Jump-canceled grab: Difference between revisions
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A '''Jump-canceled grab''' can be performed by [[jump- | A '''Jump-canceled grab''' (abbreviated "JC'd grab") can be performed by [[jump-canceling]] a run or dash with a [[grab]], by pressing Z or L/R and A while still in the [[jumping]] [[animation]]. The character performs the standing grab animation while sliding forward slightly (depending on [[traction]]). For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs. | ||
Jump- | Jump-Canceled grabs have slightly larger [[hitbox]]es than standard (though still smaller than actual dash-) grabs, and are primarily used in [[chain-grab]]s with throws of forward trajectory (such as [[Captain Falcon (SSBM)|Captain Falcon]]'s [[down throw]]) or involving enemy [[DI]] (such as [[Mr. Game and Watch|Mr. Game & Watch]]'s [[up throw]] chain grab. | ||
[[Category:Moves]] | [[Category:Moves]] |
Revision as of 12:01, March 14, 2007
A Jump-canceled grab (abbreviated "JC'd grab") can be performed by jump-canceling a run or dash with a grab, by pressing Z or L/R and A while still in the jumping animation. The character performs the standing grab animation while sliding forward slightly (depending on traction). For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs.
Jump-Canceled grabs have slightly larger hitboxes than standard (though still smaller than actual dash-) grabs, and are primarily used in chain-grabs with throws of forward trajectory (such as Captain Falcon's down throw) or involving enemy DI (such as Mr. Game & Watch's up throw chain grab.