Smash 4 Wii U - Everything about Grab Releases
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- Опубліковано 4 жов 2024
- Grab releases in Smash 4 Wii U can sometimes be confusing or weird. In this video we explain everything you need to know about them!
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LET IT GO ~
hey guys, i just got your shirt that i ordered, its a purple one and i love it!
what about Shulk's grab release up B on Jigglypuff?
Please make an in depth video on pivoting and how it's used in professionals
+slan Well technically it's not true but the only thing Jigglypuff can do is rest Air slash enormous disjoint so lol
please no more frozen
Those Falcon grab releases at the end... love it.
About grab release combos, Duck Hunt has one off of can when its already on stage, if the can is nearby and is heading the opposite direction you're facing, you can grab and force a grounded release and they'll slide into the can (once this happens, press special immediately) they'll be hit, and Duck Hunt has a kill combo if the percent range is right, he can follow up with a b-air or an up air depending on the opponent's DI. Just wanted to point this out since you said there were only two grab release combos.
You are right! We totally missed that! Thanks for telling us :)
wow that sounds amazing. I'll have to try and use that in game
alright time to move duck hunt a couple of tiers up
+Beefy Smash Doods Another possible Grab Release combo can be Link and Toon Link's Bombs.
If the opponent is Ground Released by Link or Toon Link, the Bomb's explosion can act as a follow up if the Bomb has been placed on the ground right next or if the bomb happens to explode in the opponent's hand.
If the opponent is Air Released, a Bomb can fall down and explode right on top them and as long as they don't have enough time to catch it out of the release animation.
A certain scenario for this setup would be when Link throws the Bomb in the air and space himself properly for an instant Pivot Grab on his opponent when they're within range. And as long as the opponent is at the right percentage to get Grab Released at the right moment for the bomb to fall onto them, then this setup can be possible to pull off no matter if the opponent gets Ground or Air Released.
pacman also has one if you count hydrant water pushing him next to the other character when he grab release just use pacman's up b since it is frame one.
Sooo much useful information here. I love learning special interactions like Megaman, Wii Fit, and Yoshi's grab releases.
.
Top 5 Techs for Megaman, Wii Fit Trainer, and Yoshi incoming
terioth what are you doing here you play overwatch now remember
You've got a point ...
Anybody who plays Overwatch should definitely check this guy out. He's essentially the Beefy Smash Doods of Overwatch.
Always such high quality content. You guys are the best smash tubers out there!
I agree
for info not entertainment, my opinion
Yes they are :]
their not my favorite but there video's are the best and the most useful.
in fact I am
Grab release into a Pocketed projectile, charge shot, or shadow ball is honestly one of my favorite things to do. And let us not forget the glory of the silly dash grab
2:26 Never really thought about how brutal Shulk's pummel is... that's gotta shatter a collarbone.
grand dad
Marth's grab release is so good cause it can lead into a jab into f-smash or if they shield you can predict or react to it and pop their shield. And I always wondered why floaties never get caught but this video cleared up everything!
I always wait for those clips at the end, and I never get dissapointed. Gosh, those were brilliant.
Interesting video! Some of these things I already knew, like pummeling near the ledge to put your opponent below the stage and into an edge guard position, or the 3% damage when a grab trades with an attack.
that falcon grab release-footstool thing trips me up alot, thanks for that info on how to know when itll happen
+Beefy Smash Doods 9:50 - 10:06 Those two Captain Falcon's, doing the same moves and that the same time and killing each other at the same time, was both incredibly amazing and scary at the same time! Talk about the ultimate mind-games of knowing exactly what your other half is going to do! As a Falcon main, I approve of this! I had to cheer with the crowd when they both did the double FALCON PUNCH at the end!
Grab-release combos are always super-hype. Hope I can catch some at EVO next week.
Well the only one you will see is Dabuz doing grab release to Up Smash lol
Really enjoyed this info. A friend and I are Pit/Dark Pit mains, respectively, and tried labbing out grab releases into meteor hitboxes offstage.
I've personally developed a grab release "combo". If you are playing as Falcon, dash grab someone and pin them to the ledge, and pummel them until the grab is released. at this point, a lot of opponents will just jump back up to the stage. you can catch this with Falcon's up-tilt for a free spike! It's by no means a true combo, but sometimes you can trick an unsuspecting opponent into falling for it!
I have needed this guide for a while so glad you made it.
Well, I asked a question about grab release in the last video and now here is the answer... Awesome ! Something to note, though, is that the player that is being grabbed can also get air-released if he moves the analog stick up, like when you mash out by rolling the stick.
I was trying some grab-release setups with Marth today, and I found that pummeling the opponent into a grounded grab release can often set up nicely for Marth's jab 1. Depending on how your opponent reacts, you can get easy forward airs off of that, or even an f-smash if they don't jump out and you read it correctly. From what I've seen, Marth's jab is one of the better moves to potentially get a combo out of a grounded grab release.
Thanks for doing this video. I have been doing that Cpt.Falcon trick for a long while now, but couldn't figure out why it would work like that. Nice to know.
I thought Shulk had a true grab release combo against Jigglypuff only.
I think they may have forgotten it, but anyway Jiggs can rest and be invulnerable to the air slash. It's not a smart play, but it causes it to technically not be a true combo
+Noah Vaughan Even still, it's a kill confirm either way, so it totally is something worth going for.
+Binaural Anomally definitely
Grab release on the edge is Cloud's greatest weaknesses if he doesn't have his double jump or Limit.
Could you guys please do a video on automatic free fall lag cancelling? Is when a special move that puts you in freefall is used in the air a certain height above the ground, and if you land before your free fall animation fully starts, you land with no lag. Some notable examples are with DK, Little Mac, Ness, Lucas, and Captain Falcon.
Where can I see this?
+jaime lopez Sheik's up special is probably the easiest example of this, when grounded, if you use vanish and aim it diagonally, you will lad with no lag
i've been practicing this on my falcon, i never really knew what it was called till this comment, but yes, it's exactly no lag if you just get the side b just right, makes comboing with falcon sooo much better, especially when you go deep but it isn't going to work so you try to reposition yourself back on stage!
Very interesting stuff, especially the part about baiting a shield and then breaking it.
I'll have to try that with DK, although I suspect that someone who's smart and fast won't stay in shield long enough to get it broken by the headbutt.
If I'm correct, Headbutt deals high shield damage, but won't break it. So I think you'd have to damage their shield first, and quite considerably, since their shield will probably regenerate during the grab->release.
You're right, headbutt won't break a fully-charged shield by itself. It does do enough damage that simply holding the shield for about half a second longer than necessary will cause it to break, though.
As a little Mac player, a mixup I like to go for is grounded grab release -> KO punch / Teleport KO punch (depending on how far they slide from you when the release occurs). This is the same mentality as using a shield break option, however it does much more than that. It also covers counterattacks, since no character in the game has a move fast enough and with enough range to hit Mac before the super armor on the KO punch kicks in (at least in my experience). You can avoid this simply by rolling away, spot dodging, or jumping fast enough, but those are very rarely utilized options when someone gets grab released in the middle of a match; the most used being to either turtle up or hit them first.
"Yoshi, Wii Fit Trainer and Megaman are a bit special"
But we already knew that ;)
You guys never fail to enlighten me to some of the seemingly minor parts of Smash
Awesome video. I truly enjoy all your Smash 4 Videos. The double knee of justice clip at 8:59 was sweet! Falcon Punch!!!!
imo Yoshi's grab release is pretty usable, especially when compared to his throws.
If the opponent isn't prepared, jab will almost always hit because it's so fast, and if they shield then you can down B (though they can actually roll even after getting hit by the first hitbox).
Even if they catch on by rolling (which Yoshi can't really punish especially because they can mix up rolling left/right), you can mix it up with a throw.
also 6:44 is pretty great
Marth has a grab release to jab in most situations. You can follow up the jab with a side smash which can be tippered if the opponent isn't aware it's possible.
Before i watched this i got an add about beef! What a coincidence xD
One of my favorite things to do in the Ness ditto or when I play vs Lucas as Ness?
Grab Release at the ledge > D-Tilt. It may not always catch them BUT in my experiences, people DO tend to jump right away and therefore have it eaten by the D-Tilt. Then it can set up for a Magnet gimp!
Granted not all Ness/Lucas players do this, but it's a nifty tool. If they see D-Tilt spam, they can jump and airdodge past it with good timing tho lol.
A while back I discovered a true combo grab release with Toon Link that I've been testing out in tournaments. It's never failed me so far, so I think I'll make a post on Smashboards soon with all the variations I think are useful.
I've been using Grab release since a long while. I tend to do it with all characters though as mixups, peoples dont expect a Ftilt outof sammus grab. They oftenly just end up attacking the air and I sweetspot the kick.
Feels good when it happens.
Same
Awesome video, this info is valuable & to be cherished for the meta behind grab releases & why they're necessary. But I'm sad you didn't include anything about the air grab release video I made for Shulk on Puff.
Bowser Jr has a tricky setup using a grab release with
grab -> grab release with walking mechakoopa behind opponent -> mk explosion -> up b hammer
Btw, if you press the grab button while you have them grabbed, you instantly release them. While you don't do as much damage since you're skipping the pummels, you can catch your opponent off-guard and overwhelm them.
Edit: you could probably press grab during a pummel to easily force a ground release.
As Captain Falcon, grounded grab release on edge of stage > down tilt will hit just about anyone that decides to jump immediately after being released.
That knee trade with the falcons was fucking cool.
Pacman can abuse the slide tactic you were talking about by using water from his hydrant to push them both off. he can also confirm this into nair at high percents, and key at mid percents
Being a Yo'Star main, Rosa's Grab release is really important when fighting Pikachu. I have difficulty killing with Yoshi though so this may be even more useful to learning her.
3:00 I did not know that I swear just when you think you know every thing in smash 4 you learn thing new good job on the vids guys keep it up.
Man Kirby is one of the most characters that do not get affected by this pro techniques. I love Kirby using him sincerely in SSB64.
Those Falcons at the end were so hype
8:59 I was waiting for this, and it did not disappoint.
that was pretty cool
The coolest thing about that short Clip is that he does a tech jump and a Walljump right after that
Der Lilisimbaner i know rite so cewl
Grab releases are very effective against characters like Little Mac and Cloud since their up-b does not snap onto the ledge. A powershielded grab on their up-b will most likely result in a gimp if they don't have their second jump and are not close enough to walljump recover. Ness and Lucas are also susceptible to grab release shenanigans at the edge as their recoveries are fairly easy to gimp with a projectile or fast aerial.
SILLY DASH GRAB IS MY FAVORITE
Toon Link also has some cool grab releases with his boomerang if you manage to get a ground grab release.
I fukin hate Yoshis on For Glory who try that ground release shit. Especially with lag its hard to deal with. Ask me if im salty about it.
Are u salty about it
A LIL BIT
*****
You're dead to me :)
+Heath Martins yoshi main here too (dont mind the name) ive won tournies with him i feel quite proud of myself. ive even done that technique in the tourny lol. check out PGG (prettygoodgaming) there channel
Try to roll immediately after yoshi grab releases you or use a move fast enough to clank/beat yoshi's jab.
I thought Shulk in jump grab release to up b worked on Jigglypuff?
Also works at high percent with Smash manado
At high percents it only works with jump
Liking this for the ending clips. Amazing.
note to captain falcon's on the recieving end of falcon's special release: airdodge immediately.
I would say you guys are running out of ideas but this weird random stuff is honestly pretty nice to know
I made a grab in the edge as Dr. Mario vs Palutena, wait for a grab air release and then punish with F-air. Its so cool.
Sorry for the bad english.
The reason why there's the "throw invincibility" is because some grabs have surrounding hitboxes, such as Mario's back throw
Sorry if this was already mentioned, but Corrin's air release into forward smash on Wario shows up as a true combo in training mode
The sliding ground release off the stage is caused by the player grabbing, actually. Because a grabbing player typically can't jump anyways, they are not locked in the "grounded" state. Once said grabbing player slides off the stage due to running momentum, the grab is released because a grab cannot be maintained in air. Due to both players having momentum, once forced to release , they slide off of the stage
This only happens with grabs on ground release because the grounded player being grabbed that slides inside the grabbing player forces players to be pushing each other away which makes the grabbing player finish sliding off ledge
if diddy has a banana on the ground and is in close enough proximity, he can grab-release into the banana and score a free attack. this works as a set-up if you can be quick enough before the banana disappears.
Jump manado shulk has a guarantee up b hit when grab releasing jigglypuff at every percentage.
Sheik actually does have a grab release 50/50, but only on certain characters. The one you showed for sheik (grab release > BF ) is something I use a lot as on certain characters (I don't have a list unfortunately) will get caught if they mash jump. Mewtwo is an example as his jump is super slow.
Do a video on how to play at neutral. There's so many videos about set-ups and combos, so it'd be interesting to see one about how to deal with a completely neutral situation.
It cracks me up every time when cloud grabs Olimar 😂
thanks for the video^^
I often like to make someone ground release when playing with falcon on the edge, and because some players try to jump asap to the edge after they are beeing ground released of the stage, I can get them with a up tilt spike.
Or when we both slide of, I sometimes try jumping and then spiking them with a d-air
On Battlefield, Sheik can air release characters onto one of the lower platforms and go for a tipper U-Smash.
I mean you say that, but remember Dabuz's grab release into a luma Utilt? That is most certainly worth it.
There is one more grab release that is a true combo I believe. Sheik can air release jiggly puff into an upair at any percent
I noticed that if a Shulk grab release a Jiggly, it will always have the true posibility of an airslash. The same with Little mac with a KO punch on Wario
Feel like the mix up element from Grab Releases are what will be explored most. Let's say you use it with players on high percents. You can exploit the fact that they'll be wanting to stay defensive and react from the limited options they might have.
Well, I mean there''s one grab release combo that I do all the time. With toon link when I have a boomerang behind someone at a good distance instead of throwing I pummel until they release into the back hit of the boomerang then up-tilt into up-air. Or you can upsmash instead of uptilt sometimes that's better. I wouldn't really bring this up except I do it a ton, like a few times every fight night.
Mac has a decent one on the ledge by forcing a grounded release then D-smashing, since the opponent will likely try to jump back.
10:00 thats how I practice my wall teching in brawl on the Temple Stage ah memories :')
Thanks for making this as well as your other informative videos!! Would you ever consider doing a video on air speed and air acceleration (and the like)? Keep doing what you dooooo :D
Could you make a video that goes more in-depth with different types of grabs? For example, Boost Grabs or Rolling Grabs, and the most effective times to use them?
Ooh, I must try that grab release to Down-B with Yoshi
Toon Link's grab release>returning boomerang>uptilt-upair/ upsmash combo is legit amazing...
But... But Toon Link's grab release combo is all true...
But, you said that only 2 combos are true...
;(
Actually, maybe you didn't include it since your opponent literally has to try to escape the grab in order for it to work...
But it's guaranteed at low percents since your opponent is forced into a grab release faster, and generally works at higher percent unless your opponent is super familiar with Toon Link...
+Excalibur Sword It is??
Drew Witte Edits...
Kind of >.> depends on how experienced your opponent is with the combo.
Oh ok lol. Is it grab release into up smash?
Drew Witte If you want it to end with an upsmash, sure
5:45 actually, with Up-Bs like Marth's (Dolphin Slash not Cresent), Meta Knight's, and Shulk's you can grab release Jigglypuff into the air and true combo their Up specials.
You missed one true combo Ganon and Captain Falcon can true combo into their down specials on Ness and Lucas at the edge.
G.R to charge shot is my favorite thing to do lately
Bowser Jr, if timed correctly can do a grab release combo. So first you just need to throw a mechakoopa on stage then grab an opponent. When they get released they should be released into the mechakoopa that can lead to up air strings
The ending captions had me dying
This works almost exactly the same as in Brawl. Yoshi will air release even if pummeling in Brawl, but not in this game.
Damn thank you, I've never even thought about doing this!
As a Lucina main I incorporate grab releases into my gameplan since my throws are garbage on most of the cast past like 10-20%, and by the time upthrow kills I could've gimped or landed a quick smash attack or Shield Breaker.
Grab release to Counter, Shield breaker, DTilt, jump SideB, raw SideB, chase FAir/NAir... there's a lot of options with reads involved.
Oh and FSmash. About 70-80% of the playerbase doesn't know how to counter that.
Grab releasing Fox at the ledge can lead to some great edgeguards.
"No throw in the game would be able to get your opponent in the same position"
Not saying it's the same position, but I do get a lot of kills by landing Wario's chomp on players who are recovering high and don't realize that they technically haven't touched the ground yet, because I believe Wario's chomp is treated as a non-grounded option.
That's how players keep losing their jump without realizing it.
I could be mistaken about this, but I do think Wario's chomp does not allow players to touch the ground, even when he's mashing his bite "pummel".
That ending was great. 10/10.
Asking this in the least offensive way I possibly can, what dialect is this speech pattern? I'm trying to figure out if it's a French person overpronunciating vowels, or a legitimate speech impediment, or what have you.
Again, not trying to be offensive, I'm not making fun of it, and I actually think that dialect suits videos like these perfectly. I'm just curious.
We are from Austria!
So I would say German. :)
-Risuno
Interesting.
Dude relax. You can ask about an accent.
+Fuller Meltington no people on the internet could've taken that the other way...there's people like thay
Amazinc True, but god is that sad.
Also, Shulk in Jump Mode can grab release Jigglypuff into Up B for a ~90% KO (true combo)
Those grab releases are excellent Cloud killers, especially if you have a short character (like Pikachu).
I like using counter when I know that the opponent will attack after the grab release! :D I often enough got a kill because of that. (with Marth. And yes, before up throw would kill)
I know it is risky, but who cares? xD
Although not "true" falcon can pummel at the edge forcing the grounded release. If your opponent jumps(due to mashing or something like that) up tilt will spike. Not confirmed by any means. Just something to look out for.
There is another true combo out of grab release. If Toon Link gets a ground release on someone, a well-timed returning boomerang can combo it into a forward smash. This is a well known combo for Toon Link players, though his relatively slow pummel makes it unreliable.
this is unrelated but i just noticed that the beefy smash doods only have 84,00 subs it should be more like 840,000 subs😃 keep up the amazing content guys
Best smash content on UA-cam! Thank you beefy smash doods
8:58 what the hell
Wall-tech into wall-jump true combo
Knee trade.
Did you watch the last 20 seconds of the video
holy shit why does this look so much better quality framerate wise....like...that was the first thing i noticed here.....my game and tv sure as hell don't look this smooth....?
I figured out about most of this stuff from just playing For Glory in the 3ds days and just assumed they were well-known competitive mechanics. Makes me feel pri coo even if it probably shouldn't.
With Marth you can also do down tilts with some of the cast.
2:24 Watch a video of a machine gun firing muted, with Lucario pummeling in the background
no thx
Here's a topic I haven't heard requested; the state where Greninja, Shiek, ZSS, etc. enter their down-air animation but don't fastfall. What causes it? Is there a way to adapt it for regular gameplay? (thought it had to do with buffering but it wasn't covered last time)
Talk about platform sliding, like when you tumble into a platform but you slide off the edge sometimes, I don't really understand it