Editing Infinite throw trap

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Once the opponent struggles free, both characters are put into hitstun for a period of time. Donkey Kong is put into a consistent 19 frames of hitstun but the amount of hitstun the opponent is put into depends on their percent. At 0%, Donkey Kong is at a 1 frame disadvantage against most of the cast although Donkey Kong's frame advantage increases as the opponent's percent increases. How quickly the opponent's hitstun increases depends on their [[weight]], with lighter characters gaining hitstun more quickly. This scaling hitstun for the opponent is the main thing which makes the throw trap viable. Donkey Kong has a frame 6 grab, so the throw trap becomes a true hitstun combo once the opponent is at a six frame disadvantage, which occurs somewhere above 100% for a majority of the cast. Depending on the oppponent's potential escape options, the throw trap can become guaranteed with a lower frame advantage if the opponent lacks a frame 1 escape option.  
Once the opponent struggles free, both characters are put into hitstun for a period of time. Donkey Kong is put into a consistent 19 frames of hitstun but the amount of hitstun the opponent is put into depends on their percent. At 0%, Donkey Kong is at a 1 frame disadvantage against most of the cast although Donkey Kong's frame advantage increases as the opponent's percent increases. How quickly the opponent's hitstun increases depends on their [[weight]], with lighter characters gaining hitstun more quickly. This scaling hitstun for the opponent is the main thing which makes the throw trap viable. Donkey Kong has a frame 6 grab, so the throw trap becomes a true hitstun combo once the opponent is at a six frame disadvantage, which occurs somewhere above 100% for a majority of the cast. Depending on the oppponent's potential escape options, the throw trap can become guaranteed with a lower frame advantage if the opponent lacks a frame 1 escape option.  


The main goal of the throw trap is to grab the opponent before they get the chance to avoid the grab. How effective this is depends on the matchup as there are numerous factors which affect the throw trap. The first thing which can affect the throw trap is whether the opponent recovers grounded or aerial after the grab. If the opponent is grounded, they have access to all of their ground options. The fastest universal escape option for grounded opponents is a shield jump which is a frame 2 option (as shield jumps have [[intangibility]]). Shield drops can also be a frame 2 escape option if the opponent is on a platform. Rolls can also work but they are slower, making them less viable as escape options, especially at higher percents. The opponent can also use fast attacks to beat the cargo throw with some characters possessing frame 1 escape options. If the opponent is in the air, their escape options are more limited. There is no universal intangible aerial escape option so an aerial opponent can either jump, throw out an aerial or use an intangible/fast special move to escape (if they have the option). The opponent might also be able to land and use one of their grounded options although this is highly situation dependent.  
The main goal of the throw trap is to grab the opponent before they get the chance to avoid the grab. How effective this is depends on the matchup as there are numerous factors which affect the throw trap. The first thing which can affect the throw trap is whether the opponent recovers grounded or aerial after the grab. If the opponent is grounded, they have access to all of their ground options. The fastest universal escape option for grounded opponents is a shield jump which is a frame 2 option (as shield jumps have [[intangibility]]). Rolls can also work but they are slower so they are less viable as escape options, especially at higher percents. The opponent can also use fast attacks to beat the cargo throw with some characters possessing frame 1 escape options. If the opponent is in the air, their escape options are more limited. There is no universal intangible aerial escape option so an aerial opponent can either jump, throw out an aerial or use an intangible/fast special move to escape (if they have the option). The opponent might also be able to land and use one of their grounded options although this is highly situation dependent.  


Whether the opponent recovers grounded or airborne depends on how floaty the character is. Floatier characters will recover in the air while faster fallers will land on the ground. For some characters, it is also percent dependent whether they recover airborne or grounded. It is important for the opponent to know how they are going to recover to ensure the best possible chance for them to escape.  
Whether the opponent recovers grounded or airborne depends on how floaty the character is. Floatier characters will recover in the air while faster fallers will land on the ground. For some characters, it is also percent dependent whether they recover airborne or grounded. It is important for the opponent to know how they are going to recover to ensure the best possible chance for them to escape.  

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