Super Smash Bros. Ultimate

Snake (SSBU)/Down throw: Difference between revisions

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{{ArticleIcons|ssbu=y}}
{{ArticleIcons|ssbu=y}}
{{competitive expertise}}
[[File:SnakeDThrowSSBU.gif|thumb|400px|Snake down throw hurtbox visualization.]]
{|class="wikitable" style="float:right; margin:4pt;"
!colspan=5|Snake down throw hurtbox visualization
|-
|[[File:SnakeDThrowSSBU.gif|400px]]
|-
|}
 
==Overview==
==Overview==
[[File:Dthrow frame advantage.png|thumb|right|300px|A graph showing the relationship between opponents' starting damage and the relative frame difference between when Snake and the opponent can first act.]]
[[File:Snake dthrow chart.png|thumb|400px|A chart showing which follow ups work on specific characters at certain percentages after the down throw.]]


==Throw Data==
==Throw Data==
The amount of frames the opponent is immobilized by the throw before they can use a getup option is equal to <code>3 + p/17</code>, with a minimum of 3 frames and a maximum of 13, where '''p''' is the opponent's percent after damage from the throw. As a result, the immobility duration starts increasing at 17% and caps at 170%, with both percents being counted after the throw's damage, so they are affected by factors such as the [[1v1 multiplier]] and [[stale-move negation]].
{{UltimateThrowTableHeader}}
{{UltimateThrowTableHeader}}
{{UltimateThrowTableRow
{{UltimateThrowTableRow
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|damage=9.0%
|damage=9.0%
|angle=270
|angle=270
|af=4
|bk=0
|bk=0
|ks=0
|ks=0
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|ff=0.0
|ff=0.0
|effect=Down
|effect=Down
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=2.0%
|angle=361
|af=4
|bk=60
|ks=100
|fkv=0
|effect=Normal
|sfx=None
|sfx=None
|slvl=S
|slvl=S

Latest revision as of 09:37, April 12, 2023

Snake down throw hurtbox visualization.

Overview[edit]

A chart showing which follow ups work on specific characters at certain percentages after the down throw.

Throw Data[edit]

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. As a result, the immobility duration starts increasing at 17% and caps at 170%, with both percents being counted after the throw's damage, so they are affected by factors such as the 1v1 multiplier and stale-move negation.

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 9.0% AngleIcon270.png Backward 0 0 0 0.0× Down (effect) Throwing (type) S None
Break 0 2.0% Sakurai angle Backward 60 100 0 0.0× Normal (effect) Throwing (type) S None

Timing[edit]

Invincibility 1-35
Throw Release 35
Interruptible 42
Animation length 46
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
ThrowThrow
Throw point
Interruptibility
Interruptible