Donkey Kong (SSBU)/Forward throw: Difference between revisions
No edit summary |
|||
Line 171: | Line 171: | ||
{{FrameIconLegend|lag=y|throw=y|interruptible=y|invincible=y|vulnerable=y}} | {{FrameIconLegend|lag=y|throw=y|interruptible=y|invincible=y|vulnerable=y}} | ||
==Carry parameters== | |||
The carry's duration is equal to <code>((90 + 1.7p) * 11 / 6) - g</code>, where '''p''' is the opponent's percent at the time of the carry's initiation, and '''g''' is the [[Grab#Grab time|grab time]] passed prior to it. As a result, it lasts longer the earlier it is initiated after grabbing an opponent; for example, against an opponent with 0% damage, it lasts 165 frames if initiated immediately out of a grab, and 105 frames if initiated after 60 grab frames. As with standard grabs, [[button mashing]] reduces this amount by 8 frames per stick input, and 14.4 frames per button input (though they cannot be registered as quickly). | |||
Additionally, while carrying an opponent or heavy item, Donkey Kong's [[walk]] speed and acceleration are increased by 1.1×. | |||
{{MvSubNavDonkeyKong|g=SSBU}} | {{MvSubNavDonkeyKong|g=SSBU}} | ||
[[Category:Donkey Kong (SSBU)]] | [[Category:Donkey Kong (SSBU)]] | ||
[[Category:Forward throws (SSBU)]] | [[Category:Forward throws (SSBU)]] |
Revision as of 01:02, July 4, 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 |
---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Carry parameters
The carry's duration is equal to ((90 + 1.7p) * 11 / 6) - g
, where p is the opponent's percent at the time of the carry's initiation, and g is the grab time passed prior to it. As a result, it lasts longer the earlier it is initiated after grabbing an opponent; for example, against an opponent with 0% damage, it lasts 165 frames if initiated immediately out of a grab, and 105 frames if initiated after 60 grab frames. As with standard grabs, button mashing reduces this amount by 8 frames per stick input, and 14.4 frames per button input (though they cannot be registered as quickly).
Additionally, while carrying an opponent or heavy item, Donkey Kong's walk speed and acceleration are increased by 1.1×.
|