SSBU Icon.png

King K. Rool (SSBU)/Back throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
King K. Rool back throw hurtbox visualization
KingKRoolBackThrowSSBU.gif

Overview

King K. Rool's back throw is one of his more violent attacks, having him drag the opponent across the floor before throwing them back. While it was considered to be one of King K. Rool's worst moves prior to 8.0.0, said version has made it a far more respectable move.

Back throw's main purpose is as a strong kill throw, KOing at around 110%[1]. With rage in play, the KO percentages become very low, which is backed by K. Rool's amazing longevity. Back throw can also be used to start ledgetrap situations from a reversal. This option is generally considered decent if K. Rool is backed into a corner. This is generally seen as the best use for the move, especially considering that with Rage, the move can KO below 100%. Given K. Rool's usually mediocre disadvantage state, this is crucial to his success.

If the opponent is at a high percentage, back throw's brutal 35° angle can make recovery difficult. As a result, this sets up for very easy edgeguards with neutral aerial. This angle can also put characters such as Roy in very disadvantageous situations offstage, often forcing them to burn a jump to even have a chance of recovering. As a result, back throw can effectively invalidate some characters offstage, with characters such as Little Mac and Corrin having no hope unless they DI perfectly.

Using back throw as a platform tech situation option is a valid play, though only at very precise percentages, usually around 30%. Against opponents with large hurtboxes, this can have a slightly higher percent range, giving it more niche matchup utility. This can be abused in a similar vein to forward throw: getting situations for forward aerial or Crownerang. This is a good surprise option, but is also very reactable due to how long the animation of the move is. As such, this is not often seen in high level play. The knockback angle in 8.0.0 has also made it a bit more DI-specific, making it even less useful.

Back throw can be used for damage building alongside a returning Crownerang from behind, but this is rarely seen due to the setup required: the crown has to be thrown either backwards, or a lot has to happen within a single second. Due to the length of time it takes for the throw to happen as well, it's possible for back throw to cause a Crown Cancel instead, due to it entering the Crown Catch Range. On top of all this, it deals just barely more damage than up throw, just around 2%. The endlag also makes situations afterwards less than favorable. Overall, this is largely seen as suboptimal.

Update History

Super Smash Bros. Ultimate 8.0.0

  • Buff Back throw launches at a lower angle (45° → 35°), allowing it to KO around 20% earlier.

Throw Data

ID Damage Angle BK KS FKV FFx Type Effect Sound
Throw
0 11% AngleIcon35.png Standard 70 56 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None
Throw Release
0 3% AngleIcon361.png Standard 40 100 0 None TypeIcon(Throwing).png EffectIcon(Normal).png S None

Timing

Invincibility 1-32
Throw Release 32
Interruptible 63
Animation length 77
Throw Release FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Throw Invincibility  FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png
Throw point
FrameIcon(Interruptible).png
Interruptible


This move in SSBU King K. Rool's moveset
Neutral attack (1 · 2 · 3) · Forward tilt · Up tilt · Down tilt · Dash attack · Forward smash · Up smash · Down smash
Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial
Grab · Pummel · Forward throw · Back throw · Up throw · Down throw
Floor attack (front) · Floor attack (back) · Floor attack (trip) · Edge attack
Neutral special · Side special · Up special · Down special · Final Smash