Jump-canceled grab: Difference between revisions
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A '''jump-canceled grab''' (abbreviated "JC'd grab") can be performed by [[jump-canceling]] a run or dash with a [[grab]], by attempting to grab while still in the [[jumping]] animation. This is usually done by pressing X, Y, or up on the [[control stick]], then pressing Z immediately afterwards. 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. | A '''jump-canceled grab''' (abbreviated "JC'd grab") can be performed by [[jump-canceling]] a run or dash with a [[grab]], by attempting to grab while still in the [[jumping]] animation. This is usually done by pressing X, Y, or up on the [[control stick]], then pressing Z immediately afterwards. 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. |
Revision as of 20:32, June 27, 2011
A jump-canceled grab (abbreviated "JC'd grab") can be performed by jump-canceling a run or dash with a grab, by attempting to grab while still in the jumping animation. This is usually done by pressing X, Y, or up on the control stick, then pressing Z immediately afterwards. 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 usually 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.)