Super Smash Bros. 4

Corrin (SSB4)/Down throw: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:CorrinDThrowSSB4.gif|thumb|270px|Hitbox visualization showing Corrin's down throw.]]
==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
Corrin assumes dragon form and body slams the opponent. According to a [[tip]], this throw was designed to be a combo-oriented move. However, it is almost entirely incapable of doing so, instead dealing enough knockback to reliably KO at 170%.
Assumes his dragon form and body slams the opponent beneath him, sending them flying diagonally forward and upward. Tied with his up throw as yielding the greatest knockback of any of his grab releases. Depending on opponent [[DI]], at extremely low percentages can combo into a running up aerial, but just barely.


==Hitboxes==
==Throw and Hitbox Data==
{{technical data}}
{{SSB4HitboxTableHeader}}
{{HitboxTableTitle|Hitbox|24}}
{{SSB4HitboxTableRow
|id=0
|damage=6.5%
|sd=1
|angle=361
|bk=40
|ks=150
|fkv=0
|r=7.0
|bn=0
|xpos=0.0
|ypos=4.0
|zpos=7.0 to -6.0
|ff=2.5
|type=Weapon
|effect=Normal
|sfx=Kick
|slvl=L
|clang=f
|rebound=f
}}
|}
{{SSB4ThrowTableHeader}}
{{HitboxTableTitle|Throw|24}}
{{SSB4ThrowTableRow
|id=0
|bn=0
|type=Throwing
|damage=3%
|angle=70
|bk=80
|ks=150
|fkv=0
|effect=Normal
|sfx=None
|slvl=S
}}
{{SSB4ThrowTableRow
|id=1
|bn=0
|type=Throwing
|damage=3%
|angle=361
|bk=40
|ks=100
|fkv=0
|ff=1.0
|effect=Normal
|sfx=None
|slvl=S
}}
|}
 
==Timing==
In dragon form, Corrin doesn't have hurtboxes. Corrin is still damageable after the throw release, however.
{|class="wikitable"
{|class="wikitable"
! Hitbox type !! Damage !! Angle !! Base knockback !! Knockback scaling !! Fixed knockback value !! Weight dependent
!Invincibility
|1-18
|-
!Dragon form
|5-44
|-
!Hitbox
|26-27
|-
|-
| Throw || 3% || 70° || 80 || 150 || || No
!Throw Release
|28
|-
!Interruptible
|55
|-
!Animation length
|64
|}
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=25}}{{FrameStrip|t=Hitbox|c=2|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=27|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=10}}
|-
{{FrameStrip|t=Invincible|c=18}}{{FrameStrip|t=Vulnerable|c=46}}
{{FrameStripEnd}}


There exists a hitbox before the throw that deals 6.5% damage. Its exact properties have yet to be determined.
{{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|vulnerable=y|invincible=y}}


{{MvSubNavCorrin|g=SSB4}}
{{MvSubNavCorrin|g=SSB4}}
[[Category:Corrin (SSB4)]]
[[Category:Corrin (SSB4)]]
[[Category:Down throws (SSB4)]]
[[Category:Down throws (SSB4)]]

Latest revision as of 10:39, January 4, 2021

Hitbox visualization showing Corrin's down throw.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Assumes his dragon form and body slams the opponent beneath him, sending them flying diagonally forward and upward. Tied with his up throw as yielding the greatest knockback of any of his grab releases. Depending on opponent DI, at extremely low percentages can combo into a running up aerial, but just barely.

Throw and Hitbox Data[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hitbox
0 0 6.5% 1 Sakurai angle 40 150 0 7.0 0 0.0 4.0 7.0 to -6.0 1.0x 2.5x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Weapon (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png
ID Damage Angle BK KS FKV Bone FFx Type Effect Sound
Throw
0 3% AngleIcon70.png Standard 80 150 0 0 None Throwing (type) Normal (effect) S None
1 3% Sakurai angle Standard 40 100 0 0 None Throwing (type) Normal (effect) S None

Timing[edit]

In dragon form, Corrin doesn't have hurtboxes. Corrin is still damageable after the throw release, however.

Invincibility 1-18
Dragon form 5-44
Hitbox 26-27
Throw Release 28
Interruptible 55
Animation length 64
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(Hitbox).png FrameIcon(HitboxThrowS).png FrameIcon(LagThrowE).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).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(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
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
ThrowThrow
Throw point
Interruptibility
Interruptible