Dr. Mario (SSBU)/Down throw: Difference between revisions
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{{competitive expertise}} | {{competitive expertise}} | ||
{|class="wikitable" style="float:right; margin:4pt;" | {|class="wikitable" style="float:right; margin:4pt;" | ||
! | !Dr. Mario down throw hurtbox visualization | ||
|- | |- | ||
|[[File:Dr.MarioDThrowSSBU.gif|370px]] | |[[File:Dr.MarioDThrowSSBU.gif|370px]] | ||
|} | |} | ||
==Overview== | ==Overview== | ||
Down Throw is Dr. Mario's go-to throw, since it can combo into a variety of his moves. Near the ledge, it can be comboed into down special for one of his most powerful KO confirms. | |||
Down Throw is Dr. Mario's go-to throw, since it can combo into a variety of his moves. Near the ledge, it can be comboed into down | |||
==Throw Data== | ==Throw Data== | ||
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier. | |||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
{{UltimateThrowTableRow | {{UltimateThrowTableRow | ||
|id=0 | |id=0 | ||
|type=Throwing | |type=Throwing | ||
|damage=5.0% | |damage={{rollover|5.0%|5.88% with Dr. Mario's damage multiplier|y}} | ||
|angle=80 | |angle=80 | ||
|bk=75 | |bk=75 | ||
Line 27: | Line 26: | ||
|slvl=S | |slvl=S | ||
}} | }} | ||
{{ | {{UltimateThrowTableRow | ||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage={{rollover|3.0%|3.528% with Dr. Mario's damage multiplier|y}} | |||
|angle=361 | |||
|bk=40 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
|} | |} | ||
==Timing== | ==Timing== | ||
If used at an edge, the opponent is pushed 2.5 units up and behind Dr. Mario when thrown, preventing certain characters from getting [[stage spike]]d underneath. | |||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | !Invincibility |
Latest revision as of 04:27, December 29, 2023
Dr. Mario down throw hurtbox visualization |
---|
Overview[edit]
Down Throw is Dr. Mario's go-to throw, since it can combo into a variety of his moves. Near the ledge, it can be comboed into down special for one of his most powerful KO confirms.
Throw Data[edit]
The damage values are listed as coded in the game's scripts, without Dr. Mario's 1.176× damage multiplier.
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 5.0% | Forward | 75 | 45 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
If used at an edge, the opponent is pushed 2.5 units up and behind Dr. Mario when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility | 1-18 |
---|---|
Throw Release | 18 |
Interruptible | 40 |
Animation length | 58 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|