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Nana tap reset--a new chaingrab?

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
Chances are this is known by SOMEONE but if not then I present to you the tap reset chaingrab. Some variation of this should work on almost every character, but I haven't been able to test it out on many so at this point the timing is unknown.

1. Grab
2. Downthrow
3. As soon as Popo starts the downthrow, jab, then jab again (the second part, not IASA cancelled) with Nana
4. Regrab

Repeat until you're tired of it. This is a pseudoinfinite (0 to death but maybe not 0 to 999) as far as I can tell. The timing between the two jabs varies somewhat. You want the first jab to hit while still in the throw, and the second to hit as soon your opponent bounces off the ground. This resets your opponent to a stunned animation just off the ground from which you can easily regrab.

So far I can only confirm that this works on a level 1 Peach, but I don't see why it wouldn't work on everyone else.

Edit--can't get a working timing for Fox. I think this will only work on characters for whom the downthrow animation is longer than the double jab animation. Which characters those are, I'm not sure. I'm guessing it's a certain cutoff in the listing of characters by weight:

(1) Bowser
(2) DK
(3) Samus
(4) Ganondorf
(5) Yoshi
(6-7) Captain Falcon / Link
(8-10) Dr. Mario / Luigi / Mario
(11) Ness
(12-14) Peach / Sheik / Zelda
(15) Ice Climbers
(16) Marth
(17-19) Mewtwo / Roy / Young Link
(20-21) Falco / Pikachu
(22) Fox
(23) Kirby
(24-25) Jigglypuff / Mr. Game & Watch
(26) Pichu

From my initial impressions this seems to work on #1 - 19, although they vary somewhat in difficulty.

I do not know what effect DI has on this chaingrab as I haven't been able to test it against humans. Also, I do not know if certain characters can break out by attacking during opening frames. I don't have AR so I'm trying to figure this out without precise data.
 

Lixivium

Smash Champion
Joined
Mar 26, 2006
Messages
2,689
If they're DI'ing away (as most people do when being thrown), I don't think the 2nd jab will hit. Also if they're fast enough they can CC and dodge/retaliate.
 

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
Well the point of having the first jab hit during the downthrow is so they can't DI it. The second jab should hit after they hit the ground.

Reside--Yeah I saw that thread and that was actually what made me think of trying this chaingrab. That sucks that you guys say it isn't new / doesn't work.
 

Lixivium

Smash Champion
Joined
Mar 26, 2006
Messages
2,689
Well the point of having the first jab hit during the downthrow is so they can't DI it. The second jab should hit after they hit the ground.

Reside--Yeah I saw that thread and that was actually what made me think of trying this chaingrab. That sucks that you guys say it isn't new / doesn't work.
If the first jab hits them during the throw animation it won't have any effect except add like 2% damage. And if the first jab hits them after the throw animation chances are it'll knock them out of range for the second jab.

Sometimes I find it's easier to do

D-throw -> D-air -> (Popo) Jab -> (Popo) JC Grab

In general, I've never had much success trying to jab people out of throws. It's worked a couple of times but the timing is just really tough.
 

Xephalon

Smash Journeyman
Joined
Jun 7, 2007
Messages
264
Location
New York
its a good chain grab, i just cant do it well, i've seened it in some IC climber video, i think it was avalanche, where it shows you all these chain grabs.
 

Delphiki

Smash Champion
Joined
Jun 20, 2006
Messages
2,065
Location
Sacramento / Berkeley
Awesome sig Xephalon. Green ICs ftw. ^_^

I think it's pointless to give the knockback from the second jab, they can DI hit and get away easier.

The first jab, although the timing is harder, gives less knockback. I think that if you can consistently jab at the right time this is much harder to escape from than a standard DtDair. If so, it may be possible to CG Marths and Peaches much more consistently.
 

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
Most characters I can't seem to hit with the first jab. Well, I can hit them, but the hit doesn't stop the knockback from the dthrow.

I can hit Jigglypuff with the first jab though. Computer Jigglypuffs are actually pretty easy to chainthrow like this. Try it out.

Edit:

Actually Delphiki, the first jab only gives less knockback at low damage. The second jab has CONSTANT knockback, meaning that if the double jab timing works on a given character, then that chaingrab is a true infinite!
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
jab1 cg on jigglypuff is pretty cool but it's got hard timing and it's pretty easy to DI out of

still it's good as a surprise now and again
 

choknater

Smash Obsessed
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Dec 25, 2002
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NNID
choknater
lol title should be changed to: an old chaingrab?

anyways, this double jab cg works well against peach. i call it "the peach chaingrab." it's more confusing and difficult for her to di out of it than the dair. she can still DI out of it though.
 

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
lol title should be changed to: an old chaingrab?

anyways, this double jab cg works well against peach. i call it "the peach chaingrab." it's more confusing and difficult for her to di out of it than the dair. she can still DI out of it though.
Well considering the Ice Climbers forums have very little real information on them, it's difficult to know when something has or hasn't been discovered. I have never seen this chaingrab before. I have never seen it mentioned, and I looked. So if a few Ice Climbers players know about it and were hoarding the knowledge, you can hardly expect me to know that.
 

Xephalon

Smash Journeyman
Joined
Jun 7, 2007
Messages
264
Location
New York
Awesome sig Xephalon. Green ICs ftw. ^_^

I think it's pointless to give the knockback from the second jab, they can DI hit and get away easier.

The first jab, although the timing is harder, gives less knockback. I think that if you can consistently jab at the right time this is much harder to escape from than a standard DtDair. If so, it may be possible to CG Marths and Peaches much more consistently.

Lol thanks Delphiki for the sig comment. and yeah first jab is always the part i always messing up on, kinda sucks.
 

Xephalon

Smash Journeyman
Joined
Jun 7, 2007
Messages
264
Location
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wow..i cant do that. when does jab have to hit to start the chain? when the oppo hits the ground, before, or after?
 

Shai Hulud

Smash Lord
Joined
Dec 21, 2006
Messages
1,495
Location
Oregon
For Jigglypuff, you press A almost the instant he hits the ground. I believe you want the jab to connect immediately after he bounces.
 
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