Super Smash Bros. Brawl

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

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Overview: Added "Throw" as a link.)
No edit summary
Line 5: Line 5:
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.


==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
|noff=false
|ff=1.0
|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
|noff=false
|ff=1.0
|type=Throwing
|effect=Normal
|slvl=S
|sfx=None
}}
|}


==Timing==
==Timing==

Revision as of 21:08, April 25, 2020

Overview

Animation of Meta Knight's forward throw.

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

Hitbox

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

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 3% AngleIcon65.png Forwards 50 140 0 0 1.0x 1.6666666666667E-5x 0% Throwing (type) Normal (effect) S None
1 3% Sakurai angle Forwards 60 100 0 0 1.0x 1.6666666666667E-5x 0% Throwing (type) Normal (effect) S None

Timing

Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.