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problems with Marth's "chain grab"

prOAPC

Smash Lord
Joined
Mar 24, 2008
Messages
1,816
Location
Cartagena/Bogotá - Colombia
a Marth grabs me, then he just hit me and doesn't throw me anywhere, then, the game forces to let me out, and he grab me again. I tried to do the jab combo, but he grab me before i touch the ground to attack, the DI is not enough because he can run grab, and if I air dodge, the animation is cancelled because i near the ground and he can grab me again, what can i do?
 

Powda

Smash Apprentice
Joined
Jul 20, 2007
Messages
154
Location
Vegas
I've had this problem before and alot of the times he will still grab you during the jump.
 

Levitas

the moon
Joined
Jul 20, 2007
Messages
5,734
Location
Ann Arbor, MI
Actually, this is a "true combo" until 20%. I've done extensive research on this.

You can vary the distance you slide away on a ground break by holding a horizontal direction on the analog stick. If you hold away, you'll slide out of the grab range after your damage exceeds 20%.

So just hold away and mash out.

Another note: Ness gets it far worse than lucas here. He can't break this well at any percent, and it leads into smashes.

Yet another note: Holding a jump button and mashing out will result in a jumping break, but only if he doesn't pummel you at all.

Edit: to clarify on what this is: Ness and lucas have more stun from getting catch and released than other characters for some reason. To my knowledge, only marth can capitalize on this, and it only works well on Ness.
 

Proverbs

Smash Lord
Joined
Feb 21, 2008
Messages
1,698
Location
Seattle, WA
*is a Marth player too <.<;;* You may have already said this, but this only works on Lucas and Ness, right(And only Lucas up to 20%)?


Here's some advice from a Marth mainer, by the way. I'll only speak from how I play, though, as I don't know how everyone else plays against a Lucas. I, personally, wouldn't risk trying to get a grab in place for just 20% damage. I could easily accomplish more than 20% with two tipped f-airs, which really aren't that hard. I'm an aggressive player like many Marths but I don't just run around with the c-stick and Dancing Blade. I aerial almost always for spacing reasons and tip all the time with f-airs and b-airs. That means I don't want you close to me, I only want you my sword's length away, and that's it. I won't grab you unless you're close enough for me to, and then I throw you either into an -attempted- combo or to the nearest edge and put more pressure on you there. But unless you try a dash attack as the first action in the fight, I won't grab you (shield grab > obvious dash attacks). Grabs are much more situational, and I'd only take them when I can get them. That being said, I also grab a lot, as shieldgrabs are much more useful in Brawl than in Melee.


But: Now, a Ness player who can't escape from this well I would completely abuse this as much as I could. I wouldn't be stupid and ONLY go for grabs, but I'd probably rack up as much damage anywhere in the battle with this "chain grab" and wait until they're at a decent percent. Then, due to his stun after the grab, a tipped or even non-tipped f-smash would do for an easy KO.

Watch out though, if you're afraid someone will take the f-smash after the grabs, DON'T SHIELD IT. Spotdodge it. If you shield it, someone can STILL grab you, if you spotdodge, you're safe. And if you hold the shield you can c-stick a rolldodge away from him, and then pressure him with long range attacks (if you like, I don't know your playstyle).
 

Levitas

the moon
Joined
Jul 20, 2007
Messages
5,734
Location
Ann Arbor, MI
Currently, we're thinking that if your friend dash grabs, he'll get you every time. DI away to jab can work if he doesn't dash grab, and if he does, he'll run out of stage eventually. Still sucks, though.
 
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