Editing Infinite throw trap

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[[File:DKITT.gif|thumb|200px|Use of the Infinite throw trap against {{SSB|Kirby}}, demonstrated by Travofcourse.]]
[[File:DKITT.gif|thumb|200px|Use of the Infinite throw trap against {{SSB|Kirby}}, demonstrated by Travofcourse.]]
The '''Infinite throw trap''', abbreviated as '''ITT''', is a technique in ''[[Super Smash Bros.]]'' where [[Donkey Kong]] [[grab]]s the opponent without [[throw]]ing them, allowing for easy regrabs in the right scenarios. It is also possible in ''[[Super Smash Bros. Brawl]]'' against {{SSBB|Lucas}} and {{SSBB|Ness}}, abusing their unusually long grab release animations.
The '''infinite throw trap''', abbreviated as '''ITT''', is a technique in ''[[Super Smash Bros.]]'' where [[Donkey Kong]] [[grab]]s the opponent without [[throw]]ing them, allowing for easy regrabs in the right scenarios. It is also possible in ''[[Super Smash Bros. Brawl]]'' against {{SSBB|Lucas}} and {{SSBB|Ness}}, abusing their unusually long grab release animations.


The technique was effectively removed and obsoleted in ''Melee'' through a series of factors, including nerfs to {{SSBM|Donkey Kong}}'s grabs, changes to how breaking out of a cargo throw functions and other universal factors. Even if Donkey Kong does successfully regrab the opponent, both Donkey Kong and the victim take 10% from a grab release, instead of the victim taking 8% for DK transitioning to the cargo throw stance. In return, Donkey Kong gained new up and down throws, both possessing decent utility, and the addition of [[pummel]]s gives Donkey Kong some flexibility in how damage is dealt. For the purpose of [[chain grab]]s, Donkey Kong can use cargo up throw against [[fast fall]]ers, or use [[down throw]] to force a [[tech chase]]. Further changes to breaking out of cargo throw were made in following games, with the introduction of a regrab lockout timer in ''Smash 4'' ultimately removing any kind of throw trap in modern ''Smash'' titles.  
The technique was effectively removed and obsoleted in ''Melee'' through a series of factors, including nerfs to {{SSBM|Donkey Kong}}'s grabs, changes to how breaking out of a cargo throw functions and other universal factors. Even if Donkey Kong does successfully regrab the opponent, both Donkey Kong and the victim take 10% from a grab release, instead of the victim taking 8% for DK transitioning to the cargo throw stance. In return, Donkey Kong gained new up and down throws, both possessing decent utility, and the addition of [[pummel]]s gives Donkey Kong some flexibility in how damage is dealt. For the purpose of [[chain grab]]s, Donkey Kong can use cargo up throw against [[fast fall]]ers, or use [[down throw]] to force a [[tech chase]]. Further changes to breaking out of cargo throw were made in following games, with the introduction of a regrab lockout timer in ''Smash 4'' ultimately removing any kind of throw trap in modern ''Smash'' titles.  

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