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 back 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 29 frames (30 frames in the victim's case in ''Brawl'') of ending lag where they cannot act, 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. Since the grabbed character has an extra frame of ending lag in ''Brawl'', they can be hit if the grabber has a frame 1 move with enough range (such as {{SSBB|Squirtle}}'s and {{SSBB|Zero Suit Samus}}' jabs).
'''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 back 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 29 frames (30 frames in the victim's case in ''Brawl'') of ending lag where they cannot act, 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. Since the grabbed character has an extra frame of ending lag in ''Brawl'', they can be hit if the grabber has a frame 1 move with enough range (such as {{SSBB|Squirtle}}'s and {{SSBB|Zero Suit Samus'}} jabs).


===Air release===
===Air release===
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*{{SSBB|Wario}}'s air release travels vertically instead of in a backwards arc like all other characters, leaving him vulnerable for 21 frames in front of the grabbing character. This is due to his exceptionally high air friction, normally notable for aiding his aerial maneuverability.
*{{SSBB|Wario}}'s air release travels vertically instead of in a backwards arc like all other characters, leaving him vulnerable for 21 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. Like Wario, Jigglypuff travels a very short (albeit greater) distance horizontally but travels much higher vertically due to its extremely low gravity.
*{{SSBB|Jigglypuff}}'s air release is 1 frame shorter than normal, though this has no real practical effect. Like Wario, Jigglypuff travels a very short (albeit greater) distance horizontally but travels much higher vertically due to its extremely low gravity.
*Characters with very high gravity (specifically {{SSBB|Fox}}, {{SSBB|Sheik}}, {{SSBB|Wolf}}, {{SSBB|Falco}}, {{SSBB|Squirtle}}, Bowser, {{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}}) will land on flat ground before their air release animation ends. Fox, Sheik and Wolf enter their soft landing animation, while the other 5 characters enter their hard landing animation. For a majority of these characters, this allows them to act quicker. Fox lands quickly enough to the point where he can act one frame before his opponent can (except against Bowser and Snake). In Bowser's and Squirtle's case, they gain more lag than usual, giving opponents more time to followup against them than against other characters.
*Characters with very high gravity, such as {{SSBB|Fox}}, {{SSBB|Falco}}, and {{SSBB|Sheik}}, tend to land before their air release animation ends and so can act quicker. Fox lands quickly enough to the point where he can act one frame before his opponent can (except for Bowser and Snake).
**Additionally, if one of these characters has [[RCO lag|RCO]] landing lag stored, they will be forced into their RCO landing after an aerial grab release, putting them in a lot more lag than usual.
*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''====
*Initially in the 3DS version, {{SSB4|Wario}}'s grab release animation worked similarly to how it did in ''Brawl'' due to his high air friction. In update 1.0.4 however (and the initial Wii U version), his aerial grab release was given additional backwards momentum to match other characters.  
*{{SSB4|Wario}}'s grab release animation appeared to work similarly to how it did in ''Brawl'', until update 1.0.4, where his grab release mechanics have been fixed.  
*{{SSB4|Mega Man}}'s grab release animation was very similar to Wario's in earlier 3DS versions of Smash 4 although much like Wario, it was given much more backwards momentum in update 1.0.4.
*{{SSB4|Mega Man}}'s grab release animation was very similar to Wario's in earlier versions of Smash 4 although much like Wario, it was fixed in update 1.0.4.
*{{SSB4|Yoshi}} and {{SSB4|Wii Fit Trainer}} can force every character into an air release due to their unique grab animations.
*{{SSB4|Yoshi}} and {{SSB4|Wii Fit Trainer}} can force every character into an air release due to their unique grab animations.
*{{SSB4|Fox}} and {{SSB4|Greninja}} both land on flat ground before they can act out of their aerial grab release, due to their extreme falling speed and gravity.


====''Ultimate''====
====''Ultimate''====
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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.


===''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, 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 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 combo'd 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. Squirtle can also ground release into a jab on many characters.  
*{{SSBB|Squirtle}} can be combo'd 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. Squirtle can also ground release into a jab on many characters.  
*With proper timing, {{SSBB|Captain Falcon}} gets a guaranteed [[forward aerial]] on certain characters and has multiple other followups on a majority of the cast.
*With proper timing, {{SSBB|Captain Falcon}} gets a guaranteed [[forward aerial]] on air-released Ness and Lucas.
*{{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.
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===''Smash 4''===
===''Smash 4''===
Both [[chaingrab]]bing and grab release combos have been mostly removed in ''Smash 4'' due to some core game mechanics being changed. Opponents are now immune to grabs for one second after being grab released and opponents can act out of an aerial grab release 10 frames sooner. However, there are a few exceptions.
Both [[chaingrab]]bing and grab release combos have been mostly removed in ''Smash 4'' due to some core game mechanics being changed. Opponents are now immune to grabs for one second after being grab released and opponents can act out of an aerial grab release 10 frames sooner. However, there are a few exceptions.
*{{SSB4|Wario}}'s grab release animation prior to update [[1.0.4]] was similar to its ''Brawl'' iteration besides from him being sent out a bit further and being able to act out of it sooner.<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 could follow up with a [[KO Uppercut]].  
*{{SSB4|Wario}}'s grab release animation prior to update [[1.0.4]] was identical to its ''Brawl'' iteration besides from him being able to act out of it sooner.<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 could follow up with a [[KO Uppercut]].  
*{{SSB4|Mega Man}}'s grab release animation prior to update [[1.0.4]] was very similar to Wario's except that Mega Man isn't released as high as Wario allowing for many inescapable combos to also work on Mega Man including the aforementioned KO Uppercut.<ref>[https://youtu.be/7Mn6p4sXN8E]</ref> Unlike Wario, Mega Man can only be air released while grounded by Yoshi or Wii Fit Trainer. Yoshi could hit Mega Man with a guaranteed Up Smash in versions prior to [[1.0.4]].  
*{{SSB4|Mega Man}}'s grab release animation prior to update [[1.0.4]] was very similar to Wario's except that Mega Man isn't released as high as Wario allowing for many inescapable combos to also work on Mega Man including the aforementioned KO Uppercut.<ref>[https://youtu.be/7Mn6p4sXN8E]</ref> Unlike Wario, Mega Man can only be air released while grounded by Yoshi or Wii Fit Trainer. Yoshi could hit Mega Man with a guaranteed Up Smash in versions prior to [[1.0.4]].  
*{{SSB4|Jigglypuff}} can be comboed out of a grab release by several characters (such as {{SSB4|Shulk}}) due to its unusual air release as Jigglypuff's air acceleration is very high.
*The aforementioned grab release glitch was not patched in ''Smash 4'' until update [[1.0.4]] meaning that characters such as {{SSB4|Sonic}} could not reuse their up special moves if grabbed out of them followed by an air release.
*{{SSB4|Jigglypuff}} can be comboed out of a grab release by several characters (such as {{SSB4|Shulk}}) due to its unusual air release as Jigglypuff is very floaty.
*{{SSB4|Rosalina|Rosalina & Luma}} has true grab release combos with the help of [[Luma]]. Placing Luma in a specific spot with [[Luma Shot]] and using grab release at the right distance from it can lead into many different moves. Keep in mind this will only work if Luma is not synced with Rosalina, as it has special animation for when Rosalina grabs an opponent.
*{{SSB4|Rosalina|Rosalina & Luma}} has true grab release combos with the help of [[Luma]]. Placing Luma in a specific spot with [[Luma Shot]] and using grab release at the right distance from it can lead into many different moves. Keep in mind this will only work if Luma is not synced with Rosalina, as it has special animation for when Rosalina grabs an opponent.
*{{SSB4|Ganondorf}} and {{SSB4|Captain Falcon}} both have a grab release combo at ledges against {{SSB4|Ness}} and {{SSB4|Lucas}}, where they can follow up with [[Wizard's Foot]] and [[Falcon Kick]] respectively at all percents. Both Ness and Lucas have an unusual air release animation, which sends them outwards and away rather than "dropping" downwards like most other characters. Both the speed and horizontal distance that Ganondorf's and Captain Falcon's [[down special]]s possess allows them to capitalize on this leftover ''Brawl'' air grab release animation unlike any other character. In particular, Ganondorf's has much higher knockback than Falcon's, making it a more reliable kill confirm over his. In comparison, Falcon has a much easier time grabbing opponents over Ganondorf due to the speed and range it covers, which makes it more feasible to actually grab either Ness or Lucas at the ledge.
*{{SSB4|Lucina}} and {{SSB4|Marth}} can combo any opponent after an air release with the custom [[up special move]] [[Crescent Slash]], due to its arc and attack speed.
*{{SSB4|Lucina}} and {{SSB4|Marth}} can combo any opponent after an air release with the custom [[up special move]] [[Crescent Slash]], due to its arc and attack speed.


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*{{SSBU|Snake}} can potentially combo his grab release into one of his explosions when they self detonate (such as his grenades or C4) although this is highly impractical to set up.
*{{SSBU|Snake}} can potentially combo his grab release into one of his explosions when they self detonate (such as his grenades or C4) although this is highly impractical to set up.


*{{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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==References==
==References==
{{reflist}}
{{reflist}}


==External links==
==External links==

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