T-block
B2B TST
I was messing around in frame advance mode today and I was able to show that a couple of "facts" floating around out there simply aren't true.
Same Frame Grabs
Lower controller port does not mean you always win same frame grab confrontations. This is easily verifiable... pause the game when two characters are within grab range of each other, and hold Grab at the pause screen. Unpause the game, and let both characters do their grab. Do this a few times and you'll see that who grabs whom is not consistent. If you're skeptical about the pause method getting the inputs right, I did test it frame by frame today, and found the same thing.
I have no idea what it is that determines who gets the grab. Over the trials (a relatively small number of trials, admittedly), I didn't notice one side even having a significant advantage in the number of grabs. I don't want to say it's random, but even if it is determined by some number of factors, it's likely so complicated that it might as well be random.
I thought this was particularly important with MLG coming up, and with the controller port rules set the way they were. So, as far as we know, there's no reason to not take the highest port, given the choice. There could be other things that controller port affects (I've heard rumours like ledge snapping), but nothing confirmed at the moment.
Air Releasing from Grabs
This "myth" is slightly less known, but it's still pretty popular.
Ness when grabbed at 0% without any struggle inputs will break after 90 frames. Each input reduces that by 8 frames. I grab Ness as Squirtle, and I make sure that Squirtle inputs a pummel on the 84th frame after the grab. The first frame of the pummel animation occurs on the 85th frame, and on the 85th frame, I input X as Ness (no other inputs on Ness' side prior to this). Since the 85th frame is less than 8 frames away from the 90th frame, Ness will break out on the 86th frame, which is the second frame of the pummel.
By adjusting when I input the pummel (83rd frame, 82nd frame, etc.), and always inputting X as Ness on the 85th frame, I can force Ness to break out with a jump command at any frame of the pummel. Squirtle's pummel takes 19 frames. I've made Ness break out on each of the 19 frames, and in all 19 cases, I've seen a ground release. This means that grab releasing is dependent on more than just where you are in the current pummel animation.
I was unable to determine what it was that determined it, but I decided to examine more extensively what happens when Ness breaks on frame 2 of the pummel, and I noticed an interesting pattern. At 0%, Ness will always break out in 90 frames without any input (true for any character grabbing any character, by the way). I would always input a pummel on the 84th frame, then input a jump with Ness on the 85th frame, so he would break on the 86th frame (hitting X reduces the number of frames by 8, so hitting X on the 85th frame would result in a break on the next frame). If I pummeled 5 times (so Ness breaks at the start of the 5th pummel), he always did a ground release. If I pummeled 4 times (so Ness breaks at the start of the 4th pummel), he always did an air release. In both cases, the last pummel was done on the 84th frame.
I can only conclude that grab break mechanics are much more complicated than we previously thought, and cannot truly be predicted at the moment. If anyone can propose a theory as to why this occurs, I'd love to hear it.
One other thing I noticed is that you cannot buffer pummels. This means that it's pretty much humanly impossible to always be pummeling at the fastest rate, since you have to hit a 1-frame window every time you pummel. It also means that if you want to pummel as fast as possible, you're better off learning the timing than just mashing A.
If anyone wants to follow this up and try to figure out the exact mechanics, contact me and I'd be happy to share my limited data with you.
Same Frame Grabs
Lower controller port does not mean you always win same frame grab confrontations. This is easily verifiable... pause the game when two characters are within grab range of each other, and hold Grab at the pause screen. Unpause the game, and let both characters do their grab. Do this a few times and you'll see that who grabs whom is not consistent. If you're skeptical about the pause method getting the inputs right, I did test it frame by frame today, and found the same thing.
I have no idea what it is that determines who gets the grab. Over the trials (a relatively small number of trials, admittedly), I didn't notice one side even having a significant advantage in the number of grabs. I don't want to say it's random, but even if it is determined by some number of factors, it's likely so complicated that it might as well be random.
I thought this was particularly important with MLG coming up, and with the controller port rules set the way they were. So, as far as we know, there's no reason to not take the highest port, given the choice. There could be other things that controller port affects (I've heard rumours like ledge snapping), but nothing confirmed at the moment.
Air Releasing from Grabs
This "myth" is slightly less known, but it's still pretty popular.
It seems that this theory does describe what happens somewhat accurately, but it definitely does not provide the whole picture. Whenever I grab a Wario, if I hear them rotating the control stick, I'll stop pummeling and let him release, since he'll air release even if I'm not holding him above the ground. That still holds, but the exact mechanics are more complicated than what was quoted.This is not completely accurate said:When being grabbed if you break out during the pummel animation, you will always ground release.
If you break out between pummel animations,
- if you input Jump while struggling, you will air release
- if you do not input Jump while struggling, you will ground release
The duration window for this "pummel animation" was dependent on the character doing the pummeling (speed of pummeling, hitstun of the pummel). Certain characters have pummels that can always force a ground break.
Ness when grabbed at 0% without any struggle inputs will break after 90 frames. Each input reduces that by 8 frames. I grab Ness as Squirtle, and I make sure that Squirtle inputs a pummel on the 84th frame after the grab. The first frame of the pummel animation occurs on the 85th frame, and on the 85th frame, I input X as Ness (no other inputs on Ness' side prior to this). Since the 85th frame is less than 8 frames away from the 90th frame, Ness will break out on the 86th frame, which is the second frame of the pummel.
By adjusting when I input the pummel (83rd frame, 82nd frame, etc.), and always inputting X as Ness on the 85th frame, I can force Ness to break out with a jump command at any frame of the pummel. Squirtle's pummel takes 19 frames. I've made Ness break out on each of the 19 frames, and in all 19 cases, I've seen a ground release. This means that grab releasing is dependent on more than just where you are in the current pummel animation.
I was unable to determine what it was that determined it, but I decided to examine more extensively what happens when Ness breaks on frame 2 of the pummel, and I noticed an interesting pattern. At 0%, Ness will always break out in 90 frames without any input (true for any character grabbing any character, by the way). I would always input a pummel on the 84th frame, then input a jump with Ness on the 85th frame, so he would break on the 86th frame (hitting X reduces the number of frames by 8, so hitting X on the 85th frame would result in a break on the next frame). If I pummeled 5 times (so Ness breaks at the start of the 5th pummel), he always did a ground release. If I pummeled 4 times (so Ness breaks at the start of the 4th pummel), he always did an air release. In both cases, the last pummel was done on the 84th frame.
I can only conclude that grab break mechanics are much more complicated than we previously thought, and cannot truly be predicted at the moment. If anyone can propose a theory as to why this occurs, I'd love to hear it.
One other thing I noticed is that you cannot buffer pummels. This means that it's pretty much humanly impossible to always be pummeling at the fastest rate, since you have to hit a 1-frame window every time you pummel. It also means that if you want to pummel as fast as possible, you're better off learning the timing than just mashing A.
If anyone wants to follow this up and try to figure out the exact mechanics, contact me and I'd be happy to share my limited data with you.
~T