Grab release: Difference between revisions

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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.
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.  
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]]bing. 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''.
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''.
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