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Chain grab escapes

Hunybear

Smash Ace
Joined
Sep 27, 2013
Messages
405
Location
Nashville Tennessee
Escaping Chain grabs!
(things in RED needs to be updated)

Universal escape notes
Tap jump will buffer double jump for 3 frames. This is good for jumping out of chain grabs frame perfectly. This should also be used to mix up between double jumping and teching in low % situations.

Mashing out of grabs before pummel is possible. Will update thread with mash out notes and % ranges.

Sheik
D-throw Data
Damage: 3
Angle: 80
KB Growth: 50
Set Knockback: 0
Base Knockback: 70
Weight dependent: No

At 0%
Thrower actionable on frame: 22 (of hitstun)
Thrown actionable on frame: 32

Max height = X: 0.6250 Y:0.7625 ( Up & Behind DI)
Max distance = X:0.9625 Y:-0.2875 (Forward DI)

Forces tumble: 0%
  • Link closer to port 1
Chain Grab Duration: 0- 80s
Forces knockdown on max distance DI: 0-18% Will force a tech chase

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│40.........│44.........║
║YS........│0..........│0..........║
║DL........│82.........│85.........║
║PS........│10.........│14.........║
║FoD.......│0/40ish....│0/50ish....║
╚══════════╧═══════════╧═══════════╝

  • Link closer to port 4
Chain Grab Duration: 0- 80s
Forces knockdown on max distance DI: Link can jump out

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│46.........│50.........║
║YS........│0..........│0..........║
║DL........│89.........│94.........║
║PS........│13.........│18.........║
║FoD.......│0/50ish....│0/50ish....║
╚══════════╧═══════════╧═══════════╝


Notes*
From 0-20% the D-throw Chain grab is exceptionally difficult. At these %s you should DI away unless you can escape to side plats.

ICs
D-throw Data
Damage: 6
Angle: 80
KB Growth: 40
Set Knockback: 0
Base Knockback: 70
Weight dependent: Yes

At 0%
Thrower actionable on frame: 14 (of hitstun)
Thrown actionable on frame: 31

Max height = X: 0.6250 Y:0.7625 ( Up & Behind DI)
Max distance = X:0.9625 Y:-0.2875 (Forward DI)

Forces tumble: 0%

  • Link closer to port 1
Chain Grab Duration %s: 0- 80s
Forces knockdown on max distance DI: 0-22% Will force a tech chase

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│40.........│43.........║
║YS........│0..........│3..........║
║DL........│72.........│75.........║
║PS........│16.........│19.........║
║FoD.......│0-40ish....│0/40ish....║
╚══════════╧═══════════╧═══════════╝


  • Link closer to port 4
Chain Grab Duration %s: 0- 80s
Forces knockdown on max distance DI: Link can jump out

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh*.....│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│44.........│47.........║
║YS........│1..........│4..........║
║DL........│78.........│81.........║
║PS........│19.........│22.........║
║FoD.......│0-50ish....│0/50ish....║
╚══════════╧═══════════╧═══════════╝


Notes*
IC’s chain grab percents are almost the exact same as sheiks. The few key difference is ICs D-throw has slightly less knock back, does 6% all at once as opposed to sheiks two hit D-throw, and the release point of ICs D-throw is far in front of them. IC’s chain grab will do marginally less damage than sheiks because (IIRC) her second hit of D-throw does not stale. This point is negligible because ICs will chain grab into wobble. IC’s Chain grab on DI away is difficult without dash grab (almost frame perfect) which is great for link because unless they know the MU, her weight dependent throw will mess with timing and allow you to DJ or tech away the majority of the time.


Doc
D-throw Data
Damage: 6
Angle: 90
KB Growth: 40
Set Knockback: 0
Base Knockback: 75
Weight dependent: Yes

At 0%
Thrower actionable on frame: 23 (of hitstun)
Thrown actionable on frame: 31

Max height = No DI
Max distance = Side DI

Forces tumble: 0%

  • Link closer to port 1
Chain Grab Duration %s: 0- 50s
Forces knockdown on max distance DI: Link can jump out

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│17.........│20.........║
║YS........│0..........│0..........║
║DL........│50.........│52.........║
║PS........│0..........│0..........║
║FoD.......│0/20ish....│0/20ish....║
╚══════════╧═══════════╧═══════════╝


  • Link closer to port 4
Chain Grab Duration %s: 0- 40s
Forces knockdown on max distance DI: Link can jump out

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│22.........│24.........║
║YS........│0..........│0..........║
║DL........│55.........│59.........║
║PS........│0..........│0..........║
║FoD.......│0-20ish....│0/20ish....║
╚══════════╧═══════════╧═══════════╝


Notes*
Doc’s chain grab sucks and i don't think anyone knows how to do it. Doc also has no true kill confirms off of grab. Expect to not die from this. When you are close to a ledge however make sure to DI into the stage at low % because D-throw D-smash will set up for a gimp.

Ganon
D-throw Data
Damage: 7
Angle: 100
KB Growth: 36
Set Knockback: 0
Base Knockback: 75
Weight dependent: No

At 0%
Thrower actionable on frame: 22 (of hitstun)
Thrown actionable on frame: 32

Max height = X: 0.6250 Y:0.7625 ( Up & Forward DI)
Max distance = X:0.9625 Y:-0.2875 (Behind DI)

Forces tumble: 0%

  • Link closer to port 1
Chain Grab Duration %s: 0- 80s
Forces knockdown on max distance DI: 0-2% Will force a tech chase

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│20.........│23.........║
║YS........│0..........│0..........║
║DL........│51.........│55.........║
║PS........│0..........│0..........║
║FoD.......│0/20ish....│0/20ish....║
╚══════════╧═══════════╧═══════════╝


  • Link closer to port 4
Chain Grab Duration %s: 0- 80s
Forces knockdown on max distance DI: Link can jump out

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│24.........│27.........║
║YS........│0..........│0..........║
║DL........│57.........│60.........║
║PS........│0..........│2..........║
║FoD.......│0/20ish....│0/20ish....║
╚══════════╧═══════════╧═══════════╝


Notes*
Ganon's D-throw is different than the others because it sends you behind Ganon. The window for connecting the chain grab is relatively tight so you can Mix up DI at low %. DI behind makes it exceptionally diffucult for Ganon to connect the re-grab at low %.

Mario
D-throw Data
Damage: 6
Angle: 90
KB Growth: 30
Set Knockback: 0
Base Knockback: 75
Weight dependent: Yes

At 0%
Thrower actionable on frame: 23 (of hitstun)
Thrown actionable on frame: 31

Max height = No DI
Max distance = Side DI

Forces tumble: 0%

  • Link closer to port 1
Chain Grab Duration %s:
Forces knockdown on max distance DI: 0-44% will force a tech chase

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh......│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│120........│123........║
║YS........│67.........│69.........║
║DL........│160........│163........║
║PS........│89.........│91.........║
║FoD.......│0-120ish...│0/120ish...║
╚══════════╧═══════════╧═══════════╝


  • Link closer to port 4
Chain Grab Duration %s: 130s
Forces knockdown on max distance DI: Link can jump out

Side Plat Escapes %s
╔══════════╤═══════════╤═══════════╗
║Stage.....│Fresh*.....│Stale......║
╟──────────┼───────────┼───────────╢
║BF........│41.........│44.........║
║YS........│0..........│0..........║
║DL........│88.........│90.........║
║PS........│8..........│11.........║
║FoD.......│0-40ish....│0/40ish....║
╚══════════╧═══════════╧═══════════╝


Notes*
Ports are very important. If link is port one mario’s D-throw releases him much MUCH closer to the ground. On Port one, The chain grab is too difficult to perform with human reactions at any relevant percent, but opens Link up for kill options at high % off throw. With port 4 The chain grab is possible, but connecting D-throw F-smash at kill percent is questionable. (needs testing)
 
Last edited:

CAUP

Smash Journeyman
Joined
Apr 21, 2014
Messages
467
Awesome stuff. The only thing I noticed, I'm pretty sure tap jump buffers jump out for 4 frames, not 3. Maybe you're counting the frames differently though. It's cool seeing all this good Link data though. You're definitely the best Link in the South and maybe America, IDK. Good stuff.
 
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