Kirby (SSB4)/Forward throw: Difference between revisions
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
SuperSqank (talk | contribs) |
SuperSqank (talk | contribs) m (→Throw Data) |
||
(3 intermediate revisions by the same user not shown) | |||
Line 6: | Line 6: | ||
==Update history== | ==Update history== | ||
'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{nerf| | *{{nerf|Forward throw deals less damage (7% → 5%) with its knockback scaling compensated (100 → 125).}} | ||
*{{buff|Forward throw has less ending lag (FAF 62 → 59) and it launches opponents at a higher angle (65° → 75°), improving its combo potential.}} | *{{buff|Forward throw has less ending lag (FAF 62 → 59) and it launches opponents at a higher angle (65° → 75°), improving its combo potential.}} | ||
==Throw Data== | ==Throw Data== | ||
Line 15: | Line 14: | ||
|id=0 | |id=0 | ||
|type=Throwing | |type=Throwing | ||
|damage=5 | |damage=5% | ||
|angle=75 | |angle=75 | ||
|af=3 | |af=3 | ||
Line 35: | Line 34: | ||
|fkv=0 | |fkv=0 | ||
|bn=0 | |bn=0 | ||
|noff= | |noff=true | ||
|trip=0 | |trip=0 | ||
|type=Throwing | |type=Throwing | ||
Line 47: | Line 46: | ||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | !Invincibility | ||
|1- | |1-18 | ||
|- | |- | ||
!Throw Release | !Throw Release | ||
Line 61: | Line 60: | ||
{{FrameStrip|t=Lag|c=44|e=LagThrowS}}{{FrameStrip|t=Lag|c=14|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=14}} | {{FrameStrip|t=Lag|c=44|e=LagThrowS}}{{FrameStrip|t=Lag|c=14|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=14}} | ||
|- | |- | ||
{{FrameStrip|t=Invincible|c= | {{FrameStrip|t=Invincible|c=18}}{{FrameStrip|t=Vulnerable|c=54}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 12:53, May 16, 2021
Overview[edit]
Kirby flips, then piledrives the opponent. Based on the Suplex ability's Pile Driver from Kirby Super Star. As of update 1.1.0, it is a very useful combo throw, leading into either forward air, forward air re-grab, up air, or a combination of them depending on the damage of the opponent and rage. At the upper limit of the combo potential, which is around 60-80%, a jump may be needed to follow up.
Update history[edit]
- Forward throw deals less damage (7% → 5%) with its knockback scaling compensated (100 → 125).
- Forward throw has less ending lag (FAF 62 → 59) and it launches opponents at a higher angle (65° → 75°), improving its combo potential.
Throw Data[edit]
ID | Damage | Angle | BK | KS | FKV | Bone | FFx | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 5% | Forwards | 40 | 125 | 0 | 0 | None | None | |||
1 | 3% | Forwards | 60 | 100 | 0 | 0 | None | None |
Timing[edit]
Invincibility | 1-18 |
---|---|
Throw Release | 45 |
Interruptible | 59 |
Animation length | 72 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|