Super Smash Bros. Brawl

Meta Knight (SSBB)/Down throw: Difference between revisions

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
[[File:MetaKnightDThrowSSBB.gif|thumb|400px|Hitbox visualization showing Meta Knight's down throw.]]
==Overview==
A [[multi-hit throw]] in which Meta Knight stomps the opponent nine times, then slams on top of them, knocking them horizontally with weak [[knockback]]. The stomps deal 1% [[damage]] each, and the slam deals 2% [[damage]], for a total of 11% (making this the second most damaging down throw in the game, behind {{mvsub|Kirby|SSBB|down throw|alt=Kirby's}}, {{mvsub|Bowser|SSBB|down throw|alt=Bowser's}}, and {{mvsub|Olimar|SSBB|down throw|alt=Olimar's}} (using a blue {{b|Pikmin|species}}), which each deal 12% [[damage]]). This [[throw]] has a similar animation to Kirby's down throw, but Meta Knight's deals 1% less damage, produces horizontal [[knockback]] instead of vertical, and has slower stomps. This [[throw]] is a useful [[damage]] racker in general, and is one of Meta Knight's more commonly used moves in competitive play. Meta Knight's down throw can be followed up with moves such as a {{mvsub|Meta Knight|SSBB|dash attack}} or [[short hop]]ped {{mvsub|Meta Knight|SSBB|neutral aerial}} to start [[combo]]s at lower percentages; or at higher percentages when near the [[edge]], a short hopped {{mvsub|Meta Knight|SSBB|up special|alt=Shuttle Loop}}. There are various other possible followups depending on the opponent's [[DI]] - against [[fastfaller]]s at low percentages, Meta Knight can [[chain grab]] using down throws, and in some situations, the move works as a pseudo-[[tech-chasing]] move.
==Throw and Hitbox Data==
===Hitbox===
{{BrawlHitboxTableHeader|special=y}}
{{HitboxTableTitle|Hits 1-9|38}}
{{BrawlSpecialHitboxTableRow
|bn=0
|id=0
|damage=1%
|angle=270
|fkv=10
|ks=100
|sd=0
|bk=0
|r=300000
|xpos=0
|ypos=240000
|zpos=0
|trip=0
|ff=60000
|sdi=0
|rawflags=00110001100000110000010001000000
|rehit=0
|rawflags2=00101000010011111111111111000011
}}
{{HitboxTableTitle|Hit 10|38}}
{{BrawlSpecialHitboxTableRow
|bn=0
|id=0
|damage=1%
|angle=90
|fkv=0
|ks=200
|sd=0
|bk=50
|r=420000
|xpos=0
|ypos=240000
|zpos=0
|trip=0
|ff=60000
|sdi=60000
|rawflags=00110001100000110000010010000000
|rehit=0
|rawflags2=00001000010011111111111111000011
}}
|}
===Throw===
{{BrawlThrowTableHeader}}
{{BrawlThrowTableRow
|id=0
|damage=1%
|af=3
|angle=50
|bk=60
|ks=110
|fkv=0
|bn=0
|trip=0
|ff=60000
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
{{BrawlThrowTableRow
|id=1
|damage=3%
|af=3
|angle=361
|bk=0
|ks=100
|fkv=100
|bn=0
|trip=0
|ff=60000
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}
==Timing==
{|class="wikitable"
!Invincibility
|1-8
|-
!Hits 1-9
|11-13, 17-19, 23-25, 29-31, 35-37, 41-43, 47-49, 53-55, 59-61
|-
!Hit 10
|73
|-
!Throw Release
|74
|-
!Animation length
|87
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=10}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=3}}{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=1|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=14|s=LagThrowE}}
|-
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=79}}
{{FrameStripEnd}}


==Overview==
{{FrameIconLegend|lag=y|hitbox=y|throw=y|vulnerable=y|invincible=y}}
Meta Knight stomps the opponent nine times, then slams on top of them, knocking them horizontally with weak knockback. The stomps deal 1% damage each, and the slam deals 2% damage, for a total of 11%. This throw has a similar animation to {{SSBB|Kirby}}'s {{mvsub|Kirby|SSBB|down throw}}, but Meta Knight's deals 1% less damage, produces horizontal knockback instead of vertical, and the stomps are performed slower. Meta Knight's down throw can be followed up with moves such as a {{mvsub|Meta Knight|SSBB|dash attack}} or [[short hop]]ped {{mvsub|Meta Knight|SSBB|neutral aerial}} to start [[combo]]s at lower percentages, or at higher percentages when near the [[edge]], a short hopped {{mvsub|Meta Knight|SSBB|up special|alt=Shuttle Loop}}. There are various other possible followups depending on the opponent's [[DI]]. Against [[fastfaller]]s at low percentages, it can even lead into a regrab. In some situations, the move works as a pseudo-[[tech-chasing]] move.


{{competitive expertise}}
==Similar moves==
{{technical data}}
*{{mvsub|Kirby|SSBB|down throw|poss=y}}


{{MvSubNavMetaKnight|g=SSBB}}
{{MvSubNavMetaKnight|g=SSBB}}


[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSBB)]]
[[Category:Foot attacks]]
[[Category:Foot attacks (SSBB)]]
[[Category:Throwing attacks]]
[[Category:Throwing attacks (SSBB)]]
[[Category:Multi-hit throws]]
[[Category:Down throws (SSBB)]]

Latest revision as of 20:35, May 19, 2024

Hitbox visualization showing Meta Knight's down throw.

OverviewEdit

A multi-hit throw in which Meta Knight stomps the opponent nine times, then slams on top of them, knocking them horizontally with weak knockback. The stomps deal 1% damage each, and the slam deals 2% damage, for a total of 11% (making this the second most damaging down throw in the game, behind Kirby's, Bowser's, and Olimar's (using a blue Pikmin), which each deal 12% damage). This throw has a similar animation to Kirby's down throw, but Meta Knight's deals 1% less damage, produces horizontal knockback instead of vertical, and has slower stomps. This throw is a useful damage racker in general, and is one of Meta Knight's more commonly used moves in competitive play. Meta Knight's down throw can be followed up with moves such as a dash attack or short hopped neutral aerial to start combos at lower percentages; or at higher percentages when near the edge, a short hopped Shuttle Loop. There are various other possible followups depending on the opponent's DI - against fastfallers at low percentages, Meta Knight can chain grab using down throws, and in some situations, the move works as a pseudo-tech-chasing move.

Throw and Hitbox DataEdit

HitboxEdit

ID Part Rehit rate Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct Blockable Reflectable Absorbable Flinchless Heedless Piercing Strechy ?2 ?5 ?6 ?11 Hit Bits
Hits 1-9
0 0 0 1% 0   Forwards 0 100 10 5.0 0 0.0 4.0 0.0 0.0x None 0%               Kick                         11111111111111
Hit 10
0 0 0 1% 0   Forwards 50 200 0 7.0 0 0.0 4.0 0.0 1.0x 1.0x 0%               Kick                         11111111111111

ThrowEdit

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 1%   Forwards 60 110 0 0 1.0x None 0%       None
1 3%   Forwards 0 100 100 0 1.0x None 0%       None

TimingEdit

Invincibility 1-8
Hits 1-9 11-13, 17-19, 23-25, 29-31, 35-37, 41-43, 47-49, 53-55, 59-61
Hit 10 73
Throw Release 74
Animation length 87
                                                                                                                                                                             
                                                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point

Similar movesEdit