Throw: Difference between revisions

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A '''throw''' ({{ja|投げ|Nage}}) is an attack performed after a character [[grab]]s an opponent that ends the grab. Throws appear in all installments of the ''Super Smash Bros.'' series. In ''Super Smash Bros.'', [[Forward throw|two]] [[Back throw|types]] of throws can be performed by pressing left or right on the [[Control Stick]] when grabbing the opponent. Beginning in ''Super Smash Bros. Melee'', the player can also press up or down on the control stick, triggering [[Up throw|two]] [[Down throw|other]] throws. The main purpose of throws in general is to either start combos or create space between the user and their opponent.
A '''throw''' ({{ja|投げ|Nage}}) is an attack performed after a character [[grab]]s an opponent that ends the grab. Throws appear in all installments of the ''Super Smash Bros.'' series. In ''Super Smash Bros.'', [[Forward throw|two]] [[Back throw|types]] of throws can be performed by pressing left or right on the [[Control Stick]] when grabbing the opponent. Beginning in ''Super Smash Bros. Melee'', the player can also press up or down on the control stick, triggering [[Up throw|two]] [[Down throw|other]] throws. The main purpose of throws in general is to either start combos or create space between the user and their opponent.


Throws cannot be escaped once started, with the exception of [[Donkey Kong]]'s [[forward throw|cargo throw]] and {{SSBM|Kirby}}'s forward and back throws in ''Melee''. Throws also grant a short period of [[invincibility]] to the thrower when started, as a measure of protection against any bystanders; the invincibility period is 8 frames in '''Melee'', ''Brawl'' and ''Smash 4''. In ''Smash 64'' and ''Ultimate'', throw invincibility is more varied and depends on the throw. In ''Ultimate'' throws typically have invincibility from frame 1 up until the character throws their opponent. A general rule of throws is that characters that rely on supernatural powers ([[Lucario]], [[Ness]], [[Mewtwo]], [[Zelda]], and [[Lucas]]) have better throwing abilities than characters that don't; however, this often refers merely to the damage or [[knockback]] inflicted by the throws, as weak throws tend to be useful for starting combos, and can sometimes even lead into other KO moves.
Throws cannot be escaped once started, with the exception of [[Donkey Kong]]'s [[forward throw|cargo throw]] and {{SSBM|Kirby}}'s forward and back throws in ''Melee''. Throws also grant a short period of [[invincibility]] to the thrower when started, as a measure of protection against any bystanders; the invincibility period is 8 frames in ''Melee'' and ''Brawl'' and 18 frames in ''Smash 4''. In ''Smash 64'' and ''Ultimate'', throw invincibility is more varied and depends on the throw. In ''Ultimate'' throws typically have invincibility from frame 1 up until the character throws their opponent. A general rule of throws is that characters that rely on supernatural powers ([[Lucario]], [[Ness]], [[Mewtwo]], [[Zelda]], and [[Lucas]]) have better throwing abilities than characters that don't; however, this often refers merely to the damage or [[knockback]] inflicted by the throws, as weak throws tend to be useful for starting combos, and can sometimes even lead into other KO moves.


Beginning in ''Melee'', some throws have their speeds affected by the grabbed character's [[weight]]; these are usually known as '''weight dependent throws'''. An easy example is comparing Mario's back throw speed against both [[Bowser]] and [[Jigglypuff]]; the latter is thrown about twice as fast. This effect is achieved by applying a [[frame speed multiplier]] to the throw equal to the target's weight divided by 100: in accordance to this formula, characters with weight values of 75 and 125 will cause a weight dependent throw to execute 50% faster and 25% slower respectively (0.75x and 1.25x of the base duration), while a character with a weight of 100 will be thrown at the default speed. In ''Smash 4'', the formula adds 26 x (weight / 100 - 1) to the total animation length to get the new duration, and the rest of the throw scales from frame 1 to that point. This essentially made the effect of weight dependent throws less severe, benefiting lighter character but hindering heavier characters. Weight dependent throws were removed from ''Ultimate'', making all throws the same speed against all characters.  
Beginning in ''Melee'', some throws have their speeds affected by the grabbed character's [[weight]]; these are usually known as '''weight dependent throws'''. An easy example is comparing Mario's back throw speed against both [[Bowser]] and [[Jigglypuff]]; the latter is thrown about twice as fast. This effect is achieved by applying a [[frame speed multiplier]] to the throw equal to the target's weight divided by 100: in accordance to this formula, characters with weight values of 75 and 125 will cause a weight dependent throw to execute 50% faster and 25% slower respectively (0.75x and 1.25x of the base duration), while a character with a weight of 100 will be thrown at the default speed. In ''Smash 4'', the formula adds 26 x (weight / 100 - 1) to the total animation length to get the new duration, and the rest of the throw scales from frame 1 to that point. This essentially made the effect of weight dependent throws less severe, benefiting lighter character but hindering heavier characters. Weight dependent throws were removed from ''Ultimate'', making all throws the same speed against all characters.  
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===In ''[[Super Smash Bros. 4]]''===
===In ''[[Super Smash Bros. 4]]''===
Throws have not changed much since ''Brawl'' other than the change in how weight dependent throws are calculated. However, chaingrabbing has effectively been removed, as characters now have a 60 frame period in which they cannot be regrabbed. This makes throws much less effective if they do not cause tumble. Naturally, some throws have been rebalanced in terms of knockback and speed. Some throws (like {{SSB4|Falco}}'s down throw) had their knockback noticeably increased, weakening their followups after a grab, while still usually being too weak to KO. On the other hand, the removal of hitstun cancelling and the weakening of DI gives many new followup options out of a throw if it causes tumble. Some notable examples of this can be seen with {{SSB4|Luigi}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Sheik}} and {{SSB4|Donkey Kong}}. Multiple throws are also more effective at KOing, not only due to receiving an increase to their knockback but also due to the introduction of [[rage]], although some throws did naturally see a decrease to their KO power.  
Throws have not changed much since ''Brawl'' other than the increase to throw invincibility and the change in how weight dependent throws are calculated. However, chaingrabbing has effectively been removed, as characters now have a 60 frame period in which they cannot be regrabbed. This makes throws much less effective if they do not cause tumble. Naturally, some throws have been rebalanced in terms of knockback and speed. Some throws (like {{SSB4|Falco}}'s down throw) had their knockback noticeably increased, weakening their followups after a grab, while still usually being too weak to KO. On the other hand, the removal of hitstun cancelling and the weakening of DI gives many new followup options out of a throw if it causes tumble. Some notable examples of this can be seen with {{SSB4|Luigi}}, {{SSB4|Mr. Game & Watch}}, {{SSB4|Sheik}} and {{SSB4|Donkey Kong}}. Multiple throws are also more effective at KOing, not only due to receiving an increase to their knockback but also due to the introduction of [[rage]], although some throws did naturally see a decrease to their KO power.  


===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
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