Editing Infinite throw trap
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===Effectiveness=== | ===Effectiveness=== | ||
{{technical data|Giant Donkey Kong interactions, is probably a straight infinite..?}} | |||
[[File:ITTMoving.gif|thumb|200px|Donkey Kong moving to force {{SSB|Yoshi}} to stay in front, allowing for a regrab. Notice the close frame advantage.]] | [[File:ITTMoving.gif|thumb|200px|Donkey Kong moving to force {{SSB|Yoshi}} to stay in front, allowing for a regrab. Notice the close frame advantage.]] | ||
Given the variance in tools, [[hurtbox]]es, and timing in which they land, each character has different levels of counterplay to the Infinite throw trap. This table summarises how vulnerable each character is to the trap. This table assumes that cargo throw is used on flat ground.<ref>[https://smashboards.com/threads/dk-infinite-throw-trap-technical-data.344865/ Infinite throw trap Technical Data by Mr. Bushido]</ref> | Given the variance in tools, [[hurtbox]]es, and timing in which they land, each character has different levels of counterplay to the Infinite throw trap. This table summarises how vulnerable each character is to the trap. This table assumes that cargo throw is used on flat ground.<ref>[https://smashboards.com/threads/dk-infinite-throw-trap-technical-data.344865/ Infinite throw trap Technical Data by Mr. Bushido]</ref> | ||
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| {{CharHead|Yoshi|SSB|hsize=20px}} || Knockback sends Yoshi behind the player if Donkey Kong doesn't move. Yoshi always recovers grounded and he has shield as a frame 1 escape option. | | {{CharHead|Yoshi|SSB|hsize=20px}} || Knockback sends Yoshi behind the player if Donkey Kong doesn't move. Yoshi always recovers grounded and he has shield as a frame 1 escape option. | ||
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| {{CharHead|Donkey Kong|SSB|hsize=20px}} || Knockback sends Donkey Kong behind the player if the grabbing Donkey Kong doesn't move. Donkey Kong always recovers grounded and he has Spinning Kong as a frame 1 escape option. As Donkey Kong is the heaviest character in the game, the throw's knockback scales the least against him, | | {{CharHead|Donkey Kong|SSB|hsize=20px}} || Knockback sends Donkey Kong behind the player if the grabbing Donkey Kong doesn't move. Donkey Kong always recovers grounded and he has Spinning Kong as a frame 1 escape option. As Donkey Kong is the heaviest character in the game, the throw's knockback scales the least against him, overall making the trap the least viable against another Donkey Kong. | ||
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| {{CharHead|Metal Mario|SSB|hsize=20px}} || Metal Mario always recovers grounded with his escape options being identical to Mario's. | | {{CharHead|Metal Mario|SSB|hsize=20px}} || Metal Mario always recovers grounded with his escape options being identical to Mario's. | ||
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| {{CharHead|Giant Donkey Kong|SSB|hsize=20px}} || | | {{CharHead|Giant Donkey Kong|SSB|hsize=20px}} || ? | ||
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