Grab
- This article is for the attack move grab. For the Smasher, seeSmasher:Grab.
Agrab (つかみ / 掴み) is anattack all characters possess which causes them to hold an opponent in place, usually in preparation for athrow or some other followup attack.
All characters possess a grab as part of their standard moveset, which can be performed by pressing theshield andattack buttons simultaneously on any controller. They can also be used with a specific grab button, which behaves like a simultaneous shield and attack input (thus, it can be used for other actions involving shield or attack inputs when grabs aren't possible), and is by default:
- theR button on theN64 controller
- theZ button on theGameCube controller
- a horizontald-pad input with theWii Remote andNunchuk
- theminus button on a standalone Wii Remote
- theZL orZR button on theClassic Controller,Wii U Pro Controller, andWii U GamePad
- theL button on theNintendo 3DS, or, on New 3DS models only, theZR button
- theL orR button on theSwitch Pro Controller and dualJoy-Cons
- theSL button on a standalone Joy-Con
Depending on the game, there are different variations of each character's grab:
- Standing grab (known asCatch internally), which is the default type used when standing still orwalking. They have the fasteststartup and the lowestending lag, but they usually have the shortestrange. In the originalSuper Smash Bros., they are the only type of grab, so they can be used even whiledashing.
- Dash grab (known asCatchDash internally), introduced inSuper Smash Bros. Melee, which is used by grabbing while dashing. Fighters move forward during the grab to give it longer range, but generally they have slightly more startup and are heavier on ending lag, making them easier topunish than other grab types if they miss.
- Pivot grab (known asCatchTurn internally), introduced inSuper Smash Bros. Brawl, which is used by grabbing immediately after apivot. This results in the character turning around and performing a grab with even longer range than the other grab types, allowing it to be used as anapproach mixup. Pivot grabs tend to have more startup than both standing and dash grabs, and more ending lag than standing grabs but less than dash grabs.
Grabs cannot beshielded, and are thus an easy way to open up a hole in an opponent's defense. Upon a successful grab, the opponent is immobilized for a certain period, and the grabbing character has access to five possible attacks: apummel by pressing an attack or grab button (except inSmash 64), which racks updamage while keeping the opponent grabbed, or any of fourthrows (forward,back,up, ordown; only forward and back inSmash 64) by tilting thecontrol stick in the respective direction, whichlaunches the opponent and ends the grab. Characters can only be grabbed for a certain period of time, after which they break free in a phenomenon known as agrab release, so the idea is that the grabber can throw them before this happens. This grab period is extended as the victim'sdamage percentage increases, but can be decreased bybutton mashing from their part.
Severalspecial moves are similarly able to grab and then throw opponents, which are similarly unblockable and put opponents in a unique state compared to normal grabs. These types of attacks are often referred to ascommand grabs.
Properties[edit]
An important property of grabs is that they cannot beshielded, completely ignoring a opponent's shield and grabbing them out of it; in comparison to otherunblockable attacks, grabs are available to the entirety of the cast in allSmash games, preventing foes from overusing their shields against any character. This, along with grabs' generally fast startup, their ability to easilypunish out of shield, and most throws allowing the player to execute diversecombos andchains, causes them to be used very prominently in competitive play, constituting theneutral game of characters as a triangle where 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 providearmor and mostcounterattacks, though they do not work against foesknocked down on the floor (with the only exception being in the originalSuper Smash Bros.).
InSmash 64, grabs are notoriously fast, with more powerful throws than in other games. However, pummels, up throws, and down throws did not exist, nor did grab releases (aside from Donkey Kong's forward throw). Instead, pressing the A button or holding a grabbed opponent for more than one second automatically triggers a forward throw. SinceMelee, the speed and power of most characters' grabs and throws have been toned down, and the other grab mechanics introduced have since been widely understood as the series' standard.Ultimate further nerfed grabs by giving them more ending lag, and halvinggrabbox sizes against airborne opponents, increasing their risk of use.
Limits on grabbing[edit]
In all games, most characters cannot be grabbed by less central parts of their bodies, such as lower arms, legs, or tails, which can lead to some unusual results against characters with extreme proportions. This varies depending on character; for example, inMelee, all of Kirby's hurtboxes can be grabbed, but only Jigglypuff's body is grabbable, while its hands, feet, and hair curl are not.[1] FromBrawl onward, ungrabbable limbs tend to be only arms, with a few exceptions. Furthermore, fromBrawl onward, characters cannot grab opponents behind them, even if the grabhitboxes connect with a grabbable part of their body that extends in front of them; this is unlike inMelee, where not only this is possible, but certain dash grabs have some grabboxes intentionally placed behind the user.
A particular character can grab only one opponent at once, and similarly, neither the user nor the victim can be grabbed by another character before the grab ends. Prior toUltimate, theIce Climbers are able to grab two opponents at once, with each climber grabbing one opponent. InMelee, Nana becomesCPU-controlled when grabbing an opponent, whereas inBrawl, she can be controlled by the player during the grab, enablingzero-to-death combos as each Ice Climber regrabs the opponent immediately after the partner's throw. InUltimate, Nana cannot grab at all, nor act while Popo is grabbing and throwing an opponent.
Characters cannot use their grabs while holding anitem; attempting to input one will cause them to drop orthrow the item first. InSuper Smash Bros. 4 andSuper Smash Bros. Ultimate, characters gain invulnerability to grabs for around one second after being released from them (70 and 60frames, respectively), preventing chaingrabs andteam wobbles. InUltimate, this is indicated by the released character flashing yellow while the grab invulnerability is active.
While non-playable characters such asMetal Mario (inSmash 64) andFighting Wire Frames can be grabbed,bosses such asMaster Hand andGiga Bowser cannot. Most enemies inBrawl'sSubspace Emissary andSuper Smash Bros. for Nintendo 3DS'sSmash Run (including the enemies insideMaster Fortress inSuper Smash Bros. for Wii U) can be grabbed, usually those with a comparable size to the playable characters. However, inBrawl, they cannot be held, grab released, or pummeled, instead causing the character to immediately throw them in the direction the control stick is held when the grab connects (forward throw by default). InUltimate, most but not allAssist Trophies can be grabbed. InMelee, grabbing enemies inAdventure Mode instead allows characters to carry them like heavy items.
Hitting characters during a grab[edit]
While a character grabs another, others that are not involved in the grab can still hit either character, which has different effects depending on the game:
- In all games, dealing any knockback to the grabber causes them to release the grabbed opponent and flinch as usual; if this opponent is not hit by the attack, they are either launched at asemi-spike angle inMelee, or go into their grab release animation in later games (or inSmash 64, a short flinching animation akin to it). This causes grabs to leave characters particularly vulnerable in battles with multiple players; however, initiating athrow gives them briefinvincibility that can negatepunish attempts from other opponents.
- If the grabbed opponent is hit instead, and not the grabber, they canarmor through the attack and remain in their grab hold animation until they take above a certain amount of damage. Otherwise, they are released from the grab and launched by the attack as usual, while the grabber goes into their grab release animation.
- InSmash 64 andMelee, grabbed opponents take half damage from external attacks, and break free if the attack deals at least 6% with this reduction factored in. Hitting them repeatedly with attacks that deal less damage does not release them, even if their accumulated damage is much greater than the threshold; as a result, continuous weak attacks can be particularly effective for racking up damage on them. Additionally, inMelee, hitting a grabbed opponent puts them in their grab flinch animation for 20frames, during which they cannot escape; exploiting this feature is what enableswobbling.
- FromBrawl onward, grabbed opponents no longer take half damage from external attacks, and they are released if they take at least 10% damage total, rather than from a single attack. This causes them to escape much more easily, weakening the effectiveness of attacking an opponent while another character holds them in a grab. They are also no longer put in their grab flinch animation, preventing wobbling or any similar techniques.
Interaction with other hitboxes[edit]
Grabboxes are not bound by usualpriority rules. Instead, in each game, they behave differently if a grab connects with an opponent at the same time the opponent strikes the grabber with a standard hitbox.
- InSmash 64 andMelee, the grab has full priority over the hitbox, with the grabber ignoring it entirely and hitting the opponent.
- InBrawl, the grab has priority over the hitbox, but the hitbox still causes damage to the grabber, instead having themarmor through it.
- InSmash 4 andUltimate, hitboxes outprioritize grabs; in this situation, the grabber receives full damage and knockback from the standard hitbox, while the attacker isgrab released and takes 3% damage (or more if the grab came from a special move and the grab itself dealt damage, like the beginning ofFalcon Dive). InUltimate, however, a select few attacks' hitboxes are coded to be outprioritized by grabs, with the grabber taking damage but armoring through the attack like inBrawl; this is the case forSonic'sHoming Attack,Spin Dash, andSpin Charge, and more notablyBanjo & Kazooie'sWonderwing (which also causes the grabber to take 0.25× damage from the hitbox).
Likewise, if both characters attempt to grab each other at the same time, the situation is resolved differently in each game. InSmash 64,Melee, andBrawl, this is determined byport priority, with the character in the lower port always getting the grab. InSmash 4, port priority is no longer a factor, with either character having an equallyrandom chance to get the grab instead.Ultimate resolves both quirks by simply causing both grabs to cancel each other out, akin to aclang. This property is known asgrab parrying by the in-gametips, and results in both characters taking 1% damage and performing their rebound animation (unless they are in the air, where their grab release animation is used instead). The exact timing of when this can happen is specific to every animation of every character, and may even be assigned to actions that are not grabs.
Grab time[edit]
FromMelee onward, grabs hold the opponent for a variable amount of time, increasing proportionally to their damage percentage at the time of the grab (so it is not affected by pummeling or external damage), and decreasing with button mashing from the opponent. InMelee, the formula for grab frames is76 + 1.6p – 15h
rounded down, wherep is the victim's percent at the time of the grab, andh is a handicap equal to the victim's current rank disadvantage over the grabber (for example, if the victim is placing 4th and the grabber is placing 1st, it is equal to 3). As a result, players that are currently losing will be grabbed for less time, and the minimum possible grab time without button mashing can be 76, 61, 46, or 31 frames depending on their rank disadvantage.[2] FromBrawl onward, the formula is changed to90 + 1.7p
rounded down, removing match placing from the equation and increasing grab time overall.
Button mashing reduces grab time by 6 frames per input inMelee, and 8 frames per input fromBrawl onward (14.4 for buttons inSmash 4 andUltimate, but they cannot be inputted as quickly as stick inputs). However, the grab time fromBrawl onward cannot be lower than 19 frames, allowing certain characters to always pummel the opponent at least once and throw them before they can escape. InUltimate, grabbed characters flash yellow when they are close to escaping (180 frames left or less, equal to 3 seconds).
List of grabs[edit]
Character | Description | Characteristic |
---|---|---|
All otherfighters | For the sake of brevity, any character not specifically mentioned in this list can be assumed to have a standard-type grab involving a simple grab, hold, or clinch from the character's free hand(s). | Standard |
Bowser Jr. | Deploys a toylike claw from the Koopa Clown Car and grabs with it. | Standard |
Charizard | Lunges forward for a bite alongside an extra hold with its arms. | Standard |
Corrin | Transforms hand into a draconic mouth and grabs. | Standard |
Dark Samus | Whips forwards with her Grapple Beam. | Tether |
Duck Hunt | Lunges forward for a bite. | Standard |
Greninja | Creates a vortex of water in front of itself. | Standard |
Isabelle | Swings downwards with a net. Can grab andpocket items. | Standard |
Ivysaur | Swipes inwards with both of its vines at once. | Standard |
Link | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
Lucas | Whips forwards with Rope Snake. | Tether |
Luigi | ![]() ![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
Mega Man | Uses the Super Arm. | Standard |
Min Min | Fires both of her ARMS forward. | Extended |
Mythra | Uses telekinesis and light magic to restrain foes. | Standard |
Olimar | ![]() ![]() ![]() | Extended |
Pac-Man | Fires aBoss Galaga's tractor beam from out of his extended palm. | Extended |
Palutena | Uses her staff to telekinetically restrain her opponents. | Standard |
Pyra | Uses telekinesis and fire to restrain foes. | Standard |
Robin | Creates a small magic vortex. | Standard |
Samus | Whips forwards with her Grapple Beam. | Tether |
Sephiroth | Reaches out with his right hand and telekinetically grabs the foe using dark magic. | Standard |
Snake | Reaches forward with both arms to put the opponent in a restraining chokehold. | Standard |
Steve | Pulls out a fishing rod, using it to reel an opponent in toward him. | Tether |
Toon Link | Fires his Hookshot forwards. | Tether |
Villager | Swings downwards with a net. Can grab andpocket items inUltimate. | Standard |
Wii Fit Trainer | Performs a Rowing Squat. | Standard |
Yoshi | Opens his mouth and stretches his tongue forwards, holding enemies in his mouth on a successful grab. | Extended |
Young Link | Fires his Hookshot forwards. | Tether |
Zelda | Uses magic to restrain her opponent. | Standard |
Zero Suit Samus | Extends the Paralyzer's plasma whip forwards. | Tether |
Tether grabs and extended grabs[edit]
Some characters, instead of grabbing opponents directly, throw forward a long rope- or whip-like object in order to grab opponents. This sort of grab is known as atether grab. The main characteristic of a tether grab is that it completely relies on a secondary model to work, allowing the model to move with thebone the grabbox is attached to, in contrast with standard grabs where the grabbox is attached to the neutral bone. This characteristic is the cause behind tether grabs not behaving properly if thegameplay speed is altered. Similarly, anextended grab is a grab that is not standard, but also not reliant on a secondary model to function; characters with such grabs includeYoshi andMin Min. Both tether and extended grabs are renowned for their very high range compared to most other grabs, but are also much slower than standard grabs, particularly in earlier installments.
Characters with tether grabs and extended grabs are noted in the table above. In general, characters with tether grabs also havegrab aerials and can use them as atether recovery, while those with standard or extended grabs do not, however this is not universal. For example, inUltimate,Luigi has a grab aerial that cannot act as a tether recovery, whileSteve and, inBrawl,Zero Suit Samus have a tether grab but do not have either a grab aerial or a tether recovery tied to a grab input.Link andSamus also have a tether grab in the originalSuper Smash Bros., where grab aerials did not exist.
Notable grabs[edit]
- In NTSC versions ofMelee,Samus' grab can be extended to almost two and a half times its usual length usinga 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, and still cannot affect aerial opponents. This affects both her normal grab and dash grab, though not her grab aerial.
- InSmash 4,Pac-Man's grab appears to be one continuous beam; however, it actually projects three short-lived grabboxes, one after another in front of him, each one further outwards than the last. Because of these blindspots and its heavy ending lag, the move is infamous for its unreliability and high risk. InUltimate, its hitboxes were reworked to be larger and more continuous, while its ending lag was reduced, making it more reliable and allowing it to beat outspot dodges more effectively.
- InMelee,Marth's standing grab is notorious for its deceptively long range, reaching the second farthest out of all non-extended grabs. Its range has since been reduced in later games, though it remains above-average inBrawl.
- Likewise,Olimar's grabs inBrawl, despite being extended, have only as much ending lag as regular grabs, making them extremely difficult to punish while carrying comparatively much lower risk. FromSmash 4 onward, their ending lag was significantly increased to be closer to other extended grabs, though his pivot grab remained exceptionally quick untilUltimate.
- Bowser's pivot grab inSmash 4 is infamous for similar reasons, being capable of grabbing characters from unnaturally long distances in combination with hurtbox shifting. Its range was reduced inUltimate, though it remains one of the farthest reaching grabs in the game.
- InUltimate,Mr. Game & Watch's dash grab has a surprising disjoint in front of him. This is to compensate for him not moving forward during the grabbing portion of his dash grab, which would result in his dash grab having shorter range than what is typical for them.
Special moves that can grab[edit]
Somespecial attacks function as grabs (sometimes calledcommand grabs, from the similar concept in traditional fighting games). When theirhitboxes are viewed withMelee'sDebug Menu, these attacks use the same magenta hitbox color as standard grabs. Special grabs put opponents in a unique state that is manipulated by the move in some fashion, and have their own independent rules as to whether and how opponents can escape. They can also be used in midair, and can usually grab opponents in this state, giving characters with access to them another option againstshields.
In the following table, a special grab being escapable indicates it can be interrupted mid-execution and put the opponent in theirgrab release animation, while being mashable indicates its grab duration can be influenced bybutton mashing. All mashable special grabs use different duration formulas from regular grabs, with the exception ofForce Palm.
Character | Special grab | Description | Escapable? | Mashable? |
---|---|---|---|---|
Bowser | Koopa Klaw![]() | Performs a claw swipe to grab an opponent at close range, after which he can either bite them by pressing the B button, akin to pummeling, or use forward and back throws specific to the move. The claw swipe also has a non-grabbing hitbox at farther range. | ![]() | ![]() |
Flying Slam![]() ![]() ![]() | Grabs an opponent, then somersaults with them into the air before slamming them down onto the ground. Can be used as asacrificial KO, but KOs Bowser first fromSmash 4 onward. | ![]() | ![]() | |
Captain Falcon | Falcon Dive | Grabs an opponent in midair, then launches them away with an explosion, propeling himself upward and away. Can be used again upon a successful grab. | ![]() | ![]() |
Diddy Kong | Monkey Flip | Latches onto the opponent, then he can release them either with a clapping attack or by jumping off them. InSmash 4 andUltimate, he can also automatically deal continuous damage to the opponent while latched onto them, akin to pummeling, by either squeezing them inSmash 4 or scratching them inUltimate. | ![]() | ![]() |
Ganondorf | Flame Choke![]() ![]() ![]() | On the ground, Ganondorf grabs the opponent by their head and lifts them, then crushes them with dark energy to drop them onto the ground. In the air, he plummets down with the grabbed opponent and slams them onto the ground upon landing. Prior toUltimate, the aerial version can be used as a guaranteed sacrificial KO. | ![]() ![]() | ![]() ![]() |
Dark Dive | Grabs an opponent in midair, then repeatedly zaps them before launching them away with an explosion, propeling himself upward and away. Can be used again upon a successful grab. FromBrawl onward, Ganondorf also performs a non-grabbing uppercut at the apex of the move if he doesn't grab an opponent. | ![]() | ![]() | |
Incineroar | Alolan Whip | Grabs the opponent and throws them into wrestling ring ropes, bouncing them back towards Incineroar. Three outcomes are then possible depending on Incineroar's attack timing when the opponent comes close to it. | ![]() | ![]() |
Kazuya | Heaven's Door | Grabs the opponent with an uppercut, then transforms into his devil form and slams them onto the ground. Can be used as a sacrificial KO, but KOs Kazuya first. The uppercut also has a non-grabbing hitbox near its apex. If Kazuya'sRage is active, the move can turn into a more powerful Rage Drive. | ![]() | ![]() |
Gates of Hell | Acommand-input move performed with ↘ ↓ ↘ and a grab input. Kazuya grabs the opponent, puts them behind him, then bends their back and kicks them away at a steep angle. | ![]() | ![]() | |
King Dedede | Inhale | Vacuums and traps the opponent inside King Dedede, after which he can spit them as a star forward. He can also move around slowly and jump with the inhaled opponent. Can be used for aSwallowcide. | ![]() | ![]() |
King K. Rool | Blunderbuss | Vacuums the opponent into the blunderbuss at close range after shooting the cannonball, then he can shoot them forward, backward, diagonally, or upward. | ![]() | ![]() |
Kirby | Inhale | Vacuums and traps the opponent inside Kirby, after which he can either spit them as a star forward, or obtain their Copy Ability, releasing them behind himself and ending Inhale in the process. Kirby can also move around slowly and jump with the inhaled opponent. Can be used for aSwallowcide. Using Inhale, Kirby can also copy Blunderbuss, Chomp, Egg Lay, and King Dedede's Inhale. | ![]() | ![]() |
Lucario | Force Palm | Grabs an opponent at close range at the beginning of the move, then releases them with a forward thrust. The aerial version cannot grab opponents. | ![]() | ![]() |
Mewtwo | Confusion | Grabs an opponent at close range and spins them around before dropping them. | ![]() | ![]() |
Mii Brawler | Suplex![]() | Grabs the opponent and performs a German suplex with them. Can be used as a sacrificial KO. | ![]() | ![]() |
Counter Throw![]() | Upon countering an attack, grabs the opponent and slams them onto the ground behind the Brawler. | ![]() | ![]() | |
Ridley | Space Pirate Rush | Grabs the opponent, then drags them across the ground to deal continuous damage, releasing them upon reaching an edge or colliding into a wall. He can also release them early with a jumping throw. | ![]() | ![]() |
Robin | Nosferatu | Traps the opponent in a dark vortex and damages them continuously while healing Robin, until they are released. | ![]() | ![]() |
Steve | Minecart | After Steve hops off his Minecart, it can trap opponents while it keeps moving forward, dealing no damage, but putting them in a disadvantageous position if they cannot break free quickly enough. It is unique for being the only command grab in the game that is a projectile and therefore can bereflected. | ![]() | ![]() |
Wario | Chomp | Bites the opponent several times based on attack button input, then spits them forward. InUltimate, Wario ishealed slightly with each bite. | ![]() | ![]() |
Yoshi | Egg Lay | Traps an opponent in an egg for a certain amount of time, after which they jump out of it. The opponent can take damage from other attacks while inside the egg, but not knockback, and damage taken is reduced. | ![]() | ![]() |
*Not possible in real-time.
Hitboxes that can grab[edit]
InUltimate, a minority of special moves utilize hitboxes that grab opponents when they hit (sometimes calledhit grab, also from the similar concept in traditional fighting games). Functionally, these moves have all the properties of hitboxes (damage, angle, effect, etc.), but instead of dealing knockback when they connect with an opponent, they place the opponent in a grabbed state. Practically, the most important difference from a regular grab is that they can beshielded. Additionally, should the hitbox have non-zero knockback, it deals knockback if it connects with an opponent that cannot be grabbed. Like regular grabs, hit grabs ignore all forms ofarmor, though they may still activate certain effects of the armor, such as withRebel's Guard. They do not work againstcounters, with certain moves triggering the counter attack, while others ignore the opponent entirely. If the moves' hitboxes are scripted as reflectable, they can also can bereflected, but instead of changing the trajectory of the move, they act as if a regular projectile collided with a shield, leaving both players unharmed. Interestingly, the projectile based hit grabs are the only hit grabs that do not trigger counters, though this may be coincidental.
Hit grabs cannot be escaped, nor influenced by button mashing.
Character | Move | Description |
---|---|---|
Byleth | Sword of the Creator | Pulls Byleth towards the opponent and has him jump off them, throwing them behind him at low percents, and meteor smashing them at high percents. |
Isabelle | Fishing Rod | Throws out a line, hooking and reeling the opponent in, then can use any of four throws in each cardinal direction, much like traditional grabs. |
Joker | Grappling Hook | Throws out a line diagonally upwards, pulling the opponent in and releasing them in front of Joker. Can only grab opponents if used on the ground and if they are not in hitstun. |
Ridley | Skewer | Briefly holds the opponent in place while impaled, then puts them in a crumpled state. Only the sweetspot has the hit grab property, and from version8.0.0 onward, it cannot cause opponents with grab immunity to crumple. |
Terry | Buster Wolf | ASuper Special Move performed with ↓ ↘ → ↓ ↘ → (alternatively ↓ → ↓ →) plus an attack or special input. Terry punches the opponent, holding them in place for a moment, then blasts them away with an explosion. |
Initial grab range by game[edit]
![]() | This article or section is incomplete. You can help SmashWiki byexpanding or finishing it. The editor who added this tag elaborates:Needs data on how far the grabs actually reach from the base of the character, as just looking at the hitbox size data is misleading when positioning matters a lot for how far grabs actually reach from a character. |
These are lists that rank how long the hitbox of each character's grab is in each game. Note that hitbox length alone does not accurately reflect how far away a character can actually grab ingame, as where a grab hitbox is positioned on a character plays a large role in how far away it can effectively grab characters. For example, the size ofR.O.B.'s grab hitbox is above-average inSmash 4 andUltimate, however most of the hitbox is positioned inside of his body, leaving so little of it extending outside his body that he has the worst reaching standing grab in both games. ConverselyPalutena's grab hitbox is of below-average size inUltimate, but since it is a positioned in a way where most of it reaches outside her body, she has one of the farthest non-tether grabs in the game.
InSuper Smash Bros.[edit]
Super Smash Bros. grab ranges as tested by SuperSqank.[3] Testing method is between the character's bone 0 (position) and tip of furthest grabbox. The scale is different than the scale used in later games, with the conversion rate roughly being range/30 (So Fox's range for example is 400u, which would roughly convert to 13.33u using the scale from later games)
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Differences between game versions[edit]
NTSC-J to NTSC-U[edit]
Mario is slightly bigger (x1.0 → x1.12), increasing his grab range.
Kirby is slightly smaller (x0.94 → x0.91), reducing his grab range.
Luigi is slightly bigger (x1.0 → x1.12), increasing his grab range.
InSuper Smash Bros. Melee[edit]
Melee grab ranges by character according to Zeckemyro and SuperSqank.[4] This testing is done by calculating the distance between bone 0 (the character's position) and the tip of the furthest grabbox. While Bowser and Yoshi have higher grab ranges than Marth (who was thought to have the longest non-tether grab in the game), this is only because the long range of their grabboxes was made to fit their larger bodies.[5] Marth has a better grab by comparison due to its better disjoint compared to his smaller size despite having less range overall (which is further complimented by its superior speed).
Rank | Character | Grab Range |
---|---|---|
1 | ![]() | 43.0441u |
2 | ![]() | 35.3001u |
3 | ![]() | 25.3015u |
4 | ![]() | 20.5553u |
5 | ![]() | 19.241u |
6 | ![]() | 18.7293u |
7 | ![]() | 17.827u |
8 | ![]() | 17.577u |
9 | ![]() | 15.2123u |
10-11 | ![]() | 14.4522u |
![]() | ||
12 | ![]() | 14.1866u |
13 | ![]() | 13.3585u |
14 | ![]() | 13.046u |
15 | ![]() | 12.9875u |
16 | ![]() | 12.7648u |
17 | ![]() | 12.1555u |
18 | ![]() | 11.9914u |
19 | ![]() | 11.4993u |
20 | ![]() | 11.2836u |
21 | ![]() | 10.7259u |
22 | ![]() | 10.3509u |
23-24 | ![]() | 10.0189u |
![]() | ||
25 | ![]() | 9.9603u |
26 | ![]() | 9.8431u |
InSuper Smash Bros. Brawl[edit]
Brawl grab ranges by Zeckemyro[6] and SuperSqank.[7] The units displayed are raw range between the character's position in 3D space (TopN bone/bone 0) and the tip of the furthest grabbox in in-game units.
Rank | Character | Grab range |
---|---|---|
1 | ![]() | 39.0u |
2-3 | ![]() | 35.75u |
2-3 | ![]() | 35.75u |
4 | ![]() | 34.25u |
5 | ![]() | 31.8u |
6 | ![]() | 28.04u |
7 | ![]() | 27.7u |
8 | ![]() | 25.65u |
9 | ![]() | 25.57u |
10 | ![]() | 25.5u |
11 | ![]() | 23.5u |
12 | ![]() | 23.0u |
13 | ![]() | 22.09u |
14 | ![]() | 21.24u |
15 | ![]() | 16.5u |
16 | ![]() | 16.04u |
17 | ![]() | 16.0u |
18 | ![]() | 15.68u |
19-22 | ![]() | 15.5u |
![]() | ||
![]() | ||
![]() | ||
23 | ![]() | 15.0u |
24 | ![]() | 14.8u |
25 | ![]() | 14.3u |
26-27 | ![]() | 13.8u |
![]() | ||
28 | ![]() | 13.3u |
29 | ![]() | 13.0u |
30 | ![]() | 12.8u |
31-32 | ![]() | 12.5u |
![]() | ||
33-35 | ![]() | 12.0u |
![]() | ||
![]() | ||
36 | ![]() | 11.8u |
37-38 | ![]() | 11.76u |
![]() | ||
39-40 | ![]() | 11.5u |
![]() | ||
41 | ![]() | 10.8u |
InSuper Smash Bros. 4[edit]
Smash 4 grab ranges by Zeckemyro[8] and extra data for tether and extended grabs from SuperSqank. Numbers are raw horizontal range from the character's bone 0 position and the tip of the furthest grabbox. Certain tether and extended grabs will have asterisks next to their range due to not being able to get perfectly accurate values. Despite the innacurate values, the placements in this ranking are accurate.
Rank | Character | Grab range |
---|---|---|
1 | ![]() | 40.0u* |
2 | ![]() | 37.0u* |
3 | ![]() | 36.0u* |
4 | ![]() | 30.0u* |
5 | ![]() | 29.0u* |
6 | ![]() | 28.0u |
7 | ![]() | 26.65u |
8 | ![]() | 26.0u* |
9 | ![]() | 24.0u* |
10 | ![]() | 22.3u* |
11 | ![]() | 20.0u |
12 | ![]() | 19.5u |
13-14 | ![]() | 19.0u |
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15 | ![]() | 18.5u |
16 | ![]() | 17.0u |
17 | ![]() | 16.0u |
18 | ![]() | 15.3u |
19-20 | ![]() | 15.0u |
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21 | ![]() | 14.54u |
22 | ![]() | 14.39u |
23 | ![]() | 14.3u |
24 | ![]() | 14.2u |
25 | ![]() | 14.0u |
26 | ![]() | 13.5u |
27 | ![]() | 13.4u |
28 | ![]() | 13.3u |
29-36 | ![]() | 13.0u |
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37-39 | ![]() | 12.5u |
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40-56 | ![]() | 12.0u |
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57-58 | ![]() | 11.2u |
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59-60 | ![]() | 11.0u |
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Update History[edit]
1.0.4[edit]
Palutena's pivot grab's range was slightly decreased (Z2 offset: 19.4 → 17.4).
Zelda's pivot grab's range was decreased (Z2 offset: -18.7 → -15.7).
1.0.8[edit]
All ofDiddy Kong's grabs have 3 more frames of ending lag (FAF: 29 → 32 (standing), 36 → 39 (dash), 34 → 37 (pivot)).
Clawshot now behaves like it does in the
version. Link's grab range has been doubled in terms of Clawshot length and grab distance. Clawshot also grabs just before it droops back down to the ground, while Link's standing grab has been sped up by two frames.
Link's grabs have less ending lag (FAF: 67/78/80 → 62/66/67).
Samus's standing and pivot grabs have less ending lag (FAF: 80/92 → 76/88).
Villager's grabs have less ending lag (FAF: 58/72/66 → 56/70/65).
1.1.0[edit]
Link's dash grab and pivot grab are both 1 frame faster.
Lucas's grabboxes are bigger (2.5 → 3.0 (early), 2.4 → 2.8 (late)) for all grabs.
Palutena's grabs have 2 less frames of ending lag.
Toon Link's dash grab is 2 frames faster and his pivot grab is 1 frame faster.
Wii Fit Trainer's grabboxes on all grabs are placed lower.
1.1.3[edit]
Lucas's standing grab and dash grab had their ending lag decreased (FAF: 51/61 → 46/56).
Lucas's grabs have sped up animations.
1.1.5[edit]
Greninja's standing grab has 3 frames less of startup: 14 frames → 11.
Samus's grabs have decreased ending lag (FAF: 76/74/88 → 70/68/84).
Zelda's grabs have more reach(Z2 offset: 10.5 (standing)/13.5 (dash)/-15.7 (pivot) → 11.5/14.5/-16.7).
Zero Suit Samus's grabs had their duration reduced by 4 frames with identical startup.
InSuper Smash Bros. Ultimate[edit]
Grab ranges inUltimate as tested by Zeckemyro[9] and CrimsonStarfall.[10] The number besides each position indicates the range using in-game units. Extended grabs will be followed by an asterisk (*) due to only being approximations. Their range was tested and is placed correctly.Jostle and the height of the grabboxes can affect their consistency in the midst of battle. The grabs are listed based on their raw horizontal range.
Update history[edit]
2.0.0[edit]
Luigi's standing and pivot grabs were given a longer duration (6 frames → 7) to match dash grab.
3.0.0[edit]
The grounded-only grabboxes of the dash grabs ofMarth,Lucina,Roy andChrom were made bigger (2.6u → 3.0u) and placed higher (Y offsets: 7.0 → 7.25). This notably prevents them from missing a shieldingR.O.B.
3.1.0[edit]
Pikachu's standing grab was given more range (11.0u → 11.9u).
7.0.0[edit]
Sheik's standing grab has more range (Z2 offset: 7.9 (grounded)/9.45 (aerial) → 9.4/10.95).
8.0.0[edit]
Lucas's pivot grab stretches farther towards Lucas (Z offset: 0.5u → 3.5u), making it less likely to whiff at point-blank range.
Incineroar's grabs have one frame faster startup (frame 8 → 7 (standing), 12 → 11 (dash), 13 → 12 (pivot)), with their total duration reduced as well (FAF 39/47/45 → 38/46/44).
11.0.0[edit]
Palutena's standing grab has considerably less range (Z2 offset: 11.4 (grounded)/13.2 (aerial) → 9.4/11.2)
Trivia[edit]
- Only two characters in the series – Luigi andLink – have had their grab type outright changed, with Link's grab changing from tether to standard, and Luigi's grab changing from standard to tether. Both of these changes occurred inUltimate.
- InMelee, characters hanging onledges cannot be grabbed, but in every other game they can. This can be done if a certain character's grab animation is low enough to be able to grab a character hanging from a ledge if the latter character's head is above the ledge. An example video forSSB4 can be seenhere. Example forSSB can be seenhere.
- Grabs are the only non-special moves to not cause the player's controller torumble (should the feature be turned on) when used, only doing so if the grab connects with an opponent.
See also[edit]
References[edit]
- ^https://twitter.com/UnclePunch_/status/1166922159542980608
- ^https://www.youtube.com/watch?v=TROwZ4wZCdE
- ^https://twitter.com/Zeckemyro/status/1376992258986229776
- ^https://twitter.com/Zeckemyro/status/1376977622123560964
- ^https://twitter.com/Zeckemyro/status/1376911520010010628
- ^https://twitter.com/Zeckemyro/status/1305541284506095618
- ^https://twitter.com/SuperSqank/status/1334254455307575296
- ^https://twitter.com/Zeckemyro/status/1305524944302989312
- ^https://twitter.com/Zeckemyro/status/1488287321346695176
- ^https://twitter.com/CrimsonStarfall/status/1316920799522115585