Ulevo
Smash Master
In Brawl, there are a multitude of ways to influence how a character breaks free from a grab, both by the grabber and the grabee. If a player who is being grabbed managed to break free by mashing the controls associated with the Jump feature, that character will perform a Jump Break. All characters are capable of doing this, but it requires you to break free and it differs from Melee where holding the joystick up was the only requirement. If a player is grabbing an opponent, they can force a Ground Break where the opponent is released in front of them by repeatedly mashing the button that attacks while grabbing. This is relatively simple and only requires you don't throw your opponent and that they don't break free.
But this isn't the only way to influence grabs. If a player who is grabbing voluntarily releases the character being grabbed, or if the player being grabbed mashes the buttons to break free that are not associated with the Jump feature, the way they break free is predetermined by how high they are from the ground while being held. If a character is high off the ground, they will likely perform a Jump Break upon voluntary release, while if a character breaks free when low to or standing on the ground, they will perform a Ground Break and be released in front of the grabber.
This is useful for damage set ups and KO set ups, and is an effective alternative to simply throwing after a grab. i.e. Marth vs Meta Knight always guarantees a released grab to tipped Fair, Marth vs Wario always guarantees a released grab to FSmash, Marth vs Ness always guarantees a released grab to DSmash, et cetera.
Below are the list of characters that break free from Marth through the air, and onto the ground:
Zelda/Sheik: Ground
Diddy Kong: Ground
Peach: Ground
Ganondorf: Ground
King Dedede: Ground
Wolf: Ground
Lucario: Ground
Sonic: Ground
Captain Falcon: Ground
ROB: Ground
Bowser: Ground
Falco: Ground
Charizard: Ground
Zamus: Ground
Samus: Ground
Link: Ground
Donkey Kong: Ground
Fox: Ground
Pit: Ground
Marth: Ground
Ike: Ground
Snake: Ground
Wario: Air
Toon Link: Air
Olimar: Air
Jigglypuff: Air
Lucas: Air
Ness: Air
Ice Climbers: Air
Yoshi: Air
Luigi: Air
Meta Knight: Air
Ivysaur: Air
Squirtle: Air
G&W: Air
Pikachu: Air
Kirby: Air
Mario: Air
But this isn't the only way to influence grabs. If a player who is grabbing voluntarily releases the character being grabbed, or if the player being grabbed mashes the buttons to break free that are not associated with the Jump feature, the way they break free is predetermined by how high they are from the ground while being held. If a character is high off the ground, they will likely perform a Jump Break upon voluntary release, while if a character breaks free when low to or standing on the ground, they will perform a Ground Break and be released in front of the grabber.
This is useful for damage set ups and KO set ups, and is an effective alternative to simply throwing after a grab. i.e. Marth vs Meta Knight always guarantees a released grab to tipped Fair, Marth vs Wario always guarantees a released grab to FSmash, Marth vs Ness always guarantees a released grab to DSmash, et cetera.
Below are the list of characters that break free from Marth through the air, and onto the ground:
Zelda/Sheik: Ground
Diddy Kong: Ground
Peach: Ground
Ganondorf: Ground
King Dedede: Ground
Wolf: Ground
Lucario: Ground
Sonic: Ground
Captain Falcon: Ground
ROB: Ground
Bowser: Ground
Falco: Ground
Charizard: Ground
Zamus: Ground
Samus: Ground
Link: Ground
Donkey Kong: Ground
Fox: Ground
Pit: Ground
Marth: Ground
Ike: Ground
Snake: Ground
Wario: Air
Toon Link: Air
Olimar: Air
Jigglypuff: Air
Lucas: Air
Ness: Air
Ice Climbers: Air
Yoshi: Air
Luigi: Air
Meta Knight: Air
Ivysaur: Air
Squirtle: Air
G&W: Air
Pikachu: Air
Kirby: Air
Mario: Air