Editing Infinite throw trap
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Cargo throw itself has also been altered. Donkey Kong no longer deals 8% to the opponent when picking them up although he does deal 10% to the opponent when they break out. Donkey Kong himself also takes 10% damage however, punishing him for letting the opponent escape his grab. Outside of the damage changes, the cargo throw break has also been altered. Donkey Kong now receives a set 15 frames of knockback although the opponent also receives a certain amount of set knockback. How much knockback the opponent receives is weight dependent, with the lightest opponents receiving 18 frames of knockback (giving Donkey Kong 3 frames of advantage). | Cargo throw itself has also been altered. Donkey Kong no longer deals 8% to the opponent when picking them up although he does deal 10% to the opponent when they break out. Donkey Kong himself also takes 10% damage however, punishing him for letting the opponent escape his grab. Outside of the damage changes, the cargo throw break has also been altered. Donkey Kong now receives a set 15 frames of knockback although the opponent also receives a certain amount of set knockback. How much knockback the opponent receives is weight dependent, with the lightest opponents receiving 18 frames of knockback (giving Donkey Kong 3 frames of advantage). | ||
The fact that the opponent receives a set amount of knockback means that the throw trap is never guaranteed. While Donkey Kong actually has a larger frame advantage at lower percents against some | The fact that the opponent receives a set amount of knockback means that the throw trap is never guaranteed. While Donkey Kong actually has a larger frame advantage at lower percents against some character, that frame advantage no longer increases, making the throw break less advantageous at higher percents. Donkey Kong's worse grabs also make it harder to get a regrab and even if he gets a regrab, he still loses 10% for allowing the opponent for escaping the previous grab. A universal factor which hindered the throw trap's viability was the inclusion of new defensive options. Spotdodge is a frame 2 (for most characters) defensive option which is hold bufferable, giving grounded opponents an easy way to avoid a regrab. The addition of air dodges also gives aerial opponents a universal option to escape the grab. Additionally, when landing out of hitstun in ''Melee'', the hitstun will be cancelled into the character's landing animation (which was not the case in the previous game). This is especially bad for Donkey Kong against fast fallers as they can potentially recover before he can, with certain characters even being able to punish Donkey Kong on hit. Additionally, cargo throw has been expanded in other ways which have ultimately made the throw trap obsolete. In particular, Donkey Kong now has a Cargo up throw which is an incredible combo starter. This can lead to significantly higher consistent damage compared to going for a throw trap, in addition to not damaging Donkey Kong himself. | ||
Overall, the Infinite throw trap was not only effectively removed in ''Melee'', but it was also made obsolete, due to the introduction of Cargo up throw. The throw trap is not only never guaranteed but it is actively harmful to go for, due to DK damaging himself when the opponent breaks out of his cargo throw. | Overall, the Infinite throw trap was not only effectively removed in ''Melee'', but it was also made obsolete, due to the introduction of Cargo up throw. The throw trap is not only never guaranteed but it is actively harmful to go for, due to DK damaging himself when the opponent breaks out of his cargo throw. | ||
===In ''Super Smash Bros. Brawl''=== | ===In ''Super Smash Bros. Brawl''=== | ||