NESSBOUNDER
Smash Master
Ok, so I decided to test this death-grab on Ness and Lucas for each character, just so we know the actual scope of the situation.
EDIT: It turns out my data was incorrect. I have updated this list with more precise information that factors DI.
Any character who is marked with a "*" means that they were previously thought to be an infinite.
I did these tests in a slow brawl with each character, using two controllers. I would first have the opponent grab Ness/Lucas and pummel, then I would hold sheild and away from the opponent as Ness/Lucas with my left index finger and thumb, and control the other character with my right index finger (for z) and left hand's pinkie (for the control stick).
If Ness/Lucas had time to put up any part of their shield, it means that they are able to spot-dodge an incoming grab or attack. I also immediately jammed down on the control stick to get a spot dodge at the same time the grab would connect.
Keep in mind that for a character who can't infinite grab, the chain grab actually does very little damage and progresses across the stage rather quickly for most of them. On most tournament-legal stages, you will eventually fall off the edge. If you break out of each grab as fast as you can, you will take the minimum amount of damage. It's still bad, but it's still something.
So I'll list this in order of character then: This is the worst that each character can do to you after you break out of their grab.
All tests were performed on LUCAS, by the way. It has been proven that Lucas can DI slightly more than Ness, meaning that in general he's not quite as weak to grabs and can only truly be infinited by himself, and semi-infinited (as in not an infinite, but just as bad as one) by Marth and Bowser.
MARIO: Ftilt
Not much to see here. An Ftilt to the face isn't so bad at all, especially coming from Mario. His Fsmash and Dsmash are too slow and don't reach far enough to hit you.
Verdict: safe
*DK: previously thought to be an infinite. Now can hit with down tilt or Ftilt
Apparently, DI can escape his cargo hold.
Verdict: safe
Link/Toon Link: down smash
Link and Toon Link's grabs are too slow for them to get you again before you can spot dodge. The best they can do is hit with a down smash. It's a strong KO move, so it's still not very nice, but you won't be losing matches solely because of this.
Verdict: safe
Samus: dtilt
Same deal as the Links, except with down tilt instead. It's a hefty attack for Samus, but once again, not too bad either.
Verdict: safe
Zero Suit Samus: ftilt
Not bad at all, really
Verdioct: safe
Kirby/Jigglypuff: nothing
You slide very far away from Kirby and Jigglypuff for some reason. They can't run and grab you again fast enough to get a chain grab going either, and can't reach you with any attacks.
Verdict: safe
Fox: running attack
Originally, I thought Fox could hit with a running attack after the break out, but with DI, it turns out he actually can't reach you with any attack! Any attempts of his to do a running up smash can be thwarted by Lucas's crazy fast jab!
Verdict: safe!
Pikachu: running grab, ftilt
Unlike Fox, Pikachu can still grab you if you DI. However, he has no good KO moves to follow up the chain grab, and he slides very far between each grab.
Verdict: safe
*Marth: semi-infinite
You can DI out of his grabbing range ever so slightly, but he only needs to take a step to catch you again. Can lead into various good KO moves. May as well be an infinite.
Verdict: hopeless
Game & Watch: oil panic
How ironic...
Verdict: safe
Luigi: Ftilt
Lucky his Fsmash is too slow to combo from a break.
Verdict: safe
Diddy: running grab, dtilt
same boat as Pikachu, but doesn't slide as far.
Verdict: safe
Zelda: jump break
For some reason, it's easy to jump break Zelda's grab. However, if you don't jump break, she can follow up with an Ftilt, which isn't TOO deadly.
Verdict: safe
Shiek: running grab, down smash
Good thing she can't KO too well with her down smash...
Verdict: risky
Pit: nothing
whoot! If you DI, Pit can't reach you with his Fsmash. He can't grab you either. He can't even get you with Angel Loop.
Verdict: safe
Metaknight: running grab, ftilt(first hit)
With DI, Meat Knight can at the very most get the first hit of his Fair in. You'll be too far out to get hit by the rest of the strikes. ^_^ He slides VERY far during the chain grab, so you'll take minimal damage no matter what.
Verdict: safe
Falco: running up smash (or hit cancel)
Not so bad really.
Verdict: safe
*Charizard: Running grab
false alarm. Lucas can DI out of the standing grab, but not Ness unfortunately. Charizard can still running grab you though, but he can't follow it up with anything.
Verdict: safe
*Squirtle: running grab, ftilt, waterfall
Squirtle's running grab slides a lot, and Ftilt is really wimpy, so it's OK! Waterfall can be DI'd out of at this range too.
Verdict: safe
*Ivysaur: Ftilt
You can DI away from this previously-thought infinite standing grab. From there on, Ivysaur has very few options.
Verdict: safe
Ike: AAA combo
Not that bad at all.
Verdict: safe
*Snake: Running grab, Ftilt
Hardly has any slide on his grab. Leads into Ftilt when he's done with you. Still pretty bad, but not an infinite at least.
Verdict: unsafe
Peach: running grab, Ftilt
Same kind of deal as Diddy Kong. Bearable. At least it's not a magic KO move.
Verdict: safe
Yoshi: jump break
Yoshi's grab always has a jump break out. Probably one of the safest characters to fight as Ness/Lucas. Too bad he's considered low tier and nobody plays him. -_-
Verdict: safe
Ganon: jump break
I may need to test this more, but it seems quite easy to jump break out of Ganon's grab. For now, I'll say this is safe. None of his moves are fast enough to catch you anyway.
Verdict: safe
Ice Climbers: FFFFFFFFF!
FFFFFFFF!
Verdict: FFFFFPFFF!
Dedede: nothing (possibly down tilt)
I was very surprised by this too. For some reason, Dedede's grab DOESN'T reach Ness after he breaks out of the hold...and a running grab is too slow. It's strange, but try as I might, I just couldn't get Dedede to grab Ness during the helpless animation.
Verdict: safe (however, you still have his other chain grab to contend with).
Wolf: nothing
previously thought to be down smash, it misses if you DI out. HA.
Verdict: safe
Lucario: Ftilt
I wouldn't expect any less from the honorable Lucario. Always ready to fight fair and square, for the sake of a good match.
Verdict: safe
Ness: running grab, running up smash
Slides a lot.
Verdict: safe
Sonic: running grab, ftilt
Sonic's running grab has hardly any slide at all, making this almost an infinite. Either way, you'll take a lot of damage before he reaches the edge.
Verdict: risky
Bowser: semi-infinite (running grab), ftilt
Look, I know Ulevo tested this, but there's no way I'm wrong this time after testing WITH DI. This is the next step down from an infinite. Bowser has next to zero slide time on his running grab, meaning that by the time he reaches across the stage, you'll be on enough damage for him to KO you with his Bowsah Paunch. The only saving grace is that for some reason it's a lot easier to jump break out of his grab than many other characters.
Verdict: unsafe
*Wario: running grab
Wario's previously thought infinite can be avoided with DI. His running grab has low slide time, and he can't combo into anything from it.
Verdict: safe
Olimar: Fsmash, standing grab if his previous grab was a running grab.
Olimar's weird in that he can grab you twice if his first grab was a running grab. He can't chain grab you, luckily enough, but he can hit you with his Fsmash, which hurts like heck. Either way, Olimar is excellent at grabbing, so this will be a troublesome match up no matter how you view it.
Verdict: risky
ROB: running grab, Ftilt, Dtilt
He seems to slide a fair bit on his running grab, but not as much as Pikachu. His follow-ups aren't too bad either. Dtilt can trip you though.
Verdict: safe
Falcon: Dtilt
The good Captain is too manly to use cheese tactics like this.
Verdict: safe
Lucas: infinite
This is STILL an infinite. I tested with DI this time, and still couldn't escape it. Not once did Lucas have to run or move from his initial location, meaning that Lucas dittoes are still going to be about who gets the first grab, and that Lucas will always dominate Ness.
Verdict: hopeless.
Not quite as bad as we originally thought, thank goodness.
By the way, I thought I'd add that the timing to get a perfect running grab for most of the characters who can chain throw this way is actually VERY strict. If you press Z even just a fraction of a second too late after starting the dash, you'll give Ness or Lucas a chance to spot dodge. NO ROLLING. Spot dodge is the fastest form of evasion available for them in this situation. If you really want to try it, Lucas can use his 1-frame jab, but a grab will always beat that if they land on the same frame.
EDIT: It turns out my data was incorrect. I have updated this list with more precise information that factors DI.
Any character who is marked with a "*" means that they were previously thought to be an infinite.
I did these tests in a slow brawl with each character, using two controllers. I would first have the opponent grab Ness/Lucas and pummel, then I would hold sheild and away from the opponent as Ness/Lucas with my left index finger and thumb, and control the other character with my right index finger (for z) and left hand's pinkie (for the control stick).
If Ness/Lucas had time to put up any part of their shield, it means that they are able to spot-dodge an incoming grab or attack. I also immediately jammed down on the control stick to get a spot dodge at the same time the grab would connect.
Keep in mind that for a character who can't infinite grab, the chain grab actually does very little damage and progresses across the stage rather quickly for most of them. On most tournament-legal stages, you will eventually fall off the edge. If you break out of each grab as fast as you can, you will take the minimum amount of damage. It's still bad, but it's still something.
So I'll list this in order of character then: This is the worst that each character can do to you after you break out of their grab.
All tests were performed on LUCAS, by the way. It has been proven that Lucas can DI slightly more than Ness, meaning that in general he's not quite as weak to grabs and can only truly be infinited by himself, and semi-infinited (as in not an infinite, but just as bad as one) by Marth and Bowser.
MARIO: Ftilt
Not much to see here. An Ftilt to the face isn't so bad at all, especially coming from Mario. His Fsmash and Dsmash are too slow and don't reach far enough to hit you.
Verdict: safe
*DK: previously thought to be an infinite. Now can hit with down tilt or Ftilt
Apparently, DI can escape his cargo hold.
Verdict: safe
Link/Toon Link: down smash
Link and Toon Link's grabs are too slow for them to get you again before you can spot dodge. The best they can do is hit with a down smash. It's a strong KO move, so it's still not very nice, but you won't be losing matches solely because of this.
Verdict: safe
Samus: dtilt
Same deal as the Links, except with down tilt instead. It's a hefty attack for Samus, but once again, not too bad either.
Verdict: safe
Zero Suit Samus: ftilt
Not bad at all, really
Verdioct: safe
Kirby/Jigglypuff: nothing
You slide very far away from Kirby and Jigglypuff for some reason. They can't run and grab you again fast enough to get a chain grab going either, and can't reach you with any attacks.
Verdict: safe
Fox: running attack
Originally, I thought Fox could hit with a running attack after the break out, but with DI, it turns out he actually can't reach you with any attack! Any attempts of his to do a running up smash can be thwarted by Lucas's crazy fast jab!
Verdict: safe!
Pikachu: running grab, ftilt
Unlike Fox, Pikachu can still grab you if you DI. However, he has no good KO moves to follow up the chain grab, and he slides very far between each grab.
Verdict: safe
*Marth: semi-infinite
You can DI out of his grabbing range ever so slightly, but he only needs to take a step to catch you again. Can lead into various good KO moves. May as well be an infinite.
Verdict: hopeless
Game & Watch: oil panic
How ironic...
Verdict: safe
Luigi: Ftilt
Lucky his Fsmash is too slow to combo from a break.
Verdict: safe
Diddy: running grab, dtilt
same boat as Pikachu, but doesn't slide as far.
Verdict: safe
Zelda: jump break
For some reason, it's easy to jump break Zelda's grab. However, if you don't jump break, she can follow up with an Ftilt, which isn't TOO deadly.
Verdict: safe
Shiek: running grab, down smash
Good thing she can't KO too well with her down smash...
Verdict: risky
Pit: nothing
whoot! If you DI, Pit can't reach you with his Fsmash. He can't grab you either. He can't even get you with Angel Loop.
Verdict: safe
Metaknight: running grab, ftilt(first hit)
With DI, Meat Knight can at the very most get the first hit of his Fair in. You'll be too far out to get hit by the rest of the strikes. ^_^ He slides VERY far during the chain grab, so you'll take minimal damage no matter what.
Verdict: safe
Falco: running up smash (or hit cancel)
Not so bad really.
Verdict: safe
*Charizard: Running grab
false alarm. Lucas can DI out of the standing grab, but not Ness unfortunately. Charizard can still running grab you though, but he can't follow it up with anything.
Verdict: safe
*Squirtle: running grab, ftilt, waterfall
Squirtle's running grab slides a lot, and Ftilt is really wimpy, so it's OK! Waterfall can be DI'd out of at this range too.
Verdict: safe
*Ivysaur: Ftilt
You can DI away from this previously-thought infinite standing grab. From there on, Ivysaur has very few options.
Verdict: safe
Ike: AAA combo
Not that bad at all.
Verdict: safe
*Snake: Running grab, Ftilt
Hardly has any slide on his grab. Leads into Ftilt when he's done with you. Still pretty bad, but not an infinite at least.
Verdict: unsafe
Peach: running grab, Ftilt
Same kind of deal as Diddy Kong. Bearable. At least it's not a magic KO move.
Verdict: safe
Yoshi: jump break
Yoshi's grab always has a jump break out. Probably one of the safest characters to fight as Ness/Lucas. Too bad he's considered low tier and nobody plays him. -_-
Verdict: safe
Ganon: jump break
I may need to test this more, but it seems quite easy to jump break out of Ganon's grab. For now, I'll say this is safe. None of his moves are fast enough to catch you anyway.
Verdict: safe
Ice Climbers: FFFFFFFFF!
FFFFFFFF!
Verdict: FFFFFPFFF!
Dedede: nothing (possibly down tilt)
I was very surprised by this too. For some reason, Dedede's grab DOESN'T reach Ness after he breaks out of the hold...and a running grab is too slow. It's strange, but try as I might, I just couldn't get Dedede to grab Ness during the helpless animation.
Verdict: safe (however, you still have his other chain grab to contend with).
Wolf: nothing
previously thought to be down smash, it misses if you DI out. HA.
Verdict: safe
Lucario: Ftilt
I wouldn't expect any less from the honorable Lucario. Always ready to fight fair and square, for the sake of a good match.
Verdict: safe
Ness: running grab, running up smash
Slides a lot.
Verdict: safe
Sonic: running grab, ftilt
Sonic's running grab has hardly any slide at all, making this almost an infinite. Either way, you'll take a lot of damage before he reaches the edge.
Verdict: risky
Bowser: semi-infinite (running grab), ftilt
Look, I know Ulevo tested this, but there's no way I'm wrong this time after testing WITH DI. This is the next step down from an infinite. Bowser has next to zero slide time on his running grab, meaning that by the time he reaches across the stage, you'll be on enough damage for him to KO you with his Bowsah Paunch. The only saving grace is that for some reason it's a lot easier to jump break out of his grab than many other characters.
Verdict: unsafe
*Wario: running grab
Wario's previously thought infinite can be avoided with DI. His running grab has low slide time, and he can't combo into anything from it.
Verdict: safe
Olimar: Fsmash, standing grab if his previous grab was a running grab.
Olimar's weird in that he can grab you twice if his first grab was a running grab. He can't chain grab you, luckily enough, but he can hit you with his Fsmash, which hurts like heck. Either way, Olimar is excellent at grabbing, so this will be a troublesome match up no matter how you view it.
Verdict: risky
ROB: running grab, Ftilt, Dtilt
He seems to slide a fair bit on his running grab, but not as much as Pikachu. His follow-ups aren't too bad either. Dtilt can trip you though.
Verdict: safe
Falcon: Dtilt
The good Captain is too manly to use cheese tactics like this.
Verdict: safe
Lucas: infinite
This is STILL an infinite. I tested with DI this time, and still couldn't escape it. Not once did Lucas have to run or move from his initial location, meaning that Lucas dittoes are still going to be about who gets the first grab, and that Lucas will always dominate Ness.
Verdict: hopeless.
Not quite as bad as we originally thought, thank goodness.
By the way, I thought I'd add that the timing to get a perfect running grab for most of the characters who can chain throw this way is actually VERY strict. If you press Z even just a fraction of a second too late after starting the dash, you'll give Ness or Lucas a chance to spot dodge. NO ROLLING. Spot dodge is the fastest form of evasion available for them in this situation. If you really want to try it, Lucas can use his 1-frame jab, but a grab will always beat that if they land on the same frame.