Jim Morrison
Smash Authority
Now this has been going around the board a while, but not has been made a thread about (MrEh's GR thread, but I feel this is more based on THIS exact one and what you can do)
Now this was not found by me, but by other Sonic boarders which when I know who, I'll put it up here.
It is a very tight Grab Release, which is only for an aerial grab release. Sonic can not force this, only when the opponent is above a ledge/end of platform. This happens when the opponent pressing A JUMP INPUT when being grabbed. Example, rotate the control stick, which goes through up (only works with tap jump on, but most MK's almost always have it on for up-B out of shield), or pressing the Y button/X button/Any other button you might have jump as.
MK will be air released and fall down quickly. Now here you have to buffer your run (I think, I heard most of this in the Xat thread, others know this better than me), run a bit and do a dashgrab. I don't know how much faster a Side-B Shield Canceled grab would be, or a running shieldgrab, but I'll just have it at a dashgrab.
Now here are you options on what you can do.
-Grab him again (This is best done on FD where you can do this about 4 times)
-Hyphen Smash (This works if you get the timing down. I've had it powershielded the first hit a lot of times, but the rest does hit. DACUS DOES NOT WORK, THE STARTUP TIME IS A BIT LONGER
-Dash Attack (This one is one of my personal favorites, because if you do INSTANT DASH ATTACK, you pop them up right above you with weak hitbox. You can just feel the Anthinus Combo itching. This is my option at 100%+, as the U-air after Anthinus Combo, which is placing a Spring after a weak dash attack and hitting them with an U-air, kills them off top. Try this.
Note: MK can D-air you before Springing Still a good mixup if you are CGing all the time.
-F-air offstage (This works if the MK is far enough to go past the ledge. Good to get him offstage and doing 14%)
-Infinite regrab on Corneria/other high walls: MC explained it, I'll just quote it.
http://www.smashboards.com/showpost.php?p=7406963&postcount=55
This is what I collected so far. I've done my testing on a CPU lvl 7 MK (NOT IN TRAINING MODE) because he always does a jump release so I had easier testing. Also this might not be as accurate, but I do believe it is pretty close because the comp did try to shield my followups ASAP.
On a less related note, offstage footstool D-air on FD is pretty **** legit. This is not from grab release on MK btw, just footstool lol.
Discuss about the grab release here.
I am currently testing how long you can CG on a level before your opponent is offstage. Neutrals only first. All is done from one side to the other.
- FD - you can grab 4 times, 5th release will be offstage to a F-air
- Yoshi's Island - 3 times, 4th release brings him offstage. You might think this does not work, but it's not hard. MK goes trough the platform very easily. When it's at mid height MK goes trough. Only the low part is bad.
- BF - the platforms make this CG unusable. If you grab him under a platform you can grab him one more time. Try to do U-smash or U-throw instead.
- Smashville - 3 times, 4th release offstage. The platform does not help MK to get out, it's too high. This stage is really legit. If your opponent is at about 60% you can camp on the moving platform for a grab. If you grab your MK the way the platform is moving, you can do small walk CG on him, untill you reach the end. Release him off (THIS IS A FORCED RELEASE AS HE SHOULD BE OVER THE EDGE RIGHT NOW) and F-air him out of the level. This is pretty hard to pull of but so sexy.
Now this was not found by me, but by other Sonic boarders which when I know who, I'll put it up here.
It is a very tight Grab Release, which is only for an aerial grab release. Sonic can not force this, only when the opponent is above a ledge/end of platform. This happens when the opponent pressing A JUMP INPUT when being grabbed. Example, rotate the control stick, which goes through up (only works with tap jump on, but most MK's almost always have it on for up-B out of shield), or pressing the Y button/X button/Any other button you might have jump as.
To ensure a jump release the character being held must have their feet above the ground and the grabber can not be pummeling as the opponent breaks out. A jump release can also occur if the opponent is inputting jump as they are released. Smarter players will not allow this scenario to happen.
MK will be air released and fall down quickly. Now here you have to buffer your run (I think, I heard most of this in the Xat thread, others know this better than me), run a bit and do a dashgrab. I don't know how much faster a Side-B Shield Canceled grab would be, or a running shieldgrab, but I'll just have it at a dashgrab.
Now here are you options on what you can do.
-Grab him again (This is best done on FD where you can do this about 4 times)
-Hyphen Smash (This works if you get the timing down. I've had it powershielded the first hit a lot of times, but the rest does hit. DACUS DOES NOT WORK, THE STARTUP TIME IS A BIT LONGER
-Dash Attack (This one is one of my personal favorites, because if you do INSTANT DASH ATTACK, you pop them up right above you with weak hitbox. You can just feel the Anthinus Combo itching. This is my option at 100%+, as the U-air after Anthinus Combo, which is placing a Spring after a weak dash attack and hitting them with an U-air, kills them off top. Try this.
Note: MK can D-air you before Springing Still a good mixup if you are CGing all the time.
-F-air offstage (This works if the MK is far enough to go past the ledge. Good to get him offstage and doing 14%)
-Infinite regrab on Corneria/other high walls: MC explained it, I'll just quote it.
When you do this, air release works for a regrab. Too bad Corneria is banned nowits an infinite if they air release. i usually don't try to regrab and use it to dsmash or fsmash. if you try and ARI (Air Release Infinite) then they usually catch on and stop trying to jump out of your grab
i have found that dsmash actually works out better than fsmash does at almost every percent, fsmash hits MK up rather than behind you like dsmash does
http://www.smashboards.com/showpost.php?p=7406963&postcount=55
This is what I collected so far. I've done my testing on a CPU lvl 7 MK (NOT IN TRAINING MODE) because he always does a jump release so I had easier testing. Also this might not be as accurate, but I do believe it is pretty close because the comp did try to shield my followups ASAP.
On a less related note, offstage footstool D-air on FD is pretty **** legit. This is not from grab release on MK btw, just footstool lol.
Discuss about the grab release here.
I am currently testing how long you can CG on a level before your opponent is offstage. Neutrals only first. All is done from one side to the other.
- FD - you can grab 4 times, 5th release will be offstage to a F-air
- Yoshi's Island - 3 times, 4th release brings him offstage. You might think this does not work, but it's not hard. MK goes trough the platform very easily. When it's at mid height MK goes trough. Only the low part is bad.
- BF - the platforms make this CG unusable. If you grab him under a platform you can grab him one more time. Try to do U-smash or U-throw instead.
- Smashville - 3 times, 4th release offstage. The platform does not help MK to get out, it's too high. This stage is really legit. If your opponent is at about 60% you can camp on the moving platform for a grab. If you grab your MK the way the platform is moving, you can do small walk CG on him, untill you reach the end. Release him off (THIS IS A FORCED RELEASE AS HE SHOULD BE OVER THE EDGE RIGHT NOW) and F-air him out of the level. This is pretty hard to pull of but so sexy.