Editing Snake (SSBB)/Down throw
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{{ArticleIcons|ssbb=y}} | {{ArticleIcons|ssbb=y}} | ||
==Overview== | ==Overview== | ||
Snake puts the opponent in a sleeper hold, while gently laying them down on the floor. This throw leaves the opponent in a knocked down state, regardless of their damage, while dealing 12% in damage. Once the throw ends, the opponent and Snake can act instantly. A very effective [[tech chase]] move, that deals high damage for a throw, while putting the opponent in a vulnerable position where Snake can successfully followup anything they do if he can [[read]] them. Snake can easily regrab the opponent if he successfully reads their getup option, where he can use down throw on them again, creating a [[chain grab|pseudo-chain throw]]. If the player can read their opponent's every action out of down throw, they can potentially [[infinite]] the opponent. | |||
Snake puts the opponent in a sleeper hold, while gently | |||
Down throw can also be easily followed up by other moves. A common followup is to simply {{mvsub|Snake|SSBB|forward tilt}} the opponent out of down throw, which with the speed and large reach of f-tilt, can easily cover any getup option, and with both d-throw and f-tilt [[fresh]], this followup will deal a very large total of 33% in damage (which is about a fourth to a third of an opponent's stock towards KO percentage against Snake). Another common followup is to {{mvsub|Snake|SSBB|up tilt}} the opponent, which can easily cover any getup option outside a roll away from Snake, while [[KO]]ing the opponent in the 90-120 range. With use of Snake's explosives, the opponent can also be trapped by down throw, where the player can then [[pressure]] them into acting how they want the opponent to act, leading to an even easier read to followup down throw. | Down throw can also be easily followed up by other moves. A common followup is to simply {{mvsub|Snake|SSBB|forward tilt}} the opponent out of down throw, which with the speed and large reach of f-tilt, can easily cover any getup option, and with both d-throw and f-tilt [[fresh]], this followup will deal a very large total of 33% in damage (which is about a fourth to a third of an opponent's stock towards KO percentage against Snake). Another common followup is to {{mvsub|Snake|SSBB|up tilt}} the opponent, which can easily cover any getup option outside a roll away from Snake, while [[KO]]ing the opponent in the 90-120 range. With use of Snake's explosives, the opponent can also be trapped by down throw, where the player can then [[pressure]] them into acting how they want the opponent to act, leading to an even easier read to followup down throw. | ||
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With its immense versatility and the raw damage output of the move, and its ease of varied followup options at any damage, it's considered one of the best [[throw]]s in ''Brawl''. The move is an important part of Snake's [[metagame]], where it's heavily utilised to rack up damage, refresh Snake's other moves, and setup KOs. It is especially vital in his [[matchup]] against {{SSBB|Olimar}} and {{SSBB|King Dedede}}, two characters who Snake has difficulty with, but have very poor getup options that leave them heavily vulnerable to Snake's down throw. | With its immense versatility and the raw damage output of the move, and its ease of varied followup options at any damage, it's considered one of the best [[throw]]s in ''Brawl''. The move is an important part of Snake's [[metagame]], where it's heavily utilised to rack up damage, refresh Snake's other moves, and setup KOs. It is especially vital in his [[matchup]] against {{SSBB|Olimar}} and {{SSBB|King Dedede}}, two characters who Snake has difficulty with, but have very poor getup options that leave them heavily vulnerable to Snake's down throw. | ||
===Post hit data=== | |||
{|class="wikitable" | |||
|- | |||
!Hitbox||{{rollover|Base knockback|Knockback velocity on Mario at 0%|y}}||{{rollover|Knockback scaling|How much knockback velocity increases per percent on Mario|y}}||{{rollover|KO percent with poor DI|The percent the hitbox reaches 5750 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd down|y}}||{{rollover|KO percent with no DI|The percent the hitbox reaches 6200 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when not DI'd|y}}||{{rollover|KO percent with good DI|The percent the hitbox reaches 6825 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd away|y}} | |||
|- | |||
|NA||0||0||NA||NA||NA | |||
|} | |||
==Throw data== | ==Throw data== | ||
{{BrawlThrowTableHeader}} | {{BrawlThrowTableHeader}} | ||
{{BrawlThrowTableRow | {{BrawlThrowTableRow | ||
| | |type=Throw | ||
|bn=0 | |||
|damage=12% | |damage=12% | ||
|angle=270 | |angle=270 | ||
|bk= | |bk=30 | ||
|ks= | |ks=75 | ||
|fkv=0 | |fkv=0 | ||
|effect=Down | |effect=Down | ||
|slvl=S | |slvl=S | ||
|sfx=None | |sfx=None | ||
|x1=0.0 | |||
|x2=1.0 | |||
|x3=1.0 | |||
|x4=y | |||
|x5=y | |||
|x6=8 | |||
}} | }} | ||
<!--has a 4 where every other normal throw has a 3, don't even know whether to add this--> | |||
{{BrawlThrowTableRow | {{BrawlThrowTableRow | ||
| | |type=Release | ||
|bn=0 | |||
|damage=5% | |damage=5% | ||
|angle=361 | |angle=361 | ||
|bk=60 | |bk=60 | ||
|ks=100 | |ks=100 | ||
|fkv=0 | |fkv=0 | ||
|effect=Normal | |effect=Normal | ||
|slvl=S | |slvl=S | ||
|sfx=None | |sfx=None | ||
|x1=0.0 | |||
|x2=1.0 | |||
|x3=1.0 | |||
|x4=y | |||
|x5=y | |||
|x6=8 | |||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
The speed of this throw is constant regardless of the opponent's [[weight]]. | |||
{{technical data|add invincibility/intangibility frames}} | |||
{|class="wikitable" | {|class="wikitable" | ||
|- | |- | ||
!Throw | !Throw | ||
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{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=58|e=LagThrowS}}{{FrameStrip|t=Blank|c=1|s=LagThrowE}} | {{FrameStrip|t=Lag|c=58|e=LagThrowS}}{{FrameStrip|t=Blank|c=1|s=LagThrowE}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|throw | {{FrameIconLegend|lag=y|throw=y}} | ||
==Trivia== | ==Trivia== | ||
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{{MvSubNavSnake|g=SSBB}} | {{MvSubNavSnake|g=SSBB}} | ||
[[Category:Snake (SSBB)]] | [[Category:Snake (SSBB)]] | ||
[[Category:Down throws (SSBB)]] | [[Category:Down throws (SSBB)]] |