Kirby (SSBB)/Forward throw: Difference between revisions

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(man I gotta find out whether throws in Brawl have invincibility or intangibility)
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*F-throw -> Jump -> Uair - After the percentage is too high for guaranteed followups to work, Kirby can jump and perform an up air to try to hit the opponent. How this is performed depends on the opponent's [[falling speed]] and [[weight]]. Since many players will [[air dodge]] after being thrown, Kirby can also try to [[read]] the air dodge and get another followup, such as an aerial Hammer. A down throw setup can be more useful at these percentages.
*F-throw -> Jump -> Uair - After the percentage is too high for guaranteed followups to work, Kirby can jump and perform an up air to try to hit the opponent. How this is performed depends on the opponent's [[falling speed]] and [[weight]]. Since many players will [[air dodge]] after being thrown, Kirby can also try to [[read]] the air dodge and get another followup, such as an aerial Hammer. A down throw setup can be more useful at these percentages.


{{technical data}}
==Throw data==
{{BrawlThrowTableHeader}}
{{BrawlThrowTableRow
|type=Throw
|bn=59
|damage=8%
|angle=65
|bk=40
|ks=100
|fkv=0
|effect=Normal
|slvl=S
|sfx=None
|x1=0.0
|x2=1.0
|x3=1.0
|x4=y
|x5=y
|x6=8
}}
{{BrawlThrowTableRow
|type=Release
|bn=—
|damage=3%
|angle=361
|bk=60
|ks=100
|fkv=0
|effect=Normal
|slvl=S
|sfx=None
|x1=0.0
|x2=1.0
|x3=1.0
|x4=y
|x5=y
|x6=8
}}
|}
 
==Timing==
The speed of this throw is constant regardless of the opponent's [[weight]].
{{technical data|add invincibility/intangibility frames}}
{|class="wikitable"
|-
!Throw
|45
|-
!Animation length
|61
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=44|e=LagThrowS}}{{FrameStrip|t=Lag|c=17|s=LagThrowE}}
|}
 
{{FrameIconLegend|lag=y|throw=y}}


[[Category:Kirby (SSBB)]]
[[Category:Kirby (SSBB)]]
[[Category:Forward throws]]
[[Category:Forward throws]]