Grab Release Combos
The following is a summation of what happens to every character when they are released from ZSS's grab, and what ZSS can do thereafter. If you aren't looking for a particular character's information, check the bottom reference lists.
The mechanics of grab breaking is as follows:
If you are currently in the process of pummeling, your opponent will break to the ground.
If your opponent breaks the grab with a jump input and you are not in the process of pummeling, your opponent will break to the air. (Note: Joystick Up counts as jump input even if Tap Jump is set to Off)
If your opponent breaks the grab with non-jump input or no-input, they will break to ground if and only if they are tall enough, otherwise they will break to the air.
Format:
<Character> (<No-Input Break Type>):
<Slowest Guaranteed Aerial for Air Break> - <Guaranteed Dash Grab/Attack for Air Break?> - <Guaranteed Jab for Ground Break?>
Mario (
Air):
U-Air - N - Y
Luigi (
Air):
None - N - Y
Peach (
Ground):
None - N - Y
Bowser (
Ground):
None - Y - Y
Donkey Kong (
Ground):
F-Air - N - N
Diddy Kong (
Ground):
None - Y - Y
Yoshi (
Air):
None - N - N
Wario (
Air):
N-Air - Y - Y
Link (
Ground):
None - Y - Y
Zelda (
Ground):
None - N - N
Sheik (
Ground):
None - N - Y
Ganondorf (
Ground):
None - Y - Y
Toon Link (
Air):
F-Air - N - Y
Samus (
Ground):
None - N - Y
Zero Suit Samus (
Ground):
None - Y - Y
Pit (
Ground):
None - N - N
Ice Climber (
Air):
F-Air - N - Y
R.O.B. (
Ground):
None - N - Y
Kirby (
Air):
U-Air - N - Y
Metaknight (
Air):
None - Y - Y
King Dedede (
Ground):
None - N - N
Olimar (
Air):
U-Air - N - Y
Fox (
Ground):
None - N - Y
Falco (
Ground):
None - Y - Y
Wolf (
Ground):
None - N - Y
Captain Falcon (
Ground):
None - Y - Y
Pikachu (
Air):
None - Y - N
Charizard (
Ground):
U-Air - Y - Y
Squirtle (
Air):
None - Y - Y
Ivysaur (
Air):
U-Air - N - Y
Lucario (
Ground):
None - N - Y
Jigglypuff (
Air):
U-Air - N - N
Marth (
Ground):
None - N - Y
Ike (
Ground):
U-Air - Y - N
Ness (
Air):
F-Air - N - Y
Lucas (
Air):
U-Air - Y - Y
Game and Watch (
Air):
F-Air - N - Y
Snake (
Ground):
None - N - Y
Sonic (
Ground):
None - Y - Y
Special Cases:
The Wario Infinite:
Wario can be infinited by air-releasing him and then re-grabbing him as he comes down. This process can be amplified greatly by performing a D-Smash to stun Wario, and then re-grabbing him. However, a D-Smash is not guaranteed to hit Wario after an air-release. As such, the only true infinite on Wario is pummeling -> air-release -> re-grab.
I highly recommend simply D-Smash -> F-Air if the Wario doesn't know how to escape the D-Smash and just a F-Air if they do. The re-grab on Wario requires extremely strict timing (probably 1-2 frame window). Not only that, but you will be hard pressed to grab a Wario in the first place and even if you do, if it's under a platform, it's all for naught.
Squirtle: These re-grabs can be done while standing, thus, they are infinite.
Captain Falcon: It's possible for the Captain Falcon to shield a dash attack, but in order to dodge a dashgrab, he must spotdodge precisely as he lands.
Ness / Lucas: When ground released, you can not only Jab, but also U-Tilt (only first hit), D-Tilt, F-Tilt, Dash Attack, and U-Smash.
Reference Lists:
Characters who CANNOT be jabbed after a ground release:
Donkey Kong, Yoshi, Zelda, Pit, King Dedede, Pikachu, Jigglypuff, Ike.
Characters who no-pummel break to the air AND get dash grabbed (Always chaingrab-able):
Metaknight, Pikachu, Squirtle, Lucas.
Characters who get dash grabbed BUT no-input break to the ground (chaingrab-able IF they resist):
Bowser, Diddy Kong, Link, Ganondorf, Zero Suit Samus, Falco, Charizard, Ike, Sonic.
Characters who no-pummel break to the air AND can be hit with an aerial (Always guaranteed aerial):
Mario, Wario, Toon Link, Ice Climber, Kirby, Olimar, Ivysaur, Jigglypuff, Ness, Lucas, Game and Watch.
Characters who can be hit with an aerial BUT no-input break to the ground (guaranteed aerial IF they resist):
Donkey Kong, Charizard, Ike.