Grab release: Difference between revisions

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===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. 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 30 frames of lag in ''Melee'' and ''Ultimate'', 50 frames of lag in ''Brawl'' and 40 frames of lag in ''Smash 4'', with a few exceptions (see below). In ''Brawl'' and ''Smash 4'', 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 the grabbed opponent forces it. 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 although there are exceptions. 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. Characters are also more vulnerable to air releases if they are grabbed in mid air. This can allow smaller characters to air release other small characters and it can allow taller characters to force more characters into an air release. 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. With the frame advantage being smaller in ''Smash 4'', even fewer characters can be affected by grab releases and only a few characters can even get a grab release follow up in specific matchups making air releases less useful than they were in ''Brawl''. In ''Ultimate'', a grab released opponent can act even sooner removing all possible guaranteed follow ups unless the opponent flies into an item with an active hitbox or a hazard.
'''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 can be affected by [[air speed]], [[falling speed]], and falling acceleration. Much like with ground releases, the grabber is stuck in 30 frames of lag (except for [[Bowser]] in ''Melee'' and ''Brawl'') although the amount of time the grabbed opponent is stuck in lag depends on the game. In all games, the grabbed opponent can force an air release by pressing the jump button or up on the [[Control Stick]] shortly before being grab released granted that the grabber is not [[pummel]]ling them.  
 
In ''Melee'', the direction the grabbed character moves can be altered slightly by pressing left and/or right. An air release causes the grabbing character and the victim to be stuck in 30 frames of lag. An air release will only occur if the grabbed opponent forces it. Because of these properties, air releases are fairly inconsistent and have little practical use in competitive play. One character who can make use of air releases is {{SSBM|Bowser}} as his grab release animation is only 20 frames long giving him 10 frames to act before his victim can. This can allow him to regrab his opponent if they are air released into a wall such as in [[Pokémon Stadium]].
 
In ''Brawl'', air release mechanics were heavily altered. The victim is now stuck in 50 frames of lag (49 in {{SSBB|Jigglypuff}}'s case) when being air released and the victim can no longer alter their trajectory by holding left or right. Because of this, the grabber now has a 20 frame advantage (30 in {{SSBB|Bowser}}'s case) when air releasing an opponent. In addition, an air release will always occur if the victim's feet are not touching the ground granted that the grabber is not pummelling. 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 although there are exceptions. 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. Characters are also more vulnerable to air releases if they are grabbed in mid air. This can allow smaller characters to air release other small characters and it can allow taller characters to force more characters into an air release. {{SSBB|Yoshi}} and {{SSBB|Snake}} are unique as they can force the entire cast into an air release. Because of these changes, air releases can be abused far more making them a viable strategy in competitive play especially since most kill confirms out of throws were removed due to the general physics changes. While only a few characters can be affected by grab release combos, some characters can be abused more than others most notably {{SSBB|Squirtle}}, {{SSBB|Meta Knight}} and most of all {{SSBB|Wario}}. On the flip side, some characters who can abuse aerial grab releases the most are {{SSBB|Snake}}, {{SSBB|Yoshi}}, {{SSBB|Marth}} and {{SSBB|Captain Falcon}}  due to the former two having the most versatile grab releases while the latter two are fast and have good attack speed.
 
Grab release mechanics remained mostly identical in ''Smash 4'' although one significant change is that the victim is only stuck in lag for 40 frames allowing them to act 10 frames sooner. Because of this, even fewer characters can be affected by grab releases and only a few characters can even get a grab release follow up in specific matchups. To further exacerbate this issue, the victim can no longer be regrabbed due to the removal of [[chain grab]]ing. Because of this, air releases are significantly less useful than they were in ''Brawl'' and are very rarely used as an intentional strategy in competitive play. Prior to update [[1.0.4]], {{SSB4|Wario}} had a similar grab release animation to ''Brawl'' ({{SSB4|Mega Man}} also had a similar grab release animation) which could be abused albeit not to the same extent as in ''Brawl'' although in both Wario and Mega Man's case, their air release animations were altered in version 1.0.4 making them far less vulnerable to followups.
 
The mechanics once again remain very similar in ''Ultimate'' although now, an air released opponent is stuck in lag for 30 frames like in ''Melee'' giving the grabber no advantage over the victim. This was likely done as the universally increased dash speeds and reduced jumpsquats would have opened more opportunities for grab release combos to be performed if the grabber had a frame advantage over the victim. This removes all possible guaranteed follow ups unless the opponent flies into an item with an active hitbox or a hazard. {{SSBU|Snake}} is the only character who could feasibly use an aerial grab release to his advantage if his opponent lands into one of his self detonating explosives although this is extremely impractical to set up and feasibly achieve in a match especially compared to the simple followups he had in ''Brawl''.


===Pummel release===
===Pummel release===
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