Jump-canceled grab: Difference between revisions
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A '''jump-canceled grab''' (or '''JC'd grab''') is a technique where a character [[interrupt]]s a [[dash]] or run with a [[jump]], which itself is then [[jump-cancel]]ed with a [[grab]] during the pre-jump squat. This results in the character using their standing grab while maintaining some of their running momentum, the amount of which is based on their current speed and [[traction]]. | A '''jump-canceled grab''' (or '''JC'd grab''') is a technique where a character [[interrupt]]s a [[dash]] or run with a [[jump]], which itself is then [[jump-cancel]]ed with a [[grab]] during the pre-jump squat. This results in the character using their standing grab while maintaining some of their running momentum, the amount of which is based on their current speed and [[traction]]. |
Revision as of 16:52, June 24, 2013
A jump-canceled grab (or JC'd grab) is a technique where a character interrupts a dash or run with a jump, which itself is then jump-canceled with a grab during the pre-jump squat. This results in the character using their standing grab while maintaining some of their running momentum, the amount of which is based on their current speed and traction.
Jump-canceled grabs are useful for two main reasons. Firstly, essentially all characters' grabs are much slower and laggier when running as opposed to standing; being able to use a standing grab while still keeping some forward movement therefore results in a much faster and safer grab. Secondly, the forward movement effectively increases the range of the grab compared to a stationary grab, making them easier to keep opponents 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).
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