Taken from Vayseth's guide. Obviously its meant to be read for someone who is playing King Dedede so be aware of that.
Chapter 1.1: Grab Release General Information
Here I will go more in-depth into Grab Releases than anyone probably has in smash boards history. There
is a lot of information here that people do not know, so I would try and make sure you understand
everything here before moving on to the applications I have come up with later.
The first thing you may not be familiar with is that there are three types of grab releases in the game. Yes
three. They are what I have termed Ground Breaks, Air Breaks, and Pummel Breaks. It is possible to
force the first two guaranteed, but the third requires some luck.
Everyone is familiar with what I have termed Ground Breaks and Air Breaks. An Air Break is when you force
the opponent to break in an upwards motion. A Ground Break, therefore would be when the opponent
breaks downward. But then what's a Pummel Break? That's going to require a bit more explanation.
For most of the cast, an Air Break is defined as a grab release animation where the opponent is sent in an
arching motion going up and away from where the break happened. The distance and height vary based on
the character but there are also three major types of Air Break trajectories. The most common is one which
sends the opponent noticeably higher and far away, like Snake's for example. Most characters have these.
Some characters get sent on a low arch trajectory for some reason, which can be really helpful in regards
to edge guarding. Examples include Squirtle, Sheik, Fox, Falco, etc. The third I only remember seeing in
Wario and Metaknight. This is the strange parabola-shaped motion which sends them up and they
hopelessly fall down unable to do anything until they reach the ground. This is why there are so many
things you can do out of grab release on these characters, because of their strange Air Break properties,
where most other characters can input commands much faster. I will tell you how to force an Air Break in a
moment. It's required for explaining the Pummel Break.
So if an Air Break is something which forces the opponent up and away, then a Ground Break is defined
as a grab release animation where the opponent is sent a short distance away and stays grounded. There
really isn't much to note about Ground Breaks other than depending on the opponent's amount of traction
they will slide further away. Wario and R.O.B. are members of the group who break closest (conveniently
enough in regrabbing range) while Luigi rockets clear across the stage from a normal Ground Break. There
are in general five classes of characters who slide a set distance away but other than that, every character
has the same animation. Which character slides how far is listed in Chapter 1.7, Mindgames.
Chapter 1.2: Forcing a Specific Grab Release Animation
To actually force one animation over the other is somewhat tricky. A Ground Break is the easiest. Simply
standing grab the character over the level or platform with a normal grab and either pummel until they
break out or just hold them until they do. If the opponent has some sort of ground underneath them, they
will perform a Ground Break. Note I said "standing grab". If you perform a dashing grab, this may still
happen, but depending on the size of the two characters, it may not.
The size of the characters involved plays a huge role in whether or not you can force an Air Break Grab
Release. It is extremely character specific. Luckily for you, I have provided you with a list of characters who
King Dedede can perform Air Breaks on. Basically, to perform an Air Break you need one thing: to make
sure the character is not touching the floor. Anyone can be Air Breaked over the edge. To perform one, just
make sure they have nowhere to go and do nothing. When they break out, you will force an Air Break. If
they break out during a pummel when they are dangling, oh, well, you'll see what that yields soon enough.
For most characters, the only way to get the feet dangling animation while you are still on the level, is to
dash grab them. The dash grab will hold them higher off of the ground so it is possible to get that
animation.
example;
1. Ground Break: Standing grab Luigi and let him break out. He will slide pretty far away along the ground.
2. Air Break: Dash grab Luigi and let him break out. He will float up and away really far away.
3. Pummel Break: Dash grab Luigi and pummel him until he breaks out of a pummel hit. He will land right
next to you.
*Note, 2 and 3 work with King Dedede. Forcing the feet dangling animation is extremely character specific,
so you will have to test it out for yourself who you can force an Air Break on. Remember, it has to do with
the size of the characters involved.