A grab attack or grab is a move that bypasses counter attacks and blocks. By default, it is performed by simultaneously pressing the Y and B buttons on most controllers or the A and B buttons on the Wii Remote with the Nunchuk. Grabs are indicated by a green glow around the user.
When a grab hits, a short cinematic attack animation plays before a Phase Shift. Despite what some attack animations may suggest, multiple hits that succeed the initial grab animation is still counted as a single attack.
All Pokémon are capable of performing a short-ranged standard grab attack, providing a way to hit opponents who are blocking.
Grabs have generally fast startup, hitting the opponent within a few number of frames. Attempting to block a grab results to the defender being hit anyway as grabs are unblockable. If the grab misses its target, the user suffers a considerable amount of end lag. Additionally, it also does increased damage to an opponent performing a counter attack. Successfully grabbing an opponent at any time during the counter attack process will score a critical hit and increase the user's Synergy Gauge by a small amount.
On the other hand, grabbing an opponent performing a normal attack will make the grab fail and net the opponent a critical hit. The outcome however is dependent on the timing of the grab - if it hits early during a normal attack's startup frames, both players will be staggered. An exception to this are grab crushes, moves that will always beat a grab attack.
A standard grab attack can only be done while on the ground and on grounded opponents. A knocked down Pokémon cannot be grabbed until its invincibility frames wear off. As such, a common strategy involves grabbing the opponent just before they wake up. However, more experienced players may be aware of this and use a normal attack instead.
Command Grabs Edit
Command grabs are Pokémon moves that have grab-like properties. These moves have added effects and exclusive to a certain Pokémon. Burst attacks that are classified as grabs behave slightly differently as they can only be dodged with proper spacing or being airborne.
|Character||Move Input||Name||Additional Effect|
|Chandelure||2A||Hex||A disjointed grab that deals more damage if the target has more debuffs.|
|Charizard||8A||Seismic Toss||Can hit grounded or airborne opponents.|
|Darkrai||2A||Dream Eater||Absorbs some of the opponent's HP and increases Synergy Gauge.|
|Decidueye||midair R ~ A||Acrobatics||Powers up if Synergy Gauge isn't full. Causes a Synergy Burst Enhanced status on self. Can grab airborne opponents.|
|midair R ~ hold A||Acrobatics: Forward Throw||Can grab airborne opponents. Throws the opponent forward.|
|Garchomp||2A||Sand Tomb||Plays an extra cutscene if it causes a Critical Hit. The charged version can grab airborne opponents.|
|Gengar||f.A or 6A||Hypnosis||Leaves the opponent stunned for a short time.|
|Machamp||f.A or 6A||Submission||Homes to the opponent. Gains counter properties when enhanced.|
|Mewtwo||b.4A ~ Y||Telekinesis||Tosses the opponent in the air, allowing combos to be performed.|
|Pikachu||f.A or 6A||Nuzzle||Has slightly longer range. Evades low-positioned attacks.|
|Pikachu Libre||b.4A||Electroweb||Can catch grounded and aerial opponents. Inflicts a speed debuff on them as well.|
|Sceptile||8A||Giga Drain||Disjointed grab that absorbs some of the foe's HP and Synergy Gauge.|
|2A||Leaf Storm||Catches airborne opponents then slows down the user.|
|Scizor||2A ~ Y + B||Bug Bite||Absorbs the opponent's HP and increases Synergy Gauge. Steals status effects from opponent. It can also grab airborne opponents.|
- Most grabs come out on the 11th frame while others are slightly slower, coming out on the 15th frame.