Upthrow: Difference between revisions

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{{Cap throw infobox|framesUntilFullyThrown=24|framesUntilHomeAble=19|framesUntilJump=8|framesUntilDive=8|framesUntilCrouchSpinpound=28|framesUntilDiveAfterRC=29|framesUntilFullyThrownRocketFlower=8|framesAtMaxLengthRocketFlower=5-122|image=Upthrow.gif}}
{{Cap throw infobox|framesUntilFullyThrown=24|framesUntilHomeAble=19|image=Upthrow.gif}}


The upthrow is a part of Mario's movement and a variation of [[cap throw]]. While being very useful in [[wikipedia:Speedrunning|speedrunning]], for example in [[Left Side|left side]] or [[Dram Strat|dram strat]], upthrows are commonly seen in [[Trickjump|trickjumping]] as part of [[Up-down vault|up-down vaults]] or [[Sky dram|sky drams]]. A downthrow can be performed by tilting the controller upwards.
An '''upthrow''' is a type of [[cap throw]] that allows the player to throw Cappy upwards. Upthrows are performed by shaking the controller upwards. They are commonly used in [[trickjumping]] as part of an [[up-down vault]] or a [[sky dram]].
 
Upthrows are often used for particular trickjumps like [[Left Side]] due to their faster return time, despite not providing any additional height. They are also used in [[Dram Strat]].
 
== Frame data ==
{{Cap throw framedata|framesUntilFullyThrown=24|framesUntilHomeAble=19|framesUntilJump=8|framesUntilDive=8|framesUntilCrouchSpinpound=28|framesUntilDiveAfterRC=29|framesUntilFullyThrownRocketFlower=8|framesAtMaxLengthRocketFlower=5-122}}
 
[[Category:Movement]]

Latest revision as of 14:39, 26 February 2024

Upthrow
Frames until fully thrown 24
Frames until home-able 19


An upthrow is a type of cap throw that allows the player to throw Cappy upwards. Upthrows are performed by shaking the controller upwards. They are commonly used in trickjumping as part of an up-down vault or a sky dram.

Upthrows are often used for particular trickjumps like Left Side due to their faster return time, despite not providing any additional height. They are also used in Dram Strat.

Frame data[edit | edit source]

Frames until fully thrown 24
Frames at max length 22-122
Frames until home-able 19
Frames until jump 8
Frames until dive 8
Frames until crouch/spinpound 28
Frames until dive after roll cancelling off ledge 29
Frames until fully thrown (Rocket flower) 8
Frames at max length (Rocket flower) 5-122
Source Odyssey Movement Data Sheet