Grab: Difference between revisions

835 bytes added ,  9 years ago
Addressed the trade that occurs between grabs and regular hitboxes in Melee, Brawl, and Smash 4. Not sure what happens in Smash 64, though, so I didn't add it.
mNo edit summary
(Addressed the trade that occurs between grabs and regular hitboxes in Melee, Brawl, and Smash 4. Not sure what happens in Smash 64, though, so I didn't add it.)
Line 8: Line 8:


An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a foe's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with the grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] as a triangle in which grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[launch resistance]] and most [[counterattack]]s.
An important property of grabs is that they cannot be [[shield]]ed, completely ignoring a foe's shield and grabbing them out of it; in comparison to other [[unblockable attack]]s, grabs are available to the entirety of the cast in all ''Smash'' games, preventing foes from overusing their shields against any character. This, along with the grabs' generally fast startup, their ability to easily [[Shield grab|punish out of shield]], and most throws allowing the player to execute diverse [[combo]]s and [[chaingrab|chain]]s, causes them to be used very prominently in competitive play, constituting the [[neutral game]] as a triangle in which grabs beat shields, but are beaten by attacks as they are outranged by them. Grabs also ignore moves that conceptually block attacks, such as those that provide [[launch resistance]] and most [[counterattack]]s.
Grab hitboxes react very interestingly throughout the ''Super Smash Bros.'' series when they collide with a regular hitbox that is within a character's grab range. In ''Melee'', the grab has priority over the hitbox and will completely override whatever hitbox it collided with and grab the opponent; in ''Brawl'', the grab still has priority over the hitbox, but the hitbox will deal full damage to the character that attempted the grab before proceeding to grab the opponent. In ''Smash 4'', however, hitboxes now outprioritize grabs; in this situation, the character that attempted the grab will receive full knockback from the hitbox that the grab collided with, and the character that threw out the hitbox will flinch slightly and gain 3% damage (or more if the grab came from a special attack and the grab itself dealt damage).


Hitting a character with a grabbed foe in ''Super Smash Bros.'' causes them to make their hard-damage noise. From ''Melee'' onward, if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]]. In ''Melee'', characters oddly cannot escape from grabs if they are constantly hit by other characters at certain intervals, which is the main cause of [[wobbling]].
Hitting a character with a grabbed foe in ''Super Smash Bros.'' causes them to make their hard-damage noise. From ''Melee'' onward, if a character grabbing another character is interrupted (that is, hit by an attack), the grabbed character will be [[semi-spike|sent flying horizontally]]. In ''Melee'', characters oddly cannot escape from grabs if they are constantly hit by other characters at certain intervals, which is the main cause of [[wobbling]].
Line 277: Line 279:
==Trivia==
==Trivia==
*In ''SSB'' 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 ''SSB'' 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 possible to extend Samus's grab to nearly x2.5 its usual reach by using [[Samus's extended grapple|a special input combination]]. 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, being able to affect both grounded and aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
*In NTSC versions of ''Melee'', it is possible to extend Samus's grab to nearly x2.5 its usual reach by using [[Samus's extended grapple|a special input combination]]. 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, being able to affect both grounded and aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
*In ''Brawl'', it is not possible to grab an opponent that is standing behind the grabber, even if the grab makes contact with a part of the target's body that extends in front of them. In the previous two games, grabs will connect regardless of the opponent's position.
*In ''Brawl'', it is not possible to grab an opponent that is standing behind the grabber, even if the grab makes contact with a part of the target's body that extends in front of them. In the previous two games, grabs will connect regardless of the opponent's position.
*If [[jump-canceled grab]]s existed in ''Brawl'', the amount of character momentum given would be significantly greater than in ''Melee''. This is especially true for fast characters with low traction, such as {{SSBB|Captain Falcon}}.
*If [[jump-canceled grab]]s existed in ''Brawl'', the amount of character momentum given would be significantly greater than in ''Melee''. This is especially true for fast characters with low traction, such as {{SSBB|Captain Falcon}}.
1,916

edits