Wolf (SSBB)/Down throw: Difference between revisions

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If Wolf uses down throw near an edge in this situation, the opponent will be sent off stage at an extremely low angle, ending up below and away from the stage. While Wolf naturally does not get a tech chase in this sitaution, it does give him good positional advantage, as his opponent ends up off stage in a rather awkward spot, putting him in a solid spot to potentially edgeguard his opponent, especially at higher percents. Down throw itself is not a particularly strong KO throw, not KOing {{SSBB|Mario}} from the edge of [[Final Destination]] until around 178% without DI or momentum canceling (although its extremely low angle make DI and momentum canceling relatively ineffective against it), in addition to being a completely unviable KO option from center stage, as the opponent can simply tech the down throw once they hit the floor. It can be used as a KO throw at very high percents although it will typically not KO on its own, with Wolf potentially needing to successfully edgeguard his opponent for the KO. Characters with poor recoveries may not be able to make it back on stage if they are down thrown off stage at a high enough percent, so down throw can be quite effective against characters with very poor recoveries, such as {{SSBB|Olimar}}, {{SSBB|Ivysaur}} and {{SSBB|Ganondorf}}.
If Wolf uses down throw near an edge in this situation, the opponent will be sent off stage at an extremely low angle, ending up below and away from the stage. While Wolf naturally does not get a tech chase in this sitaution, it does give him good positional advantage, as his opponent ends up off stage in a rather awkward spot, putting him in a solid spot to potentially edgeguard his opponent, especially at higher percents. Down throw itself is not a particularly strong KO throw, not KOing {{SSBB|Mario}} from the edge of [[Final Destination]] until around 178% without DI or momentum canceling (although its extremely low angle make DI and momentum canceling relatively ineffective against it), in addition to being a completely unviable KO option from center stage, as the opponent can simply tech the down throw once they hit the floor. It can be used as a KO throw at very high percents although it will typically not KO on its own, with Wolf potentially needing to successfully edgeguard his opponent for the KO. Characters with poor recoveries may not be able to make it back on stage if they are down thrown off stage at a high enough percent, so down throw can be quite effective against characters with very poor recoveries, such as {{SSBB|Olimar}}, {{SSBB|Ivysaur}} and {{SSBB|Ganondorf}}.


The main downside with using down throw to et the opponent off stage however is that Wolf does have to grab the opponent quite close to the edge. As a rather extreme example, if Mario is down thrown at 200% from just a short distance away from the ledge, he will land on stage and have the ability to tech in order to completely avoid flying off stage. Wolf can potentially punish his opponent in this situation but this does require a read from the Wolf player, especially if Wolf initiated the down throw a considerable distance away from the ledge. Even missing the tech to get off stage can work to avoid a potential followup, and characters with strong momentum canceling options can immediately utilise them to survive, as the opponent has no hitstun after sliding off stage after missing the tech.
The main downside with using down throw to get the opponent off stage however is that Wolf does have to grab the opponent quite close to the edge. As a rather extreme example, if Mario is down thrown at 200% from just a short distance away from the ledge, he will land on stage and have the ability to tech in order to completely avoid flying off stage. Wolf can potentially punish his opponent in this situation but this does require a read from the Wolf player, especially if Wolf initiated the down throw a considerable distance away from the ledge. Even missing the tech to get off stage can work to avoid a potential followup, and characters with strong momentum canceling options can immediately utilise them to survive, as the opponent has no hitstun after sliding off stage after missing the tech.


Wolf's down throw is Wolf's best throw overall due to its high damage output, solid mixup potential at lower percents and its solid potential to set up tech-chases/edgeguards at higher percents. With that being said however, Wolf's down throw is far from being one of the best throws in the game. While it can potentially chain into itself, it lacks guaranteed chain grabbing potential (unless a wall is present) due to its ending lag being too high and it is not strong enough to be a solid KO throw either, especially since the throw often cannot get the opponent off stage at higher percents unless used at the edge. Down throw is a useful move for Wolf overall but it is also not a defining tool in his kit, unlike {{mvsub|Falco|SSBB|down throw|poss=y}} down throw for example.
Wolf's down throw is Wolf's best throw overall due to its high damage output, solid mixup potential at lower percents and its solid potential to set up tech-chases/edgeguards at higher percents. With that being said however, Wolf's down throw is far from being one of the best throws in the game. While it can potentially chain into itself, it lacks guaranteed chain grabbing potential (unless a wall is present) due to its ending lag being too high and it is not strong enough to be a solid KO throw either, especially since the throw often cannot get the opponent off stage at higher percents unless used at the edge. Down throw is a useful move for Wolf overall but it is also not a defining tool in his kit, unlike {{mvsub|Falco|SSBB|down throw|poss=y}} down throw for example.
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