Snake (SSBU)/Down throw: Difference between revisions
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SacredFire37 (talk | contribs) (→Overview: Think this chart explains down throw follow ups better than the previous one did.) Tag: Mobile edit |
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==Overview== | |||
[[File:Snake dthrow chart.png|thumb|right|400px|A chart showing which follow ups work on specific character at certain percentages after the down throw.]] | |||
==Throw Data== | ==Throw Data== |
Revision as of 13:32, August 14, 2022
Snake down throw hurtbox visualization |
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Overview
Throw Data
The amount of frames the opponent is immobilized by the throw before they can use a getup option is equal to 3 + p/17
, with a minimum of 3 frames and a maximum of 13, where p is the opponent's percent after damage from the throw (including the 1v1 multiplier). As a result, the immobility duration starts increasing with 17% post-throw damage, and caps at 170%.
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 9.0% | ![]() |
Backward | 0 | 0 | 0 | 0.0× | ![]() |
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Break | 0 | 2.0% | ![]() |
Backward | 60 | 100 | 0 | 0.0× | ![]() |
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Timing
Invincibility | 1-35 |
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Throw Release | 35 |
Interruptible | 42 |
Animation length | 46 |
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![]() Lag time |
![]() Vulnerable |
![]() Invincible |
![]() ![]() Throw point |
![]() Interruptible |
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