Grab: Difference between revisions

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Once a throw is begun, the character cannot escape, with the exception of [[Kirby]]'s [[forward throw|forward]] and [[back throw]]s in [[Melee]]. All throws grant 8 [[invincibility frame]]s when started.
Once a throw is begun, the character cannot escape, with the exception of [[Kirby]]'s [[forward throw|forward]] and [[back throw]]s in [[Melee]]. All throws grant 8 [[invincibility frame]]s when started.


Grabs cannot be [[shield]]ed; attempting to do so has no effect. This means that grabs cannot be [[Perfect Sheld]]ed. Grabs also ignore [[launch resistance]].
Grabs cannot be [[shield]]ed; attempting to do so has no effect. This means that grabs cannot be [[Perfect Shield]]ed. Grabs also ignore [[launch resistance]].


Some special attacks are specialized grabs. These are:
Some special attacks are specialized grabs. These are:

Revision as of 12:55, January 1, 2009

A grab is not an attack, but the action of grabbing and holding an opponent. Regular grabs are performed by pressing Z, R+A or L+A. Once grabbed, a character can be pummeled with A or Z and thrown by tilting the stick in one of the four standard directions. A grabbed character will automatically escape after a certain amount of time depending on their damage; higher damaged characters will be held longer. Damage inflicted upon the grabbed character will increase grab time, and any button input by the grabbed character will decrease grab time.

Once a throw is begun, the character cannot escape, with the exception of Kirby's forward and back throws in Melee. All throws grant 8 invincibility frames when started.

Grabs cannot be shielded; attempting to do so has no effect. This means that grabs cannot be Perfect Shielded. Grabs also ignore launch resistance.

Some special attacks are specialized grabs. These are:

Some grabs also function as a recovery technique when used in midair. By pressing the grab button in midair, certain characters will extend a long-range grappling item. When used on the ground, these grabs have the longest range, but a lot of lag if the grab does not connect. In Melee, if the grab connects with a wall, the character will hang from that wall and can press a button to be pulled up to where the end of the grab connected, allowing for second and third jumps to recover, known as wall-grapple. In Brawl, they will be shot to the nearest edge, making them Tether Recoveries. These include:

In addition, there are several other ranged grabs, although they cannot be used as Tether Recoveries:

  • Yoshi's tongue (the only character with a ranged grab without a Tether Recovery).
  • Olimar's Pikmin, which dash forward and do the grabbing and throwing for him (one special is already a Tether Recovery)
  • Zero Suit Samus's Paralyzer whip. (two of her specials are already Tether Recoveries)

Initial Grab Range

Melee grab ranges by character according to Mew2King's webpage

  1. Samus
  2. Link
  3. Young Link
  4. Marth
  5. Roy
  6. Yoshi
  7. Kirby
  8. Sheik
  9. Zelda
  10. Falco
  11. Jigglypuff
  12. Mewtwo
  13. Peach
  14. Fox
  15. Luigi
  16. DK
  17. Ice Climbers
  18. Mr. Game & Watch
  19. Ganondorf
  20. Captain Falcon
  21. Dr. Mario / Mario
  22. Bowser
  23. Pichu
  24. Ness
  25. Pikachu

Grabs in the original Super Smash Bros.

While the physics of grabbing remain much the same between Melee and Brawl, they were heavily altered between SSB and Melee. In SSB, a grab always lasts the same amount of time. Once the time is up, a forward throw automatically takes place. Grabs cannot be escaped unless someone is hit hard enough, and only two throws (forward and back) are available. Pummeling does not exist; pressing any button results in a forward throw.