Editing Grab release

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{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y}}
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[[File:GrabReleaseMelee.jpg|thumb|{{SSBM|Mario}} and {{SSBM|Donkey Kong}} are pushed apart after a ground release in ''Melee''.]]
[[File:GrabReleaseMelee.jpg|thumb|right|{{SSBM|Mario}} and {{SSBM|Donkey Kong}} are pushed apart after a ground release in ''Melee''.]]
[[File:SSBB Marth Grab Release on Ness.gif|thumb|{{SSBB|Marth}} performs a [[zero-to-death]] grab release chaingrab on {{SSBB|Ness}} in ''Brawl'', taking advantage of his additional frames of ground release animation.]]
[[File:SSBB Marth Grab Release on Ness.gif|thumb|right|{{SSBB|Marth}} performs a [[zero-to-death]] grab release chaingrab on {{SSBB|Ness}} in ''Brawl'', taking advantage of his additional frames of ground release animation.]]
'''Grab release''' is the animation that characters enter when they are freed from a [[grab]] without entering [[knockback]]. Normal grab release occurs after a certain amount of time if a grabbed character is not [[throw]]n (this time can be shortened by [[button mashing]]), but characters also enter grab release when the grabbing character enters [[hitstun]] or the [[platform]] they're standing on disappears. There are three main types of grab release animations: ground release, air release, and pummel release. Many [[combo]]s can be performed by attacking when an opponent is stuck in the frames of their grab release animation. There are no grab releases in the original ''Super Smash Bros.'', where waiting too long will just result in a [[forward throw]]. The exception is {{SSB|Donkey Kong}}, whose forward throw can be mashed out of.
'''Grab release''' is the animation that characters enter when they are freed from a [[grab]] without entering [[knockback]]. Normal grab release occurs after a certain amount of time if a grabbed character is not [[throw]]n (this time can be shortened by [[button mashing]]), but characters also enter grab release when the grabbing character enters [[hitstun]] or the [[platform]] they're standing on disappears. There are three main types of grab release animations: ground release, air release, and pummel release. Many [[combo]]s can be performed by attacking when an opponent is stuck in the frames of their grab release animation. There are no grab releases in the original ''Super Smash Bros.'', where waiting too long will just result in a [[forward throw]]. The exception is {{SSB|Donkey Kong}}, whose forward throw can be mashed out of.


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==Notable grab release combos==
==Notable grab release combos==
===''Melee''===
===''Melee''===
*If Bowser ground releases his opponent, he can get a guaranteed dash grab, allowing him to perform a grab release chain grab. He can also infinite some characters against walls, even with an air release. The lack of [[buffer]]ing with the time variance in grab releases makes the timing on it extremely difficult to consistently utilize however, and thus the few competitive Bowser players in ''Melee'' make use of it.
*If Bowser ground releases his opponent, he can get a guaranteed dash grab, allowing him to perform a grab release chain grab. He can also infinite some characters against walls, even with an air release. The lack of [[buffer]]ing with the time variance in grab releases makes the timing on it extremely difficult to consistently utilise however, and thus the few competitive Bowser players in ''Melee'' make use of it.
*If Donkey Kong is ground released, he can get a guaranteed jab, down tilt, forward tilt, or a grab (only on some characters). The same note above about the lack of buffering applies to Donkey Kong as well, and thus competitive Donkey Kong players in ''Melee'' don't make real utilization of their grab release potential either especially since opponents can throw DK before he gets the chance to utilize it.
*If Donkey Kong is ground released, he can get a guaranteed jab, down tilt, forward tilt, or a grab (only on some characters). The same note above about the lack of buffering applies to Donkey Kong as well, and thus competitive Donkey Kong players in ''Melee'' don't make real utilisation of their grab release potential either especially since opponents can throw DK before he gets the chance to utilise it.


===''Brawl''===
===''Brawl''===
*The {{SSBB|Ice Climbers}} can perform infinite grab release chain grabs on every character (except for another pair of Ice Climbers). This is performed by forcing a ground or pummel release and grabbing the victim with the other climber during their lag animation. It is not very practical, however, due to their other infinite chain grabs, which deal damage much faster.
*The {{SSBB|Ice Climbers}} can perform infinite grab release chain grabs on every character (except for another pair of Ice Climbers). This is performed by forcing a ground or pummel release and grabbing the victim with the other climber during their lag animation. It is not very practical, however, due to their other infinite chain grabs, which deal damage much faster.
*Yoshi can perform a grab release chain grab on half the cast by releasing them (which is always an air release) and performing a dash grab. He also has a guaranteed up smash on some characters, and it can be a setup into a forward aerial [[meteor smash]] on some characters (such as {{SSBB|Meta Knight}}) although this is not guaranteed.
*Yoshi can perform a grab release chain grab on half the cast by releasing them (which is always an air release) and performing a dash grab. He also has a guaranteed up smash on some characters, and a forward aerial [[meteor smash]] on some characters as well (such as {{SSBB|Meta Knight}}).
*Since Wario's air release sends him vertically right in front of the opponent, after performing an air release, Wario is vulnerable for at least 23 frames (20 frames spent in air release before he can act, as well as 3 frames of startup before the invulnerability frames of an [[air dodge]]) in front of the opponent. As a result, the opponent can hit Wario with any air attack or ground attack with sufficient vertical reach (such as {{SSBB|King Dedede}}'s up tilt) that is fast enough. An air release on Wario can be used to start a combo or land a KO move. Certain characters can also perform an infinite grab release chain grab by grabbing Wario during his vulnerability period.
*Since Wario's air release sends him vertically right in front of the opponent, after performing an air release, Wario is vulnerable for at least 23 frames (20 frames spent in air release before he can act, as well as 3 frames of startup before the invulnerability frames of an [[air dodge]]) in front of the opponent. As a result, the opponent can hit Wario with any air attack or ground attack with sufficient vertical reach (such as {{SSBB|King Dedede}}'s up tilt) that is fast enough. An air release on Wario can be used to start a combo or land a KO move. Certain characters can also perform an infinite grab release chain grab by grabbing Wario during his vulnerability period.
*If Ness and Lucas are ground released or pummel released, they are left vulnerable for at least 12 frames (11 frames where they cannot act plus 1 frame of startup before being able to [[spot dodge]] or attack). They be hit with any attack with low enough startup lag and sufficient horizontal reach, and can be grab release chain grabbed by some characters. The grab release can lead to a damage-dealing combo or KO move. They can also be zero-death grab release chain grabbed by {{SSBB|Marth}} and infinited by Donkey Kong's cargo throw. They also both have abusable air releases although Ness' can be exploited by a larger portion of the cast due to his higher air friction.
*If Ness and Lucas are ground released or pummel released, they are left vulnerable for at least 12 frames (11 frames where they cannot act plus 1 frame of startup before being able to [[spot dodge]] or attack). They be hit with any attack with low enough startup lag and sufficient horizontal reach, and can be grab release chain grabbed by some characters. The grab release can lead to a damage-dealing combo or KO move. They can also be zero-death grab release chain grabbed by {{SSBB|Marth}} and infinited by Donkey Kong's cargo throw. They also both have abusable air releases although Ness' can be exploited by a larger portion of the cast due to his higher air friction.
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*{{SSBU|Lucina}} and {{SSBU|Marth}} have aerial grab releases on some characters that send opponents at a lower angle than their forward throw. At the ledge, this can create easier edgeguard situations.
*{{SSBU|Lucina}} and {{SSBU|Marth}} have aerial grab releases on some characters that send opponents at a lower angle than their forward throw. At the ledge, this can create easier edgeguard situations.


==Grab releases in the original ''[[Super Smash Bros.]]''==
==Grab releases in the original ''[[Super Smash Bros]]''.==
Grab releases do not exist in ''Smash 64''; a grab always lasts the same amount of time, and once that time is up, the character will automatically use a forward throw. Grabs cannot be mashed out of in this game, and the only way to escape grabs is if the victim is hit hard enough by a bystander's attack, in which case they will take the knockback of that attack. {{SSB|Donkey Kong}}'s cargo release available in his forward throw may be considered a pseudo-grab release, due to DK losing hold of the opponent so they are vulnerable in front of him for a few moments (allowing techniques such as the [[infinite throw trap]]), but it is more of a way the throw works rather than an actual grab release.
Grab releases do not exist in ''Smash 64''; a grab always lasts the same amount of time, and once that time is up, the character will automatically use a forward throw. Grabs cannot be mashed out of in this game, and the only way to escape grabs is if the victim is hit hard enough by a bystander's attack, in which case they will take the knockback of that attack. {{SSB|Donkey Kong}}'s cargo release available in his forward throw may be considered a pseudo-grab release, due to DK losing hold of the opponent so they are vulnerable in front of him for a few moments (allowing techniques such as the [[infinite throw trap]]), but it is more of a way the throw works rather than an actual grab release.


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