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==Notable grab release combos== | ==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''=== | ===''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. | *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. | ||
*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. | |||
*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). | |||
*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 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. | |||
==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. |