Grab

A grab is the maneuver in Super Smash Flash 2 that allows characters to hold an opponent in place for a limited amount of time. The particularity of grabboxes is that they go through shields and beat any type of armor. Every character has a regular grab, while some characters also have unique grabs called special grabs or command grabs.

Regular grab
Performed by simply pressing the grab-button or by shielding and pressing the attack button, regular grab is one of the basic actions each character has. When an opponent is grabbed, the grabbing character has the option to either pummel or throw the opponent. Most grabs' animations depict characters either reaching forward with their proper hand, clinching or snatching. For the sake of brevity, any character not specifically mentioned in the special grabs can be assumed to possess a standard-type grab involving a simple grab, hold, or clinch from the character's free hand(s). Grabs are quite quick, with most characters' grabs having three frames of startup lag, becoming active on the 4th frame. As of Beta 1.2.3, is the exception to this rule, as his grab comes out on the 3rd frame instead. Grabs can easy lead to follow-ups at lower percents, either through chain-grabbing or some throws dealing low base knockback to set up for other attacks. At higher percents, a grab can mean an easy KO for some characters with strong throws, such as, , , and. The maximum amount of time the opponent is held depends on the percentage they are, with higher percent equating to more time. The opponent can also mash out of a grab by pressing any button, effectively reducing the grab time with each press. A grab-release will occur if the grab time runs out.

Initial grab range
This is the list of characters' grab-ranges from longest to shortest. These are solely estimates of a character's grab-range and is subject to change. If a character's grab-range is higher than 30.0, their grab is among of the longest in the game. However, if a character's grab-range is above or directly at the middle of 25.0, their grab is above-average. If it is directly at the middle (such as under 20.0), their grab is median, average or mid-ranged. If under 15.0, their grab is below-average. Lastly, if less than 10.0, their grab is among the shortest in the game.

Tether grabs
Tether grabs are aerial attacks that can be only performed by and, by pressing the grab button midair. On contact with an opponent, they will deal damage and knockback, instead of grabbing them. They can be used to grab a stage's ledges, however.

Angled grabs
The angled grab is a -exclusive technique. The player can angle their grab both upwards and downwards, to more easily grab aerial opponents. However, neither variation has the same range as the default one, being longer, and thus, laggier.

Dash-grab
A slight variation of the regular grab is called the dash-grab, which is performed by grabbing while dashing or running. Most dashing grabs have the character slide across the ground, with the distance being dependent on the character's dashing momentum, before coming to a stop and grabbing. They generally possess increased range at the cost of additional startup and ending lag, making them easier to punish if missed. In addition, the character's grabbing animation changes and the grabbing sound's pitch significantly lowers during it.

Special grabs
Special grabs or command grabs are special moves that function like grabs, sharing most of the main properties (such as bypassing shields). Additionally, they can be also performed in the air, making them more versatile in some situations. Below is a list of command grabs per character.

Extended grab
Extended grabs behave very identically to regular grabs, albeit with much more range, hence the aforementioned name above. Characters with extended grabs use their respective techniques and various items from their original series it originated from, or otherwise simply reach their arms/hands at a further distance.

Notable examples:

 * utilizes the tractor beam from Galga;
 * uses the Super Arm that extends the length of his arm;
 * tosses his plug forward at a far distance;
 * reaches forward with its forehead;
 * sticks his tongue out to swallow his opponents into his mouth;
 * and use their Grappling Beam and Plasma Whip, respectively;
 * uses the Psynergy Hand;
 * Characters with long or disjointed range compared to simply reach at a fairly far distance.

Jump-canceled grab
Jump-cancelled grab is a technique that is performed by jumping and cancelling the jump-squatting frames with a grab. It possesses utiliy in conjunction with one's dash to make the character slide slightly further than with a dash grab.

Pivot grab
By pressing the opposite direction the character is dashing towards just before grabbing, the fighter will perform a pivot grab, sliding in the original direction while grabbing in the opposite one.

Grab-clank
The grab-clank, also referred to as the grab-break, is a mechanic in which two characters attempt to grab each-other at the same time. When this happens, neither of them will grab successfully and each will take 2% damage. Grab-clanks will not happen to special grabs, and instead, one of the players will always manage to grab the other one, due to port-priority.

Grab parry
The grab-parry, sometimes referred as the grab-block, is the unique technique that is easily performed by jumping at the split second a character's grabbing hitboxes activate. This will render the jumping character intangible to prevent their opponent to grab them (which is greatly exampled with, as his jump's startup renders him intangible before he jumps), allowing them to counterattack them easily. This is identical to the particular technique can perform in Melee.