Editing Grab
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|[[Charizard]]||Lunges forward for a bite alongside an extra hold with its arms.||Standard | |[[Charizard]]||Lunges forward for a bite alongside an extra hold with its arms.||Standard | ||
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|[[Dark Samus]]||Whips forwards with her Grapple Beam.||Tether | |[[Dark Samus]]||Whips forwards with her Grapple Beam.||Tether | ||
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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). | ||
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*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://www.youtube.com/watch?v=n1bnkhmTbgI here]. Example for ''SSB'' can be seen [https://www.youtube.com/watch?v=-3Jb8ka0SJE here]. | *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://www.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. | ||
*In ''Ultimate'' it is possible for one to grab an enemy in the short time between when they are hit by a fully charged or misfired [[Green Missile]] from [[Luigi]] and receiving the [[Knockback]], this is not viable as the timing must be frame-perfect, but if performed correctly the enemy will be held in your grab rather than being knocked back. | |||
==See also== | ==See also== | ||
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*[[Jump-canceled grab]] | *[[Jump-canceled grab]] | ||
*[[Shield grab]] | *[[Shield grab]] | ||
==References== | ==References== |