Charizard (SSB4)/Up throw: Difference between revisions

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==Update history==
==Update history==
'''{{GameIcon|ssb4}} [[1.0.6]]'''
'''{{GameIcon|ssb4}} [[1.0.6]]'''
*{{buff|Damage|6% (hit 1), 2% (throw)|8%, 3%.}}
*{{buff|Damage increased|6% (hit 1), 2% (throw)|8%, 3%.}}


'''{{GameIcon|ssb4}} [[1.0.8]]'''
'''{{GameIcon|ssb4}} [[1.0.8]]'''
*{{buff|Angle|60°|70°.}}
*{{buff|Angle|60°|70°.}}
*{{buff|Knockback scaling|160|220.}}
*{{buff|Knockback scaling increased|160|220.}}


In the initial release of the game, Charizard's up throw was a significantly different move in functionality. The throw was very weak, dealing low knockback that was never a threat to KO at realistic damages, and dealt a mediocre 8% damage. The throw was seemingly designed to be a setup throw, but its 60 degree trajectory, too high base knockback, and awkward ending that leaves Charizard airborne, made followups unfeasible without [[Dragon Rush]], even after the 1.0.4 patch removed vertical [[vectoring]]. And with [[Dragon Rush]], the followup only worked up to low-mid damages, while never being a [[true combo]], requiring a good read of the opponent's reaction to land it. As such, up throw had no real practical use in early versions of the game; it would never KO, Charizard's forward and back throws dealt more damage while giving vastly superior positional advantage alongside having good KO power, and it couldn't setup into anything semi-reliably without customs, in which case back throw was a completely superior setup throw for Dragon Rush.
In the initial release of the game, Charizard's up throw was a significantly different move in functionality. The throw was very weak, dealing low knockback that was never a threat to KO at realistic damages, and dealt a mediocre 8% damage. The throw was seemingly designed to be a setup throw, but its 60 degree trajectory, too high base knockback, and awkward ending that leaves Charizard airborne, made followups unfeasible without [[Dragon Rush]], even after the 1.0.4 patch removed vertical [[vectoring]]. And with [[Dragon Rush]], the followup only worked up to low-mid damages, while never being a [[true combo]], requiring a good read of the opponent's reaction to land it. As such, up throw had no real practical use in early versions of the game; it would never KO, Charizard's forward and back throws dealt more damage while giving vastly superior positional advantage alongside having good KO power, and it couldn't setup into anything semi-reliably without customs, in which case back throw was a completely superior setup throw for Dragon Rush.
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