OverviewEdit
Wii Fit Trainer does a jump serve, using the opponent as a the ball. This throw has moderate combo potential, being Wii Fit Trainer's only throw with true followups on the vast majority of the cast at 0% (see table below). Forward throw is also Wii Fit Trainer's highest damaging throw, and can be used as a decent kill move near the ledge, although it typically won't kill until the opponent is well past 150% unless Deep Breathing is active.
Throw and Hitbox DataEdit
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||||||||||||||||||||
Throw | 0 | 7.0% | Forward | 50 | 86 | 0 | 0.0× | None | |||||||||||||||||||||||||||||||||
Break | 0 | 3.0% | Forward | 40 | 100 | 0 | 0.0× | None |
TimingEdit
Invincibility | 1-38 |
---|---|
Hitbox | 36-37 |
Throw release | 38 |
Interruptible | 50 |
Animation length | 79 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |
Followup dataEdit
Forward throw is especially useful as a combo throw at low percents because it doesn't put the opponent into tumble, meaning they cannot DI the throw at all. Because of this, only the opposing character's weight, fall speed, etc. need to be taken into account when comboing off of forward throw. All followups in the table below are tested on opponents at 0% with no rage.
Able to follow up with: | Characters |
---|---|
Neutral air, forward air, and up air | * |
Forward air and up air | |
Up air only | * * * * |
Up air with Deep Breathing only | * |
Attack cancel back air and dash attack | * |
Dash attack only | |
No true followups |
*These characters have a specific method of escape, such as Pokémon Trainer's Pokémon Change.
- This information was compiled by Jeripon.
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