Editing Infinite throw trap

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| {{CharHead|Luigi|SSB|hsize=20px}} || Luigi recovers airborne and he has [[Luigi Cyclone]] as a frame 1 escape option. Super Jump Punch can also be used as a fast escape option, which can KO Donkey Kong in the right scenarios. Becomes fully guaranteed at 104%.
| {{CharHead|Luigi|SSB|hsize=20px}} || Luigi recovers airborne and he has [[Luigi Cyclone]] as a frame 1 escape option. Super Jump Punch can also be used as a fast escape option, which can KO Donkey Kong in the right scenarios. Becomes fully guaranteed at 104%.
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| {{CharHead|Fox|SSB|hsize=20px}} || Fox has {{b|Reflector|Fox}} as a frame 1 escape option although it will usually not connect and it will leave Fox open for a punish since he always recover grounded. Fox otherwise has to rely on roll and shield jump as defensive escape options.
| {{CharHead|Fox|SSB|hsize=20px}} || Fox has {{b|Reflector|Fox}} as a frame 1 escape option although it will usually not connect and it will leave Fox open for a punish since he always recover grounded.  
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| {{CharHead|Link|SSB|hsize=20px}} || Link always recovers grounded and he has to rely on roll and shield jump in order to escape. If Link has a Bomb in hand, it can potentially help him escape the throw trap although Link has no fast offensive options outside of Bombs.  
| {{CharHead|Link|SSB|hsize=20px}} || Link always recovers grounded and he has to rely on roll and shield jump in order to escape. If Link has a Bomb in hand, it can potentially help him escape the throw trap although Link has no fast offensive options outside of Bombs.  

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