Grab release: Difference between revisions

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(New Page: Grab releasing is a technique similar to chain grabbing, except the user releases the victim rather than throwing them. Grab releases are the most abusable in Brawl, and not in Melee or Sm...)
 
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Grab releasing is a technique similar to chain grabbing, except the user releases the victim rather than throwing them. Grab releases are the most abusable in Brawl, and not in Melee or Smash Bros. 64, this is because you could not normally release an opponent in 64, and most character's had one attack that was fast enough to counter it in Melee.
Grab releasing is a technique similar to chain grabbing, except the user releases the victim rather than throwing them. Grab releases are the most abusable in Brawl, and not in Melee or Smash Bros. 64, this is because you could not normally release an opponent in 64, and most character's had one attack that was fast enough to counter it in Melee.


There are 2 types of grab releases. A ground release where the user experiences 30 frames of lag, and the victim also (with an exception of DK, Ness, and Lucas) experience 30 frames of lag and land close-by on the ground. And an air release, where the user experiences 30 frames of lag and the victim (with an exception of Jigglypuff) suffers 50 frames of lag, but usually move a very far distance from the opponent.
There are 2 types of grab releases. A ground release where the user experiences 30 frames of lag, and the victim also (with an exception of [[DK]], [[Ness]], and [[Lucas]]) experience 30 frames of lag and land close-by on the ground. And an air release, where the user experiences 30 frames of lag and the victim (with an exception of [[Jigglypuff]]) suffers 50 frames of lag, but usually move a very far distance from the opponent.


Grab release comboes come into existence when a character has either a very short distance air release, two examples being [[Wario]], and [[Meta Knight]], or experiences additional lag from a ground release, two examples being Ness and Lucas.
Grab release comboes come into existence when a character has either a very short distance air release, two examples being [[Wario]], and [[Meta Knight]], or experiences additional lag from a ground release, two examples being Ness and Lucas.
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When ground released, DK suffer's from only 20 frames of lag, rather than the normal 30, so he has 10 extra frames to counterattack the opponent. It's not suggested to grab release DK.
When ground released, DK suffer's from only 20 frames of lag, rather than the normal 30, so he has 10 extra frames to counterattack the opponent. It's not suggested to grab release DK.


When Bowser or DK grab release an opponent, they only suffer from 20 frames of lag, allowing them to chaingrab or attack out of any grab release.
When [[Bowser]] or DK grab release an opponent, they only suffer from 20 frames of lag, allowing them to chaingrab or attack out of any grab release.


When Jigglypuff is air released she only suffers from 49 frames of lag, allowing her extra 1 frame to attack out of an air release, this allows her to use rest if the opponent gets close enough but is not essentially very useful.
When Jigglypuff is air released she only suffers from 49 frames of lag, allowing her extra 1 frame to attack out of an air release, this allows her to use rest if the opponent gets close enough but is not essentially very useful.

Revision as of 08:55, March 9, 2009

Grab releasing is a technique similar to chain grabbing, except the user releases the victim rather than throwing them. Grab releases are the most abusable in Brawl, and not in Melee or Smash Bros. 64, this is because you could not normally release an opponent in 64, and most character's had one attack that was fast enough to counter it in Melee.

There are 2 types of grab releases. A ground release where the user experiences 30 frames of lag, and the victim also (with an exception of DK, Ness, and Lucas) experience 30 frames of lag and land close-by on the ground. And an air release, where the user experiences 30 frames of lag and the victim (with an exception of Jigglypuff) suffers 50 frames of lag, but usually move a very far distance from the opponent.

Grab release comboes come into existence when a character has either a very short distance air release, two examples being Wario, and Meta Knight, or experiences additional lag from a ground release, two examples being Ness and Lucas.

Exceptions

When ground released, both Ness and Lucas suffer from 40 frames of lag rather than the normal 30. This gives the opponent 10 frames to either regrab either of them, or attack. It is unknown why such a thing was brought into the game.

When ground released, DK suffer's from only 20 frames of lag, rather than the normal 30, so he has 10 extra frames to counterattack the opponent. It's not suggested to grab release DK.

When Bowser or DK grab release an opponent, they only suffer from 20 frames of lag, allowing them to chaingrab or attack out of any grab release.

When Jigglypuff is air released she only suffers from 49 frames of lag, allowing her extra 1 frame to attack out of an air release, this allows her to use rest if the opponent gets close enough but is not essentially very useful.