Super Smash Bros. Brawl

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

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{{ArticleIcons|ssbb=y}}
{{ArticleIcons|ssbb=y}}
 
[[File:MetaKnightFThrowSSBB.gif|thumb|400px|Hitbox visualization showing Meta Knight's forward throw.]]
==Overview==
==Overview==
[[File:Meta Knight Forward Throw Brawl.gif|250px|thumb|right|{{SSBB|Meta Knight}}'s forward throw in [[Super Smash Bros. Brawl|Brawl]].]]
If the player presses in the direction {{SSBB|Meta Knight}} is facing while he is holding an opponent in a [[grab]], he will [[leg|kick]] the opponent diagonally upwards and in front of himself. This is a very fast [[throw]], which gives the victim little time to react and [[DI]], though this is less of an issue at high percentages, where it is easy for the opponent to simply [[DI]] upwards immediately after the throw. This throw can occasionally combo into aerials at low percentages, though a {{mvsub|Meta Knight|SSBB|down throw}} is usually preferred for this. It can also set up a {{mvsub|Meta Knight|SSBB|up special|alt=Shuttle Loop}} against an unsuspecting opponent, if they do not DI out of range. Overall, it is a situational throw that is usually considered inferior to Meta Knight's other throws.
If the player presses in the direction {{SSBB|Meta Knight}} is facing while he is holding an opponent in a [[grab]], he will [[leg|kick]] the opponent diagonally upwards and in front of himself. This is a very fast throw, which gives the victim little time to react and [[DI]], though this is less of an issue at high percentages, where it is easy for the opponent to simply DI upwards immediately after the throw. This throw can occasionally combo into aerials at low percentages, though a {{mvsub|Meta Knight|SSBB|down throw}} is usually preferred for this. It can also set up a {{mvsub|Meta Knight|SSBB|up special|alt=Shuttle Loop}} against an unsuspecting opponent, if they do not DI out of range. Overall, it is a situational throw that is usually considered inferior to Meta Knight's other throws.
{{competitive expertise}}


==Hitboxes==
==Throw and Hitbox Data==
{{technical data}}
===Hitbox===
{{BrawlHitboxTableHeader|special=y}}
{{BrawlSpecialHitboxTableRow
|bn=73
|id=0
|damage=6%
|angle=40
|fkv=0
|ks=100
|sd=0
|bk=10
|r=360000
|xpos=0
|ypos=0
|zpos=-240000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00100001100000110000010010000000
|rehit=0
|rawflags2=00001000010011111111111111010011
}}
{{BrawlSpecialHitboxTableRow
|bn=0
|id=1
|damage=6%
|angle=40
|fkv=0
|ks=100
|sd=0
|bk=10
|r=300000
|xpos=0
|ypos=660000
|zpos=660000
|trip=0
|ff=60000
|sdi=60000
|rawflags=00100001100000110000010010000000
|rehit=0
|rawflags2=00001000010011111111111111010011
}}
|}
===Throw===
{{BrawlThrowTableHeader}}
{{BrawlThrowTableRow
|id=0
|damage=3%
|af=3
|angle=65
|bk=50
|ks=140
|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=60
|ks=100
|fkv=0
|bn=0
|trip=0
|ff=60000
|sdi=60000
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}


==Timing==
==Timing==
{{technical data}}
{|class="wikitable"
!Invincibility
|1-8
|-
!Hitbox
|4
|-
!Throw Release
|5
|-
!Animation length
|27
|}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=3}}{{FrameStrip|t=Hitbox|c=1|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=23|s=LagThrowE}}
|-
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=19}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|throw=y|vulnerable=y|invincible=y}}


{{MvSubNavMetaKnight|g=SSBB}}
{{MvSubNavMetaKnight|g=SSBB}}
[[Category:Meta Knight (SSBB)]]
[[Category:Meta Knight (SSBB)]]
[[Category:Forward throws (SSBB)]]
[[Category:Forward throws (SSBB)]]

Latest revision as of 20:34, May 19, 2024

Hitbox visualization showing Meta Knight's forward throw.

Overview[edit]

If the player presses in the direction Meta Knight is facing while he is holding an opponent in a grab, he will kick the opponent diagonally upwards and in front of himself. This is a very fast throw, which gives the victim little time to react and DI, though this is less of an issue at high percentages, where it is easy for the opponent to simply DI upwards immediately after the throw. This throw can occasionally combo into aerials at low percentages, though a down throw is usually preferred for this. It can also set up a Shuttle Loop against an unsuspecting opponent, if they do not DI out of range. Overall, it is a situational throw that is usually considered inferior to Meta Knight's other throws.

Throw and Hitbox Data[edit]

Hitbox[edit]

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
0 0 0 6% 0 AngleIcon40.png Forwards 10 100 0 6.0 73 0.0 0.0 -4.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png HitboxTableIcon(False).png 11111111111111
1 0 0 6% 0 AngleIcon40.png Forwards 10 100 0 5.0 0 0.0 11.0 11.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png HitboxTableIcon(True).png HitboxTableIcon(False).png HitboxTableIcon(False).png 11111111111111

Throw[edit]

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 3% AngleIcon65.png Forwards 50 140 0 0 1.0x None 0% Throwing (type) Normal (effect) S None
1 3% Sakurai angle Forwards 60 100 0 0 1.0x None 0% Throwing (type) Normal (effect) S None

Timing[edit]

Invincibility 1-8
Hitbox 4
Throw Release 5
Animation length 27
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(HitboxThrowS).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(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
ThrowThrow
Throw point