Grab

A grab is an action in Super Smash Flash 2 and Fraymakers in which a character reaches forward to hold an opponent in place. It is performed by either pressing the grab input or simultaneously pressing the attack and shield inputs while grounded. Grabs are uniquely able to bypass shields and enable the player to throw the grabbed opponent afterward.

Properties
Most grabs consist of the character reaching forward to grab an opponent. Grabs are generally quick, with most characters in SSF2 having grabs having grabs with three frames of startup lag, becoming active on frame 4. Grabs are able to completely bypass shields or knockback resistance, allowing the player to counter an opponent's defense. In SSF2, grabs also take priority over attacks, whereas in Fraymakers, attacks take priority instead.

Upon grabbing an opponent, players are then able to use one of four directional throws, with SSF2 also featuring pummels. If enough time passes without the player throwing their opponent, a grab release occurs and the opponent breaks free from the grab. In SSF2, opponents with higher damage are susceptible to longer grab times, which they can reduce by repeatedly pressing movement or attack inputs, also referred to as mashing. In Fraymakers, grab time is unaffected by damage or mashing.

In SSF2, grabs cannot be performed while the character is holding an item, as attempting to do so will either drop or throw the item.

Grabs can lead to follow-ups at lower damages, either through chain grabbing or some throws having low base knockback to set up for other attacks. At higher damages, a grab can lead to an easy KO for characters with strong throws.

Dash grab
In SSF2, grabs are separated into two main types: a standing grab, which is performed by grabbing while idling or walking, and a dash grab, which is performed by grabbing while running or dashing. Dash grabs are distinguished by having the character slide across the ground, with the distance being dependent on the character's dashing momentum, before coming to a sudden stop and grabbing. They generally have increased range at the cost of additional startup and ending lag, making them easier to punish if missed.

Fraymakers features only one type of grab, which can be used regardless of the player's movement. If used while running, the player will slide across the ground and gradually come to a stop. If used while dashing, the player will cancel the dash and stop in their tracks as they grab.

Tether grab
Tether grabs are a type of grab in SSF2 that can be performed by and. This type of grab causes the character to extend a tool outward to grab the opponent rather than doing it directly, namely Link's Clawshot and Samus's Grapple Beam. These grabs are unique in that, by pressing the grab input in midair, the player uses a unique aerial attack in which they extend the tool outward to attack opponents or grab ledges. These grabs reach farther with disjointed range compared to most normal grabs but suffer from additional ending lag.

Angled grab
The angled grab is technique in SSF2 exclusive to. When grabbing, Chibi-Robo throws his power cord forward, and the player can angle where its trajectory upwards and downwards by holding the respective movement input. This can allow him to more easily grab airborne opponents, though each angled variation has less range than the default one.

Grab clank
A grab clank, also referred to as a grab break, is a mechanic in which two characters' grabs connect with each other. When this happens, neither character will grab successfully, and both will enter their grab release states. In SSF2, this results in both players taking 2% damage, whereas in Fraymakers, the players take no damage. Grab clanks will not happen to special grabs, and instead, one of the players will always manage to grab the other one, due to port priority.

Command grabs
Command grabs, also referred to as special grabs, are attacks that function similarly to grabs, particularly ignoring shields. They put grabbed opponents into a unique state similar to that of normal grabs, except they generally cannot be broken out of by the opponent and cannot lead to normal throws. These types of attacks most commonly appear on special moves, and they also appear on certain Assists in Fraymakers.

List of command grabs in Super Smash Flash 2
Below is a list of command grabs for each character in SSF2.

List of command grabs in Fraymakers
Below is a list of command grabs for each character and Assist in Fraymakers.

Jump-canceled grab
Jump-cancelled grab is a technique performed by jumping and cancelling the jumpsquat frames with a grab. It can be used in conjunction with one's dash to make the character slide slightly further than with a dash grab.

Pivot grab
A pivot grab is a technique performed by pressing the opposite direction the character is dashing towards just before grabbing. This causes the character to slide in the original direction while grabbing in the opposite one.

Grab parry
A grab parry is a technique that can be performed in SSF2 to counter a grabbing opponent. For characters who lack disjointed grabs, their hurtboxes will extend to match their grabboxes, but their grabboxes will generally appear one frame after their hurtboxes extend. Because of this, despite the fact that grabs take priority over attacks, a player in grab range can avoid being grabbed by attacking on the frame before the grab becomes active.