Chapter 3.2: The Wall-less Standing Infinite Grab
The Wall-less Standing Infinite Grab can be performed on 4 characters in the game:
Donkey Kong, Mario, Luigi, and Samus. The others require some sort of a perfectly spaced set up to work. Donkey Kong is by far the easiest to chaingrab. You can literally mash the throw button after each D Throw and manage a regrab 90% of the time. The other three require some explanation.
As I said in my video, the others cannot be successively chained more than 5 times before the D Throw stales and they can no longer be chained. Ankoku and I actually used this information to not only prove that the move stales but also to prove that there were only 9 moves in the stale move list. Here's how:
If we assume there are 9 moves in the stale move list, then my move list on Donkey Kong when performing the Wall-less Standing Infinite Grab would look something like this:
D Throw, D Throw, D Throw, D Throw, D Throw, D Throw, D Throw, D Throw, D Throw
(with each successive D Throw replacing the first one in the list over and over)
The problem with Mario, Samus, and Luigi is, after 5 successful D Throws, they suddenly are no longer in reach. SCOTU discovered the reason for this. The problem is the waft itself stales which screws up their trajectory and does not allow for a regrab. Why is this? No one really knows. If the waft stales it would make more sense that they move closer not out of your reach but then again, that's one of Brawl's great mysteries. Anyway, to make it an infinite combo, we would have to ensure that there were no more than 5 D Throws in the stale move list at one time. If we add a single pummel in between each D Throw, the stale move list looks like this:
D Throw, Pummel, D Throw, Pummel, D Throw, Pummel, D Throw, Pummel, D Throw
(therefore, the next stale move list would have 5 pummels and 4 D Throws and would rotate constantly in that order)
Because there are never more than 5 D Throws in my stale move list, the D Throw never stales enough to make them miss the trajectory, so they will then be stuck in the grab infinitely. The only problem is at lower percents you probably will not be able to guarantee even 1 pummel in the chain, so this is only an infinite at higher percents. Even then, you must buffer in a hit and buffer in the D Throw immediately for this to be a true infinite.
Chapter 3.3: The Wall-less Standing Infinite Grab on an Edge
For some unlucky few, the Wall-less Standing Infinite Grab works on them but only when they are spaced perfectly on an edge, and the timing is the most strict of any chaingrabs listed so far in this guide. You have to buffer in the down throw immediately or they will break out due to being off of the edge partly. It really screws with the game's physics. The characters who can be infinitely chaingrabbed over an edge are:
Bowser, King Dedede, and Wolf. Of the former characters who can be chaingrabbed anywhere,
Mario is the only character who
cannot be chaingrabbed infinitely over an edge, no matter the situation. This works the exact same way. Obviously, because of the spacing, it is stage specific where you must grab each character to make the infinite work, but there is a way to get it on almost any stage.
Chapter 3.4: Stages that Cause or Aide in King Dedede's Infinite Chaingrabs
These are a collection of stages, still allowed by the SBR, where characters can be chaingrabbed infinitely into a wall, off of a level, or on a moving platform. I'll detail where and for how long you can successfully infinite chaingrab someone on these levels.
Starter
Battlefield: None.
Final Destination: None.
Smashville: The floating platform can cause an infinite regrab situation if you grab them on the platform and are grabbing them on the edge of it in the direction the platform is moving. Extremely situational, but
M2K used it against TheReflexWonder in the grand finals of FAST1 (1:52). Follow it up with a D Tilt on everyone in the cast.
Yoshi's Island: None.
Starter/Counter
Castle Siege: During the second transformation King Dedede can chaingrab followed by a forward throw off of the sides.
Halberd: There's a walk off and 2 walls in the beginning 11 seconds of the stage. When the match starts out, the entire arena is flat. About 3 seconds into being on that stage, the platform appears from a shaft under the players. Once the 'primary' platform completely rises up [about 4 second into the match] 2 walls are available inside that shaft the platform raised out of. That shaft has a door that closes over top of it shortly after the primary floaty platform comes up. (credit to "D.E.").
Lylat Cruise: None.
Pokémon Stadium 1: Walls are formed twice on the stage and there are three altogether. The first is during the rock transformation in the little area formed next to the big rock which takes up the majority of the left side of the stage. The other two are during the fire transformation. One on the left side of the tree and the other on the right side of the tree.
Counter
Brinstar: None.
Delfino: There are so many I can't even count them. Anytime there's a walk-off section, you can chaingrab to forward throw to kill them. There are also mini half walls which spawn with some water running through them. They count as walls. The other one people might not know about is the transformation with the house that doesn't have a ledge. On the left, it is a walk off, so you can chaingrab them off of it like normal, but on the right there is a part of the house with no edge on it. If you Pummel Break a character there, it can lead to instant death depending on the character. I have done this successfully to Wolf, but I'm not sure who else it works on. Anyone with a crappy recovery might mean instant death too. Be careful not to be so concerned with the kill that the stage leaves without you however!
Frigate Orpheon: When the platform on the right is at it's lowest on the first transformation, you can chain a couple grabs into the wall on the left before it goes back up. Also, on the second part, you can
technically chain them off of the platforms that appear and disappear, but it could also get you killed.
Jungle Japes: None.
Pictochat: A few walls form temporarily during a few of the transformations.
Pirate Ship: The small ship that comes on the right has a tiny wall, but it's not worth your time.
Pokémon Stadium 2: None. (you'd think the sandpile might work, but a lot of the time it doesn't.)
Rainbow Cruise: The right side of the boat acts as a wall there are also walls at the top after the big swing and one just as the stage is returning to the boat.
Counter/Banned
Distant Planet: Walk-off on the left side (timing is tricky!) Watch out for the water
Green Greens: The blocks, once collected form walls. Watch out for the wind which can disrupt the infinite.
Luigi's Mansion: None.
Port Town Aero Dive: There are two areas with walkoffs that are suitable for walkoff cgs:
here and
here. There are also three areas in this stage that have a pair of walls, but the transformations don't last long in this stage so you will have to be quick to use them! (credit to
Kirk for the pictures and SimaMatt for the explaination.)
Yoshi's Island (Pipes): The right side has a walk-off (timing is tricky!)
Norfair: None.
Use this knowledge to your advantage because nowhere are chaining off of walk-offs or infiniting into walls banned!