Editing Infinite throw trap
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[[File:DKITT.gif|thumb|200px|Use of the Infinite throw trap against {{SSB|Kirby}}, demonstrated by Travofcourse.]] | [[File:DKITT.gif|thumb|200px|Use of the Infinite throw trap against {{SSB|Kirby}}, demonstrated by Travofcourse.]] | ||
The ''' | The '''infinite throw trap''', abbreviated as '''ITT''', is a technique in ''[[Super Smash Bros.]]'' where [[Donkey Kong]] [[grab]]s the opponent without [[throw]]ing them, allowing for easy regrabs in the right scenarios. It is also possible in ''[[Super Smash Bros. Brawl]]'' against {{SSBB|Lucas}} and {{SSBB|Ness}}, abusing their unusually long grab release animations. | ||
The technique was effectively removed and obsoleted in ''Melee'' through a series of factors, including nerfs to {{SSBM|Donkey Kong}}'s grabs, changes to how breaking out of a cargo throw functions and other universal factors. Even if Donkey Kong does successfully regrab the opponent, both Donkey Kong and the victim take 10% from a grab release, instead of the victim taking 8% for DK transitioning to the cargo throw stance. In return, Donkey Kong gained new up and down throws, both possessing decent utility, and the addition of [[pummel]]s gives Donkey Kong some flexibility in how damage is dealt. For the purpose of [[chain grab]]s, Donkey Kong can use cargo up throw against [[fast fall]]ers, or use [[down throw]] to force a [[tech chase]]. Further changes to breaking out of cargo throw were made in following games, with the introduction of a regrab lockout timer in ''Smash 4'' ultimately removing any kind of throw trap in modern ''Smash'' titles. | The technique was effectively removed and obsoleted in ''Melee'' through a series of factors, including nerfs to {{SSBM|Donkey Kong}}'s grabs, changes to how breaking out of a cargo throw functions and other universal factors. Even if Donkey Kong does successfully regrab the opponent, both Donkey Kong and the victim take 10% from a grab release, instead of the victim taking 8% for DK transitioning to the cargo throw stance. In return, Donkey Kong gained new up and down throws, both possessing decent utility, and the addition of [[pummel]]s gives Donkey Kong some flexibility in how damage is dealt. For the purpose of [[chain grab]]s, Donkey Kong can use cargo up throw against [[fast fall]]ers, or use [[down throw]] to force a [[tech chase]]. Further changes to breaking out of cargo throw were made in following games, with the introduction of a regrab lockout timer in ''Smash 4'' ultimately removing any kind of throw trap in modern ''Smash'' titles. | ||
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After grabbing an opponent, Donkey Kong can use his unique forward throw—the [[cargo throw]]—to begin carrying the opponent over his shoulder, an action which deals 8% damage. During the cargo throw, Donkey Kong can walk around with the opponent and can choose to perform a proper forward or back throw. The opponent can escape this through [[button mashing]], and multiple inputs can be used at once to escape more quickly. Escaping the cargo throw requires at least 14 inputs which increases as the opponent's percent increases (as a sidenote, the opponent required six extra inputs to break out of cargo throw in the Japanese version). The cargo throw pickup's damage never scales, so it will always deal 8% regardless of how many times it has been used. | After grabbing an opponent, Donkey Kong can use his unique forward throw—the [[cargo throw]]—to begin carrying the opponent over his shoulder, an action which deals 8% damage. During the cargo throw, Donkey Kong can walk around with the opponent and can choose to perform a proper forward or back throw. The opponent can escape this through [[button mashing]], and multiple inputs can be used at once to escape more quickly. Escaping the cargo throw requires at least 14 inputs which increases as the opponent's percent increases (as a sidenote, the opponent required six extra inputs to break out of cargo throw in the Japanese version). The cargo throw pickup's damage never scales, so it will always deal 8% regardless of how many times it has been used. | ||
Once the opponent struggles free, both characters are put into hitstun for a period of time. Donkey Kong is put into a consistent 19 frames of hitstun but the amount of hitstun the opponent is put into depends on their percent. At 0%, Donkey Kong is at a 1 frame disadvantage against most of the cast although Donkey Kong's frame advantage increases as the opponent's | Once the opponent struggles free, both characters are put into hitstun for a period of time. Donkey Kong is put into a consistent 19 frames of hitstun but the amount of hitstun the opponent is put into depends on their percent. At 0%, Donkey Kong is at a 1 frame disadvantage against most of the cast although Donkey Kong's frame advantage increases as the opponent's increases. How quickly the opponent's hitstun increases depends on their [[weight]], with lighter characters gaining hitstun more quickly. This scaling hitstun for the opponent is the main thing which makes the throw trap viable. Donkey Kong has a frame 6 grab, so the throw trap becomes a true hitstun combo once the opponent is at a six frame disadvantage, which occurs somewhere above 100% for a majority of the cast. Depending on the oppponent's potential escape options, the throw trap can become guaranteed with a lower frame advantage if the opponent lacks a frame 1 escape option. | ||
The main goal of the throw trap is to grab the opponent before they get the chance to avoid the grab. How effective this is depends on the matchup as there are numerous factors which affect the throw trap. The first thing which can affect the throw trap is whether the opponent recovers grounded or aerial after the grab. If the opponent is grounded, they have access to all of their ground options. The fastest universal escape option for grounded opponents is a shield jump which is a frame 2 option (as shield jumps have [[intangibility]]) | The main goal of the throw trap is to grab the opponent before they get the chance to avoid the grab. How effective this is depends on the matchup as there are numerous factors which affect the throw trap. The first thing which can affect the throw trap is whether the opponent recovers grounded or aerial after the grab. If the opponent is grounded, they have access to all of their ground options. The fastest universal escape option for grounded opponents is a shield jump which is a frame 2 option (as shield jumps have [[intangibility]]). Rolls can also work but they are slower so they are less viable as escape options, especially at higher percents. The opponent can also use fast attacks to beat the cargo throw with some characters possessing frame 1 escape options. If the opponent is in the air, their escape options are more limited. There is no universal intangible aerial escape option so an aerial opponent can either jump, throw out an aerial or use an intangible/fast special move to escape (if they have the option). The opponent might also be able to land and use one of their grounded options although this is highly situation dependent. | ||
Whether the opponent recovers grounded or airborne depends on how floaty the character is. Floatier characters will recover in the air while faster fallers will land on the ground. For some characters, it is also percent dependent whether they recover airborne or grounded. It is important for the opponent to know how they are going to recover to ensure the best possible chance for them to escape. | Whether the opponent recovers grounded or airborne depends on how floaty the character is. Floatier characters will recover in the air while faster fallers will land on the ground. For some characters, it is also percent dependent whether they recover airborne or grounded. It is important for the opponent to know how they are going to recover to ensure the best possible chance for them to escape. | ||
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| {{CharHead|Kirby|SSB|hsize=20px}} || Kirby is very light and he will usually recover airborne. Kirby's most viable escape options in the air are to jump or throw out a neutral aerial although he has no intangible escape options in the air. Kirby is overall one of the more vulnerable characters to the trap. | | {{CharHead|Kirby|SSB|hsize=20px}} || Kirby is very light and he will usually recover airborne. Kirby's most viable escape options in the air are to jump or throw out a neutral aerial although he has no intangible escape options in the air. Kirby is overall one of the more vulnerable characters to the trap. | ||
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| {{CharHead|Pikachu|SSB|hsize=20px}} || Pikachu always recovers grounded and | | {{CharHead|Pikachu|SSB|hsize=20px}} || Pikachu always recovers grounded and he possesses a frame 1 escape option in [[Quick Attack]] although as Pikachu is light, the throw's knockback scales quickly. Becomes fully guaranteed at 89%. | ||
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| {{CharHead|Ness|SSB|hsize=20px}} || Ness will usually recover grounded and he largely has to rely on roll and shield jump in order to escape. Ness' jab is fast although it does not have enough range to hit DK. | | {{CharHead|Ness|SSB|hsize=20px}} || Ness will usually recover grounded and he largely has to rely on roll and shield jump in order to escape. Ness' jab is fast although it does not have enough range to hit DK. | ||
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| {{CharHead|Luigi|SSB|hsize=20px}} || Luigi recovers airborne and he has [[Luigi Cyclone]] as a frame 1 escape option. Super Jump Punch can also be used as a fast escape option, which can KO Donkey Kong in the right scenarios. Becomes fully guaranteed at 104%. | | {{CharHead|Luigi|SSB|hsize=20px}} || Luigi recovers airborne and he has [[Luigi Cyclone]] as a frame 1 escape option. Super Jump Punch can also be used as a fast escape option, which can KO Donkey Kong in the right scenarios. Becomes fully guaranteed at 104%. | ||
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| {{CharHead|Fox|SSB|hsize=20px}} || Fox has {{b|Reflector|Fox}} as a frame 1 escape option although it will usually not connect and it will leave Fox open for a punish since he always recover grounded | | {{CharHead|Fox|SSB|hsize=20px}} || Fox has {{b|Reflector|Fox}} as a frame 1 escape option although it will usually not connect and it will leave Fox open for a punish since he always recover grounded. | ||
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| {{CharHead|Link|SSB|hsize=20px}} || Link always recovers grounded and he has to rely on roll and shield jump in order to escape. If Link has a Bomb in hand, it can potentially help him escape the throw trap although Link has no fast offensive options outside of Bombs. | | {{CharHead|Link|SSB|hsize=20px}} || Link always recovers grounded and he has to rely on roll and shield jump in order to escape. If Link has a Bomb in hand, it can potentially help him escape the throw trap although Link has no fast offensive options outside of Bombs. | ||
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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. | ||
|- | |- | ||
| {{CharHead|Giant Donkey Kong|SSB|hsize=20px}} || | | {{CharHead|Giant Donkey Kong|SSB|hsize=20px}} || ? | ||
|} | |} | ||
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It is important to note that the technique is escapable through strong button mashing and use of one's proper escape options. Even at high enough percentages, the victim will get knocked down from the release, allowing them to tech. | It is important to note that the technique is escapable through strong button mashing and use of one's proper escape options. Even at high enough percentages, the victim will get knocked down from the release, allowing them to tech. | ||
==In | ==In Future Installments== | ||
===In ''Super Smash Bros. Melee''=== | ===In ''Super Smash Bros. Melee''=== | ||
In ''Melee'' | In ''Melee'' various changes to both Donkey Kong and the game effectively removed the infinite throw trap. Donkey Kong's grab itself is significantly slower and laggier, in addition to having considerably less range, which overall makes it grab a less effective and more punishable followup. This is amplified even further with Donkey Kong's new dash grab which is even slower. | ||
cargo throw itself has also been altered. Donkey Kong no longer deals 8% to the opponent when picking them up although he does deal 10% to the opponent when they break out. Donkey Kong himself also takes 10% damage however, punishing him for letting the opponent escape his grab. Outside of the damage changes, the cargo throw break has also been altered. Donkey Kong now receives a set 15 frames of knockback although the opponent also receives a certain amount of set knockback. How much knockback the opponent receives is weight dependent, with the lightest opponents receiving 18 frames of knockback (giving Donkey Kong 3 frames of advantage). | |||
The fact that the opponent receives a set amount of knockback means that the throw trap is never guaranteed. While Donkey Kong actually has a larger frame advantage at lower percents against some | The fact that the opponent receives a set amount of knockback means that the throw trap is never guaranteed. While Donkey Kong actually has a larger frame advantage at lower percents against some character, that frame advantage no longer increases, making the throw break less advantageous at higher percents. Donkey Kong's worse grabs also make it harder to get a regrab and even if he gets a regrab, he still loses 10% for allowing the opponent for escaping the previous grab. A universal factor which hindered the throw trap's viability was the inclusion of new defensive options. Spotdodge is a frame 2 (for most characters) defensive option which is hold bufferable, giving grounded opponents an easy way to avoid a regrab. The addition of air dodges also gives aerial opponents a universal option to escape the grab. Additionally, when landing out of hitstun in ''Melee'', the hitstun will be cancelled into the character's landing animation. This is especially bad for Donkey Kong against fast fallers as they can potentially recover before he can, with certain characters even being able to punish Donkey Kong on hit. Additionally, cargo throw has been expanded in other ways which have ultimately made the throw trap obsolete. In particular, Donkey Kong now has a Cargo up throw which is an incredible combo starter. This can lead to significantly higher consistent damage compared to going for a throw trap, in addition to not damaging Donkey Kong himself. | ||
Overall, the Infinite | Overall, the Infinite Cargo Trap was not only effectively removed in ''Melee'' but it was also made obsolete, due to the introduction of Cargo up throw. The throw trap is not only never guaranteed but it is actively harmful to go for, due to DK damaging himself when the opponent breaks out of his cargo throw. | ||
===In ''Super Smash Bros. Brawl''=== | ===In ''Super Smash Bros. Brawl''=== | ||
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In ''Brawl'', breaking out of cargo throw has been altered. It is now possible for the opponent to break out of the cargo throw without doing anything. If Donkey Kong waits too long to cargo throw the opponent, they will break out naturally, just like with a normal grab. Instead of both characters going into hitstun, both characters now go into a grounded [[grab release]] animation. The throw break now only deals 6% to the opponent although it no longer deals damage to Donkey Kong. The opponent can also adjust their aerial drift when breaking out of the cargo throw. As the cargo throw functions the same way as a grounded grab release, Donkey Kong has a one frame advantage against almost the entire cast after a cargo throw break. This does not give Donkey Kong enough time to get a guaranteed followup, led alone a guaranteed regrab. | In ''Brawl'', breaking out of cargo throw has been altered. It is now possible for the opponent to break out of the cargo throw without doing anything. If Donkey Kong waits too long to cargo throw the opponent, they will break out naturally, just like with a normal grab. Instead of both characters going into hitstun, both characters now go into a grounded [[grab release]] animation. The throw break now only deals 6% to the opponent although it no longer deals damage to Donkey Kong. The opponent can also adjust their aerial drift when breaking out of the cargo throw. As the cargo throw functions the same way as a grounded grab release, Donkey Kong has a one frame advantage against almost the entire cast after a cargo throw break. This does not give Donkey Kong enough time to get a guaranteed followup, led alone a guaranteed regrab. | ||
There are two exceptions to this however. The first exception is against another Donkey Kong, who recovers 10 frames faster than other characters | There are two exceptions to this however. The first exception is against another Donkey Kong, who recovers 10 frames faster than other characters. This gives the throwing Donkey Kong a 9 frame disadvantage, allowing the escaping Donkey Kong to get guaranteed followups against the throwing Donkey Kong. In theory, two Donkey Kongs can do an infinite throw trap to each other, with each Donkey Kong taking turns with performing a guaranteed Cargo throw setup. | ||
The second and more notable exception however is against {{SSBB|Ness}} and {{SSBB|Lucas}}. | The second and more notable exception however is against {{SSBB|Ness}} and {{SSBB|Lucas}}. These two characters recover 10 frames slower than the rest of the cast, giving Donkey Kong an 11 frame advantage against them. This means that against Ness and Lucas specifically, Donkey Kong gets a guaranteed regrab on them, giving him a true "Infinite Throw Trap" against them. They can try and drift away from the grab but if the Donkey Kong does not let them drift away, it is a fully guaranteed infinite, which Donkey Kong can end with a guranteed down smash to close the stock. This is quite useful as Donkey Kong has no other guaranteed followups out of his grabs in ''Brawl'', due to various universal changes. The "Infinite Throw Trap" Donkey Kong has against Ness and Lucas in ''Brawl'' is a contrast to the "Infinite Throw Trap" in ''Smash 64'' which was not guaranteed at lower percents and it stopped working at higher percents when the cargo throw break dealt too much knockback, not being a true infinite at all. | ||
Overall, while the Infinite Throw Trap is mostly not present in ''Brawl'', it has returned in its most devastating form yet against Ness and Lucas. | |||
Overall, while the Infinite | |||
===In ''Super Smash Bros. 4'' onwards=== | ===In ''Super Smash Bros. 4'' onwards=== | ||
In ''Smash 4'', breaking out of cargo throw is largely the same as in ''Brawl'' although it has been negatively affected by universal changes. Donkey Kong now has no frame advantage against any member of the cast after they break out of cargo throw (including Donkey Kong, Ness and Lucas). This gives Donkey Kong less time to set up a mixup than in ''Brawl''. Additionally, the game introduced a regrab lockout timer so went the opponent breaks out of cargo throw | In ''Smash 4'', breaking out of cargo throw is largely the same as in ''Brawl'' although it has been negatively affected by universal changes. Donkey Kong now has no frame advantage against any member of the cast after they break out of cargo throw (including Donkey Kong, Ness and Lucas). This gives Donkey Kong less time to set up a mixup than in ''Brawl''. Additionally, the game introduced a regrab lockout timer so went the opponent breaks out of cargo throw so Donkey Kong is completely unable to regrab the opponent if they break out of cargo throw, further hindering its ability to set up mixups. This completely removes any kind of throw trap in ''Smash 4'', making going for an intentional cargo throw break completely pointless. | ||
In ''Ultimate'' a cargo throw break now only deals 4% instead of 6% but otherwise functions identically to ''Smash 4'', having no kind of throw trap under any circumstances. | In ''Ultimate'' a cargo throw break now only deals 4% instead of 6% but otherwise functions identically to ''Smash 4'', having no kind of throw trap under any circumstances. | ||
==Video== | ==Video== | ||
Smasher {{Sm|Isai}} demonstrates the Infinite | Smasher {{Sm|Isai}} demonstrates the Infinite Throw Trap around the 0:14 mark. | ||
{{#widget:YouTube|id=MgPDFsiQODM}} | {{#widget:YouTube|id=MgPDFsiQODM}} |