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{{ArticleIcons|melee=y|brawl=y}}
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[[File:GrabReleaseMelee.jpg|thumb|right|Mario and Donkey Kong are pushed apart after the grab is released in ''Melee''.  This animation can leave a character vulnerable to follow-up attacks.]]
[[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}} takes advantage of {{SSBB|Ness}}'s long grab release animation in ''Brawl'', by consistently pummeling and regrabbing him to rack up extreme damage. The [[zero-to-death combo]] is ended with an unavoidable forward smash.]]
[[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 releasing''' is a technique similar to [[chain grab]]bing, except the user releases the victim rather than throwing them. There are two sorts of grab releases: ground releases and air releases. Ground releasing is an opponent sliding a short distance from the grabber. Air releasing is an opponent is being sent in the air after being released from a grab, and varying on the character, is able to take control at varying times. Grab releases are mostly abused in ''[[Brawl]]'' since the amount of time before a released character can act is usually too late for a follow-up attack to be prevented. In ''Brawl'', characters can escape via ground release or air release (In ''Melee'', the player can move left or right while being air released), depending on which they experience more time to escape. Some characters can force a ground release on their opponent based on the speed of their [[pummel]]. Characters can also force an air release smaller characters, due to their size, are unable to force jump breaks to large characters or some small characters even other small characters as they grab too close the ground while large sized characters can usually force a jump break to smaller characters since. For example, only {{SSBB|Snake}} and {{SSBB|Yoshi}} can force {{SSBB|Donkey Kong}} to jump break as he is large enough to have his feet on the ground unless he is in the edge of a stage.
'''Grab release''' is the animation a character enters 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''..


In ''Brawl'', if a character escapes via a ground release, they experience 30 frames of lag and land close-by on the ground (excluding Donkey Kong, Ness, and Lucas). If it is an air release, the user experiences 30 frames of lag and the victim suffers 50 frames of lag (does not apply to {{SSBB|Jigglypuff}}). In ''Melee'', every character has the same amount of frames of grab release lag, ground release lag, and air release lag (excluding Bowser's grab release lag, which is 10 frames shorter than the other characters and Donkey Kong's ground release lag, which is 9 frames shorter than the other characters).
==Types of grab release animations==
===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 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''' is another animation a character can enter after escaping from a grab. In an air release, the grabbed character performs an arch-ike 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.


Grab release combos come into existence when a character has either a very short distanced air release such as in ''Brawl'', {{SSBB|Wario}}, who is released vertically up, and {{SSBB|Meta Knight}}, who has extremely low [[air speed|aerial movement]], or experiences additional lag from a ground release, such as {{SSBB|Ness}} and {{SSBB|Lucas}}. Others, like {{SSBB|Fox}} and {{SSBB|Falco}}, cannot do anything when released until they reach the ground, making them suffer less frames. In ''Melee'', {{SSBM|Bowser}} has just enough frames to regrab the opponent after a ground release.
===Pummel release===
The '''pummel release''' is a type of grab release very similar to the ground release, but it occurs when the grabbed character is [[pummel]]ed right when or right before they are grab released. A pummel release can occur even if the character would normally be air released, and a pummel release cannot be forced into an air release by pressing up or jump. The distance sent by a pummel release can be different than the distance sent by a ground release, as a pummel release will cause normally air-released characters to fall to the ground without sliding backward.
===Other grab releases===
When the grabbing character and/or the victim enter knockback, the victim will receive an additional 3%. If only the grabbing character is hit, the grabbed character will also enter an animation similar to a ground release.  


==Exceptions==
If the platform the grabbing character stands on disappears, the victim will receive 3% damage and the grabbing character will be sent away in an arc similar to an air release.
===In ''Melee''===
{{SSBM|Bowser}}'s grab release is 10 frames shorter than other characters, and {{SSBM|Donkey Kong}}'s ground release is 9 frames shorter than other characters.
===In ''Brawl''===
When ground released, both {{SSBB|Ness}} and {{SSBB|Lucas}} suffer from 40 frames of lag rather than the normal 30. This gives any opponent 10 frames to do almost anything they want to them, making both of them extremely vulnerable to grab release combos and even zero-to-death chaingrabs from {{SSBB|Marth}} and Donkey Kong. Since Bowser and Donkey Kong (when using his cargo release) only suffer 20 frames of lag after releasing an opponent, they have 20 frames to attack Ness or Lucas during their release.


When ground released, Donkey Kong suffers from only 20 frames of lag, rather than the normal 30, so he has 10 extra frames to counterattack the opponent.
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===
====''Melee''====
*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 9 frames shorter than all other characters'.
====''Brawl''====
*{{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.
*{{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. It always deals 6% to the grabbed character.
*{{SSBB|Ness}}'s and {{SSBB|Lucas}}'s ground release animations are 10 frames longer than normal.
*{{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, meaning that it could use [[Rest]] on the grabbing character should they get close enough.
*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.


When Bowser ground or air releases an opponent, Bowser only suffers from 20 frames of lag, allowing him to chaingrab or attack out of any grab release.
==Notable grab release combos==
 
===''Melee''===
When {{SSBB|Jigglypuff}} is air released, it only suffers from 49 frames of lag, allowing it an extra 1 frame to attack out of an air release. This allows it to use [[Rest]] if the opponent gets close enough, though this is rather impractical during an actual match.
*If Bowser ground releases his opponent, he can get a guaranteed dash grab, allowing him to perform a grab-release-chaingrab. He can also infinite some characters against walls, even with an air release.
 
*If Donkey Kong is ground released, he can get a guaranteed jab, down tilt, forward tilt, or a grab (only on some characters).
Some characters like {{SSBB|Fox}}, {{SSBB|Falco}}, or {{SSBB|Sheik}} have a normal ground release animation, but when air released they reach the ground very early due to their high falling speed. This allows them to cancel the short amount of time they have of their air release animation with their landing animation giving them an extra frame or two to escape.
===''Brawl''===
 
*The {{SSBB|Ice Climbers}} can perform infinite grab-release-chaingrabs 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 chaingrabs, which deal damage much faster.
Wario, who is known for having serious grab release issues, experiences the lag of most characters during his ground release. His air release, however, does not send him any horizontal distance at all, leaving him extremely vulnerable for 20 frames in front of the opponent. This causes him to be the prime target for many grab release combos (such as {{SSBB|Captain Falcon}}'s air relase -> [[Knee Smash]]), and possibly even infinites for those who can force him to jump break.
*Yoshi can perform a grab-release-chaingrab on half the cast by getting 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 in front of the opponent, he can be hit by any aerial attack with startup of 20 frames less, and even a ground attack with significant reach (such as {{SSBB|King Dedede}}'s up tilt).
Meta Knight, due to his very low [[air speed]], is vulnerable to small grab release combos from characters such as {{SSBB|Marth}}, who can follow a grab release up with a forward aerial, [[Dancing Blade]], dash attack, [[short hop]] [[Dolphin Slash]], and, when [[buffer]]ed, a down aerial [[meteor smash]], up aerial, and neutral aerial.
*Ness and Lucas can be hit with any attack with 10 or less frames of startup if they are ground released or pummel released, and can be grab-release-chaingrabbed by many characters. They can also be zero-death grab-release-chaingrabbed 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 vulnerable edgeguarding positions when air released offstage.
*{{SSBB|Squirtle}} can be grab-release-comboed, and chaingrabbed 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 grab-release-comboed and chaingrabbed by many characters due to his poor air release, most notably {{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.


==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.
==Controversy==
==Controversy==
Many have argued about whether grab releases should be allowed in competitive play, since they usually much more potent than most [[chaingrabs]], they usually end up as infinites or 0-deaths on the victim.
It is currently unknown why Ness, Lucas, Jigglypuff, Bowser, and Donkey Kong have different grab release frames from the rest of the cast. It is commonly believed that this was done to intentionally [[buff]] or [[nerf]] these characters, but there is no evidence supporting this, and many have stated that this is not an effective way to buff or nerf the characters.
 
Well known grab releases are Marth's grab release 0-death on Ness and Lucas, {{SSBB|Zero Suit Samus}}' infinite on {{SSBB|Squirtle}}, and Yoshi's infinite on Wario.
 
It is unknown why Ness, Lucas, Jigglypuff, Donkey Kong, and Bowser all have different grab release times than the rest of the cast. Most people believe it was to "[[nerf]]" or "[[buff]]" them intentionally, but this can never be proven.


==Videos==
The usage of grab release combos in tournaments has also been debated. Many claim that exploiting grab releases is an unfair disadvantage for the affected characters, as many of these combos can lead into guaranteed KO moves, and some are even zero-deaths and infinites. Grab release combos have been cited as the reason for Ness's and Lucas's low tier placements in ''Brawl'', and zero-death grab release combos in particular have been criticized for making certain matchups nearly unwinnable for affected characters. There are tournaments (appearing with less frequency in recent years) that ban all infinites and zero-deaths; this includes infinite and zero-death grab release combos as well.
*[http://www.youtube.com/watch?v=-VDgAZqSK2Q&feature=player_embedded Video showing grab release mechanics in ''Melee'']
==External links==
*[http://www.smashboards.com/threads/if-they-didnt-hate-me-before-they-will-now-vayseths-official-chaingrab-thread.237961/ Vayseth's Official Chaingrab Thread on SWF (with additional information on grab release in ''Brawl'')]
*[http://youtube.com/watch?v=-VDgAZqSK2Q A video explaining ''Melee'''s grab release mechanics]


[[Category:Game mechanics]]
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBM)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]

Revision as of 19:42, November 3, 2013

From Smabura-Ken.
Mario and Donkey Kong are pushed apart after a ground release in Melee.
Marth ending his grab release zero-to-death combo on Ness using a forward smash.
Marth performs a zero-to-death grab-release-chaingrab on Ness in Brawl, taking advantage of his additional frames of ground release animation.

Grab release is the animation a character enters 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 thrown (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 combos 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..

Types of grab release animations

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 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 is another animation a character can enter after escaping from a grab. In an air release, the grabbed character performs an arch-ike 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.

Pummel release

The pummel release is a type of grab release very similar to the ground release, but it occurs when the grabbed character is pummeled right when or right before they are grab released. A pummel release can occur even if the character would normally be air released, and a pummel release cannot be forced into an air release by pressing up or jump. The distance sent by a pummel release can be different than the distance sent by a ground release, as a pummel release will cause normally air-released characters to fall to the ground without sliding backward.

Other grab releases

When the grabbing character and/or the victim enter knockback, the victim will receive an additional 3%. If only the grabbing character is hit, the grabbed character will also enter an animation similar to a ground release.

If the platform the grabbing character stands on disappears, the victim will receive 3% damage and the grabbing character will be sent away in an arc similar to an air 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

Melee

  • When Bowser grab releases a character, his animation is 10 frames shorter than all other characters'.
  • Donkey Kong's ground release animation is 9 frames shorter than all other characters'.

Brawl

  • Yoshi will always air release his grabbed opponent, sometimes in a different path than the character would normally take.
  • When Bowser grab releases an opponent, his animation is 10 frames shorter than normal.
  • 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. It always deals 6% to the grabbed character.
  • Ness's and Lucas's ground release animations are 10 frames longer than normal.
  • 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.
  • Jigglypuff's air release is 1 frame shorter than normal, meaning that it could use Rest on the grabbing character should they get close enough.
  • Several fastfallers, such as Fox, Falco, and 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.

Notable grab release combos

Melee

  • If Bowser ground releases his opponent, he can get a guaranteed dash grab, allowing him to perform a grab-release-chaingrab. He can also infinite some characters against walls, even with an air release.
  • If Donkey Kong is ground released, he can get a guaranteed jab, down tilt, forward tilt, or a grab (only on some characters).

Brawl

  • The Ice Climbers can perform infinite grab-release-chaingrabs 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 chaingrabs, which deal damage much faster.
  • Yoshi can perform a grab-release-chaingrab on half the cast by getting 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 Meta Knight).
  • Since Wario's air release sends him vertically in front of the opponent, he can be hit by any aerial attack with startup of 20 frames less, and even a ground attack with significant reach (such as King Dedede's up tilt).
  • Ness and Lucas can be hit with any attack with 10 or less frames of startup if they are ground released or pummel released, and can be grab-release-chaingrabbed by many characters. They can also be zero-death grab-release-chaingrabbed by 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 vulnerable edgeguarding positions when air released offstage.
  • Squirtle can be grab-release-comboed, and chaingrabbed using a dash grab by several characters, and infinitely air released by Zero Suit Samus due to its unusual air release.
  • Meta Knight can be grab-release-comboed and chaingrabbed by many characters due to his poor air release, most notably 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.

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. 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.

Controversy

It is currently unknown why Ness, Lucas, Jigglypuff, Bowser, and Donkey Kong have different grab release frames from the rest of the cast. It is commonly believed that this was done to intentionally buff or nerf these characters, but there is no evidence supporting this, and many have stated that this is not an effective way to buff or nerf the characters.

The usage of grab release combos in tournaments has also been debated. Many claim that exploiting grab releases is an unfair disadvantage for the affected characters, as many of these combos can lead into guaranteed KO moves, and some are even zero-deaths and infinites. Grab release combos have been cited as the reason for Ness's and Lucas's low tier placements in Brawl, and zero-death grab release combos in particular have been criticized for making certain matchups nearly unwinnable for affected characters. There are tournaments (appearing with less frequency in recent years) that ban all infinites and zero-deaths; this includes infinite and zero-death grab release combos as well.

External links