Meta Knight (SSBB)/Down throw: Difference between revisions
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==Timing== | ==Timing== | ||
{{ | {|class="wikitable" | ||
!Invincibility | |||
|1-8 | |||
|- | |||
!Hits 1-9 | |||
|11-13, 17-19, 23-25, 29-31, 35-37, 41-43, 47-49, 53-55, 59-61 | |||
|- | |||
!Hits 10 | |||
|73 | |||
|- | |||
!Throw Release | |||
|74 | |||
|- | |||
!Animation length | |||
|87 | |||
|} | |||
{{FrameStripStart}} | |||
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=14|s=LagThrowE}} | |||
|- | |||
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=79}} | |||
{{FrameStripEnd}} | |||
{{FrameIconLegend|lag=y|hitbox=y|throw=y|vulnerable=y|invincible=y}} | |||
==Similar moves== | ==Similar moves== |
Revision as of 22:15, April 25, 2020
Overview
A multi-hit throw in which Meta Knight stomps the opponent nine times, then slams on top of them, knocking them horizontally with weak knockback. The stomps deal 1% damage each, and the slam deals 2% damage, for a total of 11% (making this the second most damaging down throw in the game, behind Kirby's, Bowser's, and Olimar's (using a blue Pikmin), which each deal 12% damage). This throw has a similar animation to Kirby's down throw, but Meta Knight's deals 1% less damage, produces horizontal knockback instead of vertical, and has slower stomps. This throw is a useful damage racker in general, and is one of Meta Knight's more commonly used moves in competitive play. Meta Knight's down throw can be followed up with moves such as a dash attack or short hopped neutral aerial to start combos at lower percentages; or at higher percentages when near the edge, a short hopped Shuttle Loop. There are various other possible followups depending on the opponent's DI - against fastfallers at low percentages, Meta Knight can chain grab using down throws, and in some situations, the move works as a pseudo-tech-chasing move.
Throw and Hitbox Data
Hitbox
Throw
ID | Damage | Angle | BK | KS | FKV | Bone | SDIx | FFx | T% | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 1% | Forwards | 60 | 110 | 0 | 0 | 1.0x | 1.6666666666667E-5x | 0% | None | |||
1 | 3% | Forwards | 0 | 100 | 100 | 0 | 1.0x | 1.6666666666667E-5x | 0% | None |
Timing
Invincibility | 1-8 |
---|---|
Hits 1-9 | 11-13, 17-19, 23-25, 29-31, 35-37, 41-43, 47-49, 53-55, 59-61 |
Hits 10 | 73 |
Throw Release | 74 |
Animation length | 87 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Similar moves
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