Editing Grab release
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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. | ||
==Types of grab release animations== | ==Types of grab release animations== | ||
===Ground release=== | ===Ground release=== | ||
'''Ground release''' is the animation a character enters when they break out of a grab sliding backward along the ground, along with a "letting go" animation. The grabbing character may slide | '''Ground release''' is the animation a character enters when they break out of a grab sliding backward along the ground, along with a "letting go" animation. The grabbing character may slide backward a bit as well. The distance sent is affected by the grabbing character and the victim's [[traction]]. A ground release causes both characters to be stuck in 30 frames of ending lag where they cannot react, with a few exceptions (see below). A ground release occurs when the grabbed character's feet are touching the ground and not moving around while being grabbed. | ||
===Air release=== | ===Air release=== | ||
'''Air release''' is another animation a character can enter after escaping from a grab. In an air release, the grabbed character performs an arch-like movement backwards into the air, along with a "letting go" animation. The distance sent is character-specific and | '''Air release''' is another animation a character can enter after escaping from a grab. In an air release, the grabbed character performs an arch-like movement backwards into the air, along with a "letting go" animation. In ''Melee'', the direction the grabbed character moves can be altered slightly by pressing left and/or right. The distance sent is character-specific and can be affected by [[air speed]], [[falling speed]], and falling acceleration. An air release causes the grabbing character to be stuck in 30 frames of lag, but the victim is stuck in 50 frames of lag, with a few exceptions (see below). In ''Brawl'', an air release will always occur if the victim's feet are not touching the ground, but the grabbed character can force an air release (even if their feet are touching the ground) by pressing the jump button or up on the [[Control Stick]] shortly before being grab released. In ''Melee'', an air release will only occur if forced. Taller characters tend to be able to air release more characters and are more vulnerable to ground releases, and shorter characters tend to be able to ground release more characters and are more vulnerable to air releases. However, the grabbing height of a character can be different depending on the direction they are facing, as well as whether a standing grab, dash grab, or [[pivot grab]] is used; a character could be air released facing left and ground released facing right, and vice versa. Despite having a 20-frame disadvantage, only a few characters can be affected by grab release combos since the victim is usually sent away from the opponent. | ||
In ''Melee'', | |||
===Pummel release=== | ===Pummel release=== | ||
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If the grabbed character is lifted up by the platform they are hovering over, they will eventually break apart from the grabbing character and both characters will enter an animation similar to a ground release. | If the grabbed character is lifted up by the platform they are hovering over, they will eventually break apart from the grabbing character and both characters will enter an animation similar to a ground release. | ||
===Exceptions=== | ===Exceptions=== | ||
====''Melee''==== | ====''Melee''==== | ||
*When {{SSBM|Bowser}} grab releases a character, his animation is 10 frames shorter than all other characters'. | *When {{SSBM|Bowser}} grab releases a character, his animation is 10 frames shorter than all other characters'. | ||
*{{SSBM|Donkey Kong}}'s ground release animation is | *{{SSBM|Donkey Kong}}'s ground release animation is 9 frames shorter than all other characters'. | ||
====''Brawl''==== | ====''Brawl''==== | ||
*{{SSBB|Yoshi}} will always air release his grabbed opponent, sometimes in a different path than the character would normally take | *{{SSBB|Yoshi}} will always air release his grabbed opponent, sometimes in a different path than the character would normally take. | ||
*When {{SSBB|Bowser}} grab releases an opponent, his animation is 10 frames shorter than normal. | *When {{SSBB|Bowser}} grab releases an opponent, his animation is 10 frames shorter than normal. | ||
*{{SSBB|Donkey Kong}}'s ground release animation is 10 frames shorter than all other characters'. | *{{SSBB|Donkey Kong}}'s ground release animation is 10 frames shorter than all other characters'. | ||
*When Donkey Kong grab releases a character using his cargo throw, his animation is 10 frames shorter than the usual 30 frames of lag. His cargo throw will always release the opponent in an animation similar to a ground release, even if an air release is forced or he is in the air, and the opponent can alter their path slightly by moving the Control Stick left and right. Additionally, it deals 6% to the grabbed character. | *When Donkey Kong grab releases a character using his cargo throw, his animation is 10 frames shorter than the usual 30 frames of lag. His cargo throw will always release the opponent in an animation similar to a ground release, even if an air release is forced or he is in the air, and the opponent can alter their path slightly by moving the Control Stick left and right. Additionally, it deals 6% to the grabbed character. | ||
*{{SSBB|Ness}} and {{SSBB|Lucas}}' ground release animations are 10 frames longer than | *{{SSBB|Ness}} and {{SSBB|Lucas}}' ground release animations are 10 frames longer than normal. | ||
*{{SSBB|Wario}}'s air release travels vertically instead of in a backwards | *{{SSBB|Wario}}'s air release travels vertically instead of in a backwards arch like all other characters, leaving him vulnerable for 20 frames in front of the grabbing character. This is due to his exceptionally high air friction, normally notable for aiding his aerial maneuverability. | ||
*{{SSBB|Jigglypuff}}'s air release is 1 frame shorter than normal, though this has no real practical effect | *{{SSBB|Jigglypuff}}'s air release is 1 frame shorter than normal, though this has no real practical effect. | ||
* | *Several fastfallers, such as {{SSBB|Fox}}, {{SSBB|Falco}}, and {{SSBB|Sheik}}, tend to land before their air release animation ends and so can act quicker. | ||
*The arc that some characters travel in during an air release can leave them more vulnerable to followups depending on how narrow their arc is, leaving them closer to the opponent. | *The arc that some characters travel in during an air release can leave them more vulnerable to followups depending on how narrow their arc is, leaving them closer to the opponent. | ||
====''Smash 4''==== | ====''Smash 4''==== | ||
* | *{{SSB4|Wario}}'s grab release animation appeared to work identically to how it did in ''Brawl'', until update 1.0.4, where his grab release mechanics have been fixed. | ||
==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 | *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'' don't make any real 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 | *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. | ||
===''Brawl''=== | ===''Brawl''=== | ||
*The {{SSBB|Ice Climbers}} can perform infinite grab release chain grabs on every character (except for another pair of | *The {{SSBB|Ice Climbers}} can perform infinite grab release chain grabs on every character (except for another pair of 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 | *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 | *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, 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 | *If Ness and Lucas are ground released or pummel released, they are left vulnerable for at least 11 frames (10 frames spent in grab release 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. | ||
*Characters with unusually low-traveling arcs when air released, such as Fox, Falco, and Sheik, are left in more disadvantageous recovery positions when air released offstage. | *Characters with unusually low-traveling arcs when air released, such as Fox, Falco, and Sheik, are left in more disadvantageous recovery positions when air released offstage. | ||
*{{SSBB|Squirtle}} can be | *{{SSBB|Squirtle}} can be comboed out of a grab release, and chain grabbed using a dash grab by several characters, and infinitely air released by {{SSBB|Zero Suit Samus}} due to its unusual air release. | ||
*{{SSBB|Meta Knight}} can be comboed out of a grab release and chain grabbed by many characters when air released, most notably by {{SSBB|Marth}}. | *{{SSBB|Meta Knight}} can be comboed out of a grab release and chain grabbed by many characters when air released, most notably by {{SSBB|Marth}}. | ||
*The [[grab release glitch]] is a glitch that prevents certain characters from using their up special moves again when grabbed after or while using them, followed by an air release without pummeling. This technique can be deadly when used at the ledge. | *The [[grab release glitch]] is a glitch that prevents certain characters from using their up special moves again when grabbed after or while using them, followed by an air release without pummeling. This technique can be deadly when used at the ledge. | ||
===''Smash 4''=== | ===''Smash 4''=== | ||
Both [[chaingrab]] | Both [[chaingrab]]ing and grab release combos have been mostly removed in ''Smash 4'' due to some core game mechanics being changed. There are, however, a few select exceptions. | ||
*{{SSB4|Wario}}'s grab release animation prior to update [[1.0.4]] was | *{{SSB4|Wario}}'s grab release animation prior to update [[1.0.4]] was identical to its brawl iteration.<ref>[https://youtu.be/szd9f7i1Qo8]</ref> There were various inescapable combos with minor advantages, but the character that benefited most from it was undoubtedly {{SSB4|Little Mac}}, who gained a [[OHKO]]. | ||
*{{SSB4| | *{{SSB4|Shulk}} has a true grab release combo only on {{SSB4|Jigglypuff}} at most percents with his [[up special]], [[Air Slash]], at most percentages. The only contingency is that Shulk must be using [[Monado Arts]] in Jump mode. This works because Air Slash has fairly fast start-up and decent range; Jigglypuff's very floaty nature puts her in an unusual position. | ||
*{{SSB4|Rosalina & Luma|Rosalina}} has a true grab release combos against certain characters at any percent with her Luma up smash. Luma has to be in a right distance (such as [[Luma Shot])] away from Rosalina for it to work. | |||
*{{SSB4|Rosalina|Rosalina | |||
==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. | ||