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Grab: Difference between revisions

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{{ArticleIcons|ssb=yes|melee=yes|brawl=yes}}
{{ArticleIcons|ssb=yes|melee=yes|brawl=yes}}
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[[File:Mario Donkey Grab.png|thumb|Mario grabbing Donkey Kong.]]
[[File:Mario Donkey Grab.png|thumb|Mario grabbing Donkey Kong.]]
[[File:Forward Throw.gif|thumb|Kirby throwing Captain Falcon.]][[File:Grab.jpg|thumb|[[Mario]] grabbing [[Diddy Kong]] ]]
[[File:Forward Throw.gif|thumb|Kirby throwing Captain Falcon.]][[File:Grab.jpg|thumb|[[Mario]] grabbing [[Diddy Kong]] ]]
A '''grab''' is a non-attack move, but the action of grabbing and holding an opponent. Regular grabs are performed by pressing [[Z button|Z]], [[R button|R]]+[[A button|A]], or [[L button|L]]+A ([[GameCube controller|GameCube]] or [[Classic Controller]]s), the [[Minus button|- button]] ([[Wii Remote]] without [[Nunchuk]]) A+[[B button|B]] (Wii Remote, with or without nunchuck), or Z+A, [[directional pad|D-Pad down]]+A, or D-Pad left (Wii Remote+Nunchuk). Once grabbed, a character can be [[pummel]]ed with the attack or grab buttons and [[throw]]n by tilting the stick in one of the four standard directions. A grabbed character will automatically escape after a certain amount of time depending on their [[damage]]; characters at higher damage percentages will be held longer. Damage inflicted upon the grabbed character will increase grab time, and any button input by the grabbed character will decrease grab time.
A '''grab''' is the action of grabbing and holding an opponent. Regular grabs are performed by pressing [[Z button|Z]], [[R button|R]]+[[A button|A]], or [[L button|L]]+A ([[GameCube controller|GameCube]] or [[Classic Controller]]s), the [[Minus button|- button]] ([[Wii Remote]] without [[Nunchuk]]) A+[[B button|B]] (Wii Remote, with or without nunchuck), or Z+A, [[directional pad|D-Pad down]]+A, or D-Pad left (Wii Remote+Nunchuk). Once grabbed, a character can be [[pummel]]ed with the attack or grab buttons and [[throw|thrown]] by tilting the stick in one of the four standard directions. A grabbed character will automatically escape after a certain amount of time depending on their [[damage]]; characters at higher damage percentages will be held longer. Damage inflicted upon the grabbed character will increase grab time, and any button input by the grabbed character will decrease grab time.


Once a throw is begun, the character cannot escape, with the exception of [[Kirby (SSBM)|Kirby]]'s [[forward throw|forward]] and [[back throw]]s in ''[[Super Smash Bros. Melee]]''. All throws grant 8 [[invincibility frame]]s when started.
Once a throw is begun, the character cannot escape, with the exception of [[Kirby (SSBM)|Kirby]]'s [[forward throw|forward]] and [[back throw]]s in ''[[Super Smash Bros. Melee]]''. All throws grant 8 [[invincibility frame]]s when started.


Grabs cannot be [[shield]]ed; attempting to do so has no effect. This means that grabs cannot be [[perfect shield]]ed. Grabs also ignore [[launch resistance]].
Grabs 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.


Some special attacks are specialized grabs. These are:
Some special attacks are specialized grabs. These are:
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*{{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 a lot of 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:
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:


*[[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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In addition, there are several other ranged grabs, although they cannot be used as [[tether recovery|tether recoveries]]:
In addition, there are several other ranged grabs, although they cannot be used as [[tether recovery|tether recoveries]]:
*[[Yoshi]]'s tongue (the only character with a ranged grab without a tether recovery).
*[[Yoshi]]'s tongue (the only character with a ranged grab without a tether recovery)
*[[Olimar (SSBB)|Olimar]]'s [[Pikmin (species)|Pikmin]], which dash forward and do the grabbing and throwing for him (one special is already a tether recovery)
*[[Olimar (SSBB)|Olimar]]'s [[Pikmin (species)|Pikmin]], which dash forward and do the grabbing and throwing for him (one special is already a tether recovery)
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s [[Plasma Whip]]. (two of her specials are already tether recoveries)
*[[Zero Suit Samus (SSBB)|Zero Suit Samus]]'s [[Plasma Whip]]. (two of her specials are already tether recoveries)
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===Pivot grabs===
===Pivot grabs===
   
   
A pivot grab is performed by [[dash]]ing in a direction, then mashing the [[control stick]] in the other 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]].   


===Initial grab range in ''Melee''===
===Initial grab range in ''Melee''===

Revision as of 09:39, July 8, 2012

Mario grabbing Donkey Kong.
Kirby throwing Captain Falcon.

A grab is the action of grabbing and holding an opponent. Regular grabs are performed by pressing Z, R+A, or L+A (GameCube or Classic Controllers), the - button (Wii Remote without Nunchuk) A+B (Wii Remote, with or without nunchuck), or Z+A, D-Pad down+A, or D-Pad left (Wii Remote+Nunchuk). Once grabbed, a character can be pummeled with the attack or grab buttons and thrown by tilting the stick in one of the four standard directions. A grabbed character will automatically escape after a certain amount of time depending on their damage; characters at higher damage percentages will be held longer. Damage inflicted upon the grabbed character will increase grab time, and any button input by the grabbed character will decrease grab time.

Once a throw is begun, the character cannot escape, with the exception of Kirby's forward and back throws in Super Smash Bros. Melee. All throws grant 8 invincibility frames when started.

Grabs cannot be shielded; attempting to do so has no effect; this also means that grabs cannot be perfect shielded. Grabs ignore launch resistance as well.

Some special attacks are specialized grabs. These are:

  • Bowser's Koopa Klaw in Melee (can grab in the air or at close range on the ground, can only throw forwards or backwards. No invincibility frames)
  • Bowser's Flying Slam in Brawl (can grab and sacrificial KO opponents)
  • Yoshi's Egg Lay (traps opponent in an egg, opponent takes half damage until they escape)
  • Kirby and King Dedede's Inhale (traps opponent in Kirby or Dedede, opponent can wriggle to affect movement. King Dedede's is noticeably more powerful.)
  • Captain Falcon's and Ganondorf's up special moves (grabs opponent in air and propels them away, can be done repeatedly if it connects the first time)
  • Ganondorf's Flame Choke in Brawl (grabs opponent and slams them into the ground)
  • Wario's Chomp (bites opponent several times, then spits them out).
  • Lucario's Force Palm (grabs and throws forwards after about a second, cannot grab in air or at long range)
  • Diddy Kong's Monkey Flip (latches onto an opponent, can either pummel to release or let go)
  • 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 recoveries. These include:

In addition, there are several other ranged grabs, although they cannot be used as tether recoveries:

  • Yoshi's tongue (the only character with a ranged grab without a tether recovery)
  • Olimar's Pikmin, which dash forward and do the grabbing and throwing for him (one special is already a tether recovery)
  • Zero Suit Samus's Plasma Whip. (two of her specials are already tether recoveries)
  • Ivysaur's vines (also one special is already a tether recovery)

Pivot grabs

A pivot grab is performed by dashing 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.

Initial grab range in Melee

Melee grab ranges by character according to Mew2King's webpage.

  1. Samus
  2. Link
  3. Young Link
  4. Marth
  5. Roy
  6. Yoshi
  7. Kirby
  8. Sheik
  9. Zelda
  10. Falco
  11. Jigglypuff
  12. Mewtwo
  13. Peach
  14. Fox
  15. Luigi
  16. DK
  17. Ice Climbers
  18. Mr. Game & Watch
  19. Ganondorf
  20. Captain Falcon
  21. Mario / Dr. Mario
  22. Bowser
  23. Pichu
  24. Ness
  25. Pikachu

Initial grab range in Brawl

Initial grab range in Brawl.

Tether grabs (Grabs disjointed from the character)
1. Olimar's Blue Pikmin 10.1
2. Olimar's White Pikmin 10.0
3. Zero Suit Samus, Olimar's Red Pikmin 9.75
5. Olimar's Yellow Pikmin 9.6
6. Samus: 9.2-9.4
7. Link: 8.25
8. Olimar's Purple Pikmin: 7.5
9. Lucas: 7.25
10. Toon Link: 7
11. Yoshi: 6.75
12. Ivysaur: 6.1

Non-tether grabs

  • Note: None of these characters' grabs were longer than the tether-grabbers although King Dedede came very close to surpassing Ivysaur.

13. King Dedede: 6
14. Charizard: 5.5
15. Zelda: 5.3
16. Donkey Kong: 5.1
17. Squirtle: 5
18. Marth, Diddy Kong , Snake: 4.75
21. Kirby, R.O.B.. 4.5
23. Peach, Fox, Falco, Ness 4.25
27. Wario: 4.1
28. Bowser, Pit, Meta Knight, Jigglypuff, Ike, Sonic: 4
34. Pikachu, Sheik: 3.9
36. Lucario: 3.75
37. Wolf, Ice Climbers, Mario, Luigi, Mr. Game & Watch: 3.5
42. Captain Falcon 3.25
43. Ganondorf: 2.75


Grab frame data in Brawl

This is the first frame on which the grabs hit for the whole cast. [1]

Character Standing grab Dash grab Pivot grab
Mario 6 12 11
Luigi 6 12 11
Peach 6 6 13
Bowser 9 10 9
Donkey Kong 8 10 8
Diddy Kong 6 10 8
Yoshi 17 11 10
Wario 6 10 8
Link 12 14 15
Zelda 12 11 14
Sheik 6 7 8
Ganondorf 7 11 10
Toon Link 12 14 15
Samus 17 17 19
Zero Suit Samus 16 16 16
Pit 6 10 9
Ice Climbers 6 8 8
R.O.B. 6 9 10
Kirby 6 10 10
Meta Knight 6 8 7
King Dedede 6 9 7
Olimar 11 11 11
Fox 6 11 9
Falco 6 11 9
Wolf 6 11 9
Captain Falcon 7 11 16
Pikachu 6 9 10
Squirtle 6 8 9
Ivysaur 13 13 13
Charizard 6 8 10
Lucario 6 8 9
Jigglypuff 6 10 10
Marth 6 9 9
Ike 7 12 9
Ness 6 8 6
Lucas 13 16 15
Mr. Game & Watch 6 9 10
Snake 8 11 9
Sonic 6 10 10


Grabs in the original Super Smash Bros.

While the physics of grabbing remain much the same between Melee and Brawl, they were heavily altered between SSB and Melee. In SSB, a grab always lasts the same amount of time. Once the time is up, a forward throw automatically takes place. Grabs cannot be escaped unless someone is hit hard enough, and only two throws (forward and back) exist in SSB. Pummeling does not exist; pressing any button results in a forward throw. The strength of throws in general is significantly higher than in the two sequels, dealing damage comparable to air attacks and often KO'ing around 100%.

References