Chapter 2.1: Standard Chaingrab General Information
Did you know King Dedede's D Throw is actually two hits? Yes, if you go into training mode and perform a down throw you can see that there are two consecutive hits, each dealing 4% for a total of 8%. The first hit is the sitting down animation and the second hit comes from a waft that is created which sends the opponent away in the direction they were grabbed a set distance, regardless of how stale the D Throw is and what percent the opponent is at. The waft portion of the move can stale, from what we can tell, but the specifics of the throw in detail will be covered in the Standing Infinite Chaingrab section, since it effects how that move is performed.
What allows the chaingrab to work is after the hitstun has taken place the opponent lands. The hitstun is similar for every character. It involves the opponent turning slightly sideways in pain before finally landing in what I like to call "landing dust." If you played melee you'd know precisely what this looks like because to perform a wave dash you must leave the ground and land very quickly causing dust to appear as you're dashing. The same holds true in this game. Why the opponents move that set distance is because their hitstun is being directed in a specific direction at a set distance by the waft, the second hit of the King Dedede D Throw.
The opponent cannot input anything while they are riding the waft. For any chaingrabbable character, this is before they land, which almost always looks like the opponent is kneeling slightly before they stand. They can input moves at that instant. If you see a shield, you know your opponent can input commands. Your goal is to grab them before they get up from the ground. Some characters slide further than others, which was detailed in my grab release chapter. So, instead of listing characters that could be chaingrabbed, I've ordered those characters in order of the difficulty to efficiently chaingrab them by counting the number of times on average the opponent could be successfully chained from one side of Final Destination to the other. I'll order them the same way we order our match ups in match up topic:
Red, for "Very Hard",
Green for "Average",
Blue for "Easy", and
Pink for "********". I'll also add in
Oranage, for "Hard."
Before we move on, I want to encourage everyone to read Buuman's thread. I will source it constantly, but his "Grab Laws" section are extremely important nuggets to keep in mind when you are chain grabbing.
Buuman's King Dedede Grab Laws:
- If you shield grab chain grab perfectly, you will get more grabs/chain grabs off overall.
- If you down throw immediately after a re grab during the chain grab, the sliding animation will be negated
- If you want to change the distance of the slide during a chain grab, wait a minimal amount of time between dash grabs, OR grab attack during the chain grab, you will get the same effect.
- If you input a grab during your running animation you will dash grab. It MUST be finished in order to do a standing grab, this includes the ending part of the dash animation, when Dedede slows down.
I couldn't have said it better myself.
Source: Dedede Database (The *Buuman trap* included). http://www.smashboards.com/showthread.php?t=224054
Chapter 2.2: The Chainable Few
******** Difficulty (3 Grabs Max):
VERY HARD Difficulty (4 Grabs Max):
HARD Difficulty (4-5 Grabs)
- Peach
- Ice Climbers (Solo Popo or SoPo)
- Marth
AVERAGE Difficulty (5-6 Grabs)
- Mario
- Yoshi
- Wario
- Link
- Gannondorf
- Samus
- R.O.B.
- King Dedede
- Wolf
- Captain Falcon
- Ivysaur
- Charizard
- Lucario
- Ike
- Ness
- Lucas
- Snake
- Sonic
VERY EASY Difficulty (6+ Grabs!)
A brief explanation of this list:
1.
********- Luigi slides really far away making the difficulty for a regrab as well as the timing required to successfully chain D Throws together is very tight. Be careful or you'll eat a fire punch.
2.
VERY HARD- These three slide a good deal out of the way and are able to be grabbed again, but not by much. Again, the timing to successfully chain your D Throws is a very small window.
3.
HARD- These guys can be chained effectively more times than the previous three, but the window to chain D Throws is very tight.
4.
AVERAGE- These are your average 5-6 grab across the stage guys. Some you'll only get 5, some you can squeeze in 6, it all depends on your buffering and timing. Don't worry about screwing this up.
5.
VERY EASY- You'd have to be an idiot to not successfully chain grabs against these guys. The timing is so forgiving it's a joke. They move only a short distance from King Dedede that you won't even need to take more than a step sometimes (*cough* Walking Chaingrab *cough*).