Mario (SSBU)/Up throw: Difference between revisions
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===Ally combo=== | ===Ally combo=== | ||
The '''Ally combo''', named after the Canadian Mario player {{Sm|Ally}}, is a simple and effective combo after performing Mario's up throw. | The '''Ally combo''', named after the Canadian Mario player {{Sm|Ally}}, is a simple and effective combo after performing Mario's up throw. | ||
It is performed by doing an up throw into a full-hop down aerial. The player can then follow up with any of Mario's other aerials, typically forward aerial for optimal damage or up aerial for coverage and extended advantage situations. Up aerial is predominantly used as a finisher in most cases due to forward aerial not being true with certain [[DI]]. Down aerial is a true combo and is good for dealing damage. | It is performed by doing an up throw into a full-hop down aerial. The player can then follow up with any of Mario's other aerials, typically forward aerial for optimal damage or up aerial for coverage and extended advantage situations. Up aerial is predominantly used as a finisher in most cases due to forward aerial not being true with certain [[DI]]. Down aerial is a true combo and is good for dealing damage. | ||
Compared to its ''[[Mario (SSB4)/Up throw#Ally Combo|Smash 4 incarnation]]'', it's far more powerful, with down aerial's last hit coming out 4 frames earlier and overall dealing more damage, thus making it a [[true combo]]. Additionally, the universal 3-frame jumpsquat makes the combo slightly easier to perform. | |||
==Throw Data== | ==Throw Data== |
Latest revision as of 09:24, November 15, 2023
Mario up throw hurtbox visualization | ||||
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Overview[edit]
An upwards throw, generally used as a combo tool. Reminiscent of an upwards cap throw in Super Mario Odyssey.
Ally combo[edit]
The Ally combo, named after the Canadian Mario player Ally, is a simple and effective combo after performing Mario's up throw.
It is performed by doing an up throw into a full-hop down aerial. The player can then follow up with any of Mario's other aerials, typically forward aerial for optimal damage or up aerial for coverage and extended advantage situations. Up aerial is predominantly used as a finisher in most cases due to forward aerial not being true with certain DI. Down aerial is a true combo and is good for dealing damage.
Compared to its Smash 4 incarnation, it's far more powerful, with down aerial's last hit coming out 4 frames earlier and overall dealing more damage, thus making it a true combo. Additionally, the universal 3-frame jumpsquat makes the combo slightly easier to perform.
Throw Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 7.0% | Forward | 70 | 72 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-18 |
---|---|
Throw Release | 18 |
Interruptible | 40 |
Animation length | 69 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
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