Kirby (SSBM)/Up throw
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 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. 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.
Throw data
Damage | Angle | BK | KS | FKV | Effect | |
---|---|---|---|---|---|---|
Throw | 10% | 70 | 70 | 0 | ||
Release | 3% | 60 | 100 | 0 |
Timing
Invincibility | 1-8 |
---|---|
Throw Release | 51 |
Animation length | 79 |
Lag time |
Vulnerable |
Invincible |
Throw point |
|