1PokeMastr
Smash Champion
- Joined
- Dec 10, 2009
- Messages
- 2,251
*The following information is assuming that our Down Throw is fresh and that we are starting the Chaingrab from one side of the stage and going to the opposite end.
JIGGLYPUFF
Maximum Grabs: 2. Damage: 17%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: After 17% a regrab is no longer guaranteed. The Chaingrab must be walking.
[collapse=Follow up Damages - 2 CG's]Dair - 31%
Uair - 28%
Fair - 29%
Nair - 29%
Bair - 31%
Usmash - 32%
Fsmash - 33%
[/collapse]
PEACH/SAMUS/LUCARIO
Maximum Grabs: 3. Damage: 25%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: This Chaingrab must be walking. Peach can Nair out of your Chaingrab, if you are not frame perfect.
[collapse=Follow up Damages - 3 CG's.]Dair - 38%
Uair - 36%
Fair - 37%
Nair - 37%
Bair - 38%
Usmash - 39%
Fsmash - 40%
[/collapse]
KIRBY

Maximum Grabs: 4. Damage; 31%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
[collapse=Follow up Damages - 4 CG's.]
Dair - 44%
Uair - 42%
Fair - 43%
Nair - 43%
Bair - 44%
Usmash - 45%
Fsmash - 46%
[/collapse]
GAME AND WATCH/SQUIRTLE/R.O.B
Maximum Grabs: 5. Damage: 37%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: For Squirtle, you can buffering a standing re-grab after the first Down-Throw. For the rest of the Chaingrab, you can do Walking or Dashing. GaW must be walking or he can Up B out of it. Due to recent testing, R.O.B has been put as 5 grabs because I have never been able to get the 6th regrab no matter how much I try, also, Rob must be frame perfect walk.
[collapse=Follow up Damages - 5 CG's]Dair - 51%
Nair - 49%
Fair - 49%
Uair - 48%
Bair - 51%
Usmash - 52%
Fsmash - 53%
[/collapse]
LARGE GROUP #1:
Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: For Falco, the first three grabs can be standing buffered grabs. Zelda's Chaingrab must be Walking. ZSS's must be a buffered Dashing. Pikachu cannot be Dashing Chaingrabbed. He is able to Dair you if you attempt it.
MARTH
Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: The first two grabs can be Walking grabs. Or you can buffer Dashing grabs for the first 2. However all re-grabs after that must be frame perfect boost grabs or Marth can Dolphin Slash you.
FOX
Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash, buffered Standing Up-Smash, buffered walk > Down Smash.
Additional Notes: You can buffered Standing re-grab Fox or do Walking Chaingrab for all of the grabs on Fox.
[collapse=Follow up Damages - 6 CG's.]Dair - 56%
Nair - 55%
Uair - 54%
Fair - 55%
Bair - 56%
Usmash - 57%
Fsmash - 58%
U-Throw - 51%
B-Throw - 51%
F-Throw - 50%
D-Throw - 48%
[/collapse]
OLIMAR
Maximum Grabs: 6. Damage: 43%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash.
Additional Notes: First re-grab can be Walking. All grabs after must be Boost Grabbed.
[collapse=Follow up Damages - 6 CG's.]Bair - 56%
Uair - 54%
Fair - 55%
Nair - 55%
Dair - 56%
Usmash - 57%
Fsmash - 58%
U-Throw - 51%
B-Throw - 51%
F-Throw - 50%
D-Throw - 48%
[/collapse]
LARGE GROUP #2:

Maximum Grabs: 7. Damage: 48%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: You can do Walking or Dashing Chaingrab for all of these characters, As well, Wolf can be standing CG's for all of his Chain Grabs.
DONKEY KONG/SNAKE/BOWSER
Maximum Grabs: 8. Damage: 53%.
Follow-ups: Buffered Dash > Dair, Fair, Hyphen Up-Smash, Buffered Dash > Nair, Bair and Uair. F-Tilt angled upward, Stutter Step F-Smash. (only at ending Chaingrab percents)
Additional Notes: The other three can be either Walking Chaingrabbed or Dashing Chaingrabbed.
Notes: Snake can pull a Nade to interrupt the CG if your timing is off, this is why it is recommended to aim for the Lower port against anyone. ( Port 4 is the best Port to have )
[collapse=Follow up Damages- - 8 CG's.]Bair - 66%
Nair - 65%
Uair - 64%
Fair - 65%
Dair - 66%
Usmash - 67%
Fsmash - 68%
U-Throw - 61%
B-Throw - 61%
F-Throw - 60%.
D-Throw - 57%
[/collapse]
[collapse=Important Misc. Notes]
- D-Throw should be used over any throws in Singles. After Each D-Throw Past CG percent, it is recommended that you do a Jab because if they Di Down + Away, Down, Down + Toward you or just away, Jab will hit them works up until ~100%. This is great for setting up Laser locks as they will sometimes miss the tech from it because of the Jab.
- In Doubles Your B-Throw/ U-Throw are amazing for walling opponents. The lasers may miss the thrown person, but they'll mostly hit the other opponent anyway, netting damage and interrupting them and keeping you safe. It's good for beating out when someone tries to attack Falco from behind. The lasers are incredibly fast, much faster than SHDL/ SHL. It is recommended to use these throws when they're past D-Throw follow up damage in Doubles.
- Doing a Non Fast falled Dair on a CG as the follow up gives the opponent an 8 frame adavantage over Falco IF it doesn't knock them into the ground. ( Oli's Usmash for example ( Frame 8 ), or Snake's Utilt ( Frame 6 ).
- You MUST stutter step the Fsmash for it it sweet spot.
- You can buffer a Standing Usmash on these Characters out of the final grab, as the follow up:
- Follow ups will always hit when they're not in tumble.
- Dash attack is also a follow up, However, it will mostly sour spot.
- Using Fair isn't reccomended. They can attack you through it.
- Boost Pivot Grab when nearing an edge to complete a CG if it hasn't been already.
- Walls extend the CG/ make it easier.
- Don't attempt to Chain Grab on a Large Downward slant.[/collapse]
Thanks to Technical_Chase for the formatting Job!