Snake (SSBU)/Down throw: Difference between revisions
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(Making this clearer. It's not 170%) |
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[[File:SnakeDThrowSSBU.gif|thumb|400px|Snake down throw hurtbox visualization.]] | [[File:SnakeDThrowSSBU.gif|thumb|400px|Snake down throw hurtbox visualization.]] | ||
==Overview== | ==Overview== | ||
[[File:Snake dthrow chart.png|thumb | [[File:Snake dthrow chart.png|thumb|400px|A chart showing which follow ups work on specific characters at certain percentages after the down throw.]] | ||
==Throw Data== | ==Throw Data== |
Latest revision as of 09:37, April 12, 2023
Overview[edit]
Throw Data[edit]
The amount of frames the opponent is immobilized by the throw before they can use a getup option is equal to 3 + p/17
, with a minimum of 3 frames and a maximum of 13, where p is the opponent's percent after damage from the throw. As a result, the immobility duration starts increasing at 17% and caps at 170%, with both percents being counted after the throw's damage, so they are affected by factors such as the 1v1 multiplier and stale-move negation.
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 9.0% | Backward | 0 | 0 | 0 | 0.0× | None | |||
Break | 0 | 2.0% | Backward | 60 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-35 |
---|---|
Throw Release | 35 |
Interruptible | 42 |
Animation length | 46 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|