Wolf (SSBB)/Down throw: Difference between revisions
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==Overview== | ==Overview== | ||
Wolf throws the opponent below himself and [[slash]]es them in a similar fashion to his {{mvsub|Wolf|SSBB|down aerial}}. | Wolf throws the opponent below himself and [[slash]]es them in a similar fashion to his {{mvsub|Wolf|SSBB|down aerial}}. This is considered Wolf's best throw, as it hits opponents at a [[semi-spike|very low diagonal angle]] in front of him, and can chain opponents until high percentages. Due to its semi-spike angle, it can be [[tech]]ed relatively early, and often requires a [[Mindgame#Predicting|hard read]] to be chained effectively. Certain super-heavyweights can tech the throw as soon as they are released, however, making the throw less effective on extremely heavy opponents. One of this move's more scary aspects is that it can chain grab any character below 50%, barring Squirtle and Meta Knight, due to its low launch angle. This move can lead into an offstage down aerial [[meteor smash]] near the edge on certain characters. If not facing the edge, it can lead into a {{mvsub|Wolf|SSBB|side special|alt=Wolf Flash}} if the opponent [[DI]]'s upwards and they are at the correct percent. Deals 12% damage, very high for a throw, bolstering this throw's damage racking capabilities. Overall, this move is one of the best chain throws in the game, and it sees its fair share of use in the [[metagame]]. | ||
==Throw and Hitbox Data== | ==Throw and Hitbox Data== |
Revision as of 21:41, September 7, 2022
Overview
Wolf throws the opponent below himself and slashes them in a similar fashion to his down aerial. This is considered Wolf's best throw, as it hits opponents at a very low diagonal angle in front of him, and can chain opponents until high percentages. Due to its semi-spike angle, it can be teched relatively early, and often requires a hard read to be chained effectively. Certain super-heavyweights can tech the throw as soon as they are released, however, making the throw less effective on extremely heavy opponents. One of this move's more scary aspects is that it can chain grab any character below 50%, barring Squirtle and Meta Knight, due to its low launch angle. This move can lead into an offstage down aerial meteor smash near the edge on certain characters. If not facing the edge, it can lead into a Wolf Flash if the opponent DI's upwards and they are at the correct percent. Deals 12% damage, very high for a throw, bolstering this throw's damage racking capabilities. Overall, this move is one of the best chain throws in the game, and it sees its fair share of use in the metagame.
Throw and Hitbox Data
Hitbox
Throw
ID | Damage | Angle | BK | KS | FKV | Bone | SDIx | FFx | T% | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 6% | Forwards | 30 | 86 | 0 | 0 | 1.0x | None | 0% | None | |||
1 | 3% | Forwards | 60 | 100 | 0 | 0 | 1.0x | None | 0% | None |
Timing
Invincibility | 1-8 |
---|---|
Hitbox | 25 |
Throw Release | 26 |
Animation length | 50 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Chain data
Reflectors and pummels can be fit in between to max out damage.
- Jigglypuff, Mr. Game & Watch - Standing grab, walking grab, running grab, running grab. Mr. Game & Watch can escape with a perfectly timed down tilt.
- Kirby, Pikachu, Zero Suit Samus, Fox - Standing grab, running grab, running grab. Fox can escape with a perfectly timed neutral combo (the timing is more strict than Mr. Game & Watch's).
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