User:Ac2k/Sandbox: Difference between revisions

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|'''This article or section may require a [[SmashWiki:Cleanup|cleanup]].'''<br />The editor who added this tag believes this page should be cleaned up for the following reason: '''Needs more info on Melee'''<br/><small>You can discuss this issue on the [[{{TALKPAGENAME}}|talk page]] or <span class="plainlinks">[{{fullurl:{{FULLPAGENAME}}|action=edit}} edit]</span> this page to improve it.</small>
|'''This article or section may require a [[SmashWiki:Cleanup|cleanup]].'''<br />The editor who added this tag believes this page should be cleaned up for the following reason: '''Needs more info on Melee'''<br/><small>You can discuss this issue on the [[{{TALKPAGENAME}}|talk page]] or <span class="plainlinks">[{{fullurl:{{FULLPAGENAME}}|action=edit}} edit]</span> this page to improve it.</small>
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[[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|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 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''..
'''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''..


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==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.
==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==
==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://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]
*[http://youtube.com/watch?v=-VDgAZqSK2Q A video explaining ''Melee'''s grab release mechanics]
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