Jackson
Smash Lord
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.
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Sure, I'm comfortable with boost grab. Is that all that's really necessary?If they DI away then boost grab them (dash attack cancelled grab).
Interesting. Mind going into it?Kind of, but there's a lot of little optimizations to make.
Oh, yeah, that makes sense. I literally started playing Sheik like five days ago so this stuff will take me a while lolI 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.
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.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).
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.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.
Why hold down on c stick when pummeling?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.
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.Why hold down on c stick when pummeling?
Oh, cool, didnt know you could buffer throws.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.
Wow, really? How does being P1 make chaingrabbing easier and longer?Choose higher controller port if possible for slightly easier and longer chain grabs.
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.Wow, really? How does being P1 make chaingrabbing easier and longer?
Good explanation, thank you.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.