Editing King Dedede (SSBB)/Down throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 135: Line 135:
*{{SSBB|Wolf}} - Can be performed five times near an edge five times before stale-move negation prevents the standing grab from connecting. Can be performed infinitely if used on a light slope, such as near the edge of {{SSBB|Yoshi's Island}}.
*{{SSBB|Wolf}} - Can be performed five times near an edge five times before stale-move negation prevents the standing grab from connecting. Can be performed infinitely if used on a light slope, such as near the edge of {{SSBB|Yoshi's Island}}.


=====Can be infinited with a buffered pivot grab=====
=====Can be infinited on flat ground with a buffered pivot grab=====
*{{SSBB|Bowser}} - Can be performed infinitely.
*{{SSBB|Bowser}} - Can be performed infinitely.
*{{SSBB|Charizard}} - Can be performed five times before stale-move negation prevents the pivot grab from connecting.
*{{SSBB|Charizard}} - Can be performed five times before stale-move negation prevents the pivot grab from connecting.
*{{SSBB|Donkey Kong}} - While this can be performed infinitely, it is made completely redundant by the fact that King Dedede can true infinite Donkey Kong using his standing grab, which is much easier to perform.  
*{{SSBB|Donkey Kong}} - While this can be performed infinitely, it is made completely redundant by the fact that King Dedede can true infinite Donkey Kong using his standing grab, which is much easier to perform.  
*{{SSBB|Ivysaur}} - Can be performed five times before stale-move negation prevents the pivot grab from connecting.
*{{SSBB|Ivysaur}} - Can be performed five times before stale-move negation prevents the pivot grab from connecting.
*{{SSBB|R.O.B.}} - Can be performed infinitely if used on a light slope, such as near the edge of {{SSBB|Yoshi's Island}}.
*{{SSBB|Samus}} - Can be performed infinitely. While a standing grab can chain into itself itself initially, it stops working when down throw becomes too stale. A buffered pivot grab works regardless of if down throw is stale or not.
*{{SSBB|Samus}} - Can be performed infinitely. While a standing grab can chain into itself itself initially, it stops working when down throw becomes too stale. A buffered pivot grab works regardless of if down throw is stale or not.
*{{SSBB|Snake}} - Can be performed five times before stale-move negation prevents the pivot grab from connecting.
*{{SSBB|Snake}} - Can be performed five times before stale-move negation prevents the pivot grab from connecting.
*{{SSBB|Wario}} - Can be performed infinitely if used on a light slope, such as near the edge of {{SSBB|Yoshi's Island}}.
*{{SSBB|Wolf}} - Can be performed infinitely.
*{{SSBB|Wolf}} - Can be performed infinitely.


Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)