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{{redirect|CG|the {{SSBB|Mario}} technique abreviated as "CG"|Cape glide}}
{{redirect|CG|the {{SSBB|Mario}} technique abbreviated as "CG"|Cape glide}}
A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to a series of [[grab]]s and [[throw]]s that the victim cannot escape. Generally, a player [[throw]]s the opponent a specific direction (most commonly down or forward), chases the opponent's [[directional influence]], and grabs the opponent while they are still in midair and before they can [[tech]]. {{SSBM|Sheik}} and the [[Ice Climbers]] are examples of characters who rely heavily on chain grabs. The usefulness of chain grabbing in ''[[Super Smash Bros. Brawl]]'' has been reduced with the addition of [[tripping]]. Generally, [[fastfaller]]s, [[weight|heavyweights]], and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters. Some circumstances can enable a chain grab to be a [[zero-to-death combo]]. The [[Ice Climbers]] are particularly potent at this.
:''For the tournament, see [[Tournament:Chain Grab]]''
[[File:Dededechaingrab.gif|thumb|200px|King Dedede's infinite chaingrab on Ganondorf]]
[[File:SSBB King Dedede Chaingrab Infinite.gif|thumb|200px|King Dedede's infinite chain grab on Donkey Kong in ''Brawl'']]
[[File:Pika dthrow cg brawl.gif|thumb|200px|Pikachu takes advantage of Fox's very high [[falling speed]] acceleration attribute by chain grabbing him with its down throw in ''Brawl''.]]
A '''chain grab''', also referred to as a '''chain throw''' or abbreviated as '''CG''', refers to a repeated series of [[grab]]s and [[throw]]s that the victim cannot escape. The term was coined by {{Sm|Matt Deezie}}, and refers to how multiple grabs can be chained together. Generally, a player [[throw]]s the opponent in a specific direction (most commonly down or forward), chases the opponent's [[directional influence]], then grabs the opponent in midair before they can [[tech]] or act out of [[hitstun]]. {{SSBM|Sheik}} in ''Melee'' and the {{SSBB|Ice Climbers}} in ''Brawl'' are examples of characters who rely heavily on chain grabs. Most chain grabs become escapable at mid percents as the throw’s knockback increases, but some chain grabs (such as {{SSBB|King Dedede}}’s {{Mvsub|King Dedede|SSBB|down throw}} on several characters) can be performed infinitely, often due to having [[set knockback]]. Due to the changes to [[hitstun]] and the more severe [[stale-move negation]] in ''Brawl,'' chain grabbing is one of the most common forms of building damage at low percents, and is often the only reliable true combo for many characters. Generally, [[fastfaller]]s, [[weight|heavyweights]], and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters.  
 
In ''Melee'' and ''Brawl'', the Ice Climbers have a unique form of chain grabbing known as handoffs, performed by throwing the opponent with one climber, and immediately regrabbing them with the other climber using [[desyncing]]. In ''Brawl'', this technique can be performed infinitely and is used to [[zero-to-death]] opponents in competitive play.
 
Chain grabbing is present in the first three ''Smash'' games but is no longer possible in ''Smash 4''; after a throw, the game prevents players from regrabbing opponents for an extended window. The inability to chain grab has been carried over into ''Ultimate'', with fighters flashing yellow as a visual indicator of this mechanic.


==Controversy==
==Controversy==
Chain grabbing is a controversial technique within the community. Many players (generally casual players) consider it an unsportsmanlike move because it can be inescapable when perfected by the grabber. However, competitive players generally see it as a valid technique, as it's simply a [[combo]] that is performed by regrabbing, and that characters like {{SSBM|Sheik}}, the [[Ice Climbers]], and {{SSBB|King Dedede}} need it to overcome other deficiencies in high-level matches, provided it is not used in extreme excess to [[stall]] (i.e. using King Dedede's standing infinite beyond 300% damage, which is well beyond the damage needed for Dedede to KO the opponent with his back throw).
Chain grabbing is a controversial technique within the community. Many players consider it an unsportsmanlike move because it can be inescapable when perfected by the grabber. It is additionally generally seen as "boring" even by competitive players to watch and play against, due to the repetition involved with repeatedly grabbing and throwing a character over and over while the opponent has negligible control in the matter, especially with prolonged chain throwing. Then since chain grabs tend to affect some characters a lot more severely, while for some other characters it is of negligent concern, it has a polarizing effect on matchups and is the primary cause for many [[hard counter]]s. Infinite chain grabbing, in particular, has a tendency to encourage more defensive gameplay and camping tactics, especially in ''Brawl'', another point of contention against chain grabbing. Since powerful chain throws can result in heavy damage or even a zero-death just from being grabbed, most players counter the risk of [[approach]]ing opponents with access to such chain grabs by [[camping]], either by staying airborne or on platforms.
 
However, competitive players generally see it as a valid technique and accept its usage, as it's simply a [[combo]] that is performed by grabbing, and that characters like {{SSBM|Sheik}}, the [[Ice Climbers]], and {{SSBB|King Dedede}} need it to overcome other deficiencies in high-level matches, provided it is not used in extreme excess to [[stall]] (i.e. using King Dedede's standing infinite beyond 300% damage, which is well beyond the damage needed for Dedede to KO the opponent with his back throw). Competitive players additionally generally have a "play to win" mindset, meaning players are expected to utilize whatever legal means necessary in-game to win.
 
In ''Melee'', Sheik players will often agree to avoid using chain grabs in the [[ditto match|ditto]], instead relying on other followups after a down throw; this is done to place greater emphasis on the [[neutral game]] and improve the spectator experience. However, this gentleman’s rule is never officially enforced in tournament, and either player can opt out of the agreement at any time.
 
Possibly as a result of the controversy surrounding the technique, ''SSB4'' has removed chain grabbing by granting 70 frames of invulnerability against grabs to a character who is thrown or grab-released. There is an argument about the change, but the general agreement is that it was for the best even in competitive play, due to the aforementioned polarizing effect chain throws tend to have on matchups, and them being generally regarded as spectator and player-unfriendly.


==Examples==
==Examples==
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===''[[Super Smash Bros.]]''===
===''[[Super Smash Bros.]]''===
*{{SSB|Pikachu}}: can chain most characters with its [[forward throw]] at low percentages.
*{{SSB|Pikachu}}: Can chain most characters with its {{mvsub|Pikachu|SSB|forward throw}} at low percentages.
*{{SSB|Donkey Kong}} : can chain all characters to extreme percents by release grabbing with his [[forward throw]] (known as the [[infinite throw trap]]). This technique caused moderate controversy within the Smash 64 community, as it was seen as "[[cheap]]" by some. {{SSB|Yoshi}} and {{SSB|Ness}} are the most difficult to get out of the chain grab due to their odd double jumps. Pikachu has by far the easiest time escaping because its [[up special]], [[Quick Attack]], has [[invincibility frames]]. Donkey Kong players usually do this in order to either set up a stronger or better throw (as each grab release does 8% damage) or to make it so DK is closer to the edge and can back throw instead of up throw, as the back throw has much more power.
*{{SSB|Donkey Kong}}: Can chain all characters to extreme percents by release grabbing with his {{mvsub|Donkey Kong|SSB|forward throw}}<ref>[https://youtube.com/watch?v=MgPDFsiQODM DK's Release Grab on Kirby]</ref> (known as the [[infinite throw trap]]). Donkey Kong players usually do this in order to either set up a stronger or better throw (as each grab release does 8% damage) or to make it so he is closer to the edge and can {{mvsub|Donkey Kong|SSB|back throw}} instead of forward throw, as the back throw has much more power. This technique caused moderate controversy within the ''Smash 64'' community, as it was seen as "[[cheap]]" by some.  
*{{SSB|Fox}}: can chain throw forward and backward at low percentages.
*{{SSB|Fox}}: Can chain {{mvsub|fox|SSB|forward throw|alt=forward}} and {{mvsub|fox|SSB|back throw}} at low percentages.


[[File:SSB64 Greenhouse Combo.gif|thumb|{{Sm|Isai}} performing the [[Greenhouse]] combo.]]
[[File:SSB64 Greenhouse Combo.gif|thumb|{{Sm|Isai}} performing the [[Greenhouse]] combo.]]
The other main part of chain grabs can be seen on the "Combo Tent" portion of [[Hyrule Castle]]. {{SSB|Yoshi}} and {{SSB|Samus}} cannot do this due to their overly slow grabs (however, they can throw into a down aerial or a similar aerial to combo). {{SSB|Kirby}}, {{SSB|Ness}}, and {{SSB|Jigglypuff}} cannot do this due to their back throws having too much knockback to be able to combo before the opponent escapes [[hitstun]]. The majority requires down aerials and back throws. Here is a list of what each character can do.
The other main part of chain grabs can be seen on the "Combo Tent" portion of [[Hyrule Castle]].<ref>[https://youtube.com/watch?v=HHQCsNy8H2o DK Chain Grabbing using walls]</ref> {{SSB|Yoshi}} and {{SSB|Samus}} cannot do this due to their overly slow grabs (however, they can throw into a down aerial or a similar aerial to combo). {{SSB|Kirby}}, {{SSB|Ness}}, and {{SSB|Jigglypuff}} cannot do this due to their back throws having too much knockback to be able to combo before the opponent escapes [[hitstun]]. The majority requires down aerials and back throws. However, Pikachu, Fox, {{SSB|Captain Falcon}}, {{SSB|Mario}}, and {{SSB|Luigi}} can all perform chain grabs on this portion of the stage.
*Pikachu: {{Sm|Isai}}'s "[[Greenhouse]]" Pikachu combo: Multiple back throws into a back aerial, up smash, and then a [[Thunderspike]] for a Star KO. Alternately, multiple up tilts can be used to set up a grab, and a neutral aerial can also be used to knock the opponent into the wall, setting up an up tilt or grab.
{{clr}}
*Fox: Back throw usually into a down aerial or forward aerial into another throw and at the end either an up aerial or an up smash at the end. Sometimes combined with forward throws, neutral aerials, or back aerials.
*{{SSB|Mario}}: Forward throw or back throw into down aerial into up smash. Sometimes combined with back aerials or neutral aerials.
*{{SSB|Captain Falcon}}: Back throw only, usually combined into multiple up airs into either up special or down air for an [[edgeguard]]. His combos are usually the most varied by the [[edge]] as virtually all of his moves can combo against a ledge.
*{{SSB|Luigi}}: Back throws, down aerial, up special, or down aerials, back aerial/forward aerial into up special/down special.
*Donkey Kong: Back throws or forward throws into up smash (back throws being non-cargoed and forward throws being cargo only). No aerials needed. The original wall combo and one of the reasons why Donkey Kong can excel on Hyrule.


===''[[Super Smash Bros. Melee]]''===
===''[[Super Smash Bros. Melee]]''===
*{{SSBM|Sheik}}: can chain most characters (Bowser, Yoshi, Donkey Kong, Pikachu, Ganondorf, Pichu, Roy, Young Link, Mr. Game & Watch, Link, Ness, and Sheik) with her down throw from as little as 0% up to as high as 90%. On other characters it can reliably tech chase to high percents. This however doesn't work in the PAL version of Melee due to her down throw sending her opponents too far forward to grab again.
[[File:Sheik ChainGrab Melee.gif|thumb|{{SSBM|Sheik}}'s Chain grab.]]
*{{SSBM|Marth}} and {{SSBM|Roy}}: Marth and Roy's forward throw can chain throw Fox and Falco from 0% to about 90%. However, Roy has to turn to chain throw upward but Marth doesn't have to always turn to chain throw upward.
*{{SSBM|Sheik}}: Can chain throw most characters ({{SSBM|Bowser}}, {{SSBM|Yoshi}}, Donkey Kong, {{SSBM|Pikachu}}, {{SSBM|Ganondorf}}, {{SSBM|Pichu}}, Roy, {{SSBM|Young Link}}, {{SSBM|Mr. Game & Watch}}, {{SSBM|Link}}, {{SSBM|Ness}}, and Sheik) with her {{mvsub|Sheik|SSBM|down throw}} from as little as 0% to medium or high percentages, as high as 90% if the opponent's DI is poor. On other characters, it can reliably tech chase to high percents. This doesn't work in the PAL version of Melee, however, due to her down throw sending her opponents on a more horizontal angle, disallowing regrabs except at very low percentages.
*{{SSBM|Ice Climbers}}: can chain throw nearly every character in the game with a variety of chain throws. Wobbling, which is the most inescapable when performed right, can trap an opponent forever or until the player kills them or messes up. Edge chain throwing exploits Nana's AI so that the player can alternate throws between Popo and Nana when they're at the edge of the stage. If Popo has grabbed the opponent, the player can ping his opponent as Popo and have Nana use her down-B. This is inescapable while Nana's down-B is hitting the opponent. Against the Fast fallers and Roy, Popo can down throw while Nana immediately uses a down air them to force the player's opponent to land standing up, where they are easily grabbed again. Even without Nana, Popo by himself can chain throw a handful of characters, such as Roy, Sheik, and Ganondorf with down throw until about 50%.
*{{SSBM|Marth}} and {{SSBM|Roy}}: {{mvsub|Marth|SSBM|Up throw|alt=Up}} {{mvsub|Roy|SSBM|Up throw|alt=throw}} can chain throw Fox and {{SSBM|Falco}} from 0% to about 60%. Marth can also chaingrab {{SSBM|Jigglypuff}} with {{mvsub|Marth|SSBM|forward throw}}s and {{mvsub|Marth|SSBM|down throw}}s until about 20%, depending on DI.
*{{SSBM|Peach}}: can chain throw fast fallers, floaty characters, and heavyweight at high percentage with her down throw. She can also chain grab with her up throw against everyone at 0% and fast fallers at 40%.
*{{SSBM|Ice Climbers}}: Can chain throw nearly every character in the game with hand-offs, edge throw exploits, and other traps, such as having Nana execute a {{mvsub|Ice Climbers|SSBM|down aerial}} as Popo {{mvsub|Ice Climbers|SSBM|down throw}}s the opponent, forcing them to stand up and allowing them to be grabbed again. [[Wobbling]], which is inescapable when performed right, can trap an opponent forever or until the player kills them or messes up (it is, however, no longer considered legal in most tournaments). Even without Nana, Popo by himself can chain throw a handful of characters, such as Roy, Sheik, and Ganondorf with down throw until about 50%.
*{{SSBM|Captain Falcon}}: can pseudo chain throw with down throw against Marth, Sheik, and Roy from 0% to about 20%. It can easily be escaped with good DI. Up throw can also chain throw Fox/Falco/Falcon from about 50% to about 80% if they don't DI away.
*{{SSBM|Peach}}: Peach can {{mvsub|Peach|SSBM|up throw}} chaingrab the fast-fallers Fox, Falco and {{SSBM|Captain Falcon}} starting from 0-18% depending on the DI and character, up to decently high percents, which often ends in a finishing move. Down throw can also be used as a chaingrab against all characters (Except Mario, Dr. Mario, Luigi, Zelda, etc., since they can jump out of it), up to high percents against heavy characters, but only when they do not DI away.
*{{SSBM|Ganondorf}}: can chain throw a variety of characters with his down and up throws. Up throw works similar to Captain Falcon's, but at lower percentages. Down throw can chain throw characters with moderate falling speeds (such as Pikachu and Link) at low percentages and chain throws fast-fallers at high percentages.
*{{SSBM|Mewtwo}}: Can chain throw with its {{mvsub|Mewtwo|SSBM|down throw}} on large characters like Bowser from 0-50%. Mewtwo can also chain throw fast-fallers like Fox, Falco, Sheik, Captain Falcon, and sometimes Roy, giving him an advantage against these characters.  
*{{SSBM|Luigi}}: Can chain throw Fox, Falco, Ganondorf (from 0% to about 30%) and Falcon with up throws and can chain throw Bowser, Ganondorf and Sheik with down throws at 30%.
*{{SSBM|Donkey Kong}}: Can chain throw Fox, Falco, and Captain Falcon with his {{mvsub|Donkey Kong|SSBM|up throw}} at low to mid percentages. Donkey Kong can also chain throw Fox, Falco, and Captain Falcon with his {{mvsub|Donkey Kong|SSBM|forward throw}} if he connects it into his up throw.
*{{SSBM|Peach}}, {{SSBM|Pikachu}}, {{SSBM|Pichu}}, {{SSBM|Mewtwo}}, {{SSBM|Fox}}, {{SSBM|Mario}}, {{SSBM|Dr. Mario}}, {{SSBM|Marth}}, {{SSBM|Roy}}, {{SSBM|Donkey Kong}}, and {{SSBM|Mr. Game & Watch}} can chain throw Fox, Falco, and Captain Falcon with up throws, and at 100% Mr. Game & Watch, and (at 150%) Mario, Doctor Mario can chain throw the fast falling characters with down throws. Marth and Roy cannot chain throw Captain Falcon.
*{{SSBM|Fox}}: Can {{mvsub|Fox|SSBM|up throw}} himself and Falco until mid percents, where he can then combo into either {{mvsub|Fox|SSBM|up smash}} or {{mvsub|Fox|SSBM|up aerial}}, depending on DI and whether or not the opponent jumps out of the chain grab.
*{{SSBM|Link}} can Pseudo chain throw opponents at very low percentages with his forward throw, however it is easy to DI out of.
*{{SSBM|Mario}} & {{SSBM|Dr. Mario}}: Can chain throw Fox, Falco, & Captain Falcon with their {{mvsub|Mario|SSBM|Up throw|alt=up}} {{mvsub|Dr. Mario|SSBM|Up throw|alt=throw}} and can chain throw all heavy weights and fast-fallers with their {{mvsub|Mario|SSBM|Down throw|alt=down}} {{mvsub|Dr. Mario|SSBM|Down throw|alt=throw}}.
*{{SSBM|Falco}} can pseudo chain throw Fox at any percent with down throw. It's far from inescapable, however, since Fox can Shine or Jab to interrupt Falco, and Falco can chain throw anyone with his back throw.
{{clr}}
*{{SSBM|Mewtwo}} can chain throw with its downthrow on large characters like Bowser from 0-50%. Mewtwo can also chain throw fast fallers like Fox, Falco, Sheik, Captain Falcon and sometimes Roy, giving him an advantage against these characters. Ganondorf and DK are also vulnerable to its chain grab, but Mewtwo needs to run and then grab to be able to grab again (though Ganondorf is easier to chain grab than DK).
 
*{{SSBM|Donkey Kong}} can chain throw Fox, Falco and Falcon with the up throw at low to mid perecentages. Donkey Kong can also chain throw Fox, Falco, and Captain Falcon with forward throw, then while carrying them, up throw.
===''[[Super Smash Bros. Brawl]]''===
[[File:ICsCG.gif|thumb|A sequence of chain grabs by the Ice Climbers.]]
[[File:SSBB Falco Chaingrab Meteor.gif|thumb|Falco performs two down throws before using his [[down aerial]] meteor smash out of a short hop to gimp Ike, and then quickly edgehogging to ensure the CPU couldn't recover.]]
*{{SSBB|Donkey Kong}}: Can carry release infinitely against {{SSBB|Ness}} and {{SSBB|Lucas}}, guaranteeing success by turning before releasing and turn grabbing so Ness/Lucas releases in his back. He can also chain grab with his {{mvsub|Donkey Kong|SSBB|down throw}} at lower percentages.
*{{SSBB|Falco}}: Can chain grab with his {{mvsub|Falco|SSBB|down throw}} at lower percentages against everyone except very floaty characters such as {{SSBB|Jigglypuff}}, giving ~42% to most characters, more to the heavyweights. It easily combos into {{mvsub|Falco|SSBB|dash attack}} (which when canceled to {{mvsub|Falco|SSBB|up smash}} it allows a total of 65% damage).
*{{SSBB|Ice Climbers}}: Can chain throw with their {{mvsub|Ice Climbers|SSBB|Back throw|alt=back}}, {{mvsub|Ice Climbers|SSBB|Forward throw|alt=forward}}, and {{mvsub|Ice Climbers|SSBB|down throw}}s on everyone except another pair of Ice Climbers.<ref>[https://youtube.com/watch?v=TSkCGa_J5wY Ice Climber's Chain Grabbing Falco]</ref> Ice Climbers have multiple infinites through alternating, release, and footstool grabs, usually executed as [[zero-to-death combo]] to the ledge, ending with a spike. A lone Ice Climber can only chain grab fast-fallers with down throw at low percentages. Note that if both Ice Climbers are present, they are immune to chain grabs, due to one climber being able to interrupt the opponent while the other is grabbed. See [[Ice Climbers (SSBB)#Chaingrabbing and desynching|here]] for more information.
*{{SSBB|King Dedede}}: Can chain his {{mvsub|King Dedede|SSBB|down throw}} with dash grab against any character with a weight of 87 or heavier.<ref>[https://youtube.com/watch?v=NIVPdRlRMDM King Dedede Chain Grabbing Marth on Shadow Moses Island]</ref> This is an infinite that does not require a wall on {{SSBB|Mario}}, {{SSBB|Luigi}}, {{SSBB|Samus}}, and Donkey Kong.  
*{{SSBB|Marth}}: Can chain grab {{SSBB|Fox}} and Falco with his {{mvsub|Marth|SSBB|forward throw}} twice (this is a true setup into tipper {{mvsub|Marth|SSBB|down aerial}}). At slightly higher percents, he can chain grab them with his forward throw as a setup into {{mvsub|Marth|SSBB|forward smash}}. His grab release also chains into itself on most characters and infinitely on Ness and Lucas.<ref>[https://youtube.com/watch?v=LQ-AKKso_Po Marth Infinite Chain Grabbing Ness]</ref>
*{{SSBB|Pikachu}}: Can chain its {{mvsub|Pikachu|SSBB|forward throw}} using dash grab against most characters up to mid-percents. It can also chain its {{mvsub|Pikachu|SSBB|down throw}} against fast-fallers using buffered standing grabs to quite high percents due to the move staling as it is used repeatedly.
{{clr}}
 
==''[[Super Smash Bros. 4]]'' onwards==
Starting in ''Super Smash Bros. 4'', characters are immune to any grabs for 1.1 seconds after escaping from a grab or being thrown (while the [[tips]] say they immunity lasts for only one second, the duration is actually 70 frames). This mechanic makes chain grabs virtually impossible to perform. [[Special move]]s involving grabs (such as {{SSB4|Lucario}}'s [[Force Palm]] and {{SSB4|Kirby}}'s {{b|Inhale|Kirby}}) are also affected by this mechanic.


===''Super Smash Bros. Brawl''===
While grabs cannot directly combo into each other, it is possible to use attacks between grabs to keep the opponent in [[hitstun]]. {{SSB4|Luigi}}, {{SSB4|Ness}}, {{SSB4|Sheik}}, and {{SSB4|Roy}} are examples of characters with notable combos involving these pseudo-chain grabs. Additionally, {{SSB4|Donkey Kong}}'s cargo throws do not count by the game as grabs for this mechanic, allowing him to still chain grab opponents with his cargo down throw from low to mid percents when on a moving platform (such as [[Smashville]]'s) or against a wall.
[[Image:ICsCG.gif|thumb|A sequence of chaingrabs by the Ice Climbers.]]
*{{SSBB|Bowser}} can chain grab by grab releasing the opponent. He can also grab release infinite {{SSBB|Wario}}. However it needs perfect timing with dash grabs. Works on everyone except Donkey Kong and Ice Climbers together. This is an infinite chain grab when used against a wall until the opponent manages to jump break.
*{{SSBB|Captain Falcon}} can air release Wario.
*{{SSBB|Charizard}} can ground release {{SSBB|Ness}} and dash regrab {{SSBB|Lucas}}.
*{{SSBB|Donkey Kong}} can also carry release infinitely against Ness and Lucas, guaranteeing success by turning before releasing and turn grabbing so Ness/Lucas releases in his back (turned grab). He can also chain grab with his down throw at lower percentages.
*{{SSBB|Falco}} can chain grab with down throw at lower percentages against everyone except very floaty characters, usually giving around 42% to most characters, more to the heavyweights. It easily combos into dash attack (which when canceled to up smash it allows a total of 65% damage), or his down aerial, setting up an early edge-guarding situation. Most characters can be regrabbed with both dash grab and standing grab, but the floaty characters needs good timing and only the walking chain grab works. After the Chain grab percent, it works as a [[Tech-chasing]] move. His forward throw also can chain grab, like {{SSBB|Fox}} and {{SSBB|Wolf}}, at low percentages.
*{{SSBB|Fox}} can chain grab with using his [[forward throw]] on most characters by buffering a dash grab at very low percentages.
*{{SSBB|Ice Climbers}} can chain throw with their backwards, forward, and down throws on everyone except another pair of Ice Climbers. There are a lot of chain grabs that the Ice Climbers can perform such as the usual alternating grabs, grab spikes, footstool grabs, release grabs, and more. An Ice Climber player can make the chain grab "infinite" and "inescapable" when timing is 100% perfect, and can potentially do a [[zero-to-death combo]]. A lone ice climber can chain grab with down throws at lower percentages on most fast fallers like Fox. Note that if both Ice Climbers are present, they are considered to be "immune" to chain grabs, due to one climber being able to interrupt the opponent while the other is incapacitated. See [[Ice Climbers (SSBB)#Chaingrabbing and desynching|here]] for more information.
*{{SSBB|Ike}} can grab release Wario infinitely by pivot grabbing, but it needs nearly perfect timing, being extremely hard to pull off and Wario can mash out of his pummel to ground break until fairly high percents because of Ike's slow pummel. In walls, he can inescapably chain grab from low percents until high percents with his forward throw or if Ike is behind when Ike grabs him/her, a back throw to continue with forward throw.
*{{SSBB|King Dedede}} chain grabs with down throws any character with weight 87 (Marth's weight) or heavier and at any percentage by running grab. Lighter characters are more difficult to chain grab this way, but can still be chain grabbed by predicting where they will fall. His down throw is one of the best attacks in the game for chaingrabbing. He can also chain grab against a wall infinitely and finish with a back throw. He does not need a wall to infinitely grab some characters, such as Mario, Luigi (cannot be dash or walk chain grabbed), Samus, and Donkey Kong, and infinitely chain grab {{SSBB|Wolf}} and another {{SSBB|King Dedede}} near the edge of stages. The down throw has [[set knockback]], so the chain throw can be performed at any percent on characters it is effective against.
*{{SSBB|Kirby}} can chain grab fast fallers with his down throw at low percentages. Can land a u-tilt between throws to add extra damage and finish with the f-throw to uair to bair combo. His forward throw can chain grab at low percentages too.
*{{SSBB|Link}} can chain grab characters (most notably fast fallers) with his down throw at low percentages. In addition, his forward throw can be used to chain grab to around 20%, depending on the character.
*{{SSBB|Lucario}} can chain grab fast fallers with his up throw at low percentages. In addition, [[Force Palm]] can chain at low percentages, though it can be escaped by DI.
*{{SSBB|Ganondorf}} can chain grab at any percent with [[Flame Choke]] by predicting his opponent's action.
*{{SSBB|Mario}} and {{SSBB|Luigi}} can both chain grab with their forward throw across neutral stages, but only works at lower percentages.
*{{SSBB|Marth}} can chain grab {{SSBB|Fox}} and {{SSBB|Falco}} with his forward throw 2 times (these 2 times can truly set up a tipped down air), then chain grab with his down throw 3 to 4 times, then set up a sweetspotted forward smash for 41%-45% damage. He can also infinitely [[grab release]] on Ness and Lucas. If Ness and Lucas was air released, he can follow up by using forward and up aerials. He can also set up a guaranteed tipper forward smash after a forward throw for 25% damage on most characters at 0%. His up special, [[Dolphin Slash]], can help him escape from most chain grabs (except from  Dedede's running chain grab, Falco's chain grab when buffered dash grab, though it limits it to 3 grabs and Ice Climbers' Infinite Chain Grab).
*{{SSBB|Mr. Game & Watch}}, like Ganondorf with his Flame Choke, can infinitely chaingrab opponents with his down throw by predicting their rolls.
*{{SSBB|Peach}} can chain grab with down throws, turning around to grab the opponent against about half of the cast. She can set up Bair (almost every character and it must be buffered), up tilt, forward tilt or a uair string combo for a huge damage (must be buffered with dash). She can also chaingrab heavies with her forward throw at low percentages provided that one buffers a dash grab. She can infinitely chain grab air release Wario as well, by using a footstool jump on him upon release, followed by a float without using a midair jump, then a fast fall down aerial without the fourth kick landing, and ending with a grab.
*{{SSBB|Pikachu}} can chain grab a multitude of characters by using buffered grabs out of its down throw and forward throw, sometimes alternating between them with a pummel to control [[Stale-Move Negation]], some until percents as high as 115%. In addition, Pikachu can chain grab Wario on a ledge until 120%.
*{{SSBB|Pit}} can chain grab with forward throws certain characters like Fox and Bowser, but it only works at lower percentages.
*{{SSBB|Olimar}} can chain grab with his down throw. However, this chain grab is very situational. It only works at low percentages, but if it can be pulled off, it is a guaranteed 30% on the opponent.
*{{SSBB|Samus}} can chain grab air release Wario by dash regrab.
*{{SSBB|Sheik}} can air release most characters. With correct timing, she can follow up with [[Needle Storm]], forward, up tilts or another dash grab at low percentage. At high percentage, she can follow with up smash (with jump canceled up smash or DACUS), forward and neutral aerials for a KO or another dash grab. She can also ground release Ness and Lucas and then dash regrab. If Ness and Lucas was air released, she can follow up by using forward and neutral aerials or up smash (by using jump canceled up smash or DACUS) at high percentage. 
*{{SSBB|Snake}} can chain grab everyone at any percent with down throw by predicting what action the opponent takes. Can do lots of damage if predicting well (does a 33% damage if predicting well and forward tilting the opponent). It's easier when close to the edge or in small platforms like the Battlefield ones due their lost of the ability to roll away from Snake, allowing Snake to tech-chase in reaction. Snake can also grab release chain grab characters like Ganondorf, Squirtle, Falco and Bowser (which needs to be [[boost grab]]bed, finishing with a Down Throw near the edge or just a dash attack. He can also infinitely grab release on Ness and Lucas as well. Because his Grenades appear in frame 1, this prevents some chain grabs like Pikachu's down throw.
*{{SSBB|Sonic}} can chain grab at low to mid percentages with his down throw. Because it leaves the victim on the ground, Sonic can predict and chase where they will roll and re-grab them, this is further complimented with Sonic's insane dash speed (the fastest in the game). Although the opponent can [[tech]] before they hit the ground, this shouldn't be much of a problem due to Sonic's aforementioned very fast dash speed.
*{{SSBB|Squirtle}} can grab release Ness at any percentage by forcing a grab release, taking a small step, and grabbing again.
*{{SSBB|Toon Link}} can chain grab like Link with his down throw to around 25%-30%. His forward throw can chain grab characters as well.
*{{SSBB|Wario}} can chain grab up to higher percentages with his down throw and buffering a turn-around and regrab on characters like Captain Falcon (0-70%), Ganondorf (0-90%), Wolf (20-220%), Falco (52-120%, from 73% the throw must be stale), Donkey Kong (0-145%; can jump out at 100-110%, though it requires considerable reaction) and Bowser (0-180%, can even hit with his [[Wario Waft]] out of the attack). However, buffering the turn-around grab is extremely hard to master, making it difficult to pull-off. At other percents or characters, it works as a tech-chasing move.
*{{SSBB|Wolf}} can chain grab at lower percentages by buffering a dash grab with forward throw. Boost grab can be used to chain grab to slightly higher percentages. Certain characters can be grabbed more, like {{SSBB|Falco}}. He can also infinitely grab release on Wario, but he must grab Wario after he uses his midair jump at the edge in order to do grab release.
*{{SSBB|Yoshi}} can chain grab with grab releases, although it requires a [[pivot grab]] to grab them again when they come back down from the air. Called infinite pivot grabbing. Yoshi can also chain grab by using a forward throw.
*{{SSBB|Zero Suit Samus}} can chain grab most characters with her forward throw. She can grab release infinite {{SSBB|Wario}} and {{SSBB|Squirtle}}, though like all air release infinites except the Yoshi one, it doesn't work at low percents because it makes them ground break.


===''Super Smash Bros. 4''===
''[[Super Smash Bros. Ultimate]]'' retains this mechanic from its predecessor, with a new yellow flashing visual to indicate when the opponent cannot be grabbed.
In ''Super Smash Bros. 4'', the throw mechanic has been changed to prevent a player from grabbing the same enemy one second after throwing it, as mentioned in one of the [[Tips#Other|tips]]. This makes chain grabs virtually impossible to perform in this game, and it seems that this measure has been implemented as a direct counter to this technique from previous games, given its controversy.


==Video==
==Videos==
*[http://www.youtube.com/watch?v=MgPDFsiQODM&feature=related DK's Release Grab on Kirby]
*[https://youtube.com/watch?v=zZRKYpzgVSI Ganondorf Chain Grabbing Falco, 0% to death]
*[http://www.youtube.com/watch?v=HHQCsNy8H2o DK Chain Grabbing using walls]
*[http://www.youtube.com/watch?v=zZRKYpzgVSI Ganondorf Chain Grabbing Falco, 0% to death]
*[http://au.youtube.com/watch?v=TSkCGa_J5wY Ice Climber's Chain Grabbing Falco] <br>
*[http://au.youtube.com/watch?v=NIVPdRlRMDM King Dedede Chain Grabbing Marth on Shadow Moses Island]<br>
*[http://au.youtube.com/watch?v=LQ-AKKso_Po Marth Infinite Chain Grabbing Ness]<br>


==References==
==References==
{{reflist}}
{{reflist}}


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Latest revision as of 20:06, December 27, 2023

"CG" redirects here. For the Mario technique abbreviated as "CG", see Cape glide.
For the tournament, see Tournament:Chain Grab
King Dedede's infinite chain grab on Donkey Kong in Brawl

A chain grab, also referred to as a chain throw or abbreviated as CG, refers to a repeated series of grabs and throws that the victim cannot escape. The term was coined by Matt Deezie, and refers to how multiple grabs can be chained together. Generally, a player throws the opponent in a specific direction (most commonly down or forward), chases the opponent's directional influence, then grabs the opponent in midair before they can tech or act out of hitstun. Sheik in Melee and the Ice Climbers in Brawl are examples of characters who rely heavily on chain grabs. Most chain grabs become escapable at mid percents as the throw’s knockback increases, but some chain grabs (such as King Dedede’s down throw on several characters) can be performed infinitely, often due to having set knockback. Due to the changes to hitstun and the more severe stale-move negation in Brawl, chain grabbing is one of the most common forms of building damage at low percents, and is often the only reliable true combo for many characters. Generally, fastfallers, heavyweights, and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters.

In Melee and Brawl, the Ice Climbers have a unique form of chain grabbing known as handoffs, performed by throwing the opponent with one climber, and immediately regrabbing them with the other climber using desyncing. In Brawl, this technique can be performed infinitely and is used to zero-to-death opponents in competitive play.

Chain grabbing is present in the first three Smash games but is no longer possible in Smash 4; after a throw, the game prevents players from regrabbing opponents for an extended window. The inability to chain grab has been carried over into Ultimate, with fighters flashing yellow as a visual indicator of this mechanic.

Controversy[edit]

Chain grabbing is a controversial technique within the community. Many players consider it an unsportsmanlike move because it can be inescapable when perfected by the grabber. It is additionally generally seen as "boring" even by competitive players to watch and play against, due to the repetition involved with repeatedly grabbing and throwing a character over and over while the opponent has negligible control in the matter, especially with prolonged chain throwing. Then since chain grabs tend to affect some characters a lot more severely, while for some other characters it is of negligent concern, it has a polarizing effect on matchups and is the primary cause for many hard counters. Infinite chain grabbing, in particular, has a tendency to encourage more defensive gameplay and camping tactics, especially in Brawl, another point of contention against chain grabbing. Since powerful chain throws can result in heavy damage or even a zero-death just from being grabbed, most players counter the risk of approaching opponents with access to such chain grabs by camping, either by staying airborne or on platforms.

However, competitive players generally see it as a valid technique and accept its usage, as it's simply a combo that is performed by grabbing, and that characters like Sheik, the Ice Climbers, and King Dedede need it to overcome other deficiencies in high-level matches, provided it is not used in extreme excess to stall (i.e. using King Dedede's standing infinite beyond 300% damage, which is well beyond the damage needed for Dedede to KO the opponent with his back throw). Competitive players additionally generally have a "play to win" mindset, meaning players are expected to utilize whatever legal means necessary in-game to win.

In Melee, Sheik players will often agree to avoid using chain grabs in the ditto, instead relying on other followups after a down throw; this is done to place greater emphasis on the neutral game and improve the spectator experience. However, this gentleman’s rule is never officially enforced in tournament, and either player can opt out of the agreement at any time.

Possibly as a result of the controversy surrounding the technique, SSB4 has removed chain grabbing by granting 70 frames of invulnerability against grabs to a character who is thrown or grab-released. There is an argument about the change, but the general agreement is that it was for the best even in competitive play, due to the aforementioned polarizing effect chain throws tend to have on matchups, and them being generally regarded as spectator and player-unfriendly.

Examples[edit]

Characters with well-known chain grabs include the following.

Super Smash Bros.[edit]

  • Pikachu: Can chain most characters with its forward throw at low percentages.
  • Donkey Kong: Can chain all characters to extreme percents by release grabbing with his forward throw[1] (known as the infinite throw trap). Donkey Kong players usually do this in order to either set up a stronger or better throw (as each grab release does 8% damage) or to make it so he is closer to the edge and can back throw instead of forward throw, as the back throw has much more power. This technique caused moderate controversy within the Smash 64 community, as it was seen as "cheap" by some.
  • Fox: Can chain forward and back throw at low percentages.
Isai performing the Greenhouse combo.

The other main part of chain grabs can be seen on the "Combo Tent" portion of Hyrule Castle.[2] Yoshi and Samus cannot do this due to their overly slow grabs (however, they can throw into a down aerial or a similar aerial to combo). Kirby, Ness, and Jigglypuff cannot do this due to their back throws having too much knockback to be able to combo before the opponent escapes hitstun. The majority requires down aerials and back throws. However, Pikachu, Fox, Captain Falcon, Mario, and Luigi can all perform chain grabs on this portion of the stage.

Super Smash Bros. Melee[edit]

Sheik's Chain grab.
  • Sheik: Can chain throw most characters (Bowser, Yoshi, Donkey Kong, Pikachu, Ganondorf, Pichu, Roy, Young Link, Mr. Game & Watch, Link, Ness, and Sheik) with her down throw from as little as 0% to medium or high percentages, as high as 90% if the opponent's DI is poor. On other characters, it can reliably tech chase to high percents. This doesn't work in the PAL version of Melee, however, due to her down throw sending her opponents on a more horizontal angle, disallowing regrabs except at very low percentages.
  • Marth and Roy: Up throw can chain throw Fox and Falco from 0% to about 60%. Marth can also chaingrab Jigglypuff with forward throws and down throws until about 20%, depending on DI.
  • Ice Climbers: Can chain throw nearly every character in the game with hand-offs, edge throw exploits, and other traps, such as having Nana execute a down aerial as Popo down throws the opponent, forcing them to stand up and allowing them to be grabbed again. Wobbling, which is inescapable when performed right, can trap an opponent forever or until the player kills them or messes up (it is, however, no longer considered legal in most tournaments). Even without Nana, Popo by himself can chain throw a handful of characters, such as Roy, Sheik, and Ganondorf with down throw until about 50%.
  • Peach: Peach can up throw chaingrab the fast-fallers Fox, Falco and Captain Falcon starting from 0-18% depending on the DI and character, up to decently high percents, which often ends in a finishing move. Down throw can also be used as a chaingrab against all characters (Except Mario, Dr. Mario, Luigi, Zelda, etc., since they can jump out of it), up to high percents against heavy characters, but only when they do not DI away.
  • Mewtwo: Can chain throw with its down throw on large characters like Bowser from 0-50%. Mewtwo can also chain throw fast-fallers like Fox, Falco, Sheik, Captain Falcon, and sometimes Roy, giving him an advantage against these characters.
  • Donkey Kong: Can chain throw Fox, Falco, and Captain Falcon with his up throw at low to mid percentages. Donkey Kong can also chain throw Fox, Falco, and Captain Falcon with his forward throw if he connects it into his up throw.
  • Fox: Can up throw himself and Falco until mid percents, where he can then combo into either up smash or up aerial, depending on DI and whether or not the opponent jumps out of the chain grab.
  • Mario & Dr. Mario: Can chain throw Fox, Falco, & Captain Falcon with their up throw and can chain throw all heavy weights and fast-fallers with their down throw.

Super Smash Bros. Brawl[edit]

A sequence of chain grabs by the Ice Climbers.
Falco performs two down throws before using his down aerial meteor smash out of a short hop to gimp Ike, and then quickly edgehogging to ensure the CPU couldn't recover.
  • Donkey Kong: Can carry release infinitely against Ness and Lucas, guaranteeing success by turning before releasing and turn grabbing so Ness/Lucas releases in his back. He can also chain grab with his down throw at lower percentages.
  • Falco: Can chain grab with his down throw at lower percentages against everyone except very floaty characters such as Jigglypuff, giving ~42% to most characters, more to the heavyweights. It easily combos into dash attack (which when canceled to up smash it allows a total of 65% damage).
  • Ice Climbers: Can chain throw with their back, forward, and down throws on everyone except another pair of Ice Climbers.[3] Ice Climbers have multiple infinites through alternating, release, and footstool grabs, usually executed as zero-to-death combo to the ledge, ending with a spike. A lone Ice Climber can only chain grab fast-fallers with down throw at low percentages. Note that if both Ice Climbers are present, they are immune to chain grabs, due to one climber being able to interrupt the opponent while the other is grabbed. See here for more information.
  • King Dedede: Can chain his down throw with dash grab against any character with a weight of 87 or heavier.[4] This is an infinite that does not require a wall on Mario, Luigi, Samus, and Donkey Kong.
  • Marth: Can chain grab Fox and Falco with his forward throw twice (this is a true setup into tipper down aerial). At slightly higher percents, he can chain grab them with his forward throw as a setup into forward smash. His grab release also chains into itself on most characters and infinitely on Ness and Lucas.[5]
  • Pikachu: Can chain its forward throw using dash grab against most characters up to mid-percents. It can also chain its down throw against fast-fallers using buffered standing grabs to quite high percents due to the move staling as it is used repeatedly.

Super Smash Bros. 4 onwards[edit]

Starting in Super Smash Bros. 4, characters are immune to any grabs for 1.1 seconds after escaping from a grab or being thrown (while the tips say they immunity lasts for only one second, the duration is actually 70 frames). This mechanic makes chain grabs virtually impossible to perform. Special moves involving grabs (such as Lucario's Force Palm and Kirby's Inhale) are also affected by this mechanic.

While grabs cannot directly combo into each other, it is possible to use attacks between grabs to keep the opponent in hitstun. Luigi, Ness, Sheik, and Roy are examples of characters with notable combos involving these pseudo-chain grabs. Additionally, Donkey Kong's cargo throws do not count by the game as grabs for this mechanic, allowing him to still chain grab opponents with his cargo down throw from low to mid percents when on a moving platform (such as Smashville's) or against a wall.

Super Smash Bros. Ultimate retains this mechanic from its predecessor, with a new yellow flashing visual to indicate when the opponent cannot be grabbed.

Videos[edit]

References[edit]