Throw: Difference between revisions

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Throws cannot be escaped once started, with the exception of [[Donkey Kong]]'s [[forward throw|cargo throw]], and {{SSBM|Kirby}}'s forward and back throws in ''Melee''. Throws also grant a short period of [[invincibility]] to the thrower when started, as a measure of protection against any bystanders. In ''Melee'' and ''Brawl'', this invincibility has a set duration of 8 [[frame]]s for every throw, which is increased to 18 frames in ''Smash 4''. In ''Smash 64'' and ''Ultimate'', throw invincibility is instead specific to each throw; in the latter game, it lasts from frame 1 all the way until the frame the opponent is thrown.
Throws cannot be escaped once started, with the exception of [[Donkey Kong]]'s [[forward throw|cargo throw]], and {{SSBM|Kirby}}'s forward and back throws in ''Melee''. Throws also grant a short period of [[invincibility]] to the thrower when started, as a measure of protection against any bystanders. In ''Melee'' and ''Brawl'', this invincibility has a set duration of 8 [[frame]]s for every throw, which is increased to 18 frames in ''Smash 4''. In ''Smash 64'' and ''Ultimate'', throw invincibility is instead specific to each throw; in the latter game, it lasts from frame 1 all the way until the frame the opponent is thrown.


A general rule of throws is that characters that rely on supernatural powers, such as [[Ness]], [[Mewtwo]], [[Zelda]], and [[Lucas]], have above-average throws in strength, while those that mainly attack with swords or other weapons, such as [[Link]], [[Marth]], and [[Sephiroth]], have below-average throws in strength. Aside from that, all of {{SSBU|Mr. Game & Watch}}'s throws depict him [[juggling]] the opponent, and the thrown character transforms into their respective [[stock|stock icons]] (though they look more newer and flatter than their original stock icons), then tosses them away (with the expection of his [[down throw]]; where he drops the icon on the ground at his side, then the opponent gets launched upwards after a short delay). However, this often refers merely to the damage or [[knockback]] inflicted by the throws, and does not strictly leave weak throws at a disadvantage, as they tend to be useful for starting combos, and can sometimes even lead into other KO moves.
A general rule of throws is that characters that rely on supernatural powers, such as [[Ness]], [[Mewtwo]], [[Zelda]], and [[Lucas]], have above-average throws in strength, while those that mainly attack with swords or other weapons, such as [[Link]], [[Marth]], and [[Sephiroth]], have below-average throws in strength. However, this often refers merely to the damage or [[knockback]] inflicted by the throws, and does not strictly leave weak throws at a disadvantage, as they tend to be useful for starting combos, and can sometimes even lead into other KO moves.


Throws do not use standard [[hitbox]]es when releasing opponents, instead having a throw command with hitbox data that only affects the target of the throw, and not any bystanders. Throw releases also usually inflict no [[hitlag]] (thus being immune to [[smash directional influence]]), nor have any associated graphical or sound effects (these are instead part of the throw animation itself). However, several throws possess a hitbox before their release, such as [[Captain Falcon]] and [[Link]]'s, which can hit both the thrown opponent and bystanders as if it was a standard attack, effectively hitting the thrown opponent twice. Similarly, a few throws such as [[Mario]]'s back throw have '''collateral hitboxes''', which can only hit bystanders and not the thrown opponent.
Throws do not use standard [[hitbox]]es when releasing opponents, instead having a throw command with hitbox data that only affects the target of the throw, and not any bystanders. Throw releases also usually inflict no [[hitlag]] (thus being immune to [[smash directional influence]]), nor have any associated graphical or sound effects (these are instead part of the throw animation itself). However, several throws possess a hitbox before their release, such as [[Captain Falcon]] and [[Link]]'s, which can hit both the thrown opponent and bystanders as if it was a standard attack, effectively hitting the thrown opponent twice. Similarly, a few throws such as [[Mario]]'s back throw have '''collateral hitboxes''', which can only hit bystanders and not the thrown opponent.


Throws always make characters [[flinch]] upon relese, regardless of whether or not they have [[armor]] or knockback resistance. However, the target's weight, knockback taken multiplier, and knockback resistance still affect how much knockback the throw deals.
Throws always make characters [[flinch]] upon release, regardless of whether or not they have [[armor]] or knockback resistance. However, the target's weight, knockback taken multiplier, and knockback resistance still affect how much knockback the throw deals.


===Weight-dependent throws===
===Weight-dependent throws===
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==Gallery==
==Gallery==
<gallery>
<gallery>
SSB throw.png|{{SSB|Ness}}'s forward throw in ''Super Smash Bros.''.
SSB throw.png|{{SSB|Ness}}'s forward throw in ''Super Smash Bros.''
File:SSBM Throw.png|Fox's back throw in ''[[Melee]]''.
File:SSBM Throw.png|Fox's back throw in ''[[Melee]]''.
File:Forward Throw.gif|Kirby throwing Mario in ''[[Brawl]]''.
File:Forward Throw.gif|Kirby throwing Mario in ''[[Brawl]]''.
SSB4 - Metaknight Screen-5.jpg|{{SSB4|Meta Knight}} using his back throw on {{SSB4|Samus}} in ''[[Smash 4]]''.
SSB4 - Metaknight Screen-5.jpg|{{SSB4|Meta Knight}} using his back throw on {{SSB4|Samus}} in ''[[Smash 4]]''.
SSBU Up Throw ROB.gif|{{SSBU|R.O.B.}} using up throw in ''[[Ultimate]]''.
Kazuya Gates of Hell SSBU.gif|{{SSBU|Kazuya}} using [[Gates of Hell]] in ''[[Ultimate]]''.
Kazuya Gates of Hell SSBU.gif|{{SSBU|Kazuya}} using [[Gates of Hell]] in ''[[Ultimate]]''.
</gallery>
</gallery>