Pikachu (SSBB)/Down throw: Difference between revisions

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(New Page: {{ArticleIcons|ssbb=y}} ==Overview== thumb|Pikachu using its down throw chaingrab on {{SSBB|Fox}}. Pikachu slams on top of its opponent. Deals 10% dam...)
 
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==Overview==
==Overview==
[[File:Pika dthrow cg brawl.gif|thumb|Pikachu using its down throw chaingrab on {{SSBB|Fox}}.]]
[[File:Pika dthrow cg brawl.gif|thumb|Pikachu using its down throw chaingrab on {{SSBB|Fox}}.]]
Pikachu slams on top of its opponent. Deals 10% damage, with pretty low vertical knockback. It can be followed up with an {{mvsub|Pikachu|SSBB|up tilt}}, {{mvsub|Pikachu|SSBB|up smash}}, or a {{mvsub|Pikachu|SSBB|neutral aerial}} if the opponent [[double jump]]s away. The throw is notable for being a highly effective [[chaingrab]] on certain characters. Many characters are able to escape after a few down throws by [[footstool]]ing Pikachu, though it can [[0-death]] {{SSBB|Fox}}, as his extremely fast [[falling speed]] acceleration makes him unable to escape the down throws until extremely high percentages, while an up smash to [[Thunderspike]] can easily be used before this is possible. This can also be performed on {{SSBB|Captain Falcon}}, {{SSBB|Sheik}}, and {{SSBB|Ganondorf}} by [[buffer]]ing the down throws. Additionally, a 0-death with buffered down throws to a Thunderspike can be used on {{SSBB|Falco}} and {{SSBB|Wolf}}, though a fresh down throw must be used at 20%. This is usually done using two {{mvsub|Pikachu|SSBB|forward throw}}s→[[pummel]]→down throw. Lastly, {{SSBB|Snake}} can be 0-deathed with buffered down throws, but the requirements are extremely strict - not only does it require a fresh down throw at 23%, but it must also be done on the edge of the stage. Normally, Snake can pull out a [[grenade]] in one frame to stop the chaingrab, but if done on the edge, the grenade will fall off the stage, harming neither Pikachu or Snake.
Pikachu slams on top of its opponent. Deals 10% damage, with pretty low vertical knockback. It can be followed up with an {{mvsub|Pikachu|SSBB|up tilt}}, {{mvsub|Pikachu|SSBB|up smash}}, or a {{mvsub|Pikachu|SSBB|neutral aerial}} if the opponent [[double jump]]s away. The throw is notable for being a highly effective [[chaingrab]] on certain characters. Many characters are able to escape after a few down throws by [[footstool]]ing Pikachu, though it can [[0-death]] {{SSBB|Fox}}, as his extremely fast [[falling speed]] acceleration makes him unable to escape the down throws until extremely high percentages, while an up smash to [[Thunderspike]] can easily be used before this is possible. This can also be performed on {{SSBB|Captain Falcon}}, {{SSBB|Sheik}}, and {{SSBB|Ganondorf}} by [[buffer]]ing the down throws. Additionally, a 0-death with buffered down throws to a Thunderspike can be used on {{SSBB|Falco}} and {{SSBB|Wolf}}, though a fresh down throw must be used at 20%. This is usually done using two {{mvsub|Pikachu|SSBB|forward throw}}s→[[pummel]]→down throw. Lastly, {{SSBB|Snake}} can be 0-deathed with buffered down throws, but the requirements are extremely strict - not only does it require a fresh down throw at 23%, but it must also be done on the edge of the stage. Normally, Snake can pull out a [[Hand Grenade]] in one frame to stop the chaingrab, but if done on the edge, the grenade will fall off the stage, harming neither Pikachu or Snake.


Chaingrabbing isn't the throw's only competitive use; it is a rather useful [[combo]] move. At lower percentages, it can lead into an up tilt then aerials, and on many characters, it can lead into an up smash to Thunderspike at higher percentages.
On some characters, Pikachu can perform a 0-death combo by using down throw, up tilt, footstool jump into [[Quick Attack lock]] (with QAC) repeatedly, then a [[jab lock]] repeatedly to the edge of the stage. A {{mvsub|Pikachu|SSBB|forward smash}} or {{b|Thunder|Pokémon}} can be used while the opponent is forced to get up to KO. This combo can be escaped with proper [[SDI]].


{{competitive expertise|exact chaingrab details}}
Outside of chaingrabbing and the extremely advanced QAC lock followups, the throw is a rather useful [[combo]] move. At lower percentages, it can lead into an up tilt then aerials, and on many characters, it can lead into an up smash to Thunderspike at higher percentages.
{{technical data}}
 
==Throw data==
 
===Hitbox===
{{BrawlHitboxTableHeader}}
{{BrawlHitboxTableRow
|id=0
|part=0
|damage=5%
|sd=1
|angle=361
|bk=0
|ks=0
|fkv=90
|r=432000
|bn=2
|clang=f
|trip=0
|sfx=Punch
|slvl=M
|rawflags=XX11000000XXXX11XX00001X01X00000
}}
|}
 
===Throw===
{{BrawlThrowTableHeader}}
{{BrawlThrowTableRow
|id=0
|damage=5%
|af=3
|angle=80
|bk=60
|ks=38
|fkv=0
|bn=0
|trip=0
|noff=t
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
{{BrawlThrowTableRow
|id=1
|damage=3%
|af=3
|angle=361
|bk=40
|ks=100
|fkv=0
|bn=0
|trip=0
|noff=t
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}
 
==Timing==
{|class="wikitable"
!Invincibility
|1-8
|-
!Hitboxes
|13-14
|-
!Throw
|21
|-
!Animation length
|43
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=6|e=LagThrowS}}{{FrameStrip|t=Lag|c=23|s=LagThrowE}}
|-
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=35}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|throw=y}}
 
==Chaingrab details==
Source: [http://www.smashboards.com/threads/fthrow-dthrow-chaingrab-thread.225783/]
*Captain Falcon
**19-105%+regrab
**D-throw x 14→grab
*{{SSBB|Donkey Kong}}
**7-26%+regrab
**D-throw x 2→grab
**''Can escape any time with a footstool.''
*Falco
**19-100%+regrab
**D-throw x 13→grab
*Fox
**0-99%+regrab
**D-throw x 17→grab
*Ganondorf
**0-85%+regrab
**D-throw x 14→grab
**''First two regrabs are escapable with a footstool.''
*{{SSBB|Ike}}
**0-62%+regrab
**D-throw x 9→grab
**''First four regrabs are escapable with a footstool.''
*{{SSBB|Link}}
**0-41%+regrab
**D-throw x 5→grab
**''First four regrabs are escapable with a footstool.''
*{{SSBB|Lucas}}
**5-33%+regrab
**D-throw x 3→grab
**''Can escape any time with a footstool.''
*{{SSBB|Meta Knight}}
**0-52%+regrab
**D-throw x 7→grab
**''First three regrabs are escapable with a footstool.''
*{{SSBB|Pikachu}}
**0-27%+regrab
**D-throw x 3→grab
**''Can escape any time with a footstool.''
*Sheik
**19-105%+regrab
**D-throw x 14→grab
*Snake
**27-80%+regrab
**D-throw x 7→grab
*{{SSBB|Squirtle}}
**3-22%+regrab
**D-throw x 2→grab
**''Can escape any time with a footstool.''
*{{SSBB|Wario}}
**7-26%+regrab
**D-throw x 2→grab
**''Can escape any time with a footstool.''
*Wolf
**0-115%+regrab
**D-throw x 3→pummel→d-throw x 14→grab
 
===Followup data===
*{{mvsub|Pikachu|SSBB|forward tilt}} angled up - 5 frames
*[[Grab]] - 6 frames
*{{mvsub|Pikachu|SSBB|down smash}} - 6 frames
*Neutral aerial - 7 frames
*Reverse up tilt - 8 frames
*Up smash - 9 frames
*Up tilt - 9 frames
 
{{MvSubNavPikachu|g=SSBB}}


[[Category:Pikachu (SSBB)]]
[[Category:Pikachu (SSBB)]]
[[Category:Down throws]]
[[Category:Down throws (SSBB)]]
[[Category:Throwing attacks]]
[[Category:Throwing attacks (SSBB)]]
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