• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Is Chaingrabbing as simple as regrabbing their DI?

Jackson

Smash Lord
Joined
Feb 4, 2014
Messages
1,331
Location
Alexandria, Virginia
When chaingrabbing the characters that it works on, can you just turnaround and regrab or do you need to pivot grab or something? Just wondering if there's any needed techniques besides JC grab.
 

Seal

Smash Journeyman
Joined
Dec 30, 2014
Messages
300
Location
Chicago
If they DI away then boost grab them (dash attack cancelled grab).
 

EddyBearr

Smash Lord
Joined
Jun 14, 2013
Messages
1,202
Location
Minneapolis, Minnesota
I can't really be detailed, but knowing whether you should regrab, u-tlt, f-tilt, nair.. all these options, out of a d-throw. It kinda comes with experience.
 

Jackson

Smash Lord
Joined
Feb 4, 2014
Messages
1,331
Location
Alexandria, Virginia
I can't really be detailed, but knowing whether you should regrab, u-tlt, f-tilt, nair.. all these options, out of a d-throw. It kinda comes with experience.
Oh, yeah, that makes sense. I literally started playing Sheik like five days ago so this stuff will take me a while lol
 

1000g2g3g4g800999

Smash Journeyman
Joined
Jul 21, 2012
Messages
368
Location
Earth
You can also try jab to grab when they DI such that they can't get an aerial off after hitstun (where this is changes based on percent) and in situations where you would need to move forward to grab but the timing is tight (jab reaches much farther forward than grab). You usually don't need boostgrab to continue a CG, and if you want to keep them closer to where you started, walk forward grab or regular dash grab can be used. For extra percent, if you aren't already doing this, pummel an extra time where you normally would have thrown, and hold down on the c-stick.
 

AbraxasHydroplane

Smash Rookie
Joined
Nov 8, 2014
Messages
9
You can also try jab to grab when they DI such that they can't get an aerial off after hitstun (where this is changes based on percent) and in situations where you would need to move forward to grab but the timing is tight (jab reaches much farther forward than grab).
The issue here is that they can very easily double jump out of the jab, since there is negligible hitstun. It does work if the opponent doesn't know this, but to anybody who does it's no longer a usable option unfortunately.
 

1000g2g3g4g800999

Smash Journeyman
Joined
Jul 21, 2012
Messages
368
Location
Earth
The issue here is that they can very easily double jump out of the jab, since there is negligible hitstun. It does work if the opponent doesn't know this, but to anybody who does it's no longer a usable option unfortunately.
Negligible hitstun, again, depends on percent. And you can jab again before they can ever jump at pretty much any percent (unless they SDI out), or otherwise catch it. This also works best when they aren't expecting it because of the other things you can do to continue the CG. Chances are them jumping leaves you in a better position in the end anyway. A decentish option select is to jab->utilt and potentially get a grab other just keep doing Sheik things.
 

Jackson

Smash Lord
Joined
Feb 4, 2014
Messages
1,331
Location
Alexandria, Virginia
You can also try jab to grab when they DI such that they can't get an aerial off after hitstun (where this is changes based on percent) and in situations where you would need to move forward to grab but the timing is tight (jab reaches much farther forward than grab). You usually don't need boostgrab to continue a CG, and if you want to keep them closer to where you started, walk forward grab or regular dash grab can be used. For extra percent, if you aren't already doing this, pummel an extra time where you normally would have thrown, and hold down on the c-stick.
Why hold down on c stick when pummeling?
 

1000g2g3g4g800999

Smash Journeyman
Joined
Jul 21, 2012
Messages
368
Location
Earth
Why hold down on c stick when pummeling?
It buffers a dthrow. On the jab utilt thing I mentioned, if they're going to hit the ground before the utilt could hit them, you're better off just going for the grab. Otherwise, the utilt is good.
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
Choose higher controller port if possible for slightly easier and longer chain grabs.
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
Wow, really? How does being P1 make chaingrabbing easier and longer?
Actually meant higher port# (3 is better than 2, 4 is better than all the others for example). The reason is if the thrown player has higher port#, he starts from hitstun animation frame 2, so he receives one less frame off hitstun. This is so afaik for every throw with every character melee, I guess there could be exceptions though. But it has been tested to happen with sheik dthrow. This allows yoshi for example to jump out of cg at early percents if the yoshi player has higher port#. So you want to have the higher port# to not allow this.
 

Jackson

Smash Lord
Joined
Feb 4, 2014
Messages
1,331
Location
Alexandria, Virginia
Actually meant higher port# (3 is better than 2, 4 is better than all the others for example). The reason is if the thrown player has higher port#, he starts from hitstun animation frame 2, so he receives one less frame off hitstun. This is so afaik for every throw with every character melee, I guess there could be exceptions though. But it has been tested to happen with sheik dthrow. This allows yoshi for example to jump out of cg at early percents if the yoshi player has higher port#. So you want to have the higher port# to not allow this.
Good explanation, thank you.
 
Top Bottom