Super Smash Bros. Ultimate

King K. Rool (SSBU)/Back throw: Difference between revisions

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(Updated for 8.0.0.)
(→‎Overview: improved structure and added more specific information.)
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==Overview==
==Overview==
{{SSBU|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, patches have made it a far more respectable move.  
{{SSBU|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, [[KO]]ing at around 110%<ref>https://docs.google.com/spreadsheets/d/193uxkGng-GeIvWnymlDUdmYTLaF5UJ651q-fFSY6HPw/edit?usp=sharing BThrow KO %s at ledge w/rage Pre-8.0.0</ref>. With [[rage]] in play, the KO [[percentage]]s 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; if the opponent is at Mid%, it can allow for edgeguards as well thanks to how far it sends them. 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.
Back throw's main purpose is as a strong kill throw, [[KO]]ing at around 110%<ref>https://docs.google.com/spreadsheets/d/193uxkGng-GeIvWnymlDUdmYTLaF5UJ651q-fFSY6HPw/edit?usp=sharing BThrow KO %s at ledge w/rage Pre-8.0.0</ref>. With [[rage]] in play, the KO [[percentage]]s 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.


Back throw launches at a 35° angle, which is brutal given the knockback statistics. This can put characters such as {{SSBU|Roy}} in very disadvantageous situations offstage, often forcing them to burn a jump to even have a chance of recovering. This sets up for very easy edgeguards with [[King K. Rool (SSBU)/Neutral aerial|neutral aerial]].
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 [[King K. Rool (SSBU)/Neutral aerial|neutral aerial]]. This angle can also put characters such as {{SSBU|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 {{SSBU|Little Mac}} and {{SSBU|Corrin}} having no hope unless they [[DI]] perfectly.


Using back throw as a platform [[tech]] situation option is a valid play, although only at very precise percentages, usually around 30%. Against opponents with large [[hurtbox]]es, this can have a slightly higher percent range though, giving it niche matchup utility. This can be abused in a similar vein to [[King K. Rool (SSBU)/Forward throw|forward throw]]: getting [[King K. Rool (SSBU)/Forward aerial|forward aerial]] or [[Crownerang]]. This is a good surprise option, though it 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.  
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 [[hurtbox]]es, this can have a slightly higher percent range, giving it more niche matchup utility. This can be abused in a similar vein to [[King K. Rool (SSBU)/Forward throw|forward throw]]: getting situations for [[King K. Rool (SSBU)/Forward aerial|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 [[King K. Rool (SSBU)/Up throw|up throw]], just around 2%. The endlag also makes situations afterwards less than favorable. Overall, this is largely seen as a suboptimal play.
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 [[King K. Rool (SSBU)/Up throw|up throw]], just around 2%. The endlag also makes situations afterwards less than favorable. Overall, this is largely seen as suboptimal.


==Update History==
==Update History==

Revision as of 05:22, July 2, 2020

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°), setting up for more favorable edgeguards and KOing significantly earlier.

Throw Data

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 11% AngleIcon35.png Forward 70 56 0 0.0× Normal (effect) Throwing (type) S None
Throw Release
Throw 0 3% Sakurai angle Forward 40 100 0 0.0× Normal (effect) Throwing (type) 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)
Lag
Lag time
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
ThrowThrow
Throw point
Interruptibility
Interruptible