Banjo & Kazooie (SSBU)/Back throw: Difference between revisions
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|ks=72 | |ks=72 | ||
|fkv=0 | |fkv=0 | ||
|sfx=None | |||
|slvl=S | |||
}} | |||
{{UltimateThrowTableRow | |||
|kind=1 | |||
|id=0 | |||
|type=Throwing | |||
|damage=3.0% | |||
|angle=361 | |||
|bk=60 | |||
|ks=100 | |||
|fkv=0 | |||
|effect=Normal | |||
|sfx=None | |sfx=None | ||
|slvl=S | |slvl=S | ||
Line 46: | Line 59: | ||
==Timing== | ==Timing== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | !Invincibility | ||
|1-36 | |1-36 | ||
|- | |- | ||
! | !Collateral hit | ||
|13-33 | |13-33 | ||
|- | |- | ||
!Throw | !Turnaround | ||
|35 | |||
|- | |||
!Throw release | |||
|36 | |36 | ||
|- | |- | ||
Line 63: | Line 78: | ||
|71 | |71 | ||
|} | |} | ||
{{FrameStripStart}} | {{FrameStripStart}} | ||
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=21}}{{FrameStrip|t=Lag|c=2|e=LagThrowS}}{{FrameStrip|t=Lag|c=18|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=18}} | {{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=21}}{{FrameStrip|t=Lag|c=2|e=LagThrowS}}{{FrameStrip|t=Lag|c=18|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=18}} | ||
|- | |- | ||
{{FrameStrip|t=Invincible|c= | {{FrameStrip|t=Invincible|c=34|e=InvincibleStateS}}{{FrameStrip|t=Invincible|c=2|s=InvincibleStateE}}{{FrameStrip|t=Vulnerable|c=35}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|vulnerable=y|state=y|invincible=y}} | |||
{{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|vulnerable=y|invincible=y}} | |||
==Similar moves== | ==Similar moves== |
Latest revision as of 23:00, August 9, 2022
Overview[edit]
Banjo & Kazooie's back throw involves Banjo spinning his opponent around three times before throwing them behind him. It is Banjo & Kazooie's strongest throw, KOing Mario from the center of Final Destination at 154%, and even earlier near the ledge and/or with rage. Due to this, back throw is one of Banjo & Kazooie's main ways to KO opponents.
Back throw also has a collateral hitbox on the victim ahead of the actual throw, which can damage other nearby opponents.
Throw and Hitbox Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||||||||||||||
Throw | 0 | 11.4% | Forward | 64 | 72 | 0 | 0.0× | None | |||||||||||||||||||||||||||
Break | 0 | 3.0% | Forward | 60 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-36 |
---|---|
Collateral hit | 13-33 |
Turnaround | 35 |
Throw release | 36 |
Interruptible | 54 |
Animation length | 71 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
State change |
Throw point |
Interruptible |
Similar moves[edit]
|