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Wii Fit Trainer (SSBU)/Forward throw: Difference between revisions

(New Page: {{ArticleIcons|ssbu=y}} thumb|400px|Hitbox visualization showing Wii Fit Trainer's forward throw. ==Hitboxes== ===Throw=== {{UltimateThrowTableHeader}} {...)
 
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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
[[File:WFT Forward Throw.gif|thumb|400px|Hitbox visualization showing Wii Fit Trainer's forward throw.]]
[[File:WFT Forward Throw.gif|thumb|350px|Hitbox visualization showing Wii Fit Trainer's forward throw.]]


==Hitboxes==
==Overview==
===Throw===
Wii Fit Trainer does a jump serve, using the opponent as a the ball. This throw has moderate combo potential, being Wii Fit Trainer's only throw with true followups on the vast majority of the cast at 0% (see table below). Forward throw is also Wii Fit Trainer's highest damaging throw, and can be used as a decent kill move near the ledge, although it typically won't kill until the opponent is well past 150% unless [[Deep Breathing]] is active.
{{UltimateThrowTableHeader}}
 
{{UltimateThrowTableRow
==Throw and Hitbox Data==
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hitbox|42}}
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=3.0%
|damage=3.0%
|angle=361
|angle=361
|bk=40
|af=3
|ks=100
|bk=50
|bn=N/A
|ks=200
|fkv=0
|fkv=0
|ff=0.0
|r=5.0
|type=Throwing
|bn=throw
|sfx=Collision
|xpos=0.0
|slvl=S
|ypos=0.0
|zpos=0.0
|clang=f
|rebound=f
|type=Hand
|ff=1.5
|sfx=Kick
|slvl=M
}}
}}
|}
{{UltimateThrowTableHeader}}
{{HitboxTableTitle|Throw|42}}
{{UltimateThrowTableRow
{{UltimateThrowTableRow
|id=0
|id=0
Line 24: Line 38:
|bk=50
|bk=50
|ks=86
|ks=86
|bn=N/A
|fkv=0
|fkv=0
|ff=0.0
|ff=0.0
|type=Throwing
|type=Throwing
|sfx=Collision
|sfx=None
|slvl=S
|slvl=S
}}
}}
|}
{{UltimateThrowTableRow
===Collateral===
|kind=1
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableRow
|id=0
|id=0
|part=0
|type=Throwing
|damage=3.0%
|damage=3.0%
|angle=361
|angle=361
|bk=50
|bk=40
|ks=200
|ks=100
|fkv=0
|fkv=0
|r=5.0
|effect=Normal
|bn=throw
|sfx=None
|xpos=0.0
|slvl=S
|ypos=0.0
|zpos=0.0
|clang=0
|rebound=0
|type=Hand
|sdi=0.0
|ff=1.5
|trip=0
|sfx=Kick
|slvl=M
}}
}}
|}
|}
==Timing==
==Timing==
{|class="wikitable"
{|class="wikitable"
!Invincibility
|1-38
|-
|-
!Hit 1
!Hitbox
|36
|36-37
|-
|-
!Hit 2
!Throw release
|38
|38
|-
|-
Line 74: Line 78:


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Interruptible|c=19}}
{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Hitbox|c=2|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=12|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=30}}
|-
{{FrameStrip|t=Invincible|c=38}}{{FrameStrip|t=Vulnerable|c=41}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|invincible=y|vulnerable=y}}
 
==Followup data==
Forward throw is especially useful as a combo throw at low percents because it doesn't put the opponent into [[tumble]], meaning they cannot [[DI]] the throw at all. Because of this, only the opposing character's weight, fall speed, etc. need to be taken into account when comboing off of forward throw. All followups in the table below are tested on opponents at 0% with no [[rage]].
 
{|class="wikitable"
! style="width:250px" |Able to follow up with:
! style="width:120px" |Characters
|-
|Neutral air, forward air, and up air||{{Head|Incineroar|g=SSBU|s=24px}}{{Head|King Dedede|g=SSBU|s=24px}}{{Head|Bowser|g=SSBU|s=24px}}{{Head|Donkey Kong|g=SSBU|s=24px}}{{Head|Ganondorf|g=SSBU|s=24px}}{{Head|Ryu|g=SSBU|s=24px}}{{Head|Ken|g=SSBU|s=24px}}{{Head|Ridley|g=SSBU|s=24px}}{{Head|King K. Rool|g=SSBU|s=24px}}{{Head|Banjo & Kazooie|g=SSBU|s=24px}}{{Head|Charizard|g=SSBU|s=24px}}*
|-
|Forward air and up air||{{Head|Samus|g=SSBU|s=24px}}{{Head|Dark Samus|g=SSBU|s=24px}}{{Head|R.O.B.|g=SSBU|s=24px}}{{Head|Bowser Jr.|g=SSBU|s=24px}}{{Head|Cloud|g=SSBU|s=24px}}
|-
|Up air only||{{Head|Mewtwo|g=SSBU|s=24px}}{{Head|Pikachu|g=SSBU|s=24px}}{{Head|Mario|g=SSBU|s=24px}}{{Head|Link|g=SSBU|s=24px}}{{Head|Ice Climbers|g=SSBU|s=24px}}{{Head|Dr. Mario|g=SSBU|s=24px}}{{Head|Falco|g=SSBU|s=24px}}{{Head|Roy|g=SSBU|s=24px}}{{Head|Chrom|g=SSBU|s=24px}}{{Head|Wolf|g=SSBU|s=24px}}{{Head|Pit|g=SSBU|s=24px}}{{Head|Dark Pit|g=SSBU|s=24px}}{{Head|Zero Suit Samus|g=SSBU|s=24px}}{{Head|Ike|g=SSBU|s=24px}}{{Head|Wii Fit Trainer|g=SSBU|s=24px}}{{Head|Corrin|g=SSBU|s=24px}}{{Head|Hero|g=SSBU|s=24px}}{{Head|Robin|g=SSBU|s=24px}}{{Head|Mii Gunner|g=SSBU|s=24px}}{{Head|Snake|g=SSBU|s=24px}}{{Head|Simon|g=SSBU|s=24px}}{{Head|Richter|g=SSBU|s=24px}}{{Head|Mii Swordfighter|g=SSBU|s=24px}}{{Head|Wario|g=SSBU|s=24px}}{{Head|Kirby|g=SSBU|s=24px}}{{Head|Luigi|g=SSBU|s=24px}}{{Head|Jigglypuff|g=SSBU|s=24px}}{{Head|Yoshi|g=SSBU|s=24px}}{{Head|Young Link|g=SSBU|s=24px}}{{Head|Mr. Game & Watch|g=SSBU|s=24px}}{{Head|Mega Man|g=SSBU|s=24px}}{{Head|Rosalina & Luma|g=SSBU|s=24px}}{{Head|Isabelle|g=SSBU|s=24px}}{{Head|Little Mac|g=SSBU|s=24px}}{{Head|Piranha Plant|g=SSBU|s=24px}}{{Head|Marth|g=SSBU|s=24px}}*{{Head|Lucina|g=SSBU|s=24px}}*{{Head|Shulk|g=SSBU|s=24px}}*{{Head|Squirtle|g=SSBU|s=24px}}*
|-
|Up air with [[Deep Breathing]] only||{{Head|Ness|g=SSBU|s=24px}}{{Head|Peach|g=SSBU|s=24px}}{{Head|Daisy|g=SSBU|s=24px}}{{Head|Zelda|g=SSBU|s=24px}}{{Head|Meta Knight|g=SSBU|s=24px}}{{Head|Lucas|g=SSBU|s=24px}}{{Head|Sonic|g=SSBU|s=24px}}{{Head|Olimar|g=SSBU|s=24px}}{{Head|Lucario|g=SSBU|s=24px}}{{Head|Villager|g=SSBU|s=24px}}{{Head|Inkling|g=SSBU|s=24px}}{{Head|Duck Hunt|g=SSBU|s=24px}}{{Head|Pac-Man|g=SSBU|s=24px}}{{Head|Palutena|g=SSBU|s=24px}}{{Head|Joker|g=SSBU|s=24px}}{{Head|Ivysaur|g=SSBU|s=24px}}*
|-
|[[Attack cancel]] back air and dash attack||{{Head|Fox|g=SSBU|s=24px}}{{Head|Captain Falcon|g=SSBU|s=24px}}{{Head|Greninja|g=SSBU|s=24px}}{{Head|Bayonetta|g=SSBU|s=24px}}*
|-
|Dash attack only||{{Head|Sheik|g=SSBU|s=24px}}{{Head|Mii Brawler|g=SSBU|s=24px}}
|-
|No true followups||{{Head|Pichu|g=SSBU|s=24px}}{{Head|Diddy Kong|g=SSBU|s=24px}}{{Head|Toon Link|g=SSBU|s=24px}}
|}
<nowiki>*</nowiki>These characters have a specific method of escape, such as {{SSBU|Pokémon Trainer}}'s [[Pokémon Change]].
 
*This information was compiled by [https://twitter.com/Jeripon Jeripon].


{{MvSubNavWiiFitTrainer|g=SSBU}}
{{MvSubNavWiiFitTrainer|g=SSBU}}
[[Category:Wii Fit Trainer (SSBU)]]
[[Category:Wii Fit Trainer (SSBU)]]
[[Category:Grabs and throws(SSBU)]]
[[Category:Forward throws (SSBU)]]
[[Category:Forward throws (SSBU)]]

Latest revision as of 16:36, July 27, 2022

Hitbox visualization showing Wii Fit Trainer's forward throw.

OverviewEdit

Wii Fit Trainer does a jump serve, using the opponent as a the ball. This throw has moderate combo potential, being Wii Fit Trainer's only throw with true followups on the vast majority of the cast at 0% (see table below). Forward throw is also Wii Fit Trainer's highest damaging throw, and can be used as a decent kill move near the ledge, although it typically won't kill until the opponent is well past 150% unless Deep Breathing is active.

Throw and Hitbox DataEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hitbox
0 0 0 3.0% 0   Forward 50 200 0   5.0 throw 0.0 0.0 0.0 1.5× 1.0× 0%               Kick   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 7.0%   Forward 50 86 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

TimingEdit

Invincibility 1-38
Hitbox 36-37
Throw release 38
Interruptible 50
Animation length 79
                                                                                                                                                             
                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible

Followup dataEdit

Forward throw is especially useful as a combo throw at low percents because it doesn't put the opponent into tumble, meaning they cannot DI the throw at all. Because of this, only the opposing character's weight, fall speed, etc. need to be taken into account when comboing off of forward throw. All followups in the table below are tested on opponents at 0% with no rage.

Able to follow up with: Characters
Neutral air, forward air, and up air            *
Forward air and up air      
Up air only                                     * * * *
Up air with Deep Breathing only                 *
Attack cancel back air and dash attack     *
Dash attack only   
No true followups    

*These characters have a specific method of escape, such as Pokémon Trainer's Pokémon Change.

  • This information was compiled by Jeripon.