Team wobble: Difference between revisions
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[[File:Team Wobble on Falco Melee.gif|thumb | [[File:Team Wobble on Falco Melee.gif|thumb|200px|{{SSBM|Captain Falcon}} and {{SSBM|Ganondorf}} team wobbling {{SSBM|Falco}} in ''Melee''.]] | ||
A '''team wobble''', named after the [[wobble]], is when two players on a [[team]] continuously [[grab]] a single opponent just as they escape from the other's grab or [[throw]]. Two players stand on each side of their target, with one grabbing and [[pummel]]ling, the other waiting to catch the opponent when they manage to escape; they then trade duties and repeat. The team wobble can also be performed with throws by delivering low [[knockback]]; performing it with throws makes it impossible to escape out of using an air release and does not require prediction of the opponent's escape like the grab release version does. As long as both players grab correctly, this is a team [[infinite]]. Although all characters can perform this, those with fast and long grabs (such as [[Marth]] or [[Olimar]]) are better at team wobbles than those with slow or short grabs (such as [[Bowser]] or [[Pikachu]]). | A '''team wobble''', named after the [[wobble]], is when two players on a [[team]] continuously [[grab]] a single opponent just as they escape from the other's grab or [[throw]]. Two players stand on each side of their target, with one grabbing and [[pummel]]ling, the other waiting to catch the opponent when they manage to escape; they then trade duties and repeat. The team wobble can also be performed with throws by delivering low [[knockback]]; performing it with throws makes it impossible to escape out of using an air release and does not require prediction of the opponent's escape like the grab release version does. As long as both players grab correctly, this is a team [[infinite]]. Although all characters can perform this, those with fast and long grabs (such as [[Marth]] or [[Olimar]]) are better at team wobbles than those with slow or short grabs (such as [[Bowser]] or [[Pikachu]]). | ||
Although difficult, it is possible to escape or at least disrupt a team wobble by forcing an air release via timely [[jump]] inputs. This technique can be performed with two players on a team, or two opposing players working together (although they must be sure not to get hit by each others' pummels). Because of [[stale-move negation]], this strategy takes a large amount of time to build up notable [[damage]], and is therefore mostly used for [[stall]]ing the game, or annoying the target player. | Although difficult, it is possible to escape or at least disrupt a team wobble by forcing an air release via timely [[jump]] inputs. This technique can be performed with two players on a team, or two opposing players working together (although they must be sure not to get hit by each others' pummels). Because of [[stale-move negation]], this strategy takes a large amount of time to build up notable [[damage]], and is therefore mostly used for [[stall]]ing the game, or annoying the target player. | ||
It is one of the two [[advanced technique]]s that was in the first three Smash games but no longer possible after ''[[Smash 4]]'', the other being [[chain grab]] | It is one of the two [[advanced technique]]s that was in the first three Smash games but no longer possible after ''[[Smash 4]]'', the other being [[chain grab]]bing. | ||
==Team wobbling examples== | ==Team wobbling examples== | ||
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Team wobbling is much more common in ''Brawl'' as it is possible to grab release characters easily. However, the throwers must be careful to not unnecessarily [[tap]] and risk a [[trip]]. It is also possible to use {{SSBB|King Dedede}}'s chain grab to {{mvsub|King Dedede|SSBB|down throw}} into one another's grab. | Team wobbling is much more common in ''Brawl'' as it is possible to grab release characters easily. However, the throwers must be careful to not unnecessarily [[tap]] and risk a [[trip]]. It is also possible to use {{SSBB|King Dedede}}'s chain grab to {{mvsub|King Dedede|SSBB|down throw}} into one another's grab. | ||
===In ''[[Super Smash Bros. 4]]''=== | ===In ''[[Super Smash Bros. 4]]'' and ''[[Super Smash Bros. Ultimate]]''=== | ||
Due to characters being immune to grabs for at least a second after being grabbed, this technique cannot be performed in | Due to characters being immune to grabs for at least a second after being grabbed, this technique cannot be performed in both games. | ||
While the mechanic was removed from Ultimate, there used to be a form of a team wobble that could be done with characters that had burying attacks (such as {{SSBU|King K. Rool}} or {{SSBU|Banjo & Kazooie}}) and {{SSBU|Ridley}}. The wobble could've been done by having one character [[bury]]ing an opponent with an attack, Ridley using the sweetspot of [[Skewer]], and then repeating. This was later patched out in update [[8.0.0]]. | |||
==External links== | ==External links== | ||
*[http://www.youtube.com/watch?v=mvpda5rWmfY A video that explains and shows team wobbling.] | *[http://www.youtube.com/watch?v=mvpda5rWmfY A video that explains and shows team wobbling.] | ||
*[http://youtube.com/watch?v=lWBwoYEMCig Video demonstrating King K. Rool and Ridley's team wobble before update 8.0.0] | |||
[[Category:Unofficial lingo]] | [[Category:Unofficial lingo]] |
Latest revision as of 09:09, April 12, 2023
A team wobble, named after the wobble, is when two players on a team continuously grab a single opponent just as they escape from the other's grab or throw. Two players stand on each side of their target, with one grabbing and pummelling, the other waiting to catch the opponent when they manage to escape; they then trade duties and repeat. The team wobble can also be performed with throws by delivering low knockback; performing it with throws makes it impossible to escape out of using an air release and does not require prediction of the opponent's escape like the grab release version does. As long as both players grab correctly, this is a team infinite. Although all characters can perform this, those with fast and long grabs (such as Marth or Olimar) are better at team wobbles than those with slow or short grabs (such as Bowser or Pikachu).
Although difficult, it is possible to escape or at least disrupt a team wobble by forcing an air release via timely jump inputs. This technique can be performed with two players on a team, or two opposing players working together (although they must be sure not to get hit by each others' pummels). Because of stale-move negation, this strategy takes a large amount of time to build up notable damage, and is therefore mostly used for stalling the game, or annoying the target player.
It is one of the two advanced techniques that was in the first three Smash games but no longer possible after Smash 4, the other being chain grabbing.
Team wobbling examples[edit]
In Super Smash Bros.[edit]
It is difficult to team wobble in Super Smash Bros., as pummels do not exist and grabs cannot be escaped without a throw. However, Donkey Kong is able to cargo release into another DK grabbing, and with correct timing, certain characters can regrab repeatedly by using a forward throw in place of a grab release, including Captain Falcon and Ness.
In Super Smash Bros. Melee[edit]
This technique is usually used at the end of doubles matches. Characters with quick grabs and pummels such as Fox, Ganondorf, and Marth are usually seen doing this. The beginning of the Wombo Combo, for example, involves Captain Falcon and Fox grab releasing another Fox.
In Super Smash Bros. Brawl[edit]
Team wobbling is much more common in Brawl as it is possible to grab release characters easily. However, the throwers must be careful to not unnecessarily tap and risk a trip. It is also possible to use King Dedede's chain grab to down throw into one another's grab.
In Super Smash Bros. 4 and Super Smash Bros. Ultimate[edit]
Due to characters being immune to grabs for at least a second after being grabbed, this technique cannot be performed in both games.
While the mechanic was removed from Ultimate, there used to be a form of a team wobble that could be done with characters that had burying attacks (such as King K. Rool or Banjo & Kazooie) and Ridley. The wobble could've been done by having one character burying an opponent with an attack, Ridley using the sweetspot of Skewer, and then repeating. This was later patched out in update 8.0.0.