Grab: Difference between revisions

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Grabs [[Unblockable attack|cannot be]] [[shield]]ed; attempting to do so has no effect; this also means that grabs cannot be [[perfect shield]]ed. Grabs ignore [[launch resistance]] as well.
Grabs [[Unblockable attack|cannot be]] [[shield]]ed; attempting to do so has no effect; this also means that grabs cannot be [[perfect shield]]ed. Grabs ignore [[launch resistance]] as well.


In ''Melee'' and ''Brawl'', characters can also grab while dashing, without cancelling the dash during the grab frames: this is called a '''dash grab'''. Every character uses an unique animation for dash grabs. Most dash grabs have further reach and more ending lag than regular ones, depending on the character, though some characters with extended grabs have different properties. For example, Link's dash grab seems to cancel the dash, while Samus's is quicker than her normal grab but has shorter reach, and in ''Melee'' it is also unaffected by the [[Samus's extended grapple|extended grapple]] trick. Dash grabs were not present in ''Smash 64''; instead, the dashing character grabs as usual, cancelling the dash.
In ''Melee'' and ''Brawl'', characters can also grab while dashing, without cancelling the dash during the grab frames: this is called a '''dash grab'''. Every character uses an unique animation for dash grabs. Most dash grabs have further reach and more ending lag than regular ones, depending on the character, though some characters with extended grabs have different properties. For example, Link's dash grab seems to cancel the dash, giving him a very little boost forward, while Samus's is quicker than her normal grab, but has half its usual reach. Dash grabs were not present in ''Smash 64''; instead, the dashing character grabs as usual, negating some momentum of the dash (depending on the character's [[traction]]). In ''Melee'', grabs can also [[jump-cancelling|cancel jumps]] if the character hasn't left the ground yet, so that a normal grab can still be used after a dash.


Interrupting grabs in ''[[Super Smash Bros.]]'' causes the character that performed the grab to make his or her "ow!" noise. In ''[[Super Smash Bros. Melee]]'', if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]].
Interrupting grabs in ''[[Super Smash Bros.]]'' causes the character that performed the grab to make his or her "ow!" noise. In ''[[Super Smash Bros. Melee]]'', if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]].
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*{{SSBB|Wario}}'s [[Chomp]] (bites opponent several times, then spits them out).
*{{SSBB|Wario}}'s [[Chomp]] (bites opponent several times, then spits them out).
*{{SSBB|Lucario}}'s [[Force Palm]] (grabs and throws forwards after about a second, cannot grab in air or at long range)
*{{SSBB|Lucario}}'s [[Force Palm]] (grabs and throws forwards after about a second, cannot grab in air or at long range)
*{{SSBB|Diddy Kong}}'s [[Monkey Flip]] (latches onto an opponent, can either pummel to release or let go)
*{{SSBB|Diddy Kong}}'s [[Monkey Flip]] (latches onto an opponent, can either attack or jump into the enemy to release or let go)
*{{SSBM|Mewtwo}}'s [[Confusion]] at close range (grabs the opponent, spins them around, and drops them)
*{{SSBM|Mewtwo}}'s [[Confusion]] at close range (grabs the opponent, spins them around, and drops them)


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 they have a lot of ending 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 Recovery|tether recoveries]]. These include:
If a character fails at grabbing a foe, he/she will suffer a considerable amount of lag, with most characters getting approximately 20 frames of lag. The lag can also be longer if a dash grab or pivot grab is used, except for characters with extended grabs. In ''Super Smash Bros.'', though, grabs can be used consecutively and more quickly, with all characters (except Link, Samus and Yoshi, who suffer as much lag as in the sequels) being able to execute a maximum of 4 grabs in a second.
 
Some grabs also have a significantly large reach, and can function as a recovery technique when used in midair (except in ''Smash 64''). By pressing the grab button in midair, certain characters will extend a long-range grappling item, known as [[grab aerial]]s. When used on the ground, these grabs have the longest range, but they have a lot of ending 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 Recovery|tether recoveries]]. These include:


*[[Link]], [[Toon Link]] and [[Young Link]]'s [[Hookshot/Clawshot|Hookshot]] (and Link's [[Hookshot/Clawshot|Clawshot]] in ''Brawl'')
*[[Link]], [[Toon Link]] and [[Young Link]]'s [[Hookshot/Clawshot|Hookshot]] (and Link's [[Hookshot/Clawshot|Clawshot]] in ''Brawl'')
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*[[Ivysaur (SSBB)|Ivysaur]]'s vines (also one special is already a tether recovery)
*[[Ivysaur (SSBB)|Ivysaur]]'s vines (also one special is already a tether recovery)


===Pivot grabs===
===[[Pivot grab]]s===
   
   
A pivot grab is performed by [[dash]]ing in a direction, then pushing the [[control stick]] in the opposite direction while inputting a grab. The resulting grab usually has longer range than a character's standing grab, and may be useful in varying one's [[approach]].   
A pivot grab is performed by [[dash]]ing in a direction, then pushing the [[control stick]] in the opposite direction while inputting a grab. The resulting grab usually has longer range than a character's standing grab, and may be useful in varying one's [[approach]].   
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==Trivia==
==Trivia==
*In ''Smash 64'' and ''Melee'', characters cannot be grabbed by their lower legs or lower arms (in general); the grab bubbles must make contact with a more substantial part of their body. This behaviour does not appear to exist in ''Brawl''.
*In ''Smash 64'' and ''Melee'', characters cannot be grabbed by their lower legs or lower arms (in general); the grab bubbles must make contact with a more substantial part of their body. This behaviour does not appear to exist in ''Brawl''.
*In NTSC versions of ''Melee'', is it posible to extend Samus's grab to nearly x2.5 its usual reach by using [[Samus's extended grapple|a trick]]. When this is done, her grapple beam also homes in on enemies if the L Button is held, being the only tether grab able to do so, but only grabs enemies if the A Button is pressed when the tip connects, and only works on gronded opponents. This affects both her normal grab and dash grab, though not her grab aerial.


==References==
==References==