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GeezerVison is showing www.ssbwiki.com — Chain grab Chain grabFrom SmashWiki, the Super Smash Bros. wiki
(Redirected from Chain throw) A chain grab (投げ連), also referred to as a chain throw or abbreviated as CG, refers to a repeated series of grabs and throws that the victim cannot escape. The term was coined by Matt Deezie, and refers to how multiple grabs can be chained together. Generally, a player throws the opponent in a specific direction (most commonly down or forward), chases the opponent's directional influence, then grabs the opponent in midair before they can tech or act out of hitstun. Sheik in Melee and the Ice Climbers in Brawl are examples of characters who rely heavily on chain grabs. Most chain grabs become escapable at mid percents as the throw’s knockback increases, but some chain grabs (such as King Dedede’s down throw on several characters) can be performed infinitely, often due to having set knockback. Due to the changes to hitstun and the more severe stale-move negation in Brawl, chain grabbing is one of the most common forms of building damage at low percents, and is often the only reliable true combo for many characters. Generally, fastfallers, heavyweights, and large characters tend to be more vulnerable to chain grabs than floaty characters, lightweights, and smaller characters. In Melee and Brawl, the Ice Climbers have a unique form of chain grabbing known as handoffs, performed by throwing the opponent with one climber, and immediately regrabbing them with the other climber using desyncing. In Brawl, this technique can be performed infinitely and is used to zero-to-death opponents in competitive play. Chain grabbing is present in the first three Smash games but is no longer possible in Smash 4; after a throw, the game prevents players from regrabbing opponents for an extended window. The inability to chain grab has been carried over into Ultimate, with fighters flashing yellow as a visual indicator of this mechanic. ControversyChain grabbing is a controversial technique within the community. Many players consider it an unsportsmanlike move because it can be inescapable when perfected by the grabber. It is additionally generally seen as "boring" even by competitive players to watch and play against, due to the repetition involved with repeatedly grabbing and throwing a character over and over while the opponent has negligible control in the matter, especially with prolonged chain throwing. Then since chain grabs tend to affect some characters a lot more severely, while for some other characters it is of negligent concern, it has a polarizing effect on matchups and is the primary cause for many hard counters. Infinite chain grabbing, in particular, has a tendency to encourage more defensive gameplay and camping tactics, especially in Brawl, another point of contention against chain grabbing. Since powerful chain throws can result in heavy damage or even a zero-death just from being grabbed, most players counter the risk of approaching opponents with access to such chain grabs by camping, either by staying airborne or on platforms. However, competitive players generally see it as a valid technique and accept its usage, as it's simply a combo that is performed by grabbing, and that characters like Sheik, the Ice Climbers, and King Dedede need it to overcome other deficiencies in high-level matches, provided it is not used in extreme excess to stall (i.e. using King Dedede's standing infinite beyond 300% damage, which is well beyond the damage needed for Dedede to KO the opponent with his back throw). Competitive players additionally generally have a "play to win" mindset, meaning players are expected to utilize whatever legal means necessary in-game to win. In 64 and Melee, chain-grabbing has been widely legal for the entire of their existence, but in Brawl, particularly during the early-metagame, they sported a mixed legality due to their greater prevalence and strength in the metagame. Such rules would eventually fall out of favor, and a majority of Brawl tournaments allow infinite chain-grabs, with the stipulation that they must end at 300% to prevent stalling. However, a few tournaments opted to ban the Ice Climbers' infinite, universal chain grabs, such as Monarch. In Melee, Sheik players will often agree to avoid using chain grabs in the ditto, instead relying on other followups after a down throw; this is done to place greater emphasis on the neutral game and improve the spectator experience. However, this gentleman’s rule is never officially enforced in tournament, and either player can opt out of the agreement at any time. Possibly as a result of the controversy surrounding the technique, SSB4 has removed chain grabbing by granting 70 frames of invulnerability against grabs to a character who is thrown or grab-released. There is an argument about the change, but the general agreement is that it was for the best even in competitive play, due to the aforementioned polarizing effect chain throws tend to have on matchups, and them being generally regarded as spectator and player-unfriendly. ExamplesCharacters with well-known chain grabs include the following. Super Smash Bros.
The other main part of chain grabs can be seen on the "Combo Tent" portion of Hyrule Castle.[2] Yoshi, Samus and Link cannot do this due to their overly slow grabs (however, they can throw into a down aerial or a similar aerial to combo). Kirby, Ness, and Jigglypuff cannot do this due to their back throws having too much knockback to be able to combo before the opponent escapes hitstun. The majority requires down aerials and back throws. However, Pikachu, Fox, Donkey Kong, Captain Falcon, Mario, and Luigi can all perform chain grabs on this portion of the stage. Super Smash Bros. Melee
Sheik's Chain grab.
Super Smash Bros. BrawlFalco performs two down throws before using his down aerial meteor smash out of a short hop to gimp Ike, and then quickly edgehogging to ensure the CPU couldn't recover.
Super Smash Bros. 4 onwardsStarting in Super Smash Bros. 4, characters are immune to any grabs for 1.1 seconds after escaping from a grab or being thrown (while the tips say they immunity lasts for only one second, the duration is actually 70 frames). This mechanic makes chain grabs virtually impossible to perform. Special moves involving grabs (such as Lucario's Force Palm and Kirby's Inhale) are also affected by this mechanic. While grabs cannot directly combo into each other, it is possible to use attacks between grabs to keep the opponent in hitstun. Luigi, Ness, Sheik, and Roy are examples of characters with notable combos involving these pseudo-chain grabs. Additionally, Donkey Kong's cargo throws do not count by the game as grabs for this mechanic, allowing him to still chain grab opponents with his cargo down throw from low to mid percents when on a moving platform (such as Smashville's) or against a wall. Super Smash Bros. Ultimate retains this mechanic from its predecessor, with a new yellow flashing visual to indicate when the opponent cannot be grabbed. VideosReferencesRetrieved from "https://www.ssbwiki.com/index.php?title=Chain_grab&oldid=2034465" | ||
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