Most likely an e-alert question: What are the Pro/Cons of Boost Grabbing over Dash Grabbing in terms of frames and/or practical application? What are the Pro/Cons of Reverse Boost Grabbing over Pivot Grabbing in terms of frames and/or practical application?
I've recently added Reverse Boost Grabbing against Tornado and it seems to work better than a regular pivot grab. It could just be mental. Thoughts?
lol swordgard was asking me about this stuff on msn, I assume he got it all from here. xD
Heh, this will probably be longer than needed to explain but bear with it.
Firstly, I'll define an arbitrary unit of measurement in Brawl to make it easier to quantify the differences: You know those lines on the FD platform? There's like 40-50 of them across FD. Here's a picture to show what I mean:
The distance between two of these lines will be 1 Arbitrary Measurement Unit, or 1 AMU. So 2.5 AMU would be the distance that is between one line, and the point halfway between 2 and 3 lines over. The lines are all evenly-spaced (except for the two on the very ends of FD), so IMO it's a fairly reasonable guide for rough measurement.
Anyway.
Dash Grab vs. Boost Grab
Practical Difference -- Excluding the actual dashing input, a Dash Grab has 1 physical input across 1 frame, while a Boost Grab has 2 physical inputs across 2 (perfect) to 3 (meaty/late) frames. (see: input maps at the end of the post)
Physical Difference -- A perfect Boost grab is
0 AMU different in slide distance, both perfect and meaty. In all cases it is assumed you press the grab button itself at exactly the same point in the run (you start executing the meaty boost grab 2 frames before the dash grab).
Note to swordgard: this is slightly different to what I told you on MSN: now that I'm less rushed, triple-checking has revealed otherwise, sorries.
TL;DR -- Just dash grab its easier lol.
Pivot Grab vs. Reverse Boost Grab
Practical Difference -- Excluding the actual dashing input, a Pivot Grab has 2 physical inputs across 1 (perfect) to 3 (meaty) frames, while a Reverse Boost Grab has 3 physical inputs across 2 (perfect) to 3 (meaty) frames. (again: see input maps)
Physical Difference -- A perfect Reverse Boost Grab slides
4.75 AMU shorter than a perfect Pivot Grab, and
3.5 AMU shorter than a meaty Pivot Grab. However, a meaty Reverse Boost Grab slides
2.25 AMU shorter than a perfect Pivot Grab, and only
1 AMU shorter than a meaty Pivot Grab.
As a side note, a meaty pivot grab will slide 1.25 AMU less than a perfect pivot grab, while a meaty reverse boost grab will slide 2.5 AMU longer than a perfect reverse boost grab.
TL;DR -- Pivot Grab is better if you need more room, but the bigger difference requires stricter timing.
TL;DR -- Don't Boost Grab with ICs
Input Maps
All input maps assume you are already in your proper, full-speed dash animation before performing them (i.e. not in the dash startup or anything like that).
HTML:
InputFrame : GameTimer : Effect/Input
Dash Grab
00 : 00 : Input Grab (lolol)
Pivot Grab (Perfect)
00 : 00 : Input Stick Back, Grab
Pivot Grab (Meaty)
00 : 00 : Input Stick Back
02 : 96 : Input Grab
Boost Grab (Perfect)
00 : 00 : Input Attack
01 : 98 : Input Grab
Boost Grab (Meaty)
00 : 00 : Input Attack
02 : 96 : Input Grab
Reverse Boost Grab (Perfect)
00 : 00 : Input DSmash
01 : 98 : Input Grab, Stick Back
Reverse Boost Grab (Meaty)
00 : 00 : Input DSmash
01 : 98 : Input Stick Back
02 : 96 : Input Grab