Infinite throw trap: Difference between revisions

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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. Escaping the cargo throw requires at least 14 inputs which increases as the opponent's percent increases (as a sidenote, the opponent required six extra inputs to break out of cargo throw in the Japanese version). The cargo throw pickup's damage never scales, so it will always deal 8% regardless of how many times it has been used.  
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. Escaping the cargo throw requires at least 14 inputs which increases as the opponent's percent increases (as a sidenote, the opponent required six extra inputs to break out of cargo throw in the Japanese version). The cargo throw pickup's damage never scales, so it will always deal 8% regardless of how many times it has been used.  


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 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]]). 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.  
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.  
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