Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Jump-canceled grab: Difference between revisions
(to prevent others from changing the button combinations, even though its clear that its Melee. (Look at the category)) |
Vincent Tran (talk | contribs) No edit summary |
||
Line 1: | Line 1: | ||
{{stub}} | |||
A '''jump-canceled grab''' (abbreviated "JC'd grab") can be performed by [[jump-canceling]] a run or dash with a [[grab]], by attempting to grab while still in the [[jumping]] animation. This is usually done by pressing X, Y, or up on the [[control stick]], then pressing Z immediately afterwards. The character performs the standing grab animation while sliding forward slightly (depending on [[traction]]). For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs. | A '''jump-canceled grab''' (abbreviated "JC'd grab") can be performed by [[jump-canceling]] a run or dash with a [[grab]], by attempting to grab while still in the [[jumping]] animation. This is usually done by pressing X, Y, or up on the [[control stick]], then pressing Z immediately afterwards. The character performs the standing grab animation while sliding forward slightly (depending on [[traction]]). For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs. | ||
Revision as of 02:02, November 21, 2010
A jump-canceled grab (abbreviated "JC'd grab") can be performed by jump-canceling a run or dash with a grab, by attempting to grab while still in the jumping animation. This is usually done by pressing X, Y, or up on the control stick, then pressing Z immediately afterwards. The character performs the standing grab animation while sliding forward slightly (depending on traction). For most characters, JC'd grabs have less startup and/or cooldown lag than standard dash-grabs.
Jump-canceled grabs usually have slightly larger hitboxes than standard (though still smaller than actual dash-) grabs, and are primarily used 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 chain grab.)