Editing Grab
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*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. | ||
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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). | ||