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Kirby (SSBU)/Forward throw: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{competitive expertise}}
{|class="wikitable" style="float:right; margin:4pt;"
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=5|Kirby forward throw hurtbox visualization
!colspan=5|Kirby forward throw hurtbox visualization
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==Overview==
==Overview==
The Piledriver form the Suplex Ability. It deals little damage, but has low knockback, low ending lag and a vertical angle. This makes it a good combo throw. Kirby can land on platforms due to his jump, but if this happens when the opponent is at very low percents, it can prevent him to hit the opponent. However if this happens at low to mid percents, as of patch 6.0.0, he can follow-up with a neutral aerial or an up aerial due to their faster startup fram SSB4 to Ultimate, but those combos are character-dependent and Kirby can only perform them successfully if he reacts fast enough.
The Piledriver from the Suplex Ability. Despite its damage output being unimpressive from the throw alone, its low knockback, ending lag, and favorable launch angle allows it to be a great combo throw at low percents. Although Kirby can land on platforms due to the jump he performs during the animation, patch 6.0.0 allows him to follow up with a [[Kirby (SSBU)/Neutral aerial|neutral aerial]] or an [[Kirby (SSBU)/Up aerial|up aerial]] due to their faster startup and larger hitboxes. Some of these combos are character and percentage-dependent, though, limiting its utility to perform this across the cast. In spite of this, though, new combos have been tested to be viable in competitive play, despite their tight timing.<ref> {{cite web|url=https://twitter.com/Tilted_as_fuck/status/1192085614679805958|title=Myollnir labs out F-throw setups}}.</ref> <ref>{{cite web|url=https://twitter.com/MeleeWaluigi/status/1192257052749504512|title=fthrow character-dependent setups}}</ref>


==Throw Data==
==Throw Data==
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|ks=125
|ks=125
|fkv=0
|fkv=0
|ff=0.0
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=3.0%
|angle=361
|bk=60
|ks=100
|fkv=0
|effect=Normal
|effect=Normal
|sfx=None
|sfx=None
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|1-45
|1-45
|-
|-
!Throw Release
!Air transition
|9
|-
!Throw release
|45
|45
|-
|-
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{{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=45}}{{FrameStrip|t=Vulnerable|c=27}}
{{FrameStrip|t=Invincible|c=8|e=InvincibleStateS}}{{FrameStrip|t=Invincible|c=37|s=InvincibleStateE}}{{FrameStrip|t=Vulnerable|c=27}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|throw=y|interruptible=y|vulnerable=y|invincible=y}}
{{FrameIconLegend|lag=y|throw=y|interruptible=y|vulnerable=y|state=y|invincible=y}}


{{MvSubNavKirby|g=SSBU}}
{{MvSubNavKirby|g=SSBU}}

Latest revision as of 03:29, September 14, 2023

Kirby forward throw hurtbox visualization
KirbyFThrowSSBU.gif

Overview[edit]

The Piledriver from the Suplex Ability. Despite its damage output being unimpressive from the throw alone, its low knockback, ending lag, and favorable launch angle allows it to be a great combo throw at low percents. Although Kirby can land on platforms due to the jump he performs during the animation, patch 6.0.0 allows him to follow up with a neutral aerial or an up aerial due to their faster startup and larger hitboxes. Some of these combos are character and percentage-dependent, though, limiting its utility to perform this across the cast. In spite of this, though, new combos have been tested to be viable in competitive play, despite their tight timing.[1] [2]

Throw Data[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 5.0% AngleIcon75.png Forward 40 125 0 0.0× EffectIcon(Normal).png TypeIcon(Throwing).png S None
Break 0 3.0% Sakurai angle Forward 60 100 0 0.0× EffectIcon(Normal).png TypeIcon(Throwing).png S None

Timing[edit]

Invincibility 1-45
Air transition 9
Throw release 45
Interruptible 59
Animation length 72
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(InvincibleStateS).png FrameIcon(InvincibleStateE).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png
Throw point
FrameIcon(Interruptible).png
Interruptible