Donkeykong98123
Smash Apprentice
Cargo Bthrow has a lot more knockacbk the Cargo Uthrow does
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I haven't tested it or anything and in case you yourself have, until what percents does cargo back throw have more knockback?Cargo Bthrow has a lot more knockacbk the Cargo Uthrow does
Cargo Uthrow never outscales Cargo Bthrow. Unless you were asking how much earlier does Cargo Backthrow kill, which is around 20-30% earlier.I haven't tested it or anything and in case you yourself have, until what percents does cargo back throw have more knockback?
It hasn't been changed.I swear left B is faster
i wish they would put super armor on his hands, but that's very unlikely,Nice now just give his arms some hitboxes.
I experimented with that as well. It's probably 1 time use thing when they won't expect it, but if they see it coming they have too many options to deal with it I think. Most jabs come out faster than we can get to them for another dthrow, and if they jump then they can air dodge immediately to not get hit by Uair. It's probably safer just to take the free 23% from Uthrow Uair, then after they're still able to be hit by Cargo, jump, uthrow, Forward Air, then they're already at 49% and you didn't have to put in nearly as much effort as far as reading their jump and whatnot out of Dthrow.Alright so I messed around with DK's new cargo down throw and his cargo back throw.
-Cargo down throw
Okay. So due to the nerf to up cargo I explored with cargo down throw at low percents as an alternative option to cargo up throw. The beautiful thing about his cargo throws are they don't have grab immunity, and considering the obvious buff to cargo down throw it has given us a lot of mix ups in the low percents to really rack up the damage early on. at 0% its as close to a chain throw as you're going to get, but after that they will most likely try to jump out of it which is where cargo down throw to up air is a good option. It's more of a risk vs reward ordeal, but I find it more worth it than not compared to the guaranteed 23% of a cargo up throw to up air combo. With cargo down throw you can dish out a lot of damage going as high as 40% to 50%, requiring 2 to 3 roughly 50/50 mix ups.
im sure the placebo effect that you got has a lot to do with fighting certain characters; you get a string of falcons and rosalines, you're gonna nail them each time. the problem is when you get someone like kirby, luigi, greninja, shiek and especially pikachu who's hurtboxes become non existent on some of their landing animations. thats when you notice it@ itsaxelol So, the data dumps from earlier patches have been parsed and you were right about Ftilt and Fsmash not getting any changes. Technically Fsmash did get some change (now always hits them in the direction you are facing), but the hitbox sizes were unchanged. There may have been some behind the scenes changes to how people pass through each other that makes Ftilt/Fsmash whiff less or it may have just been me not whiffing as often as I used to and succumbing to placebo bias.
This has probably been a thing since 64, which is why you haven't heard anyone talk about it lolI did discover some tech with dk that makes him more versatile, it was always there but I never thought about it (and I know nobody else has either). When dk is charging his punch in the air he can actually roll the moment his foot touches the ground. So if you guys want to mix it up with say a running short hop back kick, right after that kick animation ends charge your punch and immediately press left or right for a quick roll. It's unpredictable and can lead to a follow up grab or continuation back kicks or whatever, depending on %s and their reactions to to the initial kick. Only issue with this is you can't have a fully charged punch. A good thing about this is that if you have a 9 or 10 wind punch ready it won't actually charge it all the way due to the minus 1 charge feature of giant punches wind. So you can do this all the time.
I know but its funny how something as simple as that is "forgotten" in the midst of thinking about all the other aspects of smash 4. I mean, i haven't seen anyone do it in such a way that its advantageous to them other than simply rolling away to dodge a projectile or an attack while charging it coming down. In this case they come oos and do an attack (whiffing badly) thinking you are still in front of them while you are standing behind them. Plus the minus 1 feature actually comes in handy in this situation and that didn't exist to the same capacity in other smash games.This has probably been a thing since 64, which is why you haven't heard anyone talk about it lol
an offstage one? well you could do it but it was hard to recover before if you decided to go deep offstage due to the lag on both cargo forward throw and down throw.@ DaRkJaWs I've been implementing this, thanks for sharing this still haha. Light hop bair and roll away with this is pretty damn cute.
Also, how long has down cargo been an off stage kill throw at high percents?
I've been using it to gimp around 70% as a mixup if I don't go for the wall spike. But there have been several instances where it just killed them!
If there is any data on this I'd like to see it, otherwise I can mess around with mario in training when I get the chance.
@ DaRkJaWs I've been implementing this, thanks for sharing this still haha. Light hop bair and roll away with this is pretty damn cute.
Also, how long has down cargo been an off stage kill throw at high percents?
I've been using it to gimp around 70% as a mixup if I don't go for the wall spike. But there have been several instances where it just killed them!
If there is any data on this I'd like to see it, otherwise I can mess around with mario in training when I get the chance.
did they actually change cargo downthrow to where it made them go farther? I thought it was the same but that they just made it to where DK stays stationary as he does it.just started happening with the recent patch. love it. great on the omegas that have walls for the sides
first thing i do after a patch is check if dk's up-smash, down-b, or side-b have been buffed. this cargo buff(?) came out of nowhere.im sure the placebo effect that you got has a lot to do with fighting certain routine for every single patch, since the midnight release of jp 3ds smash
1) pick dk in training mode and lucina/marth/mac/mario whoever isn't huge for the cpu
2) set cpu to walk
3) fsmash
4) complain on smashboards how donkey kong still doesnt have hitboxes on his arms
pretty sure it got more knockbackdid they actually change cargo downthrow to where it made them go farther? I thought it was the same but that they just made it to where DK stays stationary as he does it.
It wouldn't even come close to being OP thanks to 43 frames of end lag as well as being a quake hitbox. When you reach the higher levels, you'll see how useless the move is (unless you face a heavily grounded character like Olimar, but even then, C'mon). If it hit in the air with the same range it has on the ground and could kill, then you have a case.Down b doesn't need fixed, if it was any faster it would be OP, although I wouldn't mind it's endlag reduced (aerial) when you land on stage right after. The reason it has endlag on the ground is that it can break shields, you just have to make sure you don't slap too many times to get punished.
Even then it's a no. Aerial transcendent moves are bad, it's really weak, doesn't AC, and has pitiful range. How would speeding the move up cause it to become "OP"? They would have to check all those perverbial boxes to make that move not a disgrace of a move.The first part of my remark was about the move in the air, not on the ground.