Editing Grab
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
{{ArticleIcons|series=y}} | {{ArticleIcons|series=y}} | ||
[[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''.]] | ||
Line 10: | Line 9: | ||
*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 [[ | *a horizontal [[D-Pad]] input with the [[Wii Remote]] and [[Nunchuk]] | ||
*the [[ | *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]] | ||
Line 19: | Line 18: | ||
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. 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. | ||
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. | 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. | ||
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'''. | ||
Line 29: | Line 28: | ||
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 | 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. | ||
===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 | [[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.]] | ||
In all games, most characters cannot be grabbed by less central parts of their bodies | In all games, most characters cannot be grabbed by less-central parts of their bodies: such as lower arms, legs, hands, 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 {{SSBM|Kirby}}'s [[hurtbox]]es can be grabbed (except for the lower portion of his arms), but only {{SSBM|Jigglypuff}}'s primary body is grabbable, while its hands, feet and hair curl are not. Additionally, {{SSBM|Link}}'s hands and legs are ungrabbale, {{SSBM|Marth}} and {{SSBM|Roy}}'s left arm and legs are ungrabbable, and only {{SSBM|Mr. Game & Watch}}'s primary torso and head are grabbable, while his legs and arms are not. {{SSBM|Pichu}}'s lower arms (its hands are not included) are ungrabbable, {{SSBM|Pikachu}}'s feet and middle-parts of his arms are ungrabbable, {{SSBM|Mewtwo}}'s legs/arms and his tail is ungrabbale, {{SSBM|Master Hand}} is fully grabbable, while {{SSBM|Master Hand}} is not. Lastly, {{SSBM|Giga Bowser}}'s head and primary body are his only grabbable limbs, while his nose, feet, stomach, and arms 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 | A particular character can grab only a single 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 or when he is being grabbed or thrown as well. | ||
It becomes a severe disadvantage if the character's grabbing range is either short, below-average or have noticeable blindspots (for example, {{SSB4|Pac-Man}}'s grab consists of three grabboxes with short delays in between without grabboxes when the beam extends fully and retreats in ''[[Smash 4]]''); this gives their grab insufficent [[reach]] that prevents them from landing a grab on their opponent reliably (which can be worsened if their mobility is low), forcing and requiring some characters to make closer contact with their opponent in order to grab them reliably; such as [[Pyra]]/[[Mythra]] or the [[Ice Climbers]] (with the latter requiring this the most out of almost any character; due to possessing the dead-shortest grabs in the game). In addition, if their grabs are too [[lag]]gy or sluggish, this particular disadvantage will become significantly worse: if a grab possesses noticeable [[startup]], it can be potentially be punished just before the grabboxes even come out or activate. If missed, they will be highly vulnerable for any [[punishment]] before the animation ends; depending on how much [[ending lag]] it possesses, such as [[Pac-Man]]. Furthermore, if their [[pummel]] is too slow to rack up [[damage]] very quickly (despite dealing at about 3%), the opponent will potentially be [[grab release|grab-released]] just before a character performs a single pummel shortly after grabbing them. Lastly, grabs can be occasionally pointless at some situations: if a character's [[throw]] (such as the Ice Climbers' [[up throw]] and [[back throw]], [[Jigglypuff]]'s [[down throw]] and [[Pichu]]'s throws) is either too weak to KO or lack any sorts of utility at all, or if a character's grab and throw game is otherwise too poor, there possibly won't be any need for grabs at all in battles. For notable example, all sword-figthers' grab and throw game are particularly poor outside of grab-[[combo]]s; due to their short grabbing range, and near useless/weak throws that don't KO reliably well beyond 200%. | |||
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, | Characters cannot utilize 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 chain-grabs and [[team wobble|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, typically 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. | |||
===Hitting characters during a grab=== | ===Hitting characters during a grab=== | ||
Line 46: | Line 47: | ||
*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=== | ||
Line 53: | Line 54: | ||
*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 | *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). | ||
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. | ||
Line 91: | Line 92: | ||
|- | |- | ||
|[[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 | ||
|- | |- | ||
|[[Pac-Man]]||Fires a [[Boss Galaga]]'s tractor beam from out of his extended palm | |[[Pac-Man]]||Fires a [[Boss Galaga]]'s tractor-beam from out of his extended palm to draw his opponents into his grip.||Extended | ||
|- | |- | ||
|[[Robin]]||Creates a small magic vortex.||Standard | |[[Robin]]||Creates a small magic vortex.||Standard | ||
|- | |- | ||
Line 129: | Line 123: | ||
===Tether grabs and extended grabs=== | ===Tether grabs and extended grabs=== | ||
Some characters, instead of grabbing opponents directly, throw forward a long rope | Some characters, instead of grabbing opponents directly, throw forward a long rope or a whip-like object in order to grab opponents. This sort of grab is known as a '''tether grab'''. 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, in contrast with standard grabs where the grabbox is attached to the neutral bone. This characteristic is the cause behind tether grabs not behaving properly if the [[gameplay speed]] is altered. Similarly, an '''extended grab''' is a grab that is not standard, but also not reliant on a secondary model to function; characters with such grabs include [[Yoshi]] and [[Min Min]]. | ||
Both tether and extended grabs are renowned for their very high range compared to most other grabs, but are also much slower than standard grabs, particularly in earlier installments. | Both tether and extended grabs are renowned for their very high range compared to most other grabs, but are also much slower than standard grabs, particularly in earlier installments. | ||
Line 137: | Line 131: | ||
*In NTSC versions of ''Melee'', {{SSBM|Samus}}' grab can be extended to almost two and a half times its usual length using [[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 NTSC versions of ''Melee'', {{SSBM|Samus}}' grab can be extended to almost two and a half times its usual length using [[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'', {{SSB4|Pac-Man}}'s grab appears to be one continuous beam; however, it actually projects three short-lived grabboxes, one after another in front of him, each one further outwards than the last. Because of these blindspots and its heavy ending lag, the move is infamous for its unreliability and high risk. In ''Ultimate'', its hitboxes were reworked to be larger and more continuous, while its ending lag was reduced, making it more reliable and allowing it to beat out [[spot dodge]]s more effectively. | *In ''Smash 4'', {{SSB4|Pac-Man}}'s grab appears to be one continuous beam; however, it actually projects three short-lived grabboxes, one after another in front of him, each one further outwards than the last. Because of these blindspots and its heavy ending lag, the move is infamous for its unreliability and high risk. In ''Ultimate'', its hitboxes were reworked to be larger and more continuous, while its ending lag was reduced, making it more reliable and allowing it to beat out [[spot dodge]]s more effectively. | ||
*In ''Melee'', {{SSBM|Marth}}'s standing grab is notorious for its deceptively long range, reaching the | *In ''Melee'', {{SSBM|Marth}}'s standing grab is notorious for its deceptively long range, reaching the farthest out of all non-extended grabs.<!--Please don't add that it outranges Yoshi's grab; it only beats Yoshi in that comparison gif because of his nose hurtbox.--> Its range has since been reduced in later games, though it remains above-average in ''Brawl''. | ||
**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 | *In ''Ultimate'', {{SSBU|Mr. Game & Watch}}'s dashing and pivot grab sport a surprising disjoint in front of him, which gave it deceptively effective [[reach]] (unlike almost any figther in the game). This is to compensate for him not moving forward during the grabbing portion of his dash grab, which would result in his dash grab possessing shorter range than what is typical for them. | ||
==Special moves that can grab== | ==Special moves that can grab== | ||
[[File: | [[File:Bowser Side B SSBU.gif|thumb|Flying Slam 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. | ||
Line 289: | Line 283: | ||
===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 | ''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" | ||
Line 592: | Line 586: | ||
===In ''[[Super Smash Bros. Ultimate]]''=== | ===In ''[[Super Smash Bros. Ultimate]]''=== | ||
[[File:GrabRankingsSSBU.gif|thumb|300px|Grabs in ''SSBU'' ranked from shortest to longest.]] | [[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 | 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 | ||
Line 795: | Line 789: | ||
*{{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).}} | ||
Line 809: | Line 803: | ||
==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] | ||
*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. | ||