Super Smash Bros. Brawl

Snake (SSBB)/Down throw: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
 
(14 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:SnakeDThrowSSBB.gif|thumb|250px|Hitbox visualization showing Snake's down throw.]]
==Overview==
==Overview==
Snake puts the opponent in a sleeper hold, while gently laying them down on the floor. This throw leaves the opponent in a knocked down state, regardless of their damage, while dealing 12% in damage. Once the throw ends, the opponent and Snake can act instantly. A very effective [[tech chase]] move, that deals high damage for a throw, while putting the opponent in a vulnerable position where Snake can successfully followup anything they do if he can [[read]] them. Snake can easily regrab the opponent if he successfully reads their getup option, where he can use down throw on them again, creating a [[chain grab|pseudo-chain throw]]. If the player can read their opponent's every action out of down throw, they can potentially [[infinite]] the opponent.
[[File:SnakeDown.png|250px|thumb|The move in use.]]
Snake puts the opponent in a sleeper hold, while gently [[down|laying them down on the floor]]. This throw leaves the opponent in a knocked down state, regardless of their damage, while dealing 12% in damage. Once the throw ends, the opponent and Snake can act instantly. A very effective [[tech chase]] move, that deals high damage for a throw, while putting the opponent in a vulnerable position where Snake can successfully followup anything they do if he can [[read]] them. Snake can easily regrab the opponent if he successfully reads their getup option, where he can use down throw on them again, creating a [[chain grab|pseudo-chain throw]]. If the player can read their opponent's every action out of down throw, they can potentially [[infinite]] the opponent.


Down throw can also be easily followed up by other moves. A common followup is to simply {{mvsub|Snake|SSBB|forward tilt}} the opponent out of down throw, which with the speed and large reach of f-tilt, can easily cover any getup option, and with both d-throw and f-tilt [[fresh]], this followup will deal a very large total of 33% in damage (which is about a fourth to a third of an opponent's stock towards KO percentage against Snake). Another common followup is to {{mvsub|Snake|SSBB|up tilt}} the opponent, which can easily cover any getup option outside a roll away from Snake, while [[KO]]ing the opponent in the 90-120 range. With use of Snake's explosives, the opponent can also be trapped by down throw, where the player can then [[pressure]] them into acting how they want the opponent to act, leading to an even easier read to followup down throw.
Down throw can also be easily followed up by other moves. A common followup is to simply {{mvsub|Snake|SSBB|forward tilt}} the opponent out of down throw, which with the speed and large reach of f-tilt, can easily cover any getup option, and with both d-throw and f-tilt [[fresh]], this followup will deal a very large total of 33% in damage (which is about a fourth to a third of an opponent's stock towards KO percentage against Snake). Another common followup is to {{mvsub|Snake|SSBB|up tilt}} the opponent, which can easily cover any getup option outside a roll away from Snake, while [[KO]]ing the opponent in the 90-120 range. With use of Snake's explosives, the opponent can also be trapped by down throw, where the player can then [[pressure]] them into acting how they want the opponent to act, leading to an even easier read to followup down throw.
Line 10: Line 11:
With its immense versatility and the raw damage output of the move, and its ease of varied followup options at any damage, it's considered one of the best [[throw]]s in ''Brawl''. The move is an important part of Snake's [[metagame]], where it's heavily utilised to rack up damage, refresh Snake's other moves, and setup KOs. It is especially vital in his [[matchup]] against {{SSBB|Olimar}} and {{SSBB|King Dedede}}, two characters who Snake has difficulty with, but have very poor getup options that leave them heavily vulnerable to Snake's down throw.
With its immense versatility and the raw damage output of the move, and its ease of varied followup options at any damage, it's considered one of the best [[throw]]s in ''Brawl''. The move is an important part of Snake's [[metagame]], where it's heavily utilised to rack up damage, refresh Snake's other moves, and setup KOs. It is especially vital in his [[matchup]] against {{SSBB|Olimar}} and {{SSBB|King Dedede}}, two characters who Snake has difficulty with, but have very poor getup options that leave them heavily vulnerable to Snake's down throw.


{{technical data}}
==Throw data==
{{BrawlThrowTableHeader}}
{{BrawlThrowTableRow
|id=0
|damage=12%
|af=4
|angle=270
|bk=75
|ks=30
|fkv=0
|bn=0
|noff=true
|trip=0
|ff=60000
|sdi=60000
|type=Throwing
|effect=Down
|slvl=S
|sfx=None
}}
{{BrawlThrowTableRow
|id=1
|damage=5%
|af=3
|angle=361
|bk=60
|ks=100
|fkv=0
|bn=0
|noff=true
|trip=0
|ff=60000
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}


===Post hit data===
==Timing==
{|class="wikitable"
{|class="wikitable"
!Invincibility
|1-8
|-
|-
!Hitbox||{{rollover|Base knockback|Knockback velocity on Mario at 0%|y}}||{{rollover|Knockback scaling|How much knockback velocity increases per percent on Mario|y}}||{{rollover|KO percent with poor DI|The percent the hitbox reaches 5750 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd down|y}}||{{rollover|KO percent with no DI|The percent the hitbox reaches 6200 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when not DI'd|y}}||{{rollover|KO percent with good DI|The percent the hitbox reaches 6825 in knockback velocity on Mario, which KOs from the center of FD with the standard horizontal trajectory when DI'd away|y}}
!Throw
|59
|-
|-
|NA||0||0||NA||NA||NA
!Animation length
|59
|}
|}


*Total frames: 60
{{FrameStripStart}}
*Angle: 270
{{FrameStrip|t=Lag|c=58|e=LagThrowS}}{{FrameStrip|t=Blank|c=1|s=LagThrowE}}
*Base knockback: 4B
|-
*Knockback gain: 1E
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=51}}
*Opponent free at: frame 59
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|throw=y|vulnerable=y|invincible=y}}


==Trivia==
==Trivia==
Line 31: Line 76:
*If this move is performed on a CPU while near the edge of the stage's platform, they will always roll towards the nearest edge the instant they can act. This results in it being extremely easy to infinitely chain throw them near the edge with this move, which can easily be done until they reach KO percentage, where they can then be simply up tilted for the KO.
*If this move is performed on a CPU while near the edge of the stage's platform, they will always roll towards the nearest edge the instant they can act. This results in it being extremely easy to infinitely chain throw them near the edge with this move, which can easily be done until they reach KO percentage, where they can then be simply up tilted for the KO.


{{MvSubNavSnake|g=SSBB}}
[[Category:Snake (SSBB)]]
[[Category:Snake (SSBB)]]
[[Category:Down throws]]
[[Category:Down throws (SSBB)]]

Latest revision as of 19:13, May 21, 2024

Hitbox visualization showing Snake's down throw.

Overview[edit]

Snake using his down throw in Brawl.
The move in use.

Snake puts the opponent in a sleeper hold, while gently laying them down on the floor. This throw leaves the opponent in a knocked down state, regardless of their damage, while dealing 12% in damage. Once the throw ends, the opponent and Snake can act instantly. A very effective tech chase move, that deals high damage for a throw, while putting the opponent in a vulnerable position where Snake can successfully followup anything they do if he can read them. Snake can easily regrab the opponent if he successfully reads their getup option, where he can use down throw on them again, creating a pseudo-chain throw. If the player can read their opponent's every action out of down throw, they can potentially infinite the opponent.

Down throw can also be easily followed up by other moves. A common followup is to simply forward tilt the opponent out of down throw, which with the speed and large reach of f-tilt, can easily cover any getup option, and with both d-throw and f-tilt fresh, this followup will deal a very large total of 33% in damage (which is about a fourth to a third of an opponent's stock towards KO percentage against Snake). Another common followup is to up tilt the opponent, which can easily cover any getup option outside a roll away from Snake, while KOing the opponent in the 90-120 range. With use of Snake's explosives, the opponent can also be trapped by down throw, where the player can then pressure them into acting how they want the opponent to act, leading to an even easier read to followup down throw.

If used on an opponent who is offstage as the throw ends, they simply immediately go into a falling state, completely free to act.

With its immense versatility and the raw damage output of the move, and its ease of varied followup options at any damage, it's considered one of the best throws in Brawl. The move is an important part of Snake's metagame, where it's heavily utilised to rack up damage, refresh Snake's other moves, and setup KOs. It is especially vital in his matchup against Olimar and King Dedede, two characters who Snake has difficulty with, but have very poor getup options that leave them heavily vulnerable to Snake's down throw.

Throw data[edit]

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 12% AngleIcon270.png Backwards 75 30 0 0 1.0x None 0% Throwing (type) Down (effect) S None
1 5% Sakurai angle Forwards 60 100 0 0 1.0x None 0% Throwing (type) Normal (effect) S None

Timing[edit]

Invincibility 1-8
Throw 59
Animation length 59
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(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(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 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 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 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 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

Trivia[edit]

Exploiting a CPU with the move.
  • If this move is performed on a CPU while near the edge of the stage's platform, they will always roll towards the nearest edge the instant they can act. This results in it being extremely easy to infinitely chain throw them near the edge with this move, which can easily be done until they reach KO percentage, where they can then be simply up tilted for the KO.