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Ness (SSB4)/Down throw: Difference between revisions

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(New Page: {{ArticleIcons|ssb4=y}} {{competitive expertise}} {{technical data}} ===Throw=== {|class="wikitable" ! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed k...)
 
 
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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:NussThrowDown.gif|thumb|270px|Hitbox visualization showing Ness's down throw.]]
{{competitive expertise}}
{{competitive expertise}}
{{technical data}}


===Throw===
==Overview==
Ness shoves his opponent into the ground, produces 5 fire rings which attack the opponent and then he throws the opponent diagonally forward. Combos into forward aerial and up aerial at lower percents, and leaves the opponent open to juggling at higher percents.
 
==Update history==
In the initial release of the game, down throw was identical to its ''Brawl'' counterpart, much like all of Ness' other throws. This made it a powerful combo throw regardless of the opponent's percent. This was quickly changed in update [[1.0.4]] however, as the fire hits deal less damage and the throw deals more knockback at higher percents, reducing its damage racking potential, as well as its followup potential at higher percents.


{|class="wikitable"
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]/{{GameIcon|ssb4-wiiu}} 1.0.1'''
! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value !! Weight dependent
*{{nerf|The fire hits deal less damage (1% → 0.6%), making the throw deal less damage overall (9% → 7%).}}
|-
*{{nerf|Down throw deals more knockback (90 (base), 30 (scaling) → 70/80), significantly hindering its followup potential at higher percents.}}
|Throw||4%||70||70||80||0||No
|}


===Collateral===
==Throw and Hitbox Data==


===Hitboxes===
Loops five times.
Loops five times.


Line 62: Line 65:
|}
|}


===Throw===
{{SSB4ThrowTableHeader}}
{{SSB4ThrowTableRow
|id=0
|damage=4%
|af=3
|angle=70
|bk=70
|ks=80
|fkv=0
|bn=0
|noff=true
|trip=0
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
{{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
|-
!Hitboxes
|10-13, 14-17, 18-21, 22-25, 26-29
|-
!Throw Release
|30
|-
!Animation length
|49
|-
!Interruptible
|50
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=9}}{{FrameStrip|t=Hitbox|c=4|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=4|s=HitboxChangeE|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=20|s=LagThrowE}}
|-
{{FrameStrip|t=Invincible|c=18}}{{FrameStrip|t=Vulnerable|c=31}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y|throw=y|vulnerable=y|invincible=y}}


{{MvSubNavNess|g=SSB4}}
{{MvSubNavNess|g=SSB4}}
[[Category:Ness (SSB4)]]
[[Category:Ness (SSB4)]]
[[Category:Down throws (SSB4)]]
[[Category:Down throws (SSB4)]]

Latest revision as of 07:40, February 12, 2023

Hitbox visualization showing Ness's down throw.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Ness shoves his opponent into the ground, produces 5 fire rings which attack the opponent and then he throws the opponent diagonally forward. Combos into forward aerial and up aerial at lower percents, and leaves the opponent open to juggling at higher percents.

Update history[edit]

In the initial release of the game, down throw was identical to its Brawl counterpart, much like all of Ness' other throws. This made it a powerful combo throw regardless of the opponent's percent. This was quickly changed in update 1.0.4 however, as the fire hits deal less damage and the throw deals more knockback at higher percents, reducing its damage racking potential, as well as its followup potential at higher percents.

Super Smash Bros. for Nintendo 3DS 1.0.4/Super Smash Bros. for Wii U 1.0.1

  • Nerf The fire hits deal less damage (1% → 0.6%), making the throw deal less damage overall (9% → 7%).
  • Nerf Down throw deals more knockback (90 (base), 30 (scaling) → 70/80), significantly hindering its followup potential at higher percents.

Throw and Hitbox Data[edit]

Hitboxes[edit]

Loops five times.

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 0.6% 0 Sakurai angle 0 100 0 4.32 0 -6.4 1.8 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Magic).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Burn SpecialsDirect.png
1 0 0.6% 0 Sakurai angle 0 100 0 4.32 0 -4.4 1.8 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png TypeIcon(Magic).png EffectIcon(Flame).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Burn SpecialsDirect.png

Throw[edit]

ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
0 4% AngleIcon70.png Forwards 70 80 0 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None
1 3% Sakurai angle Forwards 60 100 0 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None

Timing[edit]

Invincibility 1-18
Hitboxes 10-13, 14-17, 18-21, 22-25, 26-29
Throw Release 30
Animation length 49
Interruptible 50
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxChangeS).png FrameIcon(HitboxChangeE).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxThrowS).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(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).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 FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png
Throw point