Editing Infinite throw trap

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 22: Line 22:


===Effectiveness===
===Effectiveness===
{{technical data|Giant Donkey Kong interactions, is probably a straight infinite..?}}
[[File:ITTMoving.gif|thumb|200px|Donkey Kong moving to force {{SSB|Yoshi}} to stay in front, allowing for a regrab. Notice the close frame advantage.]]
[[File:ITTMoving.gif|thumb|200px|Donkey Kong moving to force {{SSB|Yoshi}} to stay in front, allowing for a regrab. Notice the close frame advantage.]]
Given the variance in tools, [[hurtbox]]es, and timing in which they land, each character has different levels of counterplay to the Infinite throw trap. This table summarises how vulnerable each character is to the trap. This table assumes that cargo throw is used on flat ground.<ref>[https://smashboards.com/threads/dk-infinite-throw-trap-technical-data.344865/ Infinite throw trap Technical Data by Mr. Bushido]</ref>
Given the variance in tools, [[hurtbox]]es, and timing in which they land, each character has different levels of counterplay to the Infinite throw trap. This table summarises how vulnerable each character is to the trap. This table assumes that cargo throw is used on flat ground.<ref>[https://smashboards.com/threads/dk-infinite-throw-trap-technical-data.344865/ Infinite throw trap Technical Data by Mr. Bushido]</ref>
Line 50: Line 51:
| {{CharHead|Yoshi|SSB|hsize=20px}} || Knockback sends Yoshi behind the player if Donkey Kong doesn't move. Yoshi always recovers grounded and he has shield as a frame 1 escape option.
| {{CharHead|Yoshi|SSB|hsize=20px}} || Knockback sends Yoshi behind the player if Donkey Kong doesn't move. Yoshi always recovers grounded and he has shield as a frame 1 escape option.
|-
|-
| {{CharHead|Donkey Kong|SSB|hsize=20px}} || Knockback sends Donkey Kong behind the player if the grabbing Donkey Kong doesn't move. Donkey Kong always recovers grounded and he has Spinning Kong as a frame 1 escape option. As Donkey Kong is the heaviest character in the game, the throw's knockback scales the least against him, with all these factors overall making the trap the least viable against another Donkey Kong.
| {{CharHead|Donkey Kong|SSB|hsize=20px}} || Knockback sends Donkey Kong behind the player if the grabbing Donkey Kong doesn't move. Donkey Kong always recovers grounded and he has Spinning Kong as a frame 1 escape option. As Donkey Kong is the heaviest character in the game, the throw's knockback scales the least against him, overall making the trap the least viable against another Donkey Kong.
|-
|-
| {{CharHead|Metal Mario|SSB|hsize=20px}} || Metal Mario always recovers grounded with his escape options being identical to Mario's.
| {{CharHead|Metal Mario|SSB|hsize=20px}} || Metal Mario always recovers grounded with his escape options being identical to Mario's.
|-
|-
| {{CharHead|Giant Donkey Kong|SSB|hsize=20px}} || Giant Donkey Kong is lighter than regular Donkey Kong so the throw's knockback scales faster against him as opposed to regular Donkey Kong. The throw trap otherwise works identically to regular Donkey Kong.
| {{CharHead|Giant Donkey Kong|SSB|hsize=20px}} || ?
|}
|}


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: