Wii Fit Trainer (SSBU)/Forward throw: Difference between revisions
(New Page: {{ArticleIcons|ssbu=y}} thumb|400px|Hitbox visualization showing Wii Fit Trainer's forward throw. ==Hitboxes== ===Throw=== {{UltimateThrowTableHeader}} {...) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
[[File:WFT Forward Throw.gif|thumb| | [[File:WFT Forward Throw.gif|thumb|350px|Hitbox visualization showing Wii Fit Trainer's forward throw.]] | ||
== | ==Overview== | ||
Wii Fit Trainer does a jump serve, using the opponent as a the ball. This throw has moderate combo potential, being Wii Fit Trainer's only throw with true followups on the vast majority of the cast at 0% (see table below). Forward throw is also Wii Fit Trainer's highest damaging throw, and can be used as a decent kill move near the ledge, although it typically won't kill until the opponent is well past 150% unless [[Deep Breathing]] is active. | |||
{{ | |||
{{ | ==Throw and Hitbox Data== | ||
{{UltimateHitboxTableHeader}} | |||
{{HitboxTableTitle|Hitbox|42}} | |||
{{UltimateHitboxTableRow | |||
|id=0 | |id=0 | ||
|damage=3.0% | |damage=3.0% | ||
|angle=361 | |angle=361 | ||
| | |af=3 | ||
| | |bk=50 | ||
| | |ks=200 | ||
|fkv=0 | |fkv=0 | ||
| | |r=5.0 | ||
|type= | |bn=throw | ||
|sfx= | |xpos=0.0 | ||
|slvl= | |ypos=0.0 | ||
|zpos=0.0 | |||
|clang=f | |||
|rebound=f | |||
|type=Hand | |||
|ff=1.5 | |||
|sfx=Kick | |||
|slvl=M | |||
}} | }} | ||
|} | |||
{{UltimateThrowTableHeader}} | |||
{{HitboxTableTitle|Throw|42}} | |||
{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|id=0 | |id=0 | ||
Line 24: | Line 38: | ||
|bk=50 | |bk=50 | ||
|ks=86 | |ks=86 | ||
|fkv=0 | |fkv=0 | ||
|ff=0.0 | |ff=0.0 | ||
|type=Throwing | |type=Throwing | ||
|sfx= | |sfx=None | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{UltimateThrowTableRow | |||
|kind=1 | |||
{{ | |||
|id=0 | |id=0 | ||
| | |type=Throwing | ||
|damage=3.0% | |damage=3.0% | ||
|angle=361 | |angle=361 | ||
|bk= | |bk=40 | ||
|ks= | |ks=100 | ||
|fkv=0 | |fkv=0 | ||
| | |effect=Normal | ||
|sfx=None | |||
|slvl=S | |||
|sfx= | |||
|slvl= | |||
}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | |||
|1-38 | |||
|- | |- | ||
! | !Hitbox | ||
|36 | |36-37 | ||
|- | |- | ||
! | !Throw release | ||
|38 | |38 | ||
|- | |- | ||
Line 74: | Line 78: | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Hitbox|c= | {{FrameStrip|t=Lag|c=35}}{{FrameStrip|t=Hitbox|c=2|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=12|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=30}} | ||
|- | |||
{{FrameStrip|t=Invincible|c=38}}{{FrameStrip|t=Vulnerable|c=41}} | |||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|interruptible=y}} | {{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|invincible=y|vulnerable=y}} | ||
==Followup data== | |||
Forward throw is especially useful as a combo throw at low percents because it doesn't put the opponent into [[tumble]], meaning they cannot [[DI]] the throw at all. Because of this, only the opposing character's weight, fall speed, etc. need to be taken into account when comboing off of forward throw. All followups in the table below are tested on opponents at 0% with no [[rage]]. | |||
{|class="wikitable" | |||
! style="width:250px" |Able to follow up with: | |||
! style="width:120px" |Characters | |||
|- | |||
|Neutral air, forward air, and up air||{{Head|Incineroar|g=SSBU|s=24px}}{{Head|King Dedede|g=SSBU|s=24px}}{{Head|Bowser|g=SSBU|s=24px}}{{Head|Donkey Kong|g=SSBU|s=24px}}{{Head|Ganondorf|g=SSBU|s=24px}}{{Head|Ryu|g=SSBU|s=24px}}{{Head|Ken|g=SSBU|s=24px}}{{Head|Ridley|g=SSBU|s=24px}}{{Head|King K. Rool|g=SSBU|s=24px}}{{Head|Banjo & Kazooie|g=SSBU|s=24px}}{{Head|Charizard|g=SSBU|s=24px}}* | |||
|- | |||
|Forward air and up air||{{Head|Samus|g=SSBU|s=24px}}{{Head|Dark Samus|g=SSBU|s=24px}}{{Head|R.O.B.|g=SSBU|s=24px}}{{Head|Bowser Jr.|g=SSBU|s=24px}}{{Head|Cloud|g=SSBU|s=24px}} | |||
|- | |||
|Up air only||{{Head|Mewtwo|g=SSBU|s=24px}}{{Head|Pikachu|g=SSBU|s=24px}}{{Head|Mario|g=SSBU|s=24px}}{{Head|Link|g=SSBU|s=24px}}{{Head|Ice Climbers|g=SSBU|s=24px}}{{Head|Dr. Mario|g=SSBU|s=24px}}{{Head|Falco|g=SSBU|s=24px}}{{Head|Roy|g=SSBU|s=24px}}{{Head|Chrom|g=SSBU|s=24px}}{{Head|Wolf|g=SSBU|s=24px}}{{Head|Pit|g=SSBU|s=24px}}{{Head|Dark Pit|g=SSBU|s=24px}}{{Head|Zero Suit Samus|g=SSBU|s=24px}}{{Head|Ike|g=SSBU|s=24px}}{{Head|Wii Fit Trainer|g=SSBU|s=24px}}{{Head|Corrin|g=SSBU|s=24px}}{{Head|Hero|g=SSBU|s=24px}}{{Head|Robin|g=SSBU|s=24px}}{{Head|Mii Gunner|g=SSBU|s=24px}}{{Head|Snake|g=SSBU|s=24px}}{{Head|Simon|g=SSBU|s=24px}}{{Head|Richter|g=SSBU|s=24px}}{{Head|Mii Swordfighter|g=SSBU|s=24px}}{{Head|Wario|g=SSBU|s=24px}}{{Head|Kirby|g=SSBU|s=24px}}{{Head|Luigi|g=SSBU|s=24px}}{{Head|Jigglypuff|g=SSBU|s=24px}}{{Head|Yoshi|g=SSBU|s=24px}}{{Head|Young Link|g=SSBU|s=24px}}{{Head|Mr. Game & Watch|g=SSBU|s=24px}}{{Head|Mega Man|g=SSBU|s=24px}}{{Head|Rosalina & Luma|g=SSBU|s=24px}}{{Head|Isabelle|g=SSBU|s=24px}}{{Head|Little Mac|g=SSBU|s=24px}}{{Head|Piranha Plant|g=SSBU|s=24px}}{{Head|Marth|g=SSBU|s=24px}}*{{Head|Lucina|g=SSBU|s=24px}}*{{Head|Shulk|g=SSBU|s=24px}}*{{Head|Squirtle|g=SSBU|s=24px}}* | |||
|- | |||
|Up air with [[Deep Breathing]] only||{{Head|Ness|g=SSBU|s=24px}}{{Head|Peach|g=SSBU|s=24px}}{{Head|Daisy|g=SSBU|s=24px}}{{Head|Zelda|g=SSBU|s=24px}}{{Head|Meta Knight|g=SSBU|s=24px}}{{Head|Lucas|g=SSBU|s=24px}}{{Head|Sonic|g=SSBU|s=24px}}{{Head|Olimar|g=SSBU|s=24px}}{{Head|Lucario|g=SSBU|s=24px}}{{Head|Villager|g=SSBU|s=24px}}{{Head|Inkling|g=SSBU|s=24px}}{{Head|Duck Hunt|g=SSBU|s=24px}}{{Head|Pac-Man|g=SSBU|s=24px}}{{Head|Palutena|g=SSBU|s=24px}}{{Head|Joker|g=SSBU|s=24px}}{{Head|Ivysaur|g=SSBU|s=24px}}* | |||
|- | |||
|[[Attack cancel]] back air and dash attack||{{Head|Fox|g=SSBU|s=24px}}{{Head|Captain Falcon|g=SSBU|s=24px}}{{Head|Greninja|g=SSBU|s=24px}}{{Head|Bayonetta|g=SSBU|s=24px}}* | |||
|- | |||
|Dash attack only||{{Head|Sheik|g=SSBU|s=24px}}{{Head|Mii Brawler|g=SSBU|s=24px}} | |||
|- | |||
|No true followups||{{Head|Pichu|g=SSBU|s=24px}}{{Head|Diddy Kong|g=SSBU|s=24px}}{{Head|Toon Link|g=SSBU|s=24px}} | |||
|} | |||
<nowiki>*</nowiki>These characters have a specific method of escape, such as {{SSBU|Pokémon Trainer}}'s [[Pokémon Change]]. | |||
*This information was compiled by [https://twitter.com/Jeripon Jeripon]. | |||
{{MvSubNavWiiFitTrainer|g=SSBU}} | {{MvSubNavWiiFitTrainer|g=SSBU}} | ||
[[Category:Wii Fit Trainer (SSBU)]] | [[Category:Wii Fit Trainer (SSBU)]] | ||
[[Category:Forward throws (SSBU)]] | [[Category:Forward throws (SSBU)]] |
Latest revision as of 15:36, July 27, 2022
Overview[edit]
Wii Fit Trainer does a jump serve, using the opponent as a the ball. This throw has moderate combo potential, being Wii Fit Trainer's only throw with true followups on the vast majority of the cast at 0% (see table below). Forward throw is also Wii Fit Trainer's highest damaging throw, and can be used as a decent kill move near the ledge, although it typically won't kill until the opponent is well past 150% unless Deep Breathing is active.
Throw and Hitbox Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||||||||||||||||||||
Throw | 0 | 7.0% | Forward | 50 | 86 | 0 | 0.0× | None | |||||||||||||||||||||||||||||||||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-38 |
---|---|
Hitbox | 36-37 |
Throw release | 38 |
Interruptible | 50 |
Animation length | 79 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |
Followup data[edit]
Forward throw is especially useful as a combo throw at low percents because it doesn't put the opponent into tumble, meaning they cannot DI the throw at all. Because of this, only the opposing character's weight, fall speed, etc. need to be taken into account when comboing off of forward throw. All followups in the table below are tested on opponents at 0% with no rage.
Able to follow up with: | Characters |
---|---|
Neutral air, forward air, and up air | * |
Forward air and up air | |
Up air only | **** |
Up air with Deep Breathing only | * |
Attack cancel back air and dash attack | * |
Dash attack only | |
No true followups |
*These characters have a specific method of escape, such as Pokémon Trainer's Pokémon Change.
- This information was compiled by Jeripon.
|