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Infinite throw trap: Difference between revisions

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(Very sensationalised and outdated controversy section. Improved using the sources available to me. Xanadu Origins did not ban the throw trap, but did ban Double Pikachu among other things: https://docs.google.com/document/d/1T99G_p8Nis5jwF2Y_r2zHEKvm0iKgz9jGVbEafkKl30/edit?usp=sharing)
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The '''infinite throw trap''', abbreviated as '''ITT''', is a technique in which [[Donkey Kong]] [[grab]]s the opponent repeatedly without [[throw]]ing them. This technique is possible to perform in the original ''[[Super Smash Bros.]]'' on all characters besides Mario, Luigi, and Pikachu, who can all [[Recovery|recover]] out of it. It can also be done in ''[[Super Smash Bros. Brawl]]'' on {{SSBB|Lucas}} and {{SSBB|Ness}}.
The '''infinite throw trap''', abbreviated as '''ITT''', is a technique in which [[Donkey Kong]] [[grab]]s the opponent repeatedly without [[throw]]ing them. This technique is possible to perform in the original ''[[Super Smash Bros.]]'' on most characters. It can also be used in ''[[Super Smash Bros. Brawl]]'' against {{SSBB|Lucas}} and {{SSBB|Ness}}.


==In ''Super Smash Bros.''==
==In ''Super Smash Bros.''==
===Technical details===
===Technical details===
After grabbing an opponent, Donkey Kong can use his [[cargo throw|unique forward throw]] to begin carrying the opponent over his shoulder, an action which deals a small amount of damage. During the "cargo carry," Donkey Kong can walk around with the opponent and can choose to perform a cargo throw if the opponent does not escape via [[button mashing]]. Once the opponent struggles free, if Donkey Kong is standing still, he can grab again almost immediately. The opponent has a few [[frame]]s in which to escape or counter. The pattern repeats as follows: Donkey Kong grabs the opponent, initiates the cargo carry to deal some damage, the opponent struggles free, Donkey Kong grabs again, and so on.
After grabbing an opponent, Donkey Kong can use his unique forward throw—the [[cargo throw]]—to begin carrying the opponent over his shoulder, an action which deals 8% damage. During the Cargo Throw, Donkey Kong can walk around with the opponent and can choose to perform a proper forward or back throw. The opponent can escape this through [[button mashing]], and multiple inputs can be used at once to escape more quickly.  


===Controversy===
Once the opponent struggles free, if Donkey Kong is standing still, the frame advantage is roughly neutral, allowing him to grab again, forming the "trap." The opponent has a few [[frame]]s in which to escape or counter, which decrease as damage is tacked on. The pattern is thusly: Donkey Kong grabs the opponent, initiates the Cargo Throw to deal some damage, the opponent struggles free, Donkey Kong grabs again, and so on.
The ITT is sometimes banned in competitive play because it leads to [[stalling]].  


Once the ITT is started, it is almost impossible to escape. The fact that Donkey Kong has the fourth longest horizontal grab range (behind {{SSB|Samus}}, {{SSB|Link}} and {{SSB|Yoshi}}; also the longest non-tether horizontal grab range) and widest vertical grab range (which allows Donkey Kong to grab [[short hop]]ping opponents) adds to this problem.  
===Effectiveness===
[[File:ITTMoving.gif|thumb|Donkey Kong moving to force {{SSB|Yoshi}} to stay in front, allowing for a regrab. Notice the close frame advantage.]]
Given the variance in tools, [[hurtbox]]es, and timing in which they land, each character has different levels of counterplay to the Infinite throw trap. This table summarises their best options.<ref>[https://smashboards.com/threads/dk-infinite-throw-trap-technical-data.344865/ Infinite throw trap Technical Data by Mr. Bushido]</ref>


But most importantly, many consider the best counter strategy is refusing to escape the grab. If the grabbed character doesn't [[button mash]], they will stay latched on until the Donkey Kong throws. Because the damage is inflicted when Donkey Kong grabs, when faced by the ITT, many opponents will refuse to escape, leading to a stalemate in which the Donkey Kong, intending to infinite, waits for the opponent to button mash, and the grabbed character, not wanting to deal with escaping the infinite, waits for the Donkey Kong to throw.
{|class="wikitable sortable"
! Name !! Details
|-
| {{CharHead|Kirby|SSB|hsize=20px}} || Possible to [[roll]].
|-
| {{CharHead|Ness|SSB|hsize=20px}} || Possible to [[roll]].
|-
| {{CharHead|Link|SSB|hsize=20px}} || Possible to [[roll]].
|-
| {{CharHead|Captain Falcon|SSB|hsize=20px}} || Possible to [[roll]].
|-
| {{CharHead|Pikachu|SSB|hsize=20px}} || [[Quick Attack]] allows for escape.
|-
| {{CharHead|Samus|SSB|hsize=20px}} || [[Screw Attack]] allows for escape.
|-
| {{CharHead|Luigi|SSB|hsize=20px}} || [[Super Jump Punch]] allows for escape, or even a [[KO]] if close enough.
|-
| {{CharHead|Mario|SSB|hsize=20px}} || [[Super Jump Punch]] allows for escape.
|-
| {{CharHead|Fox|SSB|hsize=20px}} || Possible to [[roll]].
|-
| {{CharHead|Yoshi|SSB|hsize=20px}} || [[Knockback]] sends him behind the player if Donkey Kong doesn't move.
|-
| {{CharHead|Jigglypuff|SSB|hsize=20px}} || Most consistent.
|-
| {{CharHead|Donkey Kong|SSB|hsize=20px}} || [[Knockback]] sends him behind the player if Donkey Kong doesn't move.
|-
| {{CharHead|Metal Mario|SSB|hsize=20px}} || [[Super Jump Punch]] allows for escape.
|-
| {{CharHead|Giant Donkey Kong|SSB|hsize=20px}} || ?
|}


However, it is important to note that the technique ''is'' escapable. At high enough damages, the opposition will get knocked down from the release, allow them to tech. Even though it doesn't look like it, the release has knockback, but no damage. Formerly, it was often banned, but recent tournaments appear to ignore the tactic altogether. But since most high level Smashers can escape the infinite, it usually doesn't make a difference.
===Banning & Reinstatement===
The Infinite throw trap was historically banned in competitive play, usually due to [[stalling]]. As of 2023, however, the technique has been allowed, presumably thanks to counterplay being more adequate and more precise rulings on stalling in general; specifically, deriving intent from the opponent's [[percentage]] and gauging the trap's necessity. In general, it is possible to [[button mash]] out of the throw trap: The player merely needs to be quick, and if applicable, escape with a proper move. Most high-level Smashers can escape the Infinite throw trap, making it largely a "rookie killer" technique; resultantly, major events tend to ignore the tactic altogether.
 
Once the Infinite throw trap is started, it is very difficult to escape. Donkey Kong has the largest and widest and non-tether grab range, allowing him to even grab [[short hop]]ping opponents. This means that even in the event of escape, it is very easy for Donkey Kong to regrab the opponent. Dealing 8% each time, this is a relatively easy way for Donkey Kong to slowly tack on damage before swinging for a [[KO]]. Despite appearances, the actual grab release, despite dealing [[knockback]], doesn't actually deal [[damage]]. [[Keyboard]] players will typically struggle more against the technique due to the button layout.
 
Over time, counterplay to the strategy has evolved. Some players chose not to button mash, wherein they will stay latched on until Donkey Kong initiates a [[throw]]. This leads to a stalemate in which the Donkey Kong, intending to infinite, waits for the opponent to button mash, and the grabbed character, not wanting to deal with escaping the infinite, waits for the Donkey Kong to throw. Should Donkey Kong be at a damage deficit, the throw is forced, lest the player simply [[time out]]. In modern times, players will use multiple buttons to mash efficiently and use their best escape options, usually only allowing Donkey Kong to get a few reps in. Therefore, high-level Donkey Kong players will typically focus on a strong [[combo]] game involving {{mvsub|Donkey Kong|SSB|up aerial}} and other attacks, rather than relying on the Infinite throw trap.
 
It is important to note that the technique ''is'' escapable through strong button mashing and use of one's proper escape options. Even at high enough percentages, the victim will get knocked down from the release, allowing them to tech.  


==In ''Super Smash Bros. Brawl''==
==In ''Super Smash Bros. Brawl''==
The Infinite Throw Trap returns in ''Brawl,'' but now can only infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} due to their unusually long [[grab release]] animations. All characters will now break free after a certain amount of time, even without button mashing.
The Infinite throw trap returns in ''Brawl,'' but now can only infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} due to their unusually long [[grab release]] animations. All characters will now break free after a certain amount of time, even without button mashing.


==Video==
==Video==
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==References==
{{reflist}}


[[Category:Techniques (SSB)]]
[[Category:Techniques (SSB)]]

Revision as of 18:47, November 24, 2023

The infinite throw trap, abbreviated as ITT, is a technique in which Donkey Kong grabs the opponent repeatedly without throwing them. This technique is possible to perform in the original Super Smash Bros. on most characters. It can also be used in Super Smash Bros. Brawl against Lucas and Ness.

In Super Smash Bros.

Technical details

After grabbing an opponent, Donkey Kong can use his unique forward throw—the cargo throw—to begin carrying the opponent over his shoulder, an action which deals 8% damage. During the Cargo Throw, Donkey Kong can walk around with the opponent and can choose to perform a proper forward or back throw. The opponent can escape this through button mashing, and multiple inputs can be used at once to escape more quickly.

Once the opponent struggles free, if Donkey Kong is standing still, the frame advantage is roughly neutral, allowing him to grab again, forming the "trap." The opponent has a few frames in which to escape or counter, which decrease as damage is tacked on. The pattern is thusly: Donkey Kong grabs the opponent, initiates the Cargo Throw to deal some damage, the opponent struggles free, Donkey Kong grabs again, and so on.

Effectiveness

Donkey Kong moving to force Yoshi to stay in front, allowing for a regrab. Notice the close frame advantage.

Given the variance in tools, hurtboxes, and timing in which they land, each character has different levels of counterplay to the Infinite throw trap. This table summarises their best options.[1]

Name Details
KirbyHeadSSB.png Kirby Possible to roll.
NessHeadSSB.png Ness Possible to roll.
LinkHeadSSB.png Link Possible to roll.
CaptainFalconHeadSSB.png Captain Falcon Possible to roll.
PikachuHeadSSB.png Pikachu Quick Attack allows for escape.
SamusHeadSSB.png Samus Screw Attack allows for escape.
LuigiHeadSSB.png Luigi Super Jump Punch allows for escape, or even a KO if close enough.
MarioHeadSSB.png Mario Super Jump Punch allows for escape.
FoxHeadSSB.png Fox Possible to roll.
YoshiHeadSSB.png Yoshi Knockback sends him behind the player if Donkey Kong doesn't move.
JigglypuffHeadSSB.png Jigglypuff Most consistent.
DonkeyKongHeadSSB.png Donkey Kong Knockback sends him behind the player if Donkey Kong doesn't move.
MetalMarioHeadSSB.png Metal Mario Super Jump Punch allows for escape.
GiantDonkeyKongHeadSSB.png Giant Donkey Kong ?

Banning & Reinstatement

The Infinite throw trap was historically banned in competitive play, usually due to stalling. As of 2023, however, the technique has been allowed, presumably thanks to counterplay being more adequate and more precise rulings on stalling in general; specifically, deriving intent from the opponent's percentage and gauging the trap's necessity. In general, it is possible to button mash out of the throw trap: The player merely needs to be quick, and if applicable, escape with a proper move. Most high-level Smashers can escape the Infinite throw trap, making it largely a "rookie killer" technique; resultantly, major events tend to ignore the tactic altogether.

Once the Infinite throw trap is started, it is very difficult to escape. Donkey Kong has the largest and widest and non-tether grab range, allowing him to even grab short hopping opponents. This means that even in the event of escape, it is very easy for Donkey Kong to regrab the opponent. Dealing 8% each time, this is a relatively easy way for Donkey Kong to slowly tack on damage before swinging for a KO. Despite appearances, the actual grab release, despite dealing knockback, doesn't actually deal damage. Keyboard players will typically struggle more against the technique due to the button layout.

Over time, counterplay to the strategy has evolved. Some players chose not to button mash, wherein they will stay latched on until Donkey Kong initiates a throw. This leads to a stalemate in which the Donkey Kong, intending to infinite, waits for the opponent to button mash, and the grabbed character, not wanting to deal with escaping the infinite, waits for the Donkey Kong to throw. Should Donkey Kong be at a damage deficit, the throw is forced, lest the player simply time out. In modern times, players will use multiple buttons to mash efficiently and use their best escape options, usually only allowing Donkey Kong to get a few reps in. Therefore, high-level Donkey Kong players will typically focus on a strong combo game involving up aerial and other attacks, rather than relying on the Infinite throw trap.

It is important to note that the technique is escapable through strong button mashing and use of one's proper escape options. Even at high enough percentages, the victim will get knocked down from the release, allowing them to tech.

In Super Smash Bros. Brawl

The Infinite throw trap returns in Brawl, but now can only infinite on Lucas and Ness due to their unusually long grab release animations. All characters will now break free after a certain amount of time, even without button mashing.

Video

Smasher Isai demonstrates the Infinite Throw Trap around the 0:14 mark.

References