Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Kirby (SSBM)/Up throw: Difference between revisions
m ({{Incomplete}} -> {{image}}, shorter links, fixed ArticleIcon) |
MemeDedede (talk | contribs) m (→Overview) |
||
Line 3: | Line 3: | ||
{{Image|Needs gif of the throw}} | {{Image|Needs gif of the throw}} | ||
==Overview== | ==Overview== | ||
Kirby leaps to the upper blast zone with the opponent offscreen before plummeting them back to the ground, creating an explosion. This throw is unique in that, along with his [[../Forward throw|forward throw]] and [[../Back throw|back throw]], it is the only throw that can lead to a [[sacrificial KO]]. Moreover, unlike his back and forward throws, up throw cannot be mashed out of and can guarantee trading stocks. Up throw also has utility against opponents who do not DI, as Kirby can follow up with aerial [[../Side special|Hammer]] and net some momentum. However, because Kirby loses all his jumps upon executing the throw, opponents can easily DI away while resetting back to neutral or even attack Kirby if their falling and attacking speeds are quick enough. Additionally, due to the [[Kirbycide]] requiring a heavy read, this means that opponents will often not fall for it and will instead wait for Kirby to make his move, meaning the strategy will be rendered less effective in that case. Kirby's [[../Down throw|down throw]] and back throw will more frequently lead to more progress due to how they are faster and therefore more flexible, with the former leading into tech-chase situations while the latter's quick duration often leads to opponents struggling to mash out in time. Kirby's combo potential with the throw is limited to lower percentages, as otherwise opponents will simply launched too far for them to be reliably comboed. As a result, Kirby's up throw usage, while narrow, can be used in practice as a mixup to initiate openings or as a surprise to trade stocks/keep a lead. | Kirby leaps to the upper blast zone with the opponent offscreen before plummeting them back to the ground, creating an explosion. This throw is unique in that, along with his [[../Forward throw|forward throw]] and [[../Back throw|back throw]], it is the only throw that can lead to a [[sacrificial KO]]. Moreover, unlike his back and forward throws, up throw cannot be mashed out of and can guarantee trading stocks. Up throw also has utility against opponents who do not DI, as Kirby can follow up with aerial [[../Side special|Hammer]] and net some momentum. However, because Kirby loses all his jumps upon executing the throw, opponents can easily DI away while resetting back to neutral or even attack Kirby if their falling and attacking speeds are quick enough. Additionally, due to the [[Kirbycide]] requiring a heavy read, this means that opponents will often not fall for it and will instead wait for Kirby to make his move, meaning the strategy will be rendered less effective in that case. Kirby's [[../Down throw|down throw]] and back throw will more frequently lead to more progress due to how they are faster and therefore more flexible, with the former leading into tech-chase situations while the latter's quick duration often leads to opponents struggling to mash out in time at higher percentages. Kirby's combo potential with the throw is limited to lower percentages, as otherwise opponents will simply launched too far for them to be reliably comboed. As a result, Kirby's up throw usage, while narrow, can be used in practice as a mixup to initiate openings or as a surprise to trade stocks/keep a lead. | ||
A novelty with Kirby's up throw is that, should he use an up throw on a Nana while Popo gets KOed, with proper timing, he would ascend up to forty-two Final Destinations high before plummeting down, a process that would have him be airborne for nearly two minutes <ref> {{cite web|url=https://www.youtube.com/shorts/QCq-c8EaoJ8|title=Glitch used against Ice Climbers}}</ref>. | |||
==Throw data== | ==Throw data== |
Latest revision as of 13:32, November 21, 2024
Overview[edit]
Kirby leaps to the upper blast zone with the opponent offscreen before plummeting them back to the ground, creating an explosion. This throw is unique in that, along with his forward throw and back throw, it is the only throw that can lead to a sacrificial KO. Moreover, unlike his back and forward throws, up throw cannot be mashed out of and can guarantee trading stocks. Up throw also has utility against opponents who do not DI, as Kirby can follow up with aerial Hammer and net some momentum. However, because Kirby loses all his jumps upon executing the throw, opponents can easily DI away while resetting back to neutral or even attack Kirby if their falling and attacking speeds are quick enough. Additionally, due to the Kirbycide requiring a heavy read, this means that opponents will often not fall for it and will instead wait for Kirby to make his move, meaning the strategy will be rendered less effective in that case. Kirby's down throw and back throw will more frequently lead to more progress due to how they are faster and therefore more flexible, with the former leading into tech-chase situations while the latter's quick duration often leads to opponents struggling to mash out in time at higher percentages. Kirby's combo potential with the throw is limited to lower percentages, as otherwise opponents will simply launched too far for them to be reliably comboed. As a result, Kirby's up throw usage, while narrow, can be used in practice as a mixup to initiate openings or as a surprise to trade stocks/keep a lead.
A novelty with Kirby's up throw is that, should he use an up throw on a Nana while Popo gets KOed, with proper timing, he would ascend up to forty-two Final Destinations high before plummeting down, a process that would have him be airborne for nearly two minutes [1].
Throw data[edit]
Damage | Angle | BK | KS | FKV | Effect | |
---|---|---|---|---|---|---|
Throw | 10% | ![]() |
70 | 70 | 0 | ![]() |
Release | 3% | ![]() |
60 | 100 | 0 | ![]() |
Timing[edit]
Invincibility | 1-8 |
---|---|
Throw Release | 51 |
Animation length | 79 |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() Lag time |
![]() Vulnerable |
![]() Invincible |
![]() ![]() Throw point |
|