Synnett
Alligator Lord
As
GimR
pointed out over a decade ago, Bowser has a pseudo-chaingrab on most of the cast. However, there's much more to it that's been overlooked - let's take a look at my favorite obscure Melee mechanic.
Grab Release Mechanics
A grab release puts both opponents in a special animation that stuns them for 30 frames. If Bowser releases an opponent however, he is only stunned for 19 frames, so he is actionable 10 frames earlier than the rest of the cast, with the exception of Donkey Kong who is +9 if he mashes out of a grab. This mechanic is unique to Bowser.
In short, Bowser is +10 whenever an opponent mashes out of his grab, but only +1 versus Donkey Kong.
Usually, an opponent can hold up to trigger an aerial grab release, where no followups are possible. However, a Koopa Klaw (side B) will guarantee a grounded grab release. This means that true followups are on the table.
Also, releasing an opponent near either a platform edge or ledge will prevent them from drifting further away. As the grab release animation can't transition from ground to air, they'll get stuck at the edge of the platform, which allows for more options to connect, notably up tilt. On top of that, for Luigi and Ice Climbers, they'll be forced to slip off the platform or edge after the grab release animation ends, preventing them from shielding or rolling/dodging, which can unlock a few extra options.
There are some characters with a Koopa Klaw grab release animation that releases them in mid-air and allows them to drift before touching the ground, or just drift right off the edge of the platform. They are Dr. Mario, Mario, Luigi, Yoshi, Ness, Icies, Kirby, Pichu, Pikachu and Jigglypuff. It makes most followups on Puff impossible, and difficult to pull off on Yoshi and Luigi. I think that's a bug but what can we do.
Followups
- Dash grab
The classic "pseudo-chaingrab". The first regrab off a Koopa Klaw is guaranteed, but then they can just hold up to escape the grab (everyone knows about it and the crowd will yell it mid-set). However, you get the opportunity to squeeze a few extra % with those pummels, and you have access to a different set of throws that can serve the situation better. Since Bowser's dash grab comes out frame 10, and you need one frame of dash to activate it, the opponent will be actionable for one frame. While spotdodges or rolls aren't fast enough, there are a few characters with a frame 1 invincible option that can escape it. Still worth going for it - you'll have more practice than the opponent.
Koopa Klaw release:
Grab release:
Green works anywhere.
Orange only works if the opponent is released near an edge.
Red is not true as they have a frame 1 invincible option.
- Dash upB
The first of our kill confirms. Unlike grab, upB won't beat shield, so all of this has to happen within 10 frames. The optimal way to input this string is to dash for four frames, jump for one frame, then input upB on frame 6. This guarantees that the graphic below is accurate, as some of those punishes are incredibly tight. It is very important that the upB is input in the diagonals, as the velocity of the move is decided on the first frame.
Most of these punishes have two frame of leniency. The upB might still connect if you input late, as the opponent might try to buffer an escape option. It's nice to try to condition the opponent to buffer a spotdodge by going for the regrab a few times.
Koopa Klaw release:
Grab release:
Green works anywhere.
Orange only works if the opponent is released near an edge.
- Utilt
The other kill confirm, a little stronger than upB. Usually only works on four characters, but the KK release at an edge gives it a much bigger range. It surprisingly works on 6 of the best characters in the game, pretty funky. Some of those setups are very precise, so I thought I'd add a few visuals to recognize when it'll work:
Koopa Klaw release:
Grab release:
Green works anywhere.
Orange only works if the opponent is released near an edge.
- Ftilt and shield drop fair
Those are only true on Luigi and Ice Climbers. As Koopa Klaw release on both and grab release on Luigi forces them to slide off the platform after the grab release animation ends, they don't have access to shield to block those slower options. Shield drop fair will connect on frame 11, and ftilt on frame 12.
Koopa Klaw release: Ftilt on Luigi and Ice Climbers, shield drop fair on Ice Climbers
Grab release: Ftilt and shield drop fair on Luigi
While they might not be true on other characters, if you condition them to spotdodge, ftilt is a fantastic punish as it'll connect during the startup of the move. Same thing for shield drop fair if the opponent likes to shield drop.
Grab Release Mechanics
A grab release puts both opponents in a special animation that stuns them for 30 frames. If Bowser releases an opponent however, he is only stunned for 19 frames, so he is actionable 10 frames earlier than the rest of the cast, with the exception of Donkey Kong who is +9 if he mashes out of a grab. This mechanic is unique to Bowser.
In short, Bowser is +10 whenever an opponent mashes out of his grab, but only +1 versus Donkey Kong.
Usually, an opponent can hold up to trigger an aerial grab release, where no followups are possible. However, a Koopa Klaw (side B) will guarantee a grounded grab release. This means that true followups are on the table.
Also, releasing an opponent near either a platform edge or ledge will prevent them from drifting further away. As the grab release animation can't transition from ground to air, they'll get stuck at the edge of the platform, which allows for more options to connect, notably up tilt. On top of that, for Luigi and Ice Climbers, they'll be forced to slip off the platform or edge after the grab release animation ends, preventing them from shielding or rolling/dodging, which can unlock a few extra options.
There are some characters with a Koopa Klaw grab release animation that releases them in mid-air and allows them to drift before touching the ground, or just drift right off the edge of the platform. They are Dr. Mario, Mario, Luigi, Yoshi, Ness, Icies, Kirby, Pichu, Pikachu and Jigglypuff. It makes most followups on Puff impossible, and difficult to pull off on Yoshi and Luigi. I think that's a bug but what can we do.
Followups
- Dash grab
The classic "pseudo-chaingrab". The first regrab off a Koopa Klaw is guaranteed, but then they can just hold up to escape the grab (everyone knows about it and the crowd will yell it mid-set). However, you get the opportunity to squeeze a few extra % with those pummels, and you have access to a different set of throws that can serve the situation better. Since Bowser's dash grab comes out frame 10, and you need one frame of dash to activate it, the opponent will be actionable for one frame. While spotdodges or rolls aren't fast enough, there are a few characters with a frame 1 invincible option that can escape it. Still worth going for it - you'll have more practice than the opponent.
Koopa Klaw release:
Grab release:
Green works anywhere.
Orange only works if the opponent is released near an edge.
Red is not true as they have a frame 1 invincible option.
Koopa Klaw release:
Works anywhere: Dr. Mario, Mario, Peach, C. Falcon, Ganondorf, Kirby, Zelda, Link, Young Link, Sheik, Pichu, Pikachu, Mewtwo, Marth, Roy.
Near an edge: Luigi, Yoshi, Ness, Ice Climbers, Jigglypuff.
Can escape: Bowser, Yoshi, Falco, Fox, Samus, Jigglypuff, Game & Watch.
Grab release:
Works anywhere: Dr. Mario, Mario, Peach, C. Falcon, Ganondorf, Ness, Kirby, Zelda, Link, Young Link, Sheik, Pichu, Pikachu, Mewtwo, Marth, Roy.
Near an edge: Luigi, Ice Climbers, Mewtwo.
Can Escape: Bowser, Yoshi, Falco, Fox, Samus, Jigglypuff, Game & Watch.
Works anywhere: Dr. Mario, Mario, Peach, C. Falcon, Ganondorf, Kirby, Zelda, Link, Young Link, Sheik, Pichu, Pikachu, Mewtwo, Marth, Roy.
Near an edge: Luigi, Yoshi, Ness, Ice Climbers, Jigglypuff.
Can escape: Bowser, Yoshi, Falco, Fox, Samus, Jigglypuff, Game & Watch.
Grab release:
Works anywhere: Dr. Mario, Mario, Peach, C. Falcon, Ganondorf, Ness, Kirby, Zelda, Link, Young Link, Sheik, Pichu, Pikachu, Mewtwo, Marth, Roy.
Near an edge: Luigi, Ice Climbers, Mewtwo.
Can Escape: Bowser, Yoshi, Falco, Fox, Samus, Jigglypuff, Game & Watch.
- Dash upB
The first of our kill confirms. Unlike grab, upB won't beat shield, so all of this has to happen within 10 frames. The optimal way to input this string is to dash for four frames, jump for one frame, then input upB on frame 6. This guarantees that the graphic below is accurate, as some of those punishes are incredibly tight. It is very important that the upB is input in the diagonals, as the velocity of the move is decided on the first frame.
Most of these punishes have two frame of leniency. The upB might still connect if you input late, as the opponent might try to buffer an escape option. It's nice to try to condition the opponent to buffer a spotdodge by going for the regrab a few times.
Koopa Klaw release:
Grab release:
Green works anywhere.
Orange only works if the opponent is released near an edge.
Koopa Klaw release:
Works anywhere: Bowser, Peach, C. Falcon, Ganondorf, Falco, Fox, Samus, Zelda, Link, Young Link, Sheik, Game & Watch, Marth.
Near an edge: Dr. Mario, Mario, Luigi, Yoshi, Ice Climbers, Kirby, Pichu, Pikachu, Mewtwo, Roy.
Grab release:
Works anywhere: Bowser, C. Falcon, Ganondorf, Falco, Fox, Kirby, Zelda, Link, Sheik, Jigglypuff.
Near and edge: Dr. Mario, Mario, Luigi, Peach, Yoshi, Ness, Ice Climbers, Young Link, Pichu, Pikachu, Mewtwo, Game & Watch, Marth, Roy.
Works anywhere: Bowser, Peach, C. Falcon, Ganondorf, Falco, Fox, Samus, Zelda, Link, Young Link, Sheik, Game & Watch, Marth.
Near an edge: Dr. Mario, Mario, Luigi, Yoshi, Ice Climbers, Kirby, Pichu, Pikachu, Mewtwo, Roy.
Grab release:
Works anywhere: Bowser, C. Falcon, Ganondorf, Falco, Fox, Kirby, Zelda, Link, Sheik, Jigglypuff.
Near and edge: Dr. Mario, Mario, Luigi, Peach, Yoshi, Ness, Ice Climbers, Young Link, Pichu, Pikachu, Mewtwo, Game & Watch, Marth, Roy.
- Utilt
The other kill confirm, a little stronger than upB. Usually only works on four characters, but the KK release at an edge gives it a much bigger range. It surprisingly works on 6 of the best characters in the game, pretty funky. Some of those setups are very precise, so I thought I'd add a few visuals to recognize when it'll work:
Grab release:
Green works anywhere.
Orange only works if the opponent is released near an edge.
Koopa Klaw release:
Works anywhere: Bowser, C. Falcon, Ganondorf, Link.
Near an edge: Peach, Yoshi, Falco, Fox, Samus, Zelda, Sheik, Mewtwo, Marth, Roy.
Grab release:
Works anywhere: Bowser, Ganondorf.
Near an edge: Dr. Mario, Mario, Luigi, C. Falcon, Falco, Smaus, Link, Young Link, Sheik, Roy.
Works anywhere: Bowser, C. Falcon, Ganondorf, Link.
Near an edge: Peach, Yoshi, Falco, Fox, Samus, Zelda, Sheik, Mewtwo, Marth, Roy.
Grab release:
Works anywhere: Bowser, Ganondorf.
Near an edge: Dr. Mario, Mario, Luigi, C. Falcon, Falco, Smaus, Link, Young Link, Sheik, Roy.
- Ftilt and shield drop fair
Those are only true on Luigi and Ice Climbers. As Koopa Klaw release on both and grab release on Luigi forces them to slide off the platform after the grab release animation ends, they don't have access to shield to block those slower options. Shield drop fair will connect on frame 11, and ftilt on frame 12.
Koopa Klaw release: Ftilt on Luigi and Ice Climbers, shield drop fair on Ice Climbers
Grab release: Ftilt and shield drop fair on Luigi
While they might not be true on other characters, if you condition them to spotdodge, ftilt is a fantastic punish as it'll connect during the startup of the move. Same thing for shield drop fair if the opponent likes to shield drop.
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