Super Smash Bros. Melee

Jump-canceled grab: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
Line 1: Line 1:
{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
{{stub}}
{{video|comparison of running grab vs JC grab}}
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''' (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]].


Jump-canceled grabs usually have slightly larger [[hitbox]]es than standard (though still smaller than actual dash-) grabs, and are primarily used in [[chain-grab]]s with throws of forward trajectory (such as [[Captain Falcon (SSBM)|Captain Falcon]]'s [[down throw]]) or involving enemy [[DI]] (such as [[Mr. Game and Watch|Mr. Game & Watch]]'s [[up throw]] [[chain grab]].)
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-grab]]s with throws of forward trajectory (such as {{SSBM|Captain Falcon}}'s [[down throw]]) or involving enemy [[DI]] (such as {{SSBM|Mr. Game & Watch}}'s [[up throw]]).


JC'd grabbing does not work in the original ''[[SSB]]'' or ''[[SSBB]]''.
{{stub}}
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]

Revision as of 18:41, February 22, 2013

VideoNeeded.png This article could use additional or higher-quality animated images or videos.
The editor who added this tag suggests: comparison of running grab vs JC grab
If you have a good animated image for this article, upload it here.
If you have a good video for this article, link to it or embed it with the {{#widget:YouTube|id=}} tag.

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).


Stub.png