Donkey Kong (SSB4)/Down throw: Difference between revisions
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Donkey Kong slams the opponent downwards, launching them slightly forwards. Tied with cargo down throw for the least damage out of all of Donkey Kong's throws, at 7%. It has very low knockback, but high endlag to where true followups are impossible, however the throw can lead into tech chase situations at low percent, or combo into a dash attack at very low percents when the opponent misses the tech. Otherwise, the throw serves very little purpose, as cargo throw is overall much better for combos. | Donkey Kong slams the opponent downwards, launching them slightly forwards. Tied with cargo down throw for the least damage out of all of Donkey Kong's throws, at 7%. It has very low knockback, but high endlag to where true followups are impossible, however the throw can lead into tech chase situations at low percent, or combo into a dash attack at very low percents when the opponent misses the tech. Otherwise, the throw serves very little purpose, as cargo throw is overall much better for combos. | ||
== | ==Throw data== | ||
{{SSB4ThrowTableHeader}} | |||
{{SSB4ThrowTableRow | |||
|id=0 | |||
|damage=7% | |||
|af=3 | |||
|angle=361 | |||
|bk=60 | |||
|ks=50 | |||
|fkv=0 | |||
|bn=0 | |||
|noff=true | |||
|trip=0 | |||
|type=Throwing | |||
|effect=Normal | |||
|slvl=S | |||
|sfx=None | |||
}} | |||
{{SSB4ThrowTableRow | |||
|id=1 | |||
|damage=3% | |||
|af=3 | |||
|angle=361 | |||
|bk=40 | |||
|ks=100 | |||
|fkv=0 | |||
|bn=0 | |||
|noff=true | |||
|trip=0 | |||
|type=Throwing | |||
|effect=Normal | |||
|slvl=S | |||
|sfx=None | |||
}} | |||
|} | |||
==Timing== | |||
The speed of this throw depends on the opponent's [[weight]]. | |||
{ | {{SSB4WeightBasedTableHeader}} | ||
|- | |- | ||
| | !Invincible | ||
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||'''1-8'''||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8 | |||
{{SSB4WeightBasedFrameRow|Throw|24|69}} | |||
{{SSB4WeightBasedFrameRow|Interruptible|60|69}} | |||
{{SSB4WeightBasedFrameRow|Animation length|69|69}} | |||
|} | |} | ||
{{FrameStripStart}} | |||
|rowspan=2|'''Min (Jigglypuff)''' {{FrameStrip|t=Lag|c=21|e=LagThrowS}}{{FrameStrip|t=Lag|c=31|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=8}}{{FrameStrip|t=Blank|c=17}} | |||
|- | |||
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=52}}{{FrameStrip|t=Blank|c=17}} | |||
|- | |||
|rowspan=2|'''Baseline''' {{FrameStrip|t=Lag|c=23|e=LagThrowS}}{{FrameStrip|t=Lag|c=36|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=10}}{{FrameStrip|t=Blank|c=8}} | |||
|- | |||
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=61}}{{FrameStrip|t=Blank|c=8}} | |||
|- | |||
|rowspan=2|'''Max (Bowser)''' {{FrameStrip|t=Lag|c=26|e=LagThrowS}}{{FrameStrip|t=Lag|c=40|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=11}} | |||
|- | |||
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=69}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|throw=y|vulnerable=y|invincible=y|interruptible=y}} | |||
{{MvSubNavDonkeyKong|g=SSB4}} | {{MvSubNavDonkeyKong|g=SSB4}} | ||
[[Category:Donkey Kong (SSB4)]] | [[Category:Donkey Kong (SSB4)]] | ||
[[Category:Down throws (SSB4)]] | [[Category:Down throws (SSB4)]] |
Revision as of 17:16, June 20, 2020
Overview
Donkey Kong slams the opponent downwards, launching them slightly forwards. Tied with cargo down throw for the least damage out of all of Donkey Kong's throws, at 7%. It has very low knockback, but high endlag to where true followups are impossible, however the throw can lead into tech chase situations at low percent, or combo into a dash attack at very low percents when the opponent misses the tech. Otherwise, the throw serves very little purpose, as cargo throw is overall much better for combos.
Throw data
ID | Damage | Angle | BK | KS | FKV | Bone | FFx | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 7% | Forwards | 60 | 50 | 0 | 0 | None | None | |||
1 | 3% | Forwards | 40 | 100 | 0 | 0 | None | None |
Timing
The speed of this throw depends on the opponent's weight.
※ | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Invincible | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 |
Throw | 21.19 | 21.71 | 21.8 | 21.98 | 22.15 | 22.24 | 22.33 | 22.42 | 22.59 | 22.68 | 23.03 | 23.12 | 23.21 | 23.38 | 23.47 | 23.56 | 23.65 | 23.74 | 23.82 | 23.91 | 24 | 24.18 | 24.26 | 24.35 | 24.53 | 24.62 | 24.7 | 25.14 | 25.41 | 25.67 | 25.93 | 26.64 |
Interruptible | 52.78 | 54.13 | 54.36 | 54.81 | 55.26 | 55.49 | 55.71 | 55.94 | 56.39 | 56.62 | 57.52 | 57.74 | 57.97 | 58.42 | 58.65 | 58.87 | 59.1 | 59.32 | 59.55 | 59.77 | 60 | 60.45 | 60.68 | 60.9 | 61.35 | 61.58 | 61.8 | 62.93 | 63.61 | 64.29 | 64.96 | 66.77 |
Animation length | 60.68 | 62.24 | 62.5 | 63.02 | 63.54 | 63.8 | 64.06 | 64.32 | 64.84 | 65.1 | 66.14 | 66.4 | 66.66 | 67.18 | 67.44 | 67.7 | 67.96 | 68.22 | 68.48 | 68.74 | 69 | 69.52 | 69.78 | 70.04 | 70.56 | 70.82 | 71.08 | 72.38 | 73.16 | 73.94 | 74.72 | 76.8 |
Min (Jigglypuff) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Baseline | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Max (Bowser) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|