A grab is the maneuver in Super Smash Flash 2 that allows characters to hold an opponent in place for a limited amount of time. The particularity of grabboxes is that they go through shields and beat any type of armor. Every character has a regular grab, while some characters also have unique grabs called special grabs or command grabs.
List of grabs
Performed by pressing the grab button or by shielding and pressing the attack button, regular grab is one of the basic actions each character has. When an opponent is grabbed, the grabbing character has the option to either pummel or throw the opponent.
Grabs are quite quick, with most characters' grabs having three frames of startup lag, becoming active on frame 4. As of Beta 1.2.3, Ryu is the exception to this rule, as his grab comes out on frame 3 instead.
Grabs can easy lead to follow ups at lower percents, either through chain grabbing or some throws having low base knockback to set up for other attacks. At higher percents, a grab can mean an easy KO for some characters with strong throws, such as Ness and Donkey Kong.
The maximum amount of time the opponent is held depends on the percentage they are, with higher percent equating to more time. The opponent can also mash out of a grab by pressing any button, effectively reducing the grab time with each press. A grab release will occur if the grab time runs out.
- Main article: Tether grab
Tether grabs are aerial attacks that can be only performed by Link and Samus, by pressing the grab button midair. On contact with an opponent, they will deal damage and knockback, instead of grabbing them. They can be used to grab a stage's ledges, however.
The angled grab is a Chibi-Robo-exclusive technique. The player can angle their grab both upwards and downwards, to more easily grab aerial opponents. However, neither variation has the same range as the default one, being longer, and thus, laggier.
A slight variation of the regular grab is called the dash grab, which is performed by grabbing while dashing or running. Most dash grabs have the character slide across the ground, with the distance being dependent on the character's dashing momentum, before coming to a stop and grabbing. They generally have increased range at the cost of additional startup and ending lag, making them easier to punish if missed.
Special grabs or command grabs are special moves that function like grabs, sharing most of the main properties (such as bypassing shields). Additionally, they can be also performed in the air, making them more versatile in some situations. Below is a list of command grabs per character.
|Bowser||Flying Slam||Will only grab opponents when the move is sweet spotted at Bowser's hand.|
|Captain Falcon||Falcon Dive||N/A|
|Kirby||Inhale||While Inhale is a special grab itself, Kirby can also copy Gum-Gum Pistol, LockJaw, Chomp and Egg Lay.|
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Jump-cancelled grab is a technique that is 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.
By pressing the opposite direction the character is dashing towards just before grabbing, the fighter will perform a pivot grab, sliding in the original direction while grabbing in the opposite one.
The grab clank, also referred to as the grab break, is a mechanic in which two characters attempt to grab each other at the same time. When this happens, neither of them will grab successfully and each will take 2% 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.
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