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In The Patch of the FThrow King

In The Patch of the FThrow King So first things first: This demonstration is TAS'd in Project+ v1B, all the chaingrabs in it are true, and all the combos minus a few are as well. The particular one that isn't that bugs me is the peach with DI behind at 60 into turnaround fair. I'm confident there's a better way to do it, I just didn't lab it very long. After spending around 9 hours on this, I got a little bit lazy.

The FThrow's stats: 8 frames aerial endlag, weight immune animation. 8 Damage, 70 BKB, 64 KBG, 84° launch angle.

Each character attempts to roughly hit their fall-speed-class average. Falco is a FFer, Diddy is a semiFFer, Ike is an average faller, Mario is a semiFloaty, Peach is a Floaty.

All the scenarios are reactionary. Despite being TAS'd, I deliberately showed what I believe are eventually practical situations with humanly realistic reactions and execution, minus a few demonstrated extremes. Kirby can do the same series of inputs after the throw knockback starts, for the first 21-25 frames (these are the "assumed" reaction times I used labbing this), then adjust afterwards to get the follow-up.

For the grounded wavelands, the reaction happens on frame 23 or 24, when he is actionable after the waveland. He uses the same waveland angle regardless of the DI choice.

For the double jump follow-ups, Kirby jumps forward instantly, stops his drift, then corrects his drift starting around frame 21. He can't double jump immediately at this point but he can make some drifting progress towards the opponent (usually a floaty). Once available, he double

jumps to make up the height.

For the platform follow-ups, kirby double jumps towards the center of the platform. He can then angle airdodge towards the opponent
and down on frame 21 of the opponent's knockback to land on the platform. I airdodges frame 22 instead for most of these to better simulate human input inconsistency.

For the quick double jump follow-ups, kirby waits and drifts forward some after the aerial endlag of the throw, fast falls to lose some height, then double jumps in the opponent's direction. I think I only had one demo of this on Mario.

For the instant aerial follow-ups, the reaction begins during the upair hitlag. The upair connects on falco (and other FFers) regardless of DI on the throw. Kirby then fast falls and l-cancels, and decides where to grab based on where falco was during the hitlag (which determines

which direction he's getting launched). SDI CAN run this combo, but it requires 2+ inputs. I haven't labbed it thoroughly.

For the chaingrabs in particular, you can notice watching frame by frame that I almost always grabbed falco as early as possible. The window is generous, and sometimes you can even grab so quickly that you grab under falco and he falls into your grab, or you grab under him and

your grab completes before he can even fall into it. The window on this is dictated almost entirely by kirby's height: falco falls fast enough that at max fall speed, he's only in kirby's grab range for 4-5ish frames before he hits the ground.

If this never gets tuned down to my proposal of 48 BKB and 100 KBG, well, you're welcome kirby mains. For the record, I think this is probably the coolest throw in the game. But kill confirming at 180 might be a little overboard.

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