Marth (SSBM)/Down throw: Difference between revisions
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==Overview== | ==Overview== | ||
Marth slams his opponent into the ground sending them behind him. Marth's down throw is useful because it knocks down relatively early allowing for him to [[tech chase]] off of it (although [[Marth_(SSBM)/Forward_throw|forward throw]] is typically better for tech chasing). It is also notorious for gimping [[fast faller]]s. If Marth down throws a fast faller off stage he can turnaround and either downtilt or run-off fair to gimp his opponent. | |||
Marth has a notable mixup between his down throw and [[Marth_(SSBM)/Back_throw|back throw]]. If Marth gets a grab with his back to the edge of the stage, at mid-percent he can mixup back throw and down throw. If Marth down throws, his opponent will want to [[DI]] in to be closer to the stage and recover, but if Marth back throws, his opponent has to DI out to avoid a follow up (typically, forward smash or a [[Ken combo]]). | |||
==Throw data== | ==Throw data== |
Latest revision as of 22:49, March 8, 2022
Overview[edit]
Marth slams his opponent into the ground sending them behind him. Marth's down throw is useful because it knocks down relatively early allowing for him to tech chase off of it (although forward throw is typically better for tech chasing). It is also notorious for gimping fast fallers. If Marth down throws a fast faller off stage he can turnaround and either downtilt or run-off fair to gimp his opponent.
Marth has a notable mixup between his down throw and back throw. If Marth gets a grab with his back to the edge of the stage, at mid-percent he can mixup back throw and down throw. If Marth down throws, his opponent will want to DI in to be closer to the stage and recover, but if Marth back throws, his opponent has to DI out to avoid a follow up (typically, forward smash or a Ken combo).
Throw data[edit]
Damage | Angle | BK | KS | FKV | Effect | |
---|---|---|---|---|---|---|
Throw | 5% | 65 | 50 | 0 | ||
Release | 3% | 40 | 100 | 0 |
Timing[edit]
The speed of this throw depends on the opponent's weight.
NTSC | ||||||||||||||||||||||
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PAL | ||||||||||||||||||||||
Invincible | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 | 1-8 |
Throw | 7.7 | 8.4 | 9.8 | 10.22 | 10.36 | 10.5 | 11.2 | 11.9 | 12.18 | 12.32 | 12.6 | 13.16 | 13.72 | 14 | 14.56 | 15.12 | 15.26 | 15.4 | 15.54 | 15.96 | 16.38 | 16.52 |
Animation length | 23.1 | 25.2 | 29.4 | 30.66 | 31.08 | 31.5 | 33.6 | 35.7 | 36.54 | 36.96 | 37.8 | 39.48 | 41.16 | 42 | 43.68 | 45.36 | 45.78 | 46.2 | 46.62 | 47.88 | 49.14 | 49.56 |
Min (Pichu) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Baseline | ||||||||||||||||||||||||||||||||||||||||||||||||||
Max (Bowser, PAL) | ||||||||||||||||||||||||||||||||||||||||||||||||||
Lag time |
Vulnerable |
Invincible |
Throw point |
Similar moves[edit]