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No Chain Grabbing Confirmed and Marth KO's Opponent at 55%?

MugenLord

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Here is an article posted on eventhubs regarding feedback from the New Japanese Demo Build of Super Smash Brothers Wii U and 3DS

http://www.eventhubs.com/news/2014/...ii-u-confirmed-japanese-demos-loading-screen/

For those who don't want to leave the forum page here is the article:

Although they can sometimes lead to infinites, chain grabs are considered a legitimate tactic in all three prior Super Smash Bros. games, useable (abusable?) by a good portion of each game's cast.

But for Super Smash Bros. for Nintendo 3DS/Wii U, director Masahiro Sakurai and his team are attempting to root out chain grabs altogether, by implementing some preventive measures.

According to a Smash player who participated in the recent Super Smash Bros. for Nintendo 3DS preview event in Japan, a loading screen tip in the demo mentioned that you will not be able to grab the same opponent again for one second after grabbing him the first time.


In other words, after you were grabbed and thrown, there is a one second throw invulnerability period for grab attempts from the same opponent -- although during this period, another opponent may still grab you.

This seems like a fairly good solution for preventing chain grabs. But it may not be foolproof: it may be possible for a throw to lead into a melee combo (lasting over a second), that then goes into another grab.

It remains to be seen if chain grabs will truly be gone with the new version of Super Smash Bros. But let's assume they'll be all gone from now -- will you miss chain grabs?


Here is the second article regarding Marth:

http://www.eventhubs.com/news/2014/...n-ko-opponent-55-damage-super-smash-bros-3ds/

Back in June, a bunch of Smash players who made it to Nintendo's E3 invitational Super Smash Bros. for Wii U/3DS tournament came up with a rough tier list based on their brief impressions with the game's characters in that build.

On that list, Marth was said to be mid-tier. Of course, the game isn't out yet -- his competitive effectiveness as a character could certainly change once the game is out and the Smash community has had sufficient time exploring its ins and outs.

But for now, the consensus among the players who've went hands-on with previous build seems to be that Marth is certainly not top-tier, or even high-tier.

That impression may soon change however, as an anonymous user on the 2ch Japanese forums have posted an animated gif that shows Marth knocking out Mega Man, at 55% damage, in a single strike with his Counter (down+B) special move.



Click images for larger version


To be able to KO an opponent when he's at 55% damage with a move like Counter certainly seems very strong -- but perhaps this was possibly only under special circumstances.

After seeing this animated gif, some Smash fans on the Japanese forums have speculated that perhaps Mega Man's weight class makes it extremely easy for him to be knocked out at 55% or 90% (after taking damage from the Counter strike).

Some other commenters pointed out that Marth received an item right before activating his Counter move. That item might have boosted his attack power somehow. While that might be possible, if you look at the animated gif again, Marth's percentage meter is clearly falling -- the item he received was likely an auto-healing item.

Yet others reasoned that perhaps Mega Man was struck with the sweet spot on Marth's sword, resulting in the explosive power of the move.

What do you think? Could it be possible that there was something else providing Marth with an attack boost that let him send Mega Man packing with his Counter move, at 55% damage? Or is Marth's Counter move simply that much stronger in the new version of Smash?


Hope this information is helpful for speculation.
 
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DoctorDub

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I'm actually happy with this. I hate chain grabs with a burning passion.
 

liets

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It's a counter move that isn't completely easy to pull off right. It should be able to have high punishment value.

EDIT: Yay, chain grabs are cheap.
 
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TimeSmash

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Well what does Isabella do as an Assist Trophy? That could have something to do with it.

Chaingrabbing might actually be gone. Weird. Though it might be possible to tech chase and then grab again, if your opponent hits the ground enough. It's also possible stun could last longer, and we might be able to circumvent the issue entirely.

This may be the most polarizing Smash yet
 
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Is it possible the counter was so much stronger because he was hit from behind and turned around?

Since there is now emphasis on getting hit from behind, such as Robin's Nosferatu, Shulk's Back Slash, and the Back Shield item, maybe counters are much stronger when hit from behind.
 
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PCHU

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Well, if I can still get some sort of reliable chain off of a throw, it's okay in my book.
I just don't want a bunch of throws that I can't use.
 

RascalTheCharizard

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This is really interesting. I thought the high base knockback of most throws was to prevent chaingrabs... And yet there's another mechanic working against it too. It also just pleases me to hear Sakurai actually say on record that he is trying to remove them from the game, proving that
1. He cares.
2. Rosalina's Luma being unable to grab wasn't for the lulz.
3. Throws having higher base knockback than before wasn't for the lulz.
 
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Seraphim.

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I was always indifferent towards CGs, the only one I actually hated was the Ice climber CG. I just hope grabs can still lead into follow ups.

People who plan to main heavyweights must be ecstatic to hear this.
 

Mario & Sonic Guy

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Whoever made that article goofed up, as that screenshot is from the Wii U version of the demo. Since that was just a demo, I would think that an incident like that would be fixed up before the official release.
 

ParanoidDrone

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I believe the power of Marth's counter was due to it being triggered by the barrel hit. It seems like his counterattack is now based on the power of the move he counters, whereas before I believe it was a set amount. Either that or he counters for 35% on everything which sounds silly. The health is due to the Isabelle AT; she throws out fruit that auto-heals you on contact.

The anti-chaingrab measures are pleasing to me. It should help make a few matchups less one-sided now that you can't get easy % off a single grab, and on top of that it has implications for stage legality. As I recall, chaingrab shenanigans are one of the reasons solid walls and (to a lesser degree) walkoffs are disliked, so being unable to chaingrab at all means it's time to re-evaluate our opinions on such stages.
 

Mario & Sonic Guy

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In Brawl, Marth's Counter dealt 1.1x the amount of damage that he would've received. That barrel would've had to deal 31%-32% damage on Marth for his Counter to deal 35% damage.

Of course, the Counter formula might be different for Marth in this game.
 

DairunCates

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I believe the power of Marth's counter was due to it being triggered by the barrel hit. It seems like his counterattack is now based on the power of the move he counters, whereas before I believe it was a set amount. Either that or he counters for 35% on everything which sounds silly. The health is due to the Isabelle AT; she throws out fruit that auto-heals you on contact.

The anti-chaingrab measures are pleasing to me. It should help make a few matchups less one-sided now that you can't get easy % off a single grab, and on top of that it has implications for stage legality. As I recall, chaingrab shenanigans are one of the reasons solid walls and (to a lesser degree) walkoffs are disliked, so being unable to chaingrab at all means it's time to re-evaluate our opinions on such stages.
Even if that's true, that's a fairly substantial buff to counter. Being able to rack up large amounts of damage by countering heavy smash attacks makes it a lot more worthwhile of a punish game.
 

JamietheAuraUser

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It always amazes me to see how many people are unaware of the mechanics of Marth's Counter in Brawl. In Brawl, it deals the same knockback as the incoming attack, as well as 1.1x the damage. And of course, Counter can get the 5% freshness bonus like any other move. This made Counter a solid kill move under certain circumstances, such as countering a barrel, hammer, Ike's FSmash, etc. Now, in Smash 4 it appears to have been buffed even further, according to Zipzo's impressions of the final 3DS version.

@ Mario & Sonic Guy Mario & Sonic Guy : Well, it was an explosive barrel.
 

Nielicus

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Whoever made that article goofed up, as that screenshot is from the Wii U version of the demo. Since that was just a demo, I would think that an incident like that would be fixed up before the official release.
I've heard that Marths counter is in fact that strong, in fact, counters across the board have become KO moves, just look at shulk's trailer
 

ParanoidDrone

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Even if that's true, that's a fairly substantial buff to counter. Being able to rack up large amounts of damage by countering heavy smash attacks makes it a lot more worthwhile of a punish game.
I agree it's a nice buff, I'm not disputing that at all.

It always amazes me to see how many people are unaware of the mechanics of Marth's Counter in Brawl. In Brawl, it deals the same knockback as the incoming attack, as well as 1.1x the damage. And of course, Counter can get the 5% freshness bonus like any other move. This made Counter a solid kill move under certain circumstances, such as countering a barrel, hammer, Ike's FSmash, etc. Now, in Smash 4 it appears to have been buffed even further, according to Zipzo's impressions of the final 3DS version.

@ Mario & Sonic Guy Mario & Sonic Guy : Well, it was an explosive barrel.
I was under the impression Counter had fixed damage and knockback, although that may have been a Melee thing. I don't use Marth much, I have a terrible time trying to space tippers.
 

Raijinken

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I'm fine with the chaingrab removal, I liked their N64 incarnation best anyway. I'll slightly miss it, I guess, but in the end, if it keeps us further from infinites, I have no complaints.

As for Marth, that was shown in VGBootcamp's clips at the E3 build, and seems like a buff to counter. While it may make low-level play exceedingly grab-happy or risky, I think it's a fair buff to a move that's pretty limited in use at high level play.

Edit: Just realized that the gif was made of the exact same scene from VGBootcamp's battle. Either way, it's a pretty nice buff to Counter.
 
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Senario

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Chain grabs weren't that bad in melee. In fact it was part of the reason you could counter spacies. It didn't invalidate characters though so that is a plus. It simply worked only at so and so percents with bad DI on an opponent. Chain grabs got silly in brawl due to grab releases and taking the opponents input in where the grab can send you.

Also, marth got hit with a barrel for that counter so it likely did proportional damage based on possibly an exploding barrel. It is likely his counter now works like roys where the amount of damage you block corresponds to knockback and damage you dish out.
 

DairunCates

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Are you telling me that Peach's counter is actually useful now? Great. Now I have yet another reason to hate playing against Peach.
On the bright side, Turnips apparently got some extra lag added. So, you won't have to worry about AS MUCH turnip zoning.
 
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This gif is actually really old. I'm surprised more people haven't seen it.

But if there is one thing I can attest to, it's Marth's strength in this game. A CPU Marth spiked me into the ground at around 80% on the left platform on battlefield. The ground bounce was enough to star KO me.

I don't know how they are going about designing Marth, but I theorize that they have dramatically amplified the strength of moves that are hard to tipper, like Dair and F-smash, while moves like U-tilt, Bair and Fair are swift and have moderate knockback with accessible tipper range.

Having a strong Marth is out of character to some, but he has ground speed, air speed and grace on his side to compensate for some attack speed nerfs. The increase in landing lag was done perhaps so he can maintain control over ground to ground and air to air combat respectively, but his ability to transition between the two may be overwhelming due to his superb range and ability to frame trap the opponent; that's why he has some landing lag, so characters with stubby limbs and inability to reach can have a chance to get in on him, but the better playing Marth will lock him out regardless.

Controlling space between you and your opponent with Marth may just be a matter or choosing the right move in a situation. If you are fighting against a character with weak aerial mobility chasing him with a Fair may not always be the right choice. Maybe you should use your illusive aerial mobility to bait an air dodge and follow up with a tilt or jab to space them out. Maybe instead of Fairing at the opponent delay a SH Nair and attempt to shield stab at the last second, and if you don't you can space away with a pivot F-smash / F-tilt or shield breaker.

I think Marth is more of a tactician in this game than in the previous installments. Then again this could all be bull**** and I'm talking out of my ass, but I'm playing Marth anyway. That orange costume sounds way too dope.

Also, he can do that spin walk think from Brawl in this game. Kinda.
 

DairunCates

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This gif is actually really old. I'm surprised more people haven't seen it.

But if there is one thing I can attest to, it's Marth's strength in this game. A CPU Marth spiked me into the ground at around 80% on the left platform on battlefield. The ground bounce was enough to star KO me.

I don't know how they are going about designing Marth, but I theorize that they have dramatically amplified the strength of moves that are hard to tipper, like Dair and F-smash, while moves like U-tilt, Bair and Fair are swift and have moderate knockback with accessible tipper range.

Having a strong Marth is out of character to some, but he has ground speed, air speed and grace on his side to compensate for some attack speed nerfs. The increase in landing lag was done perhaps so he can maintain control over ground to ground and air to air combat respectively, but his ability to transition between the two may be overwhelming due to his superb range and ability to frame trap the opponent; that's why he has some landing lag, so characters with stubby limbs and inability to reach can have a chance to get in on him, but the better playing Marth will lock him out regardless.

Controlling space between you and your opponent with Marth may just be a matter or choosing the right move in a situation. If you are fighting against a character with weak aerial mobility chasing him with a Fair may not always be the right choice. Maybe you should use your illusive aerial mobility to bait an air dodge and follow up with a tilt or jab to space them out. Maybe instead of Fairing at the opponent delay a SH Nair and attempt to shield stab at the last second, and if you don't you can space away with a pivot F-smash / F-tilt or shield breaker.

I think Marth is more of a tactician in this game than in the previous installments. Then again this could all be bull**** and I'm talking out of my ***, but I'm playing Marth anyway. That orange costume sounds way too dope.

Also, he can do that spin walk think from Brawl in this game. Kinda.
Just one note. According to Zipzo, his range has been significantly nerfed too. So, it wasn't just the air to ground and ground to air transitions that suffered. He definitely doesn't seem useless though. Also, considering he was high tier 2 games in a row, I'm not sure what people were expecting. Still, a more methodical attack tactic could be interesting.
 

Mysteltainn

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As a past Ness main, I say **** chain-grabs, and I hope that this is true and to see them gone for good.
 
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laces

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Is it weird that I'm kinda gonna miss chain grabbing? Maybe it's because they never really gave me that much trouble. It's probably for the best though.
 

Tristan_win

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Yay some goddamn transparency from the development team! It's really good that actually steps were taken to limit chain grabbing as its a practice that beyond flashy Marth 0 to death combos on space animals and some force tech chasing was really a bad for the overall fun of the game.

Unfortunately this is also a pretty strong nerf to ice climber mains so even if Ice climbers are confirmed chances are they wont be high tier anymore.
 
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ryuu seika

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Unfortunately this is also a pretty strong nerf to ice climber mains so even if Ice climbers are confirmed chances are they wont be high tier anymore.
I wouldn't be so sure. Luma can't grab and that hardly seems like a "for the lolz" decision. I suspect that the Luma acts as an entirely different character from Rosalina and so it may have allowed Rosalina to bypass the chaingrab rule.
Ice Climbers could not, logically, be subject to the same nerf. Perhaps the inability to prevent them from chaingrabbing was the real "technical issue" Sakurai had with them?
 

Mysteltainn

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Kind of irrelevant, but I've heard that the Ice Climbers, if revealed, will be separated and that the one not present will be a palette swap. Sounds terrible, as it diminishes what the Ice Climbers are all about, being their "eternal bond to get through anything together" deal. I wonder, if it's true, if it would be because Sakurai couldn't figure out how to nerf / fix their grab game?
 

Vkrm

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I really don't like this...... Marth main bias perhaps. This seems tantamount to owning a pet lion to deal with a rat problem. A few subtle changes could've done the trick while preserving the interesting parts of chain grabs.
 

KaZe_DaRKWIND

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Glad chain grabs are possibly gone. As for the counter I think he countered the barrel and hit megaman with a sweetspot.
 

RascalTheCharizard

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Just one note. According to Zipzo, his range has been significantly nerfed too.
The rest of your post is a very articulate analysis of Marth and Smash 4's apparent gameplay, but I want to highlight this point and rant about our community once more.

Ahem.

People have been saying Marth's sword was reduced in size ever since the Best Buy event, to the point where SSBWiki labels Marth's supposed sword length reduction as a "confirmed change".
image.jpg


Now, I personally still do not believe that it is shorter than it once was and I highly doubt that Sakurai would shrink his Falchion even further in the final build. I believe that many people forgot just how small his sword was in Brawl in the first place. Here is a post I made about it in another thread:
Am I the only one who thinks that Marth's sword is actually slightly longer on at least SOME of his moves? I know these GIFs aren't perfect for comparison because of camera angle/zoom differences, but just have a look anyway.


The top of the arc, to me at least, looks noticeably further away from Marth's head in Smash 4 than it does in Brawl.


Same deal here; the distance between the tip and his head looks bigger in Smash 4. Like am I crazy? From what I can see Marth's attacks, if they aren't bigger, they certainly are not smaller than in Brawl. I don't get how people can say that all of his attacks were reduced in size. Besides, Marth's range is TINY in Brawl. If Marth's sword was somehow shortened again then it would probably look like this:
 
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KaZe_DaRKWIND

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The rest of your post is a very articulate analysis of Marth and Smash 4's apparent gameplay, but I want to highlight this point and rant about our community once more.

Ahem.

People have been saying Marth's sword was reduced in size ever since the Best Buy event, to the point where SSBWiki labels Marth's supposed sword length reduction as a "confirmed change".
Well every single piece of article I've found that mentions Marth also mentions his sword being or at least seeming shorter. Possible they're wrong but it doesn't seem like it.
 
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Sail

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I'm personally fine with chaingrabs in the previous games (other than brawl) but if Glory Mode ever becomes a semi-decent place for when I can't find a battle, fd with chaingrabs would be pretty annoying :/ But in actual matches, some chaingrabs require a lot of knowedge. No average player could just pick up melee marth for a spacie cp on fd and chaingrab 0-death from regrabs to shffl'ed uairs and fairs into a ken combo. I don't really care about some lamer chaingrabs though. But one second can also mess up tech chase regrabs and ruin IC handoff combos if they make it in, both of which I will miss, except for easy-reaction tech chases with all options covered instead of needing to make a read. Overall though, it won't be missed too much from me as long as we get true combos (sakurai pls).
 

Ganreizu

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I don't think chain grabs were in 64.

Regardless, chain grabs allowed for awesome comebacks but also disgusting leads. I don't consider it a bad thing with the exception of brawl where it became stupidly abundant. I'm not saddened to see it gone, but i hope the game allows for the potential of comebacks without it.

I'm happier about the removal of grab release infinites than i am about chain grabbing gone even though they're fundamentally the same.
 
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JamietheAuraUser

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Just one note. According to Zipzo, his range has been significantly nerfed too. So, it wasn't just the air to ground and ground to air transitions that suffered. He definitely doesn't seem useless though. Also, considering he was high tier 2 games in a row, I'm not sure what people were expecting. Still, a more methodical attack tactic could be interesting.
Eh, it honestly looks that his range was only nerfed on a few moves, including his FSmash. UTilt range even looks longer than in Brawl, especially at a diagonal in front of + above him, as @ R RascalTheCharizard posted above. If anything, I'd say the slight range nerfs he's had, such as on FSmash, are due to minor animation changes rather than a shorter sword.
 
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