It is especially vital in his against and, two characters who Snake has difficulty with, but have very poor getup options that leave them heavily vulnerable to Snake's down throw.Post hit data HitboxBase knockbackKnockback scalingKO percent with poor DIKO percent with no DIKO percent with good DINA00NANANAThrow dataBone?DamageAngleBKKSFKVEffectSFX?1?2?3?4?5?6Throw012%30750None0.0x1.0x1.0x8Release05%601000None0.0x1.0x1.0x8TimingThe speed of this throw is constant regardless of the opponent's.Invincibility1-8Throw59Animation length59. Hitbox duration -8 for strong hitboxes, 6 for soft hitboxes Landing. The move is an important part of Snake's, where it's heavily utilised to rack up damage, refresh Snake's other moves, and setup KOs. Hitbox comes out at frame 5 for strong hitboxes, 7 for soft hitboxes First IASA Frame 2 for Mortar only Direction 65 for strong hitboxes, 110 for soft hitboxes Total frames - 42 Miscellaneous Snake’s arms and shoulders are intangible when the hitboxes are out. With use of Snake's explosives, the opponent can also be trapped by down throw, where the player can then them into acting how they want the opponent to act, leading to an even easier read to followup down throw.If used on an opponent who is offstage as the throw ends, they simply immediately go into a falling state, completely free to act.With its immense versatility and the raw damage output of the move, and its ease of varied followup options at any damage, it's considered one of the best in Brawl. Parachute, Jokers Counter, B-Air, Snake Up-Tilt, Nikita, Waft, Palutena N-Air are arguably the broken ones. It basically combos into Mythra's whole kit but I feel any character could take advantage of a super fast up-tilt that pops the opponent up for aerial follow ups, and it doesn't break. Another common followup is to the opponent, which can easily cover any getup option outside a roll away from Snake, while the opponent in the 90-120 range. Mythra's up-tilt is unbelievably fast, so even if the character doesn't have Mythra's speed the move is still good to throw out. A common followup is to simply the opponent out of down throw, which with the speed and large reach of f-tilt, can easily cover any getup option, and with both d-throw and f-tilt, this followup will deal a very large total of 33% in damage (which is about a fourth to a third of an opponent's stock towards KO percentage against Snake). If the player can read their opponent's every action out of down throw, they can potentially the opponent.Down throw can also be easily followed up by other moves.
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