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Mario's 2 Different Dthrow Mechanics

Kwam$tack$

Smash Apprentice
Joined
Dec 3, 2014
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197
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KwamStackS
Not sure if this is old or not but its something I noticed and I was kind of hoping for an explanation at least. Anyways, while tryng some dthrow combos on ganon, I noticed that even at the same % for some reason my followup uair (which was near instant) wasnt hitting ganon on different spots on the stage. That spot turned out to be the edge. Check out the vid:


For some reason, whenever mario's back is touching the edge, the other player wont bounce as high and will return to landing animation faster than when mario isnt touching the ledge. This can effect % specific combos alot. Any else notice this? any idea why that is?
 
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HeroMystic

Legacy of the Mario
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HeroineYaoki
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It's collision detection.

The thrown target isn't getting slammed on a flat surface, but rather a slanted one, so Mario is throwing his targets lower than usual. Same thing happens on Kongo and Lylat.
 

TheReflexWonder

Wonderful!
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TheReflexWonder
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Is this useful at higher percents, where D-Throw wouldn't otherwise be the ideal throw? Say, at 120%, would this give me combos similar to lower percents?
 

A2ZOMG

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A2ZOMG
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Is this useful at higher percents, where D-Throw wouldn't otherwise be the ideal throw? Say, at 120%, would this give me combos similar to lower percents?
Not really if they're DIing away from you like they should be.
 

Kwam$tack$

Smash Apprentice
Joined
Dec 3, 2014
Messages
197
Location
Austin, TX
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KwamStackS
Is this useful at higher percents, where D-Throw wouldn't otherwise be the ideal throw? Say, at 120%, would this give me combos similar to lower percents?
no its not THAT serious lol. its more like, you'd get the same amount of knockback away from the edge at 100% as you would on the ledge at 110%.
 
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