, drags them across the ground, and throws them; can be ended early by jumping) | |||
*[[Suplex]] (grabs opponent and slams them behind the Brawler) | |||
===Hitboxes that can grab=== | |||
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 blocked. Additionally, should the hitbox have non-zero knockback, then if it connects with an opponent who cannot be grabbed, it will deal knockback instead. If a move is scripted as a [[projectile]], they also can be [[reflect]]ed, but instead of changing the trajectory of the move, they act as if a regular projectile was collided with a shield, leaving both players unharmed. | |||
*[[Buster Wolf]] (punches the opponent, holding them in place for a moment, then blasts them away with an explosion) | |||
*[[Fishing Rod]] (throws out line; if the hook connects with a non-shielding opponent, the opponent is hooked and reeled in, then throws them in one of four directions) | |||
*[[Grappling Hook]] (throws out line diagonally upwards; if the hook connects, the opponent is pulled closer in then thrown; cannot grab opponents who are already in [[hitstun]]) | |||
*[[Skewer]] (from update {{SSBU|8.0.0}} onwards, can't put opponents that are in an ungrabbable state into [[crumple]]) | |||
*[[Sword of the Creator]] (pulls Byleth towards the opponent, and throws them behind him at lower percentages, or [[meteor smash]]es them at higher percentages) | |||
==Properties== | |||
[[File:Grab.jpeg|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]] | |||
An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a foe'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 in which 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 4'' and ''[[Ultimate]]'', characters also gain invulnerability to grabs for 70 frames after being released from them, preventing chaingrabs and [[team wobble]]s; in ''Ultimate'', this is indicated by the released character flashing yellow whilst the grab invulnerability is active. Most characters also cannot be grabbed by the arms and legs. This can lead to some unusual results against characters with extreme proportions. | |||
Grab hitboxes react very interestingly throughout the ''Super Smash Bros.'' series when they collide with a regular hitbox that is within a character's grab range. In ''Super Smash Bros.'' and ''Melee'', the grab has priority over the hitbox and will completely override whatever hitbox it collided with and grab the opponent; in ''Brawl'', the grab still has priority over the hitbox, but the hitbox will deal full damage to the character that attempted the grab before they proceed to grab the opponent. In ''Smash 4'', however, hitboxes outprioritize grabs; in this situation, the character that attempted the grab will receive full damage and knockback from the hitbox that the grab collided with, and the character that threw out the hitbox will be [[grab release]]d and take 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning of [[Falcon Dive]]). | |||
Hitting a character with a grabbed foe in ''Super Smash Bros.'' causes them to make their hard-damage noise. From ''Melee'' onward, if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]]. In ''Melee'', characters oddly cannot escape from grabs if they are constantly hit by other characters at certain intervals, which is the main cause of [[wobbling]]. | |||
In ''Ultimate'', if two players attempt to grab each other at the same time, both players will take minor damage and will perform their rebound animation (unless they are in the air, where their grab release animation is used instead). This is similar to the 3% damage grab break effect from ''Smash 4'', but affects both characters like a [[clang]]. 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. Before ''Ultimate'', [[port priority]] was used to determine which fighter's grab was successful in the event of simultaneous grabs colliding. | |||
A particular character can grab only one opponent at once, and similarly, a grabbed character cannot be grabbed by another one before being thrown or released. Prior to ''Ultimate'', the [[Ice Climbers]] are able to grab two opponents at once, with Popo grabbing one and Nana grabbing the other. In ''Melee'', when Nana grabs an opponent, she will act independently, being [[CPU]]-controlled. In ''Brawl'', Nana is directly controlled by the player during the grab, enabling [[zero-to-death combo]]s as each Ice Climber re-grabs the opponent immediately after the partner's throw. In ''Ultimate'', Nana cannot grab at all, and does not act while Popo is grabbing and throwing an opponent. | |||
In every game, certain body parts are unable to be grabbed. The ungrabbable limbs vary depending on the 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 aren't<ref>https://twitter.com/UnclePunch_/status/1166922159542980608</ref> . From ''Brawl'' onwards, ungrabbable limbs are usually just arms with only a few exceptions. | |||
In game modes such as the [[Subspace Emissary]] and [[Smash Run]], most enemies which are vulnerable to attacks can be grabbed and thrown. | |||
==Initial grab range by game== | |||
===In ''[[Super Smash Bros.]]''=== | ===In ''[[Super Smash Bros.]]''=== | ||
''Super Smash Bros.'' grab ranges as tested by SuperSqank | ''Super Smash Bros.'' grab ranges as tested by SuperSqank<ref>https://twitter.com/Zeckemyro/status/1376992258986229776</ref>. Testing method is between the character's bone 0 (position) and tip of furthest grabbox. The scale is different than the scale used in later games, with the conversion rate roughly being range/30 (So Fox's range for example is 400u, which would roughly convert to 13.33u using the scale from later games) | ||
{|style="margin:1em auto 1em auto" | {|style="margin:1em auto 1em auto" | ||
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|'''10'''||{{CharHead|Mario|SSB|hsize=20px}}||369u | |'''10'''||{{CharHead|Mario|SSB|hsize=20px}}||369u | ||
|- | |- | ||
|'''11'''||{{CharHead|Luigi|SSB|hsize=20px}}||365.64u | |||
|- | |- | ||
|{{CharHead|Ness|SSB|hsize=20px}} | |'''12'''||{{CharHead|Ness|SSB|hsize=20px}}||365u | ||
|} | |} | ||
|} | |} | ||
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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 | ''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/1376911517547962368</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. Brawl]]''=== | ===In ''[[Super Smash Bros. Brawl]]''=== | ||
''Brawl'' grab ranges by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1305541284506095618</ref> and SuperSqank | ''Brawl'' grab ranges by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1305541284506095618</ref> and SuperSqank<ref>https://twitter.com/SuperSqank/status/1334254455307575296</ref>. The units displayed are raw range between the character's position in 3D space (TopN bone/bone 0) and the tip of the furthest grabbox in in-game units. | ||
{|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. 4]]''=== | ===In ''[[Super Smash Bros. 4]]''=== | ||
''Smash 4'' grab ranges by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1305524944302989312</ref> and extra data for tether and extended grabs from | {{incomplete|Extended/tether grabs need to be added}} | ||
''Smash 4'' grab ranges by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/1305524944302989312</ref> and extra data for tether and extended grabs from [https://www.youtube.com/watch?v=DOXQJKrx_wQ Smash Highlight's video]. Numbers are raw horizontal range from the character's bone 0 position and the tip of the furthest grabbox. | |||
{|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 | ||
|- | |- | ||
|'''1'''||{{CharHead|Samus|SSB4}}||40.0u | |'''1'''||{{CharHead|Samus|SSB4}}||{{SortKey|40.0u}} | ||
|- | |- | ||
|'''2'''||{{CharHead|Zero Suit Samus|SSB4}}|| | |'''2'''||{{CharHead|Zero Suit Samus|SSB4}}||{{SortKey|39.0u}} | ||
|- | |- | ||
|'''3'''||{{CharHead|Link|SSB4}}|| | |'''3'''||{{CharHead|Link|SSB4}}||{{SortKey|38.0u}} | ||
|- | |- | ||
|'''4'''||{{CharHead|Olimar|SSB4}} (W. Pikmin)|| | |'''4'''||{{CharHead|Olimar|SSB4}} (W. Pikmin)||{{SortKey|37.0u}} | ||
|- | |- | ||
|'''5'''||{{CharHead|Toon Link|SSB4}}|| | |'''5'''||{{CharHead|Toon Link|SSB4}}||{{SortKey|36.0u}} | ||
|- | |- | ||
|'''6'''||{{CharHead| | |'''6'''||{{CharHead|Olimar|SSB4}} (R./B./Y. Pikmin)||{{SortKey|35.0u}} | ||
|- | |- | ||
|'''7'''||{{CharHead| | |'''7'''||{{CharHead|Pac-Man|SSB4}}||28.0u | ||
|- | |- | ||
|'''8'''||{{CharHead| | |'''8'''||{{CharHead|Yoshi|SSB4}}||26.65u | ||
|- | |- | ||
|'''9'''||{{CharHead|Lucas|SSB4}}|| | |'''9'''||{{CharHead|Lucas|SSB4}}||{{SortKey|26.6u}} | ||
|- | |- | ||
|'''10'''||{{CharHead|Olimar|SSB4}} (P. Pikmin)|| | |'''10'''||{{CharHead|Olimar|SSB4}} (P. Pikmin)||{{SortKey|26.5u}} | ||
|- | |- | ||
|'''11'''||{{CharHead|Bowser|SSB4}}||20.0u | |'''11'''||{{CharHead|Bowser|SSB4}}||20.0u | ||
Line 483: | Line 404: | ||
|{{CharHead|Duck Hunt|SSB4}} | |{{CharHead|Duck Hunt|SSB4}} | ||
|- | |- | ||
|'''21'''||{{CharHead|Marth|SSB4}}||14. | |rowspan=2|'''21-22'''||{{CharHead|Marth|SSB4}}||rowspan=2|14.5u | ||
|- | |- | ||
|{{CharHead|Lucina|SSB4}} | |||
|- | |- | ||
|'''23'''||{{CharHead|Mewtwo|SSB4}}||14.3u | |'''23'''||{{CharHead|Mewtwo|SSB4}}||14.3u | ||
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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/1368039950898388993</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. | |||
Grab ranges in ''Ultimate'' as tested by Zeckemyro<ref>https://twitter.com/Zeckemyro/status/ | |||
{|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)|| | |'''5'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 2)||36.5u* | ||
|- | |- | ||
|'''6'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 1)||33. | |'''6'''||{{CharHead|Olimar|SSBU}} (W. Pikmin + 1)||33.5u* | ||
|- | |- | ||
|'''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. | |'''9'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 2)||29.7u* | ||
|- | |||
|rowspan=2|'''10-11'''||{{CharHead|Young Link|SSBU}}||rowspan=2|29.5u | |||
|- | |- | ||
|{{CharHead|Olimar|SSBU}} (W. Pikmin) | |||
|- | |- | ||
|''' | |rowspan=3|'''12-14'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin + 1)||rowspan=3|28.2u* | ||
|- | |- | ||
|{{CharHead|Toon Link|SSBU}} | |||
|- | |- | ||
|{{CharHead|Pac-Man|SSBU}} | |{{CharHead|Pac-Man|SSBU}} | ||
|- | |- | ||
|'''15'''||{{CharHead|Yoshi|SSBU}}||26.0u* | |'''15'''||{{CharHead|Yoshi|SSBU}}||26.0u* | ||
|- | |- | ||
|'''16'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin)|| | |rowspan=2|'''16-17'''||{{CharHead|Olimar|SSBU}} (R./B./Y. Pikmin)||rowspan=2|23.6u* | ||
|- | |- | ||
|{{CharHead|Olimar|SSBU}} (P. Pikmin + 2) | |||
|- | |- | ||
|'''18'''||{{CharHead|Ivysaur|SSBU}}||23.0u | |'''18'''||{{CharHead|Ivysaur|SSBU}}||23.0u | ||
|- | |- | ||
|'''19'''||{{CharHead|Lucas|SSBU}}||22.9u | |rowspan=2|'''19-20'''||{{CharHead|Lucas|SSBU}}||rowspan=2|22.9u | ||
|- | |||
|{{CharHead|Olimar|SSBU}} (P. Pikmin + 1) | |||
|- | |- | ||
|''' | |'''21'''||{{CharHead|Olimar|SSBU}} (P. Pikmin)||22.0u* | ||
|- | |- | ||
|''' | |'''22'''||{{CharHead|Charizard|SSBU}}||21.4u | ||
|- | |- | ||
|rowspan=2|''' | |rowspan=2|'''23-24'''||{{CharHead|Bowser|SSBU}}||rowspan=2|20.0u | ||
|- | |- | ||
|{{CharHead|King K. Rool|SSBU}} | |{{CharHead|King K. Rool|SSBU}} | ||
|- | |- | ||
|''' | |'''25'''||{{CharHead|Donkey Kong|SSBU}}||19.5u | ||
|- | |- | ||
|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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|'''34'''||{{CharHead|Zelda|SSBU}}||15.3u | |'''34'''||{{CharHead|Zelda|SSBU}}||15.3u | ||
|- | |- | ||
|'''35 | |'''35'''||{{CharHead|Mii Gunner|SSBU}}||14.8u | ||
|- | |- | ||
|rowspan=3|''' | |rowspan=3|'''36-38'''||{{CharHead|Marth|SSBU}}||rowspan=3|14.5u | ||
|- | |- | ||
|{{CharHead|Lucina|SSBU}} | |{{CharHead|Lucina|SSBU}} | ||
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|{{CharHead|Duck Hunt|SSBU}} | |{{CharHead|Duck Hunt|SSBU}} | ||
|- | |- | ||
|''' | |'''39'''||{{CharHead|R.O.B.|SSBU}}||14.4u | ||
|- | |- | ||
|rowspan=2|'''41 | |rowspan=2|'''40-41'''||{{CharHead|Mewtwo|SSBU}}||rowspan=2|14.3u | ||
|- | |- | ||
|{{CharHead|Piranha Plant|SSBU}} | |{{CharHead|Piranha Plant|SSBU}} | ||
|- | |- | ||
|rowspan=2|'''43 | |rowspan=2|'''42-43'''||{{CharHead|Roy|SSBU}}||rowspan=2|14.2u | ||
|- | |- | ||
|{{CharHead|Chrom|SSBU}} | |{{CharHead|Chrom|SSBU}} | ||
|- | |- | ||
|rowspan=4|''' | |rowspan=4|'''44-47'''||{{CharHead|Ganondorf|SSBU}}||rowspan=4|14.0u | ||
|- | |- | ||
|{{CharHead|Wario|SSBU}} | |{{CharHead|Wario|SSBU}} | ||
Line 692: | Line 610: | ||
|{{CharHead|Rosalina & Luma|SSBU}} | |{{CharHead|Rosalina & Luma|SSBU}} | ||
|- | |- | ||
|''' | |'''48'''||{{CharHead|Terry|SSBU}}||13.7u | ||
|- | |- | ||
|''' | |'''49'''||{{CharHead|Lucario|SSBU}}||13.5u | ||
|- | |- | ||
|''' | |'''50'''||{{CharHead|Banjo & Kazooie|SSBU}}||13.2u | ||
|- | |- | ||
|rowspan=5|''' | |rowspan=5|'''51-55'''||{{CharHead|Captain Falcon|SSBU}}||rowspan=5|13.0u | ||
|- | |- | ||
|{{CharHead|Pit|SSBU}} | |{{CharHead|Pit|SSBU}} | ||
|- | |- | ||
|{{CharHead|Dark Pit|SSBU}} | |{{CharHead|Dark Pit|SSBU}} | ||
|- | |||
|{{CharHead|Robin|SSBU}} | |||
|- | |- | ||
|{{CharHead|Palutena|SSBU}} | |{{CharHead|Palutena|SSBU}} | ||
|- | |- | ||
|'''56'''||{{CharHead|Little Mac|SSBU}}||12.9u | |||
|''' | |||
|- | |- | ||
|rowspan=6|''' | |rowspan=6|'''57-62'''||{{CharHead|Kirby|SSBU}}||rowspan=6|12.5u | ||
|- | |- | ||
|{{CharHead|Sheik|SSBU}} | |{{CharHead|Sheik|SSBU}} | ||
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|{{CharHead|Bayonetta|SSBU}} | |{{CharHead|Bayonetta|SSBU}} | ||
|- | |- | ||
|rowspan=2|'''64 | |rowspan=2|'''63-64'''||{{CharHead|Joker|SSBU}}||rowspan=2|12.3u | ||
|- | |- | ||
|{{CharHead|Byleth|SSBU}} | |{{CharHead|Byleth|SSBU}} | ||
|- | |- | ||
|rowspan=19|''' | |rowspan=19|'''65-83'''||{{CharHead|Mario|SSBU}}||rowspan=19|12.0u | ||
|- | |- | ||
|{{CharHead|Dr. Mario|SSBU}} | |{{CharHead|Dr. Mario|SSBU}} | ||
Line 764: | Line 682: | ||
|{{CharHead|Mythra|SSBU}} | |{{CharHead|Mythra|SSBU}} | ||
|- | |- | ||
|'''84'''||{{CharHead|Pikachu|SSBU}}||11.9u | |||
|- | |- | ||
|''' | |'''85'''||{{CharHead|Corrin|SSBU}}||11.8u | ||
|- | |- | ||
|rowspan=2|''' | |rowspan=2|'''86-87'''||{{CharHead|Ryu|SSBU}}||rowspan=2|11.6u | ||
|- | |- | ||
|{{CharHead|Ken|SSBU}} | |{{CharHead|Ken|SSBU}} | ||
|- | |- | ||
|rowspan= | |rowspan=3|'''88-90'''||{{CharHead|Ike|SSBU}}||rowspan=3|11.5u | ||
|- | |- | ||
|{{CharHead|Diddy Kong|SSBU}} | |{{CharHead|Diddy Kong|SSBU}} | ||
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|{{CharHead|Wii Fit Trainer|SSBU}} | |{{CharHead|Wii Fit Trainer|SSBU}} | ||
|- | |- | ||
|rowspan=2|''' | |'''91'''||{{CharHead|Meta Knight|SSBU}}||11.4u | ||
|- | |||
|rowspan=2|'''92-93'''||{{CharHead|Link|SSBU}}||rowspan=2|11.0u | |||
|- | |- | ||
|{{CharHead|Fox|SSBU}} | |{{CharHead|Fox|SSBU}} | ||
|- | |- | ||
|''' | |'''94'''||{{CharHead|Hero|SSBU}}||10.3u | ||
|- | |- | ||
|''' | |'''95'''||{{CharHead|Ice Climbers|SSBU}}||10.0u | ||
|} | |} | ||
Line 795: | Line 711: | ||
*{{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).}} | ||
====={{SSBU|7.0.0}}===== | ====={{SSBU|7.0.0}}===== | ||
*{{buff|{{SSBU|Sheik}}'s standing grab | *{{buff|{{SSBU|Sheik}}'s standing grab range|11.0u|12.5u}} | ||
====={{SSBU|8.0.0}}===== | ====={{SSBU|8.0.0}}===== | ||
*{{buff|{{SSBU|Lucas}}'s pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.}} | *{{buff|{{SSBU|Lucas}}'s pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.}} | ||
*{{buff|{{SSBU|Incineroar}}'s grabs have one frame faster startup (frame 8 → 7 (standing), 12 → 11 (dash), 13 → 12 (pivot)), with their total duration reduced as well (FAF 39/47/45 → 38/46/44).}} | *{{buff|{{SSBU|Incineroar}}'s grabs have one frame faster startup (frame 8 → 7 (standing), 12 → 11 (dash), 13 → 12 (pivot)), with their total duration reduced as well (FAF 39/47/45 → 38/46/44).}} | ||
====={{SSBU|11.0.0}}===== | ====={{SSBU|11.0.0}}===== | ||
*{{nerf|{{SSBU|Palutena}}'s standing grab | *{{nerf|{{SSBU|Palutena}}'s standing grab range|15.0u|13.0u}} | ||
<!--===Grab escape formula=== | |||
Melee: 76 + 1.6 * damage - 6 * inputs | |||
Brawl: 90 + 1.7 * damage - 8 * inputs (C-Stick = 2) | |||
--> | |||
==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:// | *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 ''Brawl'', it is not possible to grab an opponent that is standing behind the grabber, even if the grab makes contact with a part of the target's body that extends in front of them. In the previous two games, grabs will connect regardless of the opponent's position. | |||
*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. | ||
Line 816: | Line 737: | ||
*[[Grab release]] | *[[Grab release]] | ||
*[[Jump-canceled grab]] | *[[Jump-canceled grab]] | ||
==References== | ==References== |