Aiko
Smash Champion
Contents
1. Introduction
2. Shield Cancel Grabs
3. How to Chain Grab
4. Follow Ups
5. Character Specifics.
6. Credits
V1.1 - Finished character specific.
V1.0 - Wrote most of guide.
1. Introduction
So you've decided to play King Dedede? Then you'll probably want to know one of his most powerful tools, his chaingrab. King Dedede is one of the few characters that have a chaingrab at the moment and it is excellent for racking up damage and setting up for kills. He also has an excellent grab range, making this even easier! This guide will be updated when more information is found out. Feel free to post up ideas and percentages.
If you want to know how to play King Dedede in general, this is not the guide to read. Go to CO18's guide found here: http://smashboards.com/showthread.php?t=142229
If you need convincing why to play King Dedede, read Tank McCannon's guide found here: http://smashboards.com/showthread.php?t=139061
2. Shield Cancel Grabs
Before you can begin chain grabbing, you must know how to shield cancel grab (SC grab). This is essentially jump-cancelling grabs in melee, but done slightly differently. To SC grab you must run up to your opponent, then let go of the analog stick and shield. This will cause you to slide a little bit and cancel the running animation. You can then shield grab, which combined with the slide motion, gives you a large grab range whilst having less lag than the running grab animation. This is essential to King Dedede's chain grab, otherwise it will not work as well.
3. How to Chain Grab
Here we come to the actual method of chain grabbing.
1. Grab your opponent.
2. Add extra hits in, as you see fit.
3. Down throw.
4. Run forward and SC grab to regrab your opponent.
This may not be possible depending on which character you are playing against. Some characters hit the floor and can tech, which gives you 4 choices. These are discussed in the Follow Ups section
4. Follow Ups
As mentioned before, depending on who you are playing against or where you are on the stage, you will need to know your options.
The simplest option is to actually chain grab. This is dependent on what part of the stage you are on, but it assumes you are on flat ground with space to run and SC grab.
If you are at the edge of the stage, you can do 2 throws:
The first is forward throw, which has enough power to kill your opponent at high percentage, or give you a good opportunity to edgeguard. You can edgeguard by using fairs or bairs. If they are on low percentage, a good combo is bair, jump turn and fair, or you can do repeated bairs.
The other throw is another down throw. This will send them slight below the edge so you can run off and fair them, or run off and edgehog (hugging). You can also attempt to jump behind them and bair or dair them in such a way so that they hit the stage and get stage spiked.
Then there is the problem of falling speed. Some characters such as fox and shiek will hit the ground after you down throw them. There are 4 options to cover these characters, but it will take experience and some prediction to do these.
1. Tech on the spot - If the opponent does this, you can run in and SC grab.
2. Tech towards you - Stay where you are and regrab them. You can also add in a small dashdance if you need to space yourself.
3. Tech away from you - Run towards them and keep running into a SC grab.
4. No tech - Here you have a few options at your disposal. You can wait for them to get up in which case you can refer to the 3 previous options. If they get up attack, hold your shield a bit longer before grabbing. You can also ftilt them to hit but this stops any further combos. A combo starter is down air, provided you get the last of the hits in. This will fling them up, ready for you to use another aerial. Another way of getting them up is throwing a waddle dee. If you want to mix it up a bit, you can also run in with a dash attack, which has enough start up lag to trick them if they just get up.
Some characters move far away when they are down thrown. Follow ups for these characters are still being tested.
There are probably some percentage specific follow ups that haven't been discovered yet. Please contribute and I will put them up and give appropriate credit.
5. Character Specifics
Here I will list how the characters respond to down throw and suggest follow ups. This section is still being worked on.
Bowser: Doesn't fall. Chaingrab.
Captain Falcon: Doesn't fall. Chaingrab.
Diddy Kong: Doesn't fall. Chaingrab.
Donkey Kong: Doesn't fall. Chaingrab.
Falco: Hits the ground.
Fox: Hits the ground.
Game and Watch: Hits the ground.
Ganondorf: Doesn't fall. Chaingrab.
Ice Climbers: Moves far away. Chain grab possible but difficult. Other climber also interferes.
Ike: Doesn't fall. Chaingrab.
Jigglypuff: Hits the ground and moves far away. Can't ftilt.
King Dedede: Doesn't fall. Chaingrab
Kirby: Hits the ground.
Link: Doesn't fall. Chaingrab.
Lucario: Doesn't fall. Chaingrab.
Lucas: Doesn't fall. Chaingrab.
Luigi: Doesn't fall. Chaingrab.
Mario: Doesn't fall. Chaingrab.
Marth: Doesn't fall. Chaingrab.
Metaknight: Hits the ground.
Ness: Doesn't fall. Chaingrab.
Peach: Doesn't fall. Chaingrab.
Pikachu: Hits the ground.
Pikmin and Olimar: Hits the ground.
Pit: Doesn't fall. Chaingrab.
Pokemon Trainer:
Squirtle - Hits the ground.
Ivysaur - Doesn't fall. Chaingrab.
Charizard - Doesn't fall. Chaingrab.
ROB: Doesn't fall. Chaingrab.
Samus: Doesn't fall. Chaingrab.
Sheik: Hits the ground.
Sonic: Doesn't fall. Chaingrab
Toon Link: Doesn't fall. Chaingrab but beware. Toon Link can grab you before you grab him.
Wario: Doesn't fall. Chaingrab.
Wolf: Doesn't fall. Chaingrab.
Yoshi: Doesn't fall. Chaingrab.
Zelda: Hits the ground.
Zero Suit Samus: Hits the ground.
I will fill in this section soon. Need to finish testing the physics.
6. Credits
Thanks goes to:
AmcD - For being my lab rat.
CO18 - For teaching me basic chain grabbing.
1. Introduction
2. Shield Cancel Grabs
3. How to Chain Grab
4. Follow Ups
5. Character Specifics.
6. Credits
V1.1 - Finished character specific.
V1.0 - Wrote most of guide.
1. Introduction
So you've decided to play King Dedede? Then you'll probably want to know one of his most powerful tools, his chaingrab. King Dedede is one of the few characters that have a chaingrab at the moment and it is excellent for racking up damage and setting up for kills. He also has an excellent grab range, making this even easier! This guide will be updated when more information is found out. Feel free to post up ideas and percentages.
If you want to know how to play King Dedede in general, this is not the guide to read. Go to CO18's guide found here: http://smashboards.com/showthread.php?t=142229
If you need convincing why to play King Dedede, read Tank McCannon's guide found here: http://smashboards.com/showthread.php?t=139061
2. Shield Cancel Grabs
Before you can begin chain grabbing, you must know how to shield cancel grab (SC grab). This is essentially jump-cancelling grabs in melee, but done slightly differently. To SC grab you must run up to your opponent, then let go of the analog stick and shield. This will cause you to slide a little bit and cancel the running animation. You can then shield grab, which combined with the slide motion, gives you a large grab range whilst having less lag than the running grab animation. This is essential to King Dedede's chain grab, otherwise it will not work as well.
3. How to Chain Grab
Here we come to the actual method of chain grabbing.
1. Grab your opponent.
2. Add extra hits in, as you see fit.
3. Down throw.
4. Run forward and SC grab to regrab your opponent.
This may not be possible depending on which character you are playing against. Some characters hit the floor and can tech, which gives you 4 choices. These are discussed in the Follow Ups section
4. Follow Ups
As mentioned before, depending on who you are playing against or where you are on the stage, you will need to know your options.
The simplest option is to actually chain grab. This is dependent on what part of the stage you are on, but it assumes you are on flat ground with space to run and SC grab.
If you are at the edge of the stage, you can do 2 throws:
The first is forward throw, which has enough power to kill your opponent at high percentage, or give you a good opportunity to edgeguard. You can edgeguard by using fairs or bairs. If they are on low percentage, a good combo is bair, jump turn and fair, or you can do repeated bairs.
The other throw is another down throw. This will send them slight below the edge so you can run off and fair them, or run off and edgehog (hugging). You can also attempt to jump behind them and bair or dair them in such a way so that they hit the stage and get stage spiked.
Then there is the problem of falling speed. Some characters such as fox and shiek will hit the ground after you down throw them. There are 4 options to cover these characters, but it will take experience and some prediction to do these.
1. Tech on the spot - If the opponent does this, you can run in and SC grab.
2. Tech towards you - Stay where you are and regrab them. You can also add in a small dashdance if you need to space yourself.
3. Tech away from you - Run towards them and keep running into a SC grab.
4. No tech - Here you have a few options at your disposal. You can wait for them to get up in which case you can refer to the 3 previous options. If they get up attack, hold your shield a bit longer before grabbing. You can also ftilt them to hit but this stops any further combos. A combo starter is down air, provided you get the last of the hits in. This will fling them up, ready for you to use another aerial. Another way of getting them up is throwing a waddle dee. If you want to mix it up a bit, you can also run in with a dash attack, which has enough start up lag to trick them if they just get up.
Some characters move far away when they are down thrown. Follow ups for these characters are still being tested.
There are probably some percentage specific follow ups that haven't been discovered yet. Please contribute and I will put them up and give appropriate credit.
5. Character Specifics
Here I will list how the characters respond to down throw and suggest follow ups. This section is still being worked on.
Bowser: Doesn't fall. Chaingrab.
Captain Falcon: Doesn't fall. Chaingrab.
Diddy Kong: Doesn't fall. Chaingrab.
Donkey Kong: Doesn't fall. Chaingrab.
Falco: Hits the ground.
Fox: Hits the ground.
Game and Watch: Hits the ground.
Ganondorf: Doesn't fall. Chaingrab.
Ice Climbers: Moves far away. Chain grab possible but difficult. Other climber also interferes.
Ike: Doesn't fall. Chaingrab.
Jigglypuff: Hits the ground and moves far away. Can't ftilt.
King Dedede: Doesn't fall. Chaingrab
Kirby: Hits the ground.
Link: Doesn't fall. Chaingrab.
Lucario: Doesn't fall. Chaingrab.
Lucas: Doesn't fall. Chaingrab.
Luigi: Doesn't fall. Chaingrab.
Mario: Doesn't fall. Chaingrab.
Marth: Doesn't fall. Chaingrab.
Metaknight: Hits the ground.
Ness: Doesn't fall. Chaingrab.
Peach: Doesn't fall. Chaingrab.
Pikachu: Hits the ground.
Pikmin and Olimar: Hits the ground.
Pit: Doesn't fall. Chaingrab.
Pokemon Trainer:
Squirtle - Hits the ground.
Ivysaur - Doesn't fall. Chaingrab.
Charizard - Doesn't fall. Chaingrab.
ROB: Doesn't fall. Chaingrab.
Samus: Doesn't fall. Chaingrab.
Sheik: Hits the ground.
Sonic: Doesn't fall. Chaingrab
Toon Link: Doesn't fall. Chaingrab but beware. Toon Link can grab you before you grab him.
Wario: Doesn't fall. Chaingrab.
Wolf: Doesn't fall. Chaingrab.
Yoshi: Doesn't fall. Chaingrab.
Zelda: Hits the ground.
Zero Suit Samus: Hits the ground.
I will fill in this section soon. Need to finish testing the physics.
6. Credits
Thanks goes to:
AmcD - For being my lab rat.
CO18 - For teaching me basic chain grabbing.