Chapter 3.2: The Wall-less Standing Infinite Grab
The Wall-less Standing Infinite Grab can be performed on 4 characters in the game: Donkey Kong, Mario, Luigi, and Samus. The others require some sort of a perfectly spaced set up to work. Donkey Kong is by far the easiest to chaingrab. You can literally mash the throw button after each D Throw and manage a regrab 90% of the time. The other three require some explanation.
As I said in my video, the others cannot be successively chained more than 5 times before the D Throw stales and they can no longer be chained. Ankoku and I actually used this information to not only prove that the move stales but also to prove that there were only 9 moves in the stale move list. Here's how:
If we assume there are 9 moves in the stale move list, then my move list on Donkey Kong when performing the Wall-less Standing Infinite Grab would look something like this:
D Throw, D Throw, D Throw, D Throw, D Throw, D Throw, D Throw, D Throw, D Throw
(with each successive D Throw replacing the first one in the list over and over)
The problem with Mario, Samus, and Luigi is, after 5 successful D Throws, they suddenly are no longer in reach. SCOTU discovered the reason for this. The problem is the waft itself stales which screws up their trajectory and does not allow for a regrab. Why is this? No one really knows. If the waft stales it would make more sense that they move closer not out of your reach but then again, that's one of Brawl's great mysteries. Anyway, to make it an infinite combo, we would have to ensure that there were no more than 5 D Throws in the stale move list at one time. If we add a single pummel in between each D Throw, the stale move list looks like this:
D Throw, Pummel, D Throw, Pummel, D Throw, Pummel, D Throw, Pummel, D Throw
(therefore, the next stale move list would have 5 pummels and 4 D Throws and would rotate constantly in that order)
Because there are never more than 5 D Throws in my stale move list, the D Throw never stales enough to make them miss the trajectory, so they will then be stuck in the grab infinitely. The only problem is at lower percents you probably will not be able to guarantee even 1 pummel in the chain, so this is only an infinite at higher percents. Even then, you must buffer in a hit and buffer in the D Throw immediately for this to be a true infinite.
Chapter 3.3: The Wall-less Standing Infinite Grab on an Edge
For some unlucky few, the Wall-less Standing Infinite Grab works on them but only when they are spaced perfectly on an edge, and the timing is the most strict of any chaingrabs listed so far in this guide. You have to buffer in the down throw immediately or they will break out due to being off of the edge partly. It really screws with the game's physics. The characters who can be infinitely chaingrabbed over an edge are: Bowser, King Dedede, and Wolf. Of the former characters who can be chaingrabbed anywhere, Mario is the only character who cannot be chaingrabbed infinitely over an edge, no matter the situation. This works the exact same way. Obviously, because of the spacing, it is stage specific where you must grab each character to make the infinite work, but there is a way to get it on almost any stage.