Editing Infinite throw trap

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There are two exceptions to this however. The first exception is against another Donkey Kong, who recovers 10 frames faster than other characters from a grounded grab release (and subsequently after breaking out of cargo throw). This gives the throwing Donkey Kong a 9 frame disadvantage, allowing the escaping Donkey Kong to get guaranteed followups against the throwing Donkey Kong. In theory, two Donkey Kongs can do an infinite throw trap to each other, with each Donkey Kong taking turns with performing a guaranteed Cargo throw setup.
There are two exceptions to this however. The first exception is against another Donkey Kong, who recovers 10 frames faster than other characters from a grounded grab release (and subsequently after breaking out of cargo throw). This gives the throwing Donkey Kong a 9 frame disadvantage, allowing the escaping Donkey Kong to get guaranteed followups against the throwing Donkey Kong. In theory, two Donkey Kongs can do an infinite throw trap to each other, with each Donkey Kong taking turns with performing a guaranteed Cargo throw setup.


The second and more notable exception however is against {{SSBB|Ness}} and {{SSBB|Lucas}}. As these two characters recover 10 frames slower than the rest of the cast after a grounded grab release/cargo throw break, Donkey Kong has an 11 frame advantage against them. This means that against Ness and Lucas specifically, Donkey Kong gets a guaranteed regrab on them, giving him a true "Infinite throw trap" against them. Ness and Lucas can try and drift away from the grab but if the grabber does not let them drift away, it is a fully guaranteed infinite, which the grabber can close the stock with a guaranteed down smash. This is quite useful as Donkey Kong has no other guaranteed followups out of his grabs in ''Brawl'' (outside of down throw followups at lower percents against some characters), due to various universal changes. The "Infinite throw trap" Donkey Kong has against Ness and Lucas in ''Brawl'' is a contrast to the "Infinite throw trap" in ''Smash 64'' which was not guaranteed at lower percents and it stopped working at higher percents when the cargo throw break dealt too much knockback, not being a true infinite at all.  
The second and more notable exception however is against {{SSBB|Ness}} and {{SSBB|Lucas}}. As these two characters recover 10 frames slower than the rest of the cast after a grounded grab release/cargo throw break, Donkey Kong has an 11 frame advantage against them. This means that against Ness and Lucas specifically, Donkey Kong and Marth get a guaranteed regrab on them, giving him a true "Infinite throw trap" against them. Ness and Lucas can try and drift away from the grab but if the grabber does not let them drift away, it is a fully guaranteed infinite, which the grabber can close the stock with a guaranteed down smash. This is quite useful as Donkey Kong has no other guaranteed followups out of his grabs in ''Brawl'' (outside of down throw followups at lower percents against some characters), due to various universal changes. The "Infinite throw trap" Donkey Kong has against Ness and Lucas in ''Brawl'' is a contrast to the "Infinite throw trap" in ''Smash 64'' which was not guaranteed at lower percents and it stopped working at higher percents when the cargo throw break dealt too much knockback, not being a true infinite at all.  


A thing to note is that Donkey Kong is not the only character who has an "Infinite throw trap" against Ness and Lucas. Since they have extra ending lag against any grounded grab release, multiple characters (such as {{SSBB|Marth}}, {{SSBB|Charizard}} and {{SSBB|Bowser}}) can potentially infinite them by pummeling them, forcing them into a grounded grab release and then getting a guaranteed grab on them to continuously repeat the process.
A thing to note is that Donkey Kong is not the only character who has an "Infinite throw trap" against Ness and Lucas. Since they have extra ending lag against any grounded grab release, multiple characters (such as {{SSBB|Marth}} and {{SSBB|Charizard}}) can potentially infinite them by pummeling them, forcing them into a grounded grab release and then getting a guaranteed grab on them to continuously repeat the process.


Overall, while the Infinite throw trap is mostly not present in ''Brawl'', it has returned in its most devastating form yet against Ness and Lucas.
Overall, while the Infinite throw trap is mostly not present in ''Brawl'', it has returned in its most devastating form yet against Ness and Lucas.

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