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Ganondorf (SSBU)/Back throw: Difference between revisions

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==Overview==
==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 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 an 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. Despite having good knockback, it is arguably Ganondorf's worst throw due to its high ending lag.


<!-- 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. -->
<!-- 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. -->
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==Throw and Hitbox Data==
==Throw and Hitbox Data==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hitbox|24}}
{{HitboxTableTitle|Hitbox|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=5.0%
|damage=5.0%
|angle=70
|angle=70
|af=3
|bk=30
|bk=30
|ks=100
|ks=100
Line 39: Line 40:
|r=4.8
|r=4.8
|bn=footr
|bn=footr
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.5
|ff=1.5
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 54: Line 51:
|damage=5.0%
|damage=5.0%
|angle=70
|angle=70
|af=3
|bk=30
|bk=30
|ks=100
|ks=100
Line 59: Line 57:
|r=4.3
|r=4.3
|bn=kneer
|bn=kneer
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.5
|ff=1.5
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 74: Line 68:
|damage=5.0%
|damage=5.0%
|angle=70
|angle=70
|af=3
|bk=30
|bk=30
|ks=100
|ks=100
Line 79: Line 74:
|r=3.7
|r=3.7
|bn=legr
|bn=legr
|xpos=0.0
|ypos=0.0
|zpos=0.0
|ff=1.5
|ff=1.5
|type=Foot
|type=Foot
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=L
|slvl=L
Line 102: Line 93:
|fkv=0
|fkv=0
|ff=0.0
|ff=0.0
|effect=Normal
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=3.0%
|angle=361
|bk=60
|ks=100
|fkv=0
|effect=Normal
|effect=Normal
|sfx=None
|sfx=None
Line 112: Line 116:
!Invincibility
!Invincibility
|1-14
|1-14
|-
!Turnaround
|11
|-
|-
!Hitbox
!Hitbox
Line 128: Line 135:
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=2|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=36|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=14}}
{{FrameStrip|t=Lag|c=11}}{{FrameStrip|t=Hitbox|c=2|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=36|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=14}}
|-
|-
{{FrameStrip|t=Invincible|c=14}}{{FrameStrip|t=Vulnerable|c=49}}
{{FrameStrip|t=Invincible|c=10|e=InvincibleStateS}}{{FrameStrip|t=Invincible|c=4|s=InvincibleStateE}}{{FrameStrip|t=Vulnerable|c=49}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|vulnerable=y|invincible=y}}
{{FrameIconLegend|lag=y|hitbox=y|throw=y|interruptible=y|state=y|vulnerable=y|invincible=y}}


{{MvSubNavGanondorf|g=SSBU}}
{{MvSubNavGanondorf|g=SSBU}}

Latest revision as of 08:33, November 30, 2023

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Ganondorf back throw hurtbox and hitbox visualization
GanondorfBThrowSSBU.gif

Overview[edit]

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 an 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. Despite having good knockback, it is arguably Ganondorf's worst throw due to its high ending lag.

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[edit]

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hitbox
0 0 0 5.0% 0 AngleIcon70.png Forward 30 100 0 HitboxTableIcon(False).png 4.8 footr 0.0 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 5.0% 0 AngleIcon70.png Forward 30 100 0 HitboxTableIcon(False).png 4.3 kneer 0.0 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 5.0% 0 AngleIcon70.png Forward 30 100 0 HitboxTableIcon(False).png 3.7 legr 0.0 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png EffectIcon(Normal).png TypeIcon(Foot).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 5.0% AngleIcon43.png Forward 30 130 0 0.0× EffectIcon(Normal).png TypeIcon(Throwing).png S None
Break 0 3.0% Sakurai angle Forward 60 100 0 0.0× EffectIcon(Normal).png TypeIcon(Throwing).png S None

Timing[edit]

Invincibility 1-14
Turnaround 11
Hitbox 12-13
Throw Release 14
Interruptible 50
Animation length 63
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(Hitbox).png FrameIcon(HitboxThrowS).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(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
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(InvincibleStateS).png FrameIcon(InvincibleStateE).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 FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
FrameIcon(Lag).png
Lag time
FrameIcon(Hitbox).png
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
FrameIcon(Invincible).png
Invincible
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
FrameIcon(BlankThrowS).pngFrameIcon(BlankThrowE).png
Throw point
FrameIcon(Interruptible).png
Interruptible