Kirby (SSBU)/Forward throw: Difference between revisions
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==Overview== | ==Overview== | ||
The Piledriver | The Piledriver from the Suplex Ability. Despite its damage output being unimpressive from the throw alone, its low knockback, ending lag, and favorable launch angle allows it to be a great combo throw at low percents. Although Kirby can land on platforms due to the jump he performs during the animation, patch 6.0.0 allows him to follow up with a [[Kirby (SSBU)/Neutral aerial|neutral aerial]] or an [[Kirby (SSBU)/Up aerial|up aerial]] due to their faster startup and larger hitboxes. Some of these combos are character and percentage-dependent, though, limiting its utility to perform this across the cast. In spite of this, though, new combos have been tested to be viable in competitive play, despite their tight timing.<ref> {{cite web|url=https://twitter.com/Tilted_as_fuck/status/1192085614679805958|title=Myollnir labs out F-throw setups}}.</ref> <ref>{{cite web|url=https://twitter.com/MeleeWaluigi/status/1192257052749504512|title=fthrow character-dependent setups}}</ref> | ||
==Throw Data== | ==Throw Data== | ||
Line 20: | Line 20: | ||
|ks=125 | |ks=125 | ||
|fkv=0 | |fkv=0 | ||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{UltimateThrowTableRow | |||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage=3.0% | |||
|angle=361 | |||
|bk=60 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |||
|sfx=None | |sfx=None | ||
|slvl=S | |slvl=S | ||
Line 30: | Line 43: | ||
|1-45 | |1-45 | ||
|- | |- | ||
! | !Air transition | ||
|9 | |9 | ||
|- | |- | ||
!Throw | !Throw release | ||
|45 | |45 | ||
|- | |- |
Revision as of 03:29, September 14, 2023
Kirby forward throw hurtbox visualization | ||||
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Overview
The Piledriver from the Suplex Ability. Despite its damage output being unimpressive from the throw alone, its low knockback, ending lag, and favorable launch angle allows it to be a great combo throw at low percents. Although Kirby can land on platforms due to the jump he performs during the animation, patch 6.0.0 allows him to follow up with a neutral aerial or an up aerial due to their faster startup and larger hitboxes. Some of these combos are character and percentage-dependent, though, limiting its utility to perform this across the cast. In spite of this, though, new combos have been tested to be viable in competitive play, despite their tight timing.[1] [2]
Throw Data
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 5.0% | Forward | 40 | 125 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 60 | 100 | 0 | 0.0× | None |
Timing
Invincibility | 1-45 |
---|---|
Air transition | 9 |
Throw release | 45 |
Interruptible | 59 |
Animation length | 72 |
Lag time |
Vulnerable |
Invincible |
State change |
Throw point |
Interruptible |
|