Thanks for answering!
I asked because there's currently an ENORMOUS discussion going on in the Alabama thread about ICs and many of them believed it was impossible to mash out of a CG. I told them that they would almost always have frames in which they could mash out, but on a few of their characters, I'd be able to make it nearly impossible to mash out once I got started.
I was of course referring to those character whom I b-throw to f-throw chain grab.
It's kind of weird; I'm selective about who I use this on. O.o
Like, I use it on Pikachu, Marth, Lucario, ZSS, Jigglypuff, and Yoshi. And probably a few others that I can't think of.
There is no rhyme or reason to their weight, or anything. Those are just the ones I use it on.
I assume the lighter of those - Pika, ZSS, and Jiggs - can mash out?
This is the somewhat confusing part and this is why I along with Lux believe that IC players really shouldn't worry about mashing. Mashing out doesn't always equate to the grab being broken. And here's why:
Say you grab someone at 0%, the person being grabbed starts with a duration of 90 frames (One and a half seconds). Considering they are the perfect masher then they meet the mashing out requirement by frame 5.3 (actions can happen in between frames which is why I put that decimal). However they won't break the grab at that time. At the minimum a character must remain in a grab for 20 frames (21 frames in the case of Pikachu).
What this means is that you have at least 1/3 of a second guaranteed to input your next throw. You don't need to get to the point that your grabs are frame perfect, just get to where you can get your throws out within a 1/3 of a second (20 frames) and you'll be fine.
The only exceptions to this rule are if you grab a character too close to a wall or extremely steep incline, or if a stage transition causes the floor beneath you to disappear or drop off rapidly.
TL;DR: With an optimal CG rate, no character on the roster should be able to break the CG unless interrupted by some stage element.
On a somewhat related note, since you had mentioned shield buffering in your previous question, while answering it I stumbled on something that pretty much nullifies the risk of being mashed out on due to shield-buffering at the lower percents. I haven't worked out all of the details but I'll post something later once family and college business clears.
Jiggz can mash out of anything.
No, see above explanation. Besides, even if that 20 frame mechanic wasn't present or if the idea of nullifying shield-buffering frames wasn't present, I was literal when I said it'd be impractical for characters like Jigglypuff, MK, Kirby, etc. Jigglypuf only has 3 frames to input struggle inputs assuming the IC player has frame perfect CGing with maximized space correction.
I'm trying to use rest as a counter/superarmor for moves now.
Once i get the timing, it'll be so epic. Superamor an attack with rest?
Maybe even hit the opponent?
****'s sick.
What good would Superarmoring an attack with Rest do though? If you hit your opponent in the process it'd be worth it, but if you don't then basically you just ate some damage and left yourself open for a fully charged smash or even worse depending on the opposing character. Basically the only use it would be of to you is against opponents whose attacks' hitboxes are comprised of their hurtbox as well.