Ganondorf (SSBU)/Back throw: Difference between revisions
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==Overview== | ==Overview== | ||
Ganondorf kicks the opponent behind him. | Ganondorf kicks the opponent behind him. It is one of Ganondorf's two main [[KO]] throws at the ledge, along with his forward throw. It has low base knockback but high knockback growth, therefore it is usually used to send opponent offstage to set up for a edgeguard at earlier percents. However, due to its knockback growth, it is capable of being Ganondorf's strongest throw at the center of the stage. | ||
<!-- Kill%s were done in Ruben's Calculator, which while very accurate does not consider model hurtboxes. As such, give them a 5% margin of error. --> | |||
{| class="wikitable" | |||
|- | |||
! colspan="3" | Ganondorf Back Throw KO%s on [[Final Destination]] VS {{SSBU|Mario}} w/Optimal DI | |||
|- | |||
! Circumstance !! Kill% !!Stick angle | |||
|- | |||
| At the ledge || 179.58% || 153° | |||
|- | |||
| At the ledge (max [[rage]]) || 154.78% || 153° | |||
|- | |||
| Center || 239.84% || 180° | |||
|- | |||
| Center (max rage)|| 209.54% || 180° | |||
|} | |||
==Throw and Hitbox Data== | ==Throw and Hitbox Data== | ||
{{UltimateHitboxTableHeader}} | {{UltimateHitboxTableHeader}} |
Revision as of 12:27, June 5, 2021
Ganondorf back throw hurtbox and hitbox visualization | ||||
---|---|---|---|---|
Overview
Ganondorf kicks the opponent behind him. It is one of Ganondorf's two main KO throws at the ledge, along with his forward throw. It has low base knockback but high knockback growth, therefore it is usually used to send opponent offstage to set up for a edgeguard at earlier percents. However, due to its knockback growth, it is capable of being Ganondorf's strongest throw at the center of the stage.
Ganondorf Back Throw KO%s on Final Destination VS Mario w/Optimal DI | ||
---|---|---|
Circumstance | Kill% | Stick angle |
At the ledge | 179.58% | 153° |
At the ledge (max rage) | 154.78% | 153° |
Center | 239.84% | 180° |
Center (max rage) | 209.54% | 180° |
Throw and Hitbox Data
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||
Throw | 0 | 5.0% | Forward | 30 | 130 | 0 | 0.0× | None |
Timing
Invincibility | 1-14 |
---|---|
Hitbox | 12-13 |
Throw Release | 14 |
Interruptible | 50 |
Animation length | 63 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|