Isabelle (SSBU)/Down throw: Difference between revisions

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(Expanded overview, added clarity to opening sentence, and a minor correction.)
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!colspan=5|Isabelle down throw hurtbox visualization
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==Overview==
==Overview==
Functions as her combo throw, but possible follow ups greatly vary depending on both player's percent damage, as well as the opponent's character and their [[directional influence]]. Can sometimes lead into strings of varying lengths, particularly from using [[Forward aerial]] and [[Dash attack]]. Due to the slow frame data of her [[grab]], and inconsistency of her follow ups, Down throw remains a unreliable but sometimes great means of racking up damage. As this throw can alleviate one of Isabelle's greatest weaknesses, being poor overall damage output, this remains one of her more desired throw options.
Functions as her combo throw, but possible follow ups greatly vary depending on both player's percent damage, as well as the opponent's character and their [[directional influence]]. Can sometimes lead into strings of varying lengths, particularly from using [[Forward aerial]] and [[Dash attack]]. Due to the slow frame data of her [[grab]], and inconsistency of her follow ups, Down throw remains a unreliable but sometimes great means of racking up damage. As this throw can alleviate one of Isabelle's greatest weaknesses, being poor overall damage output, this remains one of her more desirable throw options.


Common follow ups are [[Forward air]], [[Neutral air]], and [[Up air]]. However, with proper set up, [[Back aerial]] and self activated [[Lloid Trap]] can be used.
Common follow ups are [[Forward air]], [[Neutral air]], and [[Up air]]. However, with proper set up, [[Back aerial]] and self activated [[Lloid Trap]] can be used.
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