Isabelle (SSBU)/Down throw: Difference between revisions
m (Protected "Isabelle (SSBU)/Down throw": Bot: Protecting a list of files. ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite))) |
(Removed competitive expertise banner + minor word change) |
||
(6 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{|class="wikitable" style="float:right; margin:4pt;" | {|class="wikitable" style="float:right; margin:4pt;" | ||
!colspan=5|Isabelle down throw hurtbox visualization | !colspan=5|Isabelle down throw hurtbox visualization | ||
Line 9: | Line 8: | ||
==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 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. | |||
==Throw Data== | ==Throw Data== | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
Line 20: | Line 23: | ||
|fkv=0 | |fkv=0 | ||
|ff=0.0 | |ff=0.0 | ||
|effect=Normal | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{UltimateThrowTableRow | |||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage=3.0% | |||
|angle=361 | |||
|bk=60 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |effect=Normal | ||
|sfx=None | |sfx=None | ||
Line 27: | Line 43: | ||
==Timing== | ==Timing== | ||
During frame 17, the move inflicts 6 frames of [[hitlag]] to both Isabelle and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | !Invincibility |
Latest revision as of 02:42, January 5, 2024
Isabelle down throw hurtbox visualization | ||||
---|---|---|---|---|
Overview[edit]
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.
Throw Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 6.0% | Forward | 60 | 80 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 60 | 100 | 0 | 0.0× | None |
Timing[edit]
During frame 17, the move inflicts 6 frames of hitlag to both Isabelle and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility | 1-18 |
---|---|
Throw Release | 18 |
Interruptible | 36 |
Animation length | 49 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |