Donkey Kong (SSBU)/Forward throw: Difference between revisions
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==Throw Data== | ==Throw Data== | ||
===Carry release=== | |||
{{UltimateThrowTableHeader}} | |||
{{HitboxTableTitle|Swallow|24}} | |||
{{UltimateThrowTableRow | |||
|id=0 | |||
|damage=4.0% | |||
|angle=361 | |||
|bk=0 | |||
|ks=100 | |||
|fkv=30 | |||
|ff=0.0 | |||
|effect=Normal | |||
|type=Throwing | |||
|sfx=None | |||
|slvl=S | |||
}} | |||
|} | |||
===Forward=== | ===Forward=== | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
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}} | }} | ||
|} | |} | ||
==Timing== | ==Timing== | ||
===Carry=== | ===Carry=== |
Revision as of 13:41, May 9, 2022
Overview
Donkey Kong's forward throw, also known as Kong Karry, allows him to maneuver around the stage while holding an opponent. During the move, Donkey Kong has access to four additional throws that he can use by holding a direction and pressing the attack button. All of them are potent kill throws, most notably back throw, especially on a stage with platforms. Up throw is a viable combo starter, being able to combo into up air at low percents. All four throws have the potential to stage spike opponents if Donkey Kong is positioned correctly, with down throw being the safest option, as it gives Donkey Kong a slight boost upwards.
Throw Data
Carry release
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Swallow | |||||||||||||||||||||||
Throw | 0 | 4.0% | Forward | 0 | 100 | 30 | 0.0× | None |
Forward
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 12.0% | Forward | 90 | 46 | 0 | 0.0× | None |
Back
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 13.0% | Forward | 85 | 52 | 0 | 0.0× | None |
Up
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 12.0% | Forward | 65 | 53 | 0 | 0.0× | None |
Down
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 11.0% | Forward | 70 | 45 | 0 | 0.0× | None |
Timing
Carry
Invincibility | 1-15 |
---|---|
Animation length | 15 |
Forward
Throw | 15 |
---|---|
Interruptible | 46 |
Animation length | 64 |
Back
Donkey Kong changes direction on frame 16.
Throw | 16 |
---|---|
Interruptible | 43 |
Animation length | 59 |
Up
Throw | 15 |
---|---|
Interruptible | 30 |
Animation length | 49 |
Down
On frame 17, the move stops Donkey Kong's horizontal momentum, and sets his vertical momentum to 1.5.
Throw | 17 |
---|---|
Interruptible | 45 |
Animation length | 59 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|