Kirby (SSB4)/Forward throw: Difference between revisions
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==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| | *{{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== | ||
{|class="wikitable | {{SSB4ThrowTableHeader}} | ||
{{SSB4ThrowTableRow | |||
|id=0 | |||
|type=Throwing | |||
|damage=5% | |||
|angle=75 | |||
|af=3 | |||
|bk=40 | |||
|ks=125 | |||
|fkv=0 | |||
|bn=0 | |||
|effect=Normal | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{SSB4ThrowTableRow | |||
|id=1 | |||
|damage=3% | |||
|af=3 | |||
|angle=361 | |||
|bk=60 | |||
|ks=100 | |||
|fkv=0 | |||
|bn=0 | |||
|noff=true | |||
|trip=0 | |||
|type=Throwing | |||
|effect=Normal | |||
|slvl=S | |||
|sfx=None | |||
}} | |||
|} | |||
==Timing== | |||
{|class="wikitable" | |||
!Invincibility | |||
|1-18 | |||
|- | |||
!Throw Release | |||
|45 | |||
|- | |||
!Interruptible | |||
|59 | |||
|- | |- | ||
! | !Animation length | ||
| | |72 | ||
|} | |} | ||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=44|e=LagThrowS}}{{FrameStrip|t=Lag|c=14|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=14}} | |||
|- | |||
{{FrameStrip|t=Invincible|c=18}}{{FrameStrip|t=Vulnerable|c=54}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|throw=y|interruptible=y|vulnerable=y|invincible=y}} | |||
{{MvSubNavKirby|g=SSB4}} | {{MvSubNavKirby|g=SSB4}} | ||
[[Category:Kirby (SSB4)]] | [[Category:Kirby (SSB4)]] | ||
[[Category:Forward throws (SSB4)]] | [[Category:Forward throws (SSB4)]] | ||
[[Category:Normal attacks (SSB4)]] | [[Category:Normal attacks (SSB4)]] |
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 |
|