Isabelle (SSBU)/Down throw
Isabelle down throw hurtbox visualization | ||||
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Overview
Functions as her combo throw, but possible follow ups greatly vary depending on both player's percent damage, as well as the opponent's character and their directional influence. Can sometimes lead into strings of varying lengths, particularly from using Forward aerial and Dash attack. Due to the slow frame data of her grab, and inconsistency of her follow ups, Down throw remains a unreliable but sometimes great means of racking up damage. As this throw can alleviate one of Isabelle's greatest weaknesses, being poor overall damage output, this remains one of her more desired throw options.
Common follow ups are Forward air, Neutral air, and Up air. However, with proper set up, Back aerial and self activated Lloid Trap can be used.
Throw Data
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 6.0% | Forward | 60 | 80 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 60 | 100 | 0 | 0.0× | None |
Timing
During frame 17, the move inflicts 6 frames of hitlag to both Isabelle and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
Invincibility | 1-18 |
---|---|
Throw Release | 18 |
Interruptible | 36 |
Animation length | 49 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |