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Kirby (SSB)/Forward throw

OverviewEdit

Kirby jumps with his grabbed target very high in the air and comes back down very fast, similar to Ninja Kirby's Air Drop in Kirby Super Star, causing a small explosion when he hits the ground. The explosion has a hitbox with weak knockback which will hit any bystanders. The grabbed opponent is then launched up in the air when Kirby hits the ground and Kirby will land on any piece of ground which was above him before he performed the throw. This move would become Kirby's up-throw in later installments. The move has very high base knockback, and reasonable knockback scaling, making it one of the strongest forward throws in the game. It is capable of KOing Mario at the center of Dream Land at 129%. If Kirby lands on the top platform of Dream Land, the throw KOes Mario at 106%, Donkey Kong at 149% and Jigglypuff at 72%.

If there is no ground below Kirby as he is performing the throw, he will keep falling until he reaches the lower blastzone, which will KO him. This can be used as a suicide move if standing at the edge of the stage, as Kirby and his opponent will get KOed at about the same time. When Kirby's opponent is KOed however depends on port priority. If Kirby has the lower port (such as port 1), he and his opponent will be KOed on the same frame. If Kirby has the higher port however (such as port 4), his opponent will be KOed one frame later than Kirby. Mario, Luigi, Fox, Pikachu, Samus and Captain Falcon can all jump in this scenario although Samus and Captain Falcon cannot recover from this position (on Dream Land). The rest of the cast cannot jump during this one frame. Another thing which affects this setup is the bigger Kirby glitch. If the bigger Kirby glitch is activated, Kirby will always be KOed first and the rest of the cast will have a decent amount of time to recover. Mario, Luigi, Fox, Pikachu, Ness and another Kirby can recover from this situation although the rest of the cast cannot.

Overall, Kirby's forward throw is a good throw, being a strong and versatile KO option.

Hitbox and Throw dataEdit

NTSC-JEdit

Bone Damage Angle BK KS FKV Effect
Throw bn! 13%   80 70 0  
Release bn! 6%   10 100 0  

NTSC-U/PALEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Effect G A Sound
Collateral hit
0 0 7% 0   10 80 0 100 0 0 0 0           Punch
Bone Damage Angle BK KS FKV Effect
Throw bn! 13%   100 70 0  
Release bn! 6%   10 100 0  

SummaryEdit

  •   Angle (45° → 70°).
  •   Base knockback (80 → 100).
  •   Collateral hit added.

TimingEdit

Invincibility 4-23
Air transition 6
Collateral hit (NTSC-U/PAL only) 45-52
Throw release 51 (NTSC-J)
53 (NTSC-U/PAL)
Animation length 79
NTSC-J                                                                                                                                                               
NTSC-U/PAL                                                                                                                                                               
Kirby                                                                                                                                                               
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Invincible
  
State change
  
Throw point

ReferencesEdit

https://drive.google.com/file/d/0B_arUxj76oi7aDh2TWlubGZHYkE/view https://sites.google.com/view/smashport/%E3%81%9D%E3%81%AE%E4%BB%96%E6%A4%9C%E8%A8%BC%E7%AD%89/%E3%82%AB%E3%83%BC%E3%83%93%E3%82%A3%E3%81%AE%E5%89%8D%E6%8A%95%E3%81%92%E3%82%B9%E3%83%88%E3%83%83%E3%82%AF%E4%BA%A4%E6%8F%9B%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6?authuser=0