Super Smash Bros. Ultimate

Donkey Kong (SSBU)/Forward throw: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Donkey Kong's forward throw, also known as Kong Karry, allows him to maneuver around the stage while holding an opponent. During the move, Donkey Kong has access to four additional throws that he can use by holding a direction and pressing the attack button. All of them are potent kill throws, most notably back throw, especially on a stage with platforms. Up throw is a viable combo starter, being able to combo into up air at low percents. All four throws have the potential to stage spike opponents if Donkey Kong is positioned correctly, with down throw being the safest option, as it gives Donkey Kong a slight boost upwards.
==Throw Data==
==Throw Data==
===Carry release===
{{UltimateThrowTableHeader}}
{{UltimateThrowTableRow
|kind=1
|id=0
|damage=4.0%
|angle=361
|bk=0
|ks=100
|fkv=30
|ff=0.0
|effect=Normal
|type=Throwing
|sfx=None
|slvl=S
}}
|}
===Forward===
===Forward===
{{UltimateThrowTableHeader}}
{{UltimateThrowTableHeader}}
Line 19: Line 38:
|ff=0.0
|ff=0.0
|type=Throwing
|type=Throwing
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=3.0%
|angle=361
|bk=40
|ks=100
|fkv=0
|effect=Normal
|sfx=None
|sfx=None
|slvl=S
|slvl=S
Line 34: Line 66:
|ff=0.0
|ff=0.0
|type=Throwing
|type=Throwing
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=3.0%
|angle=361
|bk=40
|ks=100
|fkv=0
|effect=Normal
|sfx=None
|sfx=None
|slvl=S
|slvl=S
Line 49: Line 94:
|ff=0.0
|ff=0.0
|type=Throwing
|type=Throwing
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=3.0%
|angle=361
|bk=40
|ks=100
|fkv=0
|effect=Normal
|sfx=None
|sfx=None
|slvl=S
|slvl=S
Line 64: Line 122:
|ff=0.0
|ff=0.0
|type=Throwing
|type=Throwing
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=3.0%
|angle=361
|bk=40
|ks=100
|fkv=0
|effect=Normal
|sfx=None
|sfx=None
|slvl=S
|slvl=S
}}
}}
|}
|}
==Timing==
==Timing==
===Carry===
{|class="wikitable"
!Invincibility
|1-15
|-
!Animation length
|15
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15}}
|-
{{FrameStrip|t=Invincible|c=15}}
{{FrameStripEnd}}
===Forward===
===Forward===
{|class="wikitable"
{|class="wikitable"
Line 84: Line 170:
{{FrameStrip|t=Lag|c=14|e=LagThrowS}}{{FrameStrip|t=Lag|c=31|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=19}}
{{FrameStrip|t=Lag|c=14|e=LagThrowS}}{{FrameStrip|t=Lag|c=31|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=19}}
{{FrameStripEnd}}
{{FrameStripEnd}}
===Back===
===Back===
Donkey Kong changes direction on frame 16.
{|class="wikitable"
{|class="wikitable"
!Throw
!Throw
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{{FrameStrip|t=Lag|c=15|e=LagThrowS}}{{FrameStrip|t=Lag|c=27|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=17}}
{{FrameStrip|t=Lag|c=15|e=LagThrowS}}{{FrameStrip|t=Lag|c=27|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=17}}
{{FrameStripEnd}}
{{FrameStripEnd}}
===Up===
===Up===
{|class="wikitable"
{|class="wikitable"
Line 114: Line 204:
{{FrameStrip|t=Lag|c=14|e=LagThrowS}}{{FrameStrip|t=Lag|c=15|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStrip|t=Lag|c=14|e=LagThrowS}}{{FrameStrip|t=Lag|c=15|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=20}}
{{FrameStripEnd}}
{{FrameStripEnd}}
===Down===
===Down===
On frame 17, the move stops Donkey Kong's horizontal momentum, and sets his vertical momentum to 1.5.
{|class="wikitable"
{|class="wikitable"
!Throw
!Throw
Line 131: Line 224:


{{FrameIconLegend|lag=y|throw=y|interruptible=y|invincible=y|vulnerable=y}}
{{FrameIconLegend|lag=y|throw=y|interruptible=y|invincible=y|vulnerable=y}}
==Carry parameters==
The carry's duration is equal to <code>((90 + 1.7p) * 11 / 6) - g</code>, where '''p''' is the opponent's percent at the time of the carry's initiation, and '''g''' is the [[Grab#Grab time|grab time]] passed prior to it. As a result, it lasts longer the earlier it is initiated after grabbing an opponent; for example, against an opponent with 0% damage, it lasts 165 frames if initiated immediately out of a grab, and 105 frames if initiated after 60 grab frames. As with standard grabs, [[button mashing]] reduces this amount by 8 frames per stick input, and 14.4 frames per button input (though they cannot be registered as quickly).
Additionally, while carrying an opponent or heavy item, Donkey Kong's [[walk]] speed and acceleration are increased by 1.1×.


{{MvSubNavDonkeyKong|g=SSBU}}
{{MvSubNavDonkeyKong|g=SSBU}}
[[Category:Donkey Kong (SSBU)]]
[[Category:Donkey Kong (SSBU)]]
[[Category:Forward throws (SSBU)]]
[[Category:Forward throws (SSBU)]]

Latest revision as of 19:20, July 19, 2022

Hitbox visualization showing Donkey Kong's cargo forward throw.
Hitbox visualization showing Donkey Kong's cargo back throw.
Hitbox visualization showing Donkey Kong's cargo up throw.
Hitbox visualization showing Donkey Kong's cargo down throw.


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You can discuss this issue on the talk page or edit this page to improve it.

Overview[edit]

Donkey Kong's forward throw, also known as Kong Karry, allows him to maneuver around the stage while holding an opponent. During the move, Donkey Kong has access to four additional throws that he can use by holding a direction and pressing the attack button. All of them are potent kill throws, most notably back throw, especially on a stage with platforms. Up throw is a viable combo starter, being able to combo into up air at low percents. All four throws have the potential to stage spike opponents if Donkey Kong is positioned correctly, with down throw being the safest option, as it gives Donkey Kong a slight boost upwards.

Throw Data[edit]

Carry release[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Break 0 4.0% Sakurai angle Forward 0 100 30 0.0× Normal (effect) Throwing (type) S None

Forward[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 12.0% AngleIcon60.png Forward 90 46 0 0.0× Normal (effect) Throwing (type) S None
Break 0 3.0% Sakurai angle Forward 40 100 0 0.0× Normal (effect) Throwing (type) S None

Back[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 13.0% AngleIcon72.png Forward 85 52 0 0.0× Normal (effect) Throwing (type) S None
Break 0 3.0% Sakurai angle Forward 40 100 0 0.0× Normal (effect) Throwing (type) S None

Up[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 12.0% AngleIcon92.png Forward 65 53 0 0.0× Normal (effect) Throwing (type) S None
Break 0 3.0% Sakurai angle Forward 40 100 0 0.0× Normal (effect) Throwing (type) S None

Down[edit]

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 11.0% AngleIcon46.png Forward 70 45 0 0.0× Normal (effect) Throwing (type) S None
Break 0 3.0% Sakurai angle Forward 40 100 0 0.0× Normal (effect) Throwing (type) S None

Timing[edit]

Carry[edit]

Invincibility 1-15
Animation length 15
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(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

Forward[edit]

Throw 15
Interruptible 46
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(LagThrowS).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(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(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

Back[edit]

Donkey Kong changes direction on frame 16.

Throw 16
Interruptible 43
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(LagThrowS).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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png

Up[edit]

Throw 15
Interruptible 30
Animation length 49
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(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(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

Down[edit]

On frame 17, the move stops Donkey Kong's horizontal momentum, and sets his vertical momentum to 1.5.

Throw 17
Interruptible 45
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(LagThrowS).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(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(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
ThrowThrow
Throw point
Interruptibility
Interruptible

Carry parameters[edit]

The carry's duration is equal to ((90 + 1.7p) * 11 / 6) - g, where p is the opponent's percent at the time of the carry's initiation, and g is the grab time passed prior to it. As a result, it lasts longer the earlier it is initiated after grabbing an opponent; for example, against an opponent with 0% damage, it lasts 165 frames if initiated immediately out of a grab, and 105 frames if initiated after 60 grab frames. As with standard grabs, button mashing reduces this amount by 8 frames per stick input, and 14.4 frames per button input (though they cannot be registered as quickly).

Additionally, while carrying an opponent or heavy item, Donkey Kong's walk speed and acceleration are increased by 1.1×.