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* In ''Videogame/MaximumCarnage'', both Franchise/SpiderMan and Comicbook/{{Venom}} can pick up certain objects and even enemies and throw them.

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* In ''Videogame/MaximumCarnage'', both Franchise/SpiderMan ComicBook/SpiderMan and Comicbook/{{Venom}} ComicBook/{{Venom}} can pick up certain objects and even enemies and throw them.
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[[caption-width-right:350: [[VerbThis Tech]] '''[[VerbThis THIS!]]''']]
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* In ''VideoGame/{{Tekken}}'', every character has at least 5 throws: Two from the front, one from the left, one from the right and one from the back. Also everyone has the ability to run and tackle (though some can do it from a stationary position). ''Tag Tournament'' introduces tag throws. Also King, Armor King, Nina and Anna have chain throws. Some characters have wall throws, crouching throws, air throws and/or ground throws. Some characters also have Attack Throws, which are punches, kicks, or other normal attacks that will turn into throws under the right circumstance- typically when it's a CounterAttack or strikes an opponent standing a specific distance away.

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* In ''VideoGame/{{Tekken}}'', ''Franchise/{{Tekken}}'', every character has at least 5 throws: Two from the front, one from the left, one from the right and one from the back. Also everyone has the ability to run and tackle (though some can do it from a stationary position). ''Tag Tournament'' introduces tag throws. Also King, Armor King, Nina and Anna have chain throws. Some characters have wall throws, crouching throws, air throws and/or ground throws. Some characters also have Attack Throws, which are punches, kicks, or other normal attacks that will turn into throws under the right circumstance- typically when it's a CounterAttack or strikes an opponent standing a specific distance away.



* ''VideoGame/TalesOfLegendia'' has command grabs as a major mechanic for its protagonist, [[BareFistedMonk Senel]]. They can be used only if the enemy is knocked down, but deal more damage than normal artes. Enemies have different size categories, from "Feather" to "Massive", and over the course of the game Senel learns more powerful artes, which allow him to throw bigger enemies. There's also some "special" enemy types (including two major bosses), that require specialized artes to be thrown. If you LevelGrind Senel to level 99, he learns Lord of Creation, an arte that can throw ''everyone'', regardless of size or class. It's no wonder that the team that made the game was partly made up of ''VideoGame/{{Tekken}}'' and ''VideoGame/SoulSeries'' developers.

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* ''VideoGame/TalesOfLegendia'' has command grabs as a major mechanic for its protagonist, [[BareFistedMonk Senel]]. They can be used only if the enemy is knocked down, but deal more damage than normal artes. Enemies have different size categories, from "Feather" to "Massive", and over the course of the game Senel learns more powerful artes, which allow him to throw bigger enemies. There's also some "special" enemy types (including two major bosses), that require specialized artes to be thrown. If you LevelGrind Senel to level 99, he learns Lord of Creation, an arte that can throw ''everyone'', regardless of size or class. It's no wonder that the team that made the game was partly made up of ''VideoGame/{{Tekken}}'' ''Franchise/{{Tekken}}'' and ''VideoGame/SoulSeries'' developers.
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* ''VideoGame/TalesOfLegendia'' has command grabs as a major mechanic for its protagonist, [[BareFistedMonk Senel]]. They can be used only if the enemy is knocked down, but deal more damage than normal artes. Enemies have different size categories, from "Feather" to "Massive", and over the course of the game Senel learns more powerful artes, which allow him to throw bigger enemies. There's also some "special" enemy types (including two major bosses), that require specialized artes to be thrown. If you LevelGrind Senel to level 99, he learns Lord of Creation, an arte that can throw ''everyone'', regardless of size or class. It's no wonder that the team that made the game was partly made up of ''VideoGame/{{Tekken}}'' and ''VideoGame/SoulSeries'' developers.
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Dewicking disambig


* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood Kulshedra, a demonic whip]] that the titular character can use as a ChargedAttack to lasso an enemy and pull them in for more punishment. ''VideoGame/Bayonetta2'' has the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the {{Superboss}} in the second game[[/note]].

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* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood the Kulshedra, a demonic whip]] whip that the titular character can use as a ChargedAttack to lasso an enemy and pull them in for more punishment. ''VideoGame/Bayonetta2'' has the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the {{Superboss}} in the second game[[/note]].
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Compare UnblockableAttack, which is ExactlyWhatItSaysOnTheTin, but does not involve grabbing and throwing an enemy. Compare PersonalSpaceInvader, for enemies that can grab you. See also InvulnerableAttack, which this one can overlap with.

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Compare UnblockableAttack, which is ExactlyWhatItSaysOnTheTin, but does not involve grabbing and throwing an enemy. Compare PersonalSpaceInvader, for enemies that can grab you. See also InvulnerableAttack, which this one can overlap with.with, and these types of attacks tend to invoke the WrestlerInAllOfUs.
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Improper tense


** In ''Videogame/MetalGearSolid3'', Naked Snake could use grab his opponent and subdue them using CQC.

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** In ''Videogame/MetalGearSolid3'', ''Videogame/MetalGearSolid3SnakeEater'', Naked Snake could can use grab his opponent and subdue them using CQC.
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Bonus Boss was renamed by TRS


* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood Kulshedra, a demonic whip]] that the titular character can use as a ChargedAttack to lasso an enemy and pull them in for more punishment. ''VideoGame/Bayonetta2'' has the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the BonusBoss in the second game[[/note]].

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* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood Kulshedra, a demonic whip]] that the titular character can use as a ChargedAttack to lasso an enemy and pull them in for more punishment. ''VideoGame/Bayonetta2'' has the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the BonusBoss {{Superboss}} in the second game[[/note]].
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Linking directly to avoid redirect


* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood Kulshedra, a demonic whip]] that the titular character can use as a ChargeAttack to lasso an enemy and pull them in for more punishment. ''VideoGame/Bayonetta2'' has the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the BonusBoss in the second game[[/note]].

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* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood Kulshedra, a demonic whip]] that the titular character can use as a ChargeAttack ChargedAttack to lasso an enemy and pull them in for more punishment. ''VideoGame/Bayonetta2'' has the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the BonusBoss in the second game[[/note]].

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Defunct trope


** ''VideoGame/SuperMarioBros3'': Starting with this game, you can pick up and throw {{Goomba Stomp}}ed [[TurtlePower Koopa Troopa]] and Buzzy Beetles. It's notable in that if you hold them for too long they will wake up and damage you.

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** ''VideoGame/SuperMarioBros3'': Starting with this game, you can pick up and throw {{Goomba Stomp}}ed [[TurtlePower Koopa Troopa]] Troopa and Buzzy Beetles. It's notable in that if you hold them for too long they will wake up and damage you.
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** Every character in the series can grab enemies, pummel them while held, and then throw them in any of the four cardinal directions for extra damage and possibly a KO. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. A few characters, including [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} Samus]], have tools (such as the Hookshot[=/=]Clawshot of the former and the Grapple Beam of the latter) that enable them to grab from further away as compared to other characters, albeit with a longer cooldown time. These characters can also use them as [[https://www.ssbwiki.com/tether_recovery recovery options,]] by latching them to the edge of the stage and pulling them up.

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** Every character in the series can grab enemies, pummel them while held, and then throw them in any of the four cardinal directions for extra damage and possibly a KO. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. A few characters, including [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} [[Franchise/{{Metroid}} Samus]], have tools (such as the Hookshot[=/=]Clawshot of the former and the Grapple Beam of the latter) that enable them to grab from further away as compared to other characters, albeit with a longer cooldown time. These characters can also use them as [[https://www.ssbwiki.com/tether_recovery recovery options,]] by latching them to the edge of the stage and pulling them up.
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[[quoteright:350:[[VideoGame/StreetFighterIII https://static.tvtropes.org/pmwiki/pub/images/sf_niouriki.jpg]]]]
[[caption-width-right:350:"Have you no sense of defense? Or do you just like to feel pain?"]]

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[[quoteright:350:[[VideoGame/StreetFighterIII %%
%%Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1658620194092696700
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[[quoteright:350:[[VideoGame/StreetFighterV
https://static.tvtropes.org/pmwiki/pub/images/sf_niouriki.jpg]]]]
[[caption-width-right:350:"Have you no sense of defense? Or do you just like to feel pain?"]]
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Up To Eleven is a defunct trope


* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood Kulshedra, a demonic whip]] that the titular character can use as a ChargeAttack to lasso an enemy and pull them in for more punishment. ''{{VideoGame/Bayonetta 2}}'' takes this UpToEleven with the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the BonusBoss in the second game[[/note]].

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* ''{{VideoGame/Bayonetta}}'' has the [[WhipItGood Kulshedra, a demonic whip]] that the titular character can use as a ChargeAttack to lasso an enemy and pull them in for more punishment. ''{{VideoGame/Bayonetta 2}}'' takes this UpToEleven with ''VideoGame/Bayonetta2'' has the Alruna, [[DualWield twin whips]] that can also be equipped to Bayonetta's arms or [[ArmedLegs legs simultaneously]] or separately, allowing her to grapple two enemies at once. In both cases, the grapple is only reliable on smaller, weaker enemies unless Bayonetta uses [[BulletTime Witch Time]], which then allows her to grapple most enemies with ease[[note]]The exceptions being AttackOfThe50FootWhatever enemies and the TurnsRed form of the BonusBoss in the second game[[/note]].
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* [[AvertedTrope Averted]] in ''VideoGame/FightOfAnimals'' which has no grab attacks at all. The game avoids the issues encountered in the ''Killer Instinct'' example above by giving every character an unreactable overhead attack which is also a combo starter.

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* [[AvertedTrope Averted]] in ''VideoGame/FightOfAnimals'' which has no grab attacks at all. The game avoids the issues encountered in the ''Killer Instinct'' example above other games by giving every character an unreactable overhead attack which is also a combo starter.
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* [[AvertedTrope Averted]] in ''VideoGame/FightOfAnimals'' which has no grab attacks at all. The game avoids the issues encountered in the ''Killer Instinct'' example above by giving every character an unreactable overhead attack which is also a combo starter.
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* ''Videogame/DevilMayCry 4'' has Nero's [[RedRightHand Devil Bringer]] Buster moves. it is done by pressing the right control button (circle or B, depending on console) ''without pressing the aim button'', and is able to grab ''all'' enemies (which all do a sort of SplashDamage) Nero will encounter, up to and including bosses. Though Bosses and {{Elite Mooks}} can only be grabbed on certain conditions like when [[BreakMeter they are dazed]]. It is also capable of CatchAndReturn on certain projectiles and deflect some melee attacks. ''All'' enemies have a unique grab animation, only [[TheGoomba Scarecrows]], Faust & Mephisto, [[AndZoidBerg and Dante]] (despite being a MirrorBoss and ''the {{Deuteragonist}}'' at that) don't. they are simply grabbed and slammed on the ground.

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* ''Videogame/DevilMayCry 4'' ''Videogame/DevilMayCry4'' has Nero's [[RedRightHand Devil Bringer]] Buster moves. it is done by pressing the right control button (circle or B, depending on console) ''without pressing the aim button'', and is able to grab ''all'' enemies (which all do a sort of SplashDamage) Nero will encounter, up to and including bosses. Though Bosses and {{Elite Mooks}} can only be grabbed on certain conditions like when [[BreakMeter they are dazed]]. It is also capable of CatchAndReturn on certain projectiles and deflect some melee attacks. ''All'' enemies have a unique grab animation, only [[TheGoomba Scarecrows]], Faust & Mephisto, [[AndZoidBerg and Dante]] (despite being a MirrorBoss and ''the {{Deuteragonist}}'' at that) don't. they are simply grabbed and slammed on the ground.
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Some fixes and additions


** Famously, ''Videogame/SuperMarioBros2'' allows players to hop on enemies and throw them. They can also pick up vegetables, bombs, keys and other weapons to toss as well. This was a new feature at the time and is still not seen predominantly in the ''Mario'' franchise (as it was originally planned to only appear in the game's precursor, ''VideoGame/DokiDokiPanic''), but over the years it has since been present in some capacity regardless.
** Starting on ''VideoGame/SuperMarioBros3'', you can pick up and throw {{Goomba Stomp}}ed [[TurtlePower Koopa Troopa]] and Buzzy Beetles. It's notable in that if you hold them for too long they will wake up and damage you.
** ''VideoGame/SuperMarioWorld'' has the second most extensive display of this trope in the ''Mario'' series, with the large amount of seizable enemies and objects (Galoomba, Koopa Troopa shells, Buzzy Beetles, Bob-Ombs, Mechakoopas, keys, trampolines, P Switches and blue blocks) and the extra ability to throw them upwards. Its game style in ''VideoGame/SuperMarioMaker2'' adds Goombuds and two new variants of Mechakoopa to the mix, despite no longer having blue blocks and keys not needing to be manually grabbed anymore.

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** Famously, ''Videogame/SuperMarioBros2'' ''Videogame/SuperMarioBros2'': The game allows players to hop on enemies and throw them. They can also pick up vegetables, bombs, keys and other weapons to toss as well. This was a new feature at the time and is still not seen predominantly in the ''Mario'' franchise (as it was originally planned to only appear in the game's precursor, ''VideoGame/DokiDokiPanic''), but over the years it has since been present in some capacity regardless.
regardless. In fact, ''VideoGame/SuperMarioMaker2'' brings back this mechanic in full thanks to the addition of the [=SMB2=] Mushroom via a post-release update.
** ''VideoGame/SuperMarioBros3'': Starting on ''VideoGame/SuperMarioBros3'', with this game, you can pick up and throw {{Goomba Stomp}}ed [[TurtlePower Koopa Troopa]] and Buzzy Beetles. It's notable in that if you hold them for too long they will wake up and damage you.
** ''VideoGame/SuperMarioWorld'' has the second most extensive display of this trope in the ''Mario'' series, with the large amount of seizable enemies and objects (Galoomba, Koopa Troopa shells, Buzzy Beetles, Bob-Ombs, Mechakoopas, keys, trampolines, P Switches and blue blocks) and the extra ability to throw them upwards. Its game style in ''VideoGame/SuperMarioMaker2'' adds Goombuds and two new variants of Mechakoopa to the mix, despite no longer having blue blocks and keys not needing to be manually grabbed anymore.
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*** [[VideoGame/{{PokemonSunAndMoon}} Incineroar]]'s Alolan Whip has it dash forward and grab the opponent, then throw them behind you at the wrestling ring ropes that just appeared behind you. While the opponent is bounced back at you, pressing the attack button at the right time has Incineroar deliver a clothesline that deals much more damage and knockback. Pressing it too early does a weaker attack, and pressing it too late will have them bump into you for no effect.
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* ''VideoGame/TheBindingOfIsaac'': the unlockable "Suplex!" active item makes you dash forward and grab the first object or enemy you touch, afterwards you can aim the attack and then jump and land in the target position, creating a wave of rocks around you. You can grab ''anything'' with this move, even invincible objects and stationary bosses.
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* David from ''VideoGame:KenseiSacredFist'' uses the same kind of directionally-based chain throws as normally seen in straight pro-wrestling games, where he can initiate a passive grapple on an opponent and then perform different throws from that position depending on what direction the player inputs.

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* David from ''VideoGame:KenseiSacredFist'' ''VideoGame/KenseiSacredFist'' uses the same kind of directionally-based chain throws as normally seen in straight pro-wrestling games, where he can initiate a passive grapple on an opponent and then perform different throws from that position depending on what direction the player inputs.
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* David from ''VideoGame:KenseiSacredFist'' uses the same kind of directionally-based chain throws as normally seen in straight pro-wrestling games, where he can initiate a passive grapple on an opponent and then perform different throws from that position depending on what direction the player inputs.
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** ''VideoGame/SuperMarioWorld'' has the second most extensive display of this trope in the ''Mario'' series, with the large amount of seizable enemies and objects (Galoomba, Koopa Troopa shells, Buzzy Beetles, Bob-Ombs, Mechakoopas, keys, trampolines, P Switches and blue blocks) and the extra ability to throw them upwards. Its game style in ''VideoGame/SuperMarioMaker2'' adds Goombuds and two new variants of Mechakoopa to the mix, despite no longer having blue blocks and keys not needing to be gradually grabbed anymore.

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** ''VideoGame/SuperMarioWorld'' has the second most extensive display of this trope in the ''Mario'' series, with the large amount of seizable enemies and objects (Galoomba, Koopa Troopa shells, Buzzy Beetles, Bob-Ombs, Mechakoopas, keys, trampolines, P Switches and blue blocks) and the extra ability to throw them upwards. Its game style in ''VideoGame/SuperMarioMaker2'' adds Goombuds and two new variants of Mechakoopa to the mix, despite no longer having blue blocks and keys not needing to be gradually manually grabbed anymore.
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Wick fix.


Note:''This is an OmnipresentTrope in {{Fighting Games}}, list only notable examples; i.e., examples that go beyond just "grab enemy for fixed damage"''.

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Note:''This is an OmnipresentTrope in {{Fighting Games}}, Game}}s, list only notable examples; i.e., examples that go beyond just "grab enemy for fixed damage"''.



** VideoGame/SamuraiWarriors, some characters have grab moves in their movesets. like [[FragileSpeedster Nene]]'s unblockable SpinningPileDriver grab move (though it's pretty weak). The Grabs' main advantage is that they are unblockable, with the obvious disadvantage of being rather hard to aim due to the combat being done in three dimensions.
** Videogame/WarriorsOrochi, have the VideoGame/SamuraiWarriors (starting from with SW 2) and VideoGame/DynastyWarriors (starting with DW 5) characters retain whatever grab move they had in their respective game.

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** VideoGame/SamuraiWarriors, ''VideoGame/SamuraiWarriors'', some characters have grab moves in their movesets. like [[FragileSpeedster Nene]]'s unblockable SpinningPileDriver grab move (though it's pretty weak). The Grabs' main advantage is that they are unblockable, with the obvious disadvantage of being rather hard to aim due to the combat being done in three dimensions.
** Videogame/WarriorsOrochi, ''Videogame/WarriorsOrochi'', have the VideoGame/SamuraiWarriors (starting from with SW 2) and VideoGame/DynastyWarriors (starting with DW 5) characters retain whatever grab move they had in their respective game.



* In ''LunchMoney'' you can attack with one move per turn, which your victim can either block, avoid, or take. But if you play a Grab card first the victim has to play an Avoid card immediately or else they're hit with the attack which they can't block. You can also follow up your initial attack after grabbing, which you can't do if you don't grab first. For example, you could kick your opponent; or you could grab, kick, and then hit with a hammer.

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* In ''LunchMoney'' ''TabletopGame/LunchMoney'' you can attack with one move per turn, which your victim can either block, avoid, or take. But if you play a Grab card first the victim has to play an Avoid card immediately or else they're hit with the attack which they can't block. You can also follow up your initial attack after grabbing, which you can't do if you don't grab first. For example, you could kick your opponent; or you could grab, kick, and then hit with a hammer.



* ''GoldeneyeRogueAgent'' uses the "grab and throw human shield" variant, with the added caveat that Goldeneye can't throw a hostage whose health-bar is fully depleted.

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* ''GoldeneyeRogueAgent'' ''VideoGame/GoldenEyeRogueAgent'' uses the "grab and throw human shield" variant, with the added caveat that Goldeneye can't throw a hostage whose health-bar is fully depleted.
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* A common function of BeatEmUps like ''VideoGame/FinalFight'' & ''VideoGame/StreetsOfRage'' is the ability to put an enemy in a hold and then pound them a few times, throw them, or pound ''then throw them''. As you're typically invulnerable during the throw portion, and can harm enemies by throwing them into one another, this can used to great effect in crowd control.

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* A common function of BeatEmUps [[BeatEmUp Beat 'Em Ups]] like ''VideoGame/FinalFight'' & ''VideoGame/StreetsOfRage'' is the ability to put an enemy in a hold and then pound them a few times, throw them, or pound ''then throw them''. As you're typically invulnerable during the throw portion, and can harm enemies by throwing them into one another, this can used to great effect in crowd control.
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* In ''VideoGame/{{Tekken}}'', every character has at least 5 throws: Two from the front, one from the left, one from the right and one from the back. Also everyone has the ability to run and tackle (though some can do it from a stationary position). ''Tag Tournament'' introduces tag throws. Also King, Armor King, Nina and Anna have chain throws. Some characters have wall throws, crouching throws, air throws and/or ground throws.

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* In ''VideoGame/{{Tekken}}'', every character has at least 5 throws: Two from the front, one from the left, one from the right and one from the back. Also everyone has the ability to run and tackle (though some can do it from a stationary position). ''Tag Tournament'' introduces tag throws. Also King, Armor King, Nina and Anna have chain throws. Some characters have wall throws, crouching throws, air throws and/or ground throws. Some characters also have Attack Throws, which are punches, kicks, or other normal attacks that will turn into throws under the right circumstance- typically when it's a CounterAttack or strikes an opponent standing a specific distance away.

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** Every character in the series can grab enemies, beat on them while held, and then throw them in any of the four cardinal directions for damage. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. A few characters, including [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} Samus]], have tools (such as the Hookshot[=/=]Clawshot of the former and the Grapple Beam of the latter) that enable them to grab from further away as compared to other characters, albeit with a longer cooldown time. These characters can also use them as [[https://www.ssbwiki.com/tether_recovery recovery options,]] by latching them to the edge of the stage and pulling them up.
** Some characters also have [[https://www.ssbwiki.com/Grab#Special_attacks_as_grabs command grabs;]] special moves part of their repertoire as distinct from their normal grab that involve them grappling their opponents for damage. Examples include VideoGame/{{Wario}}'s [[ManBitesMan Chomp]], [[Franchise/TheLegendOfZelda Ganondorf]]'s Dark Dive and Flame Choke, and [[Franchise/SuperMarioBros Bowser]]'s Flying Slam.

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** Every character in the series can grab enemies, beat on pummel them while held, and then throw them in any of the four cardinal directions for damage.extra damage and possibly a KO. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. A few characters, including [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} Samus]], have tools (such as the Hookshot[=/=]Clawshot of the former and the Grapple Beam of the latter) that enable them to grab from further away as compared to other characters, albeit with a longer cooldown time. These characters can also use them as [[https://www.ssbwiki.com/tether_recovery recovery options,]] by latching them to the edge of the stage and pulling them up.
** Some characters also have [[https://www.ssbwiki.com/Grab#Special_attacks_as_grabs command grabs;]] special moves part of their repertoire as distinct from their normal grab that involve them grappling their opponents for damage. Examples include VideoGame/{{Wario}}'s [[ManBitesMan Chomp]],
*** [[Franchise/SuperMarioBros Bowser]] has had two different side specials that work this way, Koopa Klaw and Flying Slam. Koopa Klaw functions almost like a second normal grab, dealing heavy damage via biting and having strong KO power. Flying Slam replaces it in all subsequent titles, instead giving Bowser a powerful grab where he flies up with an opponent and slams down onto them, being a powerful kill and damage option.
***
[[Franchise/TheLegendOfZelda Ganondorf]]'s Dark Dive and Flame Choke, Choke. Dark Dive doubles as both as this and [[Franchise/SuperMarioBros Bowser]]'s Flying Slam.his primary recovery move, sending him flying up. And if he connects with an opponent, electrifying them and knocking them back considerably.
*** VideoGame/{{Wario}}'s [[ManBitesMan Chomp]] has him bite down on his opponent and chew on them to deal damage. The ''Ultimate'' version also restores health on hit.

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* Every character in ''VideoGame/SuperSmashBros'' can grab enemies, beat on them while held, and then throw them in any of the four cardinal directions for damage. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. A few characters, including [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} Samus]], have tools (such as the Hookshot[=/=]Clawshot of the former and the Grapple Beam of the latter) that enable them to grab from further away as compared to other characters, albeit with a longer cooldown time. These characters can also use them as [[https://www.ssbwiki.com/tether_recovery recovery options,]] by latching them to the edge of the stage and pulling them up.

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* ''VideoGame/SuperSmashBros'':
**
Every character in ''VideoGame/SuperSmashBros'' the series can grab enemies, beat on them while held, and then throw them in any of the four cardinal directions for damage. ''Melee'' even offers a score bonus, "Compass Tosser", for using all four throw attacks during a match. A few characters, including [[Franchise/TheLegendOfZelda Link]] and [[VideoGame/{{Metroid}} Samus]], have tools (such as the Hookshot[=/=]Clawshot of the former and the Grapple Beam of the latter) that enable them to grab from further away as compared to other characters, albeit with a longer cooldown time. These characters can also use them as [[https://www.ssbwiki.com/tether_recovery recovery options,]] by latching them to the edge of the stage and pulling them up.



* ''Videogame/RivalSchools'' has it's {{Combination Attack}}s, which is initiated by a telegraphed, blockable attack and then cuts into a sequence of attack (just like a normal grab move) unique to your partner character. some of these can heal or increase your ManaMeter.

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* ''Videogame/RivalSchools'' has it's its {{Combination Attack}}s, which is initiated by a telegraphed, blockable attack and then cuts into a sequence of attack (just like a normal grab move) unique to your partner character. some Some of these can heal or increase your ManaMeter.



* In ''VideoGame/MegaManZero'', Harpuia and Fefnir both possess grab moves of their own; the former does a piledriver after flying high while the latter launches Zero off his cannon to the air (and follow it up by grabbing Zero in midair and slamming him to the ground, if he powered up first).
** Some other bosses also possess one each, such as Kuwagust Anchus using his stag beetle's horn to grab and electrocute you, and Mino Magnus magnetizing you with a grab move.

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* In ''VideoGame/MegaManZero'', Harpuia and Fefnir both possess grab moves of their own; the former does a piledriver after flying high while the latter launches Zero off his cannon to the air (and follow it up by grabbing Zero in midair and slamming him to the ground, if he powered up first).
**
first). Some other bosses also possess one each, such as Kuwagust Anchus using his stag beetle's horn to grab and electrocute you, and Mino Magnus magnetizing you with a grab move.



** starting on ''VideoGame/SuperMarioBros1'' allows you to pick up and throw {{Goomba Stomp}}ed [[TurtlePower Koopa Troopa]] and Buzzy Beetles. notable in that if you hold them for too long they will wake up and damage you.
** Famously, ''Videogame/SuperMarioBros2'' allowed players to hop on enemies and throw them. They can also pick up vegetables, bombs, and other weapons to toss as well. This was a new feature at the time and is still not seen much in the Mario franchise. This is because Super Mario Bros. 2 was a DolledUpInstallment of ''Videogame/DokiDokiPanic'', which allowed the same attacks.

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** starting on ''VideoGame/SuperMarioBros1'' allows you to pick up and throw {{Goomba Stomp}}ed [[TurtlePower Koopa Troopa]] and Buzzy Beetles. notable in that if you hold them for too long they will wake up and damage you.
** Famously, ''Videogame/SuperMarioBros2'' allowed allows players to hop on enemies and throw them. They can also pick up vegetables, bombs, keys and other weapons to toss as well. This was a new feature at the time and is still not seen much predominantly in the Mario franchise. This is because Super Mario Bros. 2 ''Mario'' franchise (as it was a DolledUpInstallment of ''Videogame/DokiDokiPanic'', which allowed originally planned to only appear in the same attacks.
game's precursor, ''VideoGame/DokiDokiPanic''), but over the years it has since been present in some capacity regardless.
** Starting on ''VideoGame/SuperMarioBros3'', you can pick up and throw {{Goomba Stomp}}ed [[TurtlePower Koopa Troopa]] and Buzzy Beetles. It's notable in that if you hold them for too long they will wake up and damage you.
** ''VideoGame/SuperMarioWorld'' has the second most extensive display of this trope in the ''Mario'' series, with the large amount of seizable enemies and objects (Galoomba, Koopa Troopa shells, Buzzy Beetles, Bob-Ombs, Mechakoopas, keys, trampolines, P Switches and blue blocks) and the extra ability to throw them upwards. Its game style in ''VideoGame/SuperMarioMaker2'' adds Goombuds and two new variants of Mechakoopa to the mix, despite no longer having blue blocks and keys not needing to be gradually grabbed anymore.
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* ''Creator/{{Koei}} Warriors'' series:

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* ''Creator/{{Koei}} Warriors'' series:Creator/KoeiTecmo's ''Warriors'' games:

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