Downthrow: Difference between revisions

m remove value for framesAtMaxLength as it uses a default value now.
Change infoboxes to seperate frame data from the main infobox
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{{Cap throw infobox|framesUntilFullyThrown=57|framesUntilHomeAble=27|framesUntilJump=8|framesUntilDive=8|framesUntilCrouchSpinpound=28|framesUntilDiveAfterRC=29|framesUntilFullyThrownRocketFlower=8|image=Downthrow.gif}}
{{Cap throw infobox|framesUntilFullyThrown=57|framesUntilHomeAble=27|image=Downthrow.gif}}


The downthrow is a part of Mario's movement and a variation of [[cap throw]]. While being very useful for reaching distant objects with Cappy, downthrows are commonly seen in [[trickjumping]] as part of an [[up-down vault]]. A unique property of downthrows is that Cappy will stick to the ground if it hits a slope.
The downthrow is a part of Mario's movement and a variation of [[cap throw]]. While being very useful for reaching distant objects with Cappy, downthrows are commonly seen in [[trickjumping]] as part of an [[up-down vault]]. A unique property of downthrows is that Cappy will stick to the ground if it hits a slope.
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The second method for executing a downthrow requires the use of a pair of Joy-Cons. It consists of shaking the controller downwards, which will cause a regular [[motion-controlled cap throw]] if done without using a pair of Joy-Cons.
The second method for executing a downthrow requires the use of a pair of Joy-Cons. It consists of shaking the controller downwards, which will cause a regular [[motion-controlled cap throw]] if done without using a pair of Joy-Cons.
{{Cap throw framedata|framesUntilFullyThrown=57|framesUntilHomeAble=27|framesUntilJump=8|framesUntilDive=8|framesUntilCrouchSpinpound=28|framesUntilDiveAfterRC=29|framesUntilFullyThrownRocketFlower=8}}


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