Olimar (SSBU)/Back throw: Difference between revisions
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(→Timing: Throw happens one frame later than in the scripts due to Pikmin being projectiles) |
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Line 92: | Line 92: | ||
|8 | |8 | ||
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!Throw | !Throw release | ||
| | |21 | ||
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!Interruptible | !Interruptible | ||
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|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c= | {{FrameStrip|t=Lag|c=20|e=LagThrowS}}{{FrameStrip|t=Lag|c=19|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=15}} | ||
|- | |- | ||
{{FrameStrip|t=Invincible|c=7|e=InvincibleStateS}}{{FrameStrip|t=Invincible|c=13|s=InvincibleStateE}}{{FrameStrip|t=Vulnerable|c=34}} | {{FrameStrip|t=Invincible|c=7|e=InvincibleStateS}}{{FrameStrip|t=Invincible|c=13|s=InvincibleStateE}}{{FrameStrip|t=Vulnerable|c=34}} |
Latest revision as of 16:22, August 8, 2022
Olimar back throw hurtbox visualization | ||||
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Overview[edit]
Throw Data[edit]
The throw's damage is multiplied by 1.1× with two Pikmin, and 1.2× with three Pikmin. The knockback formula takes this into account for the resulting percent, but not the damage factor, resulting in a minimal knockback increase.
Timing[edit]
Invincibility | 1-20 |
---|---|
Turnaround | 8 |
Throw release | 21 |
Interruptible | 40 |
Animation length | 54 |
Lag time |
Vulnerable |
Invincible |
State change |
Throw point |
Interruptible |
|