Kirby up throw hurtbox and hitbox visualization
KirbyUThrowSSBU.gif

OverviewEdit

The Air Drop from the Ninja ability, which creates a small explosion on landing. It's among the strongest up throws in the game, dealing 10% damage, having high base knockback and decent knockback scaling, allowing it to KO middleweights at around 160% without rage. Since Kirby jumps towards the blast line to perform it, he will immediately land on platforms if he is below them. Its great knockback and its ability to land on platforms make it a reliable and useful KO throw; however, it is heavily susceptible to DI. Just like Meta Knight's similar up throw, it has a collateral hitbox that deals 7% with similar knockback to the throw that can hit bystanders.

As with Brawl and Smash 4, Kirby can also perform the Omnigay with his up throw. Should he have a C4 attached to him or have an opponent hold an item such as a grenade, Kirby can up throw the opponent, send them to the blast zone and get them immediately KO’ed while Kirby remains unharmed. This works regardless of percent. While difficult to perform in singles due to precise knowledge on when the object would be detonated and the technique being limited to a few characters, if his team partner is playing Snake, it can be performed more easily due to Snake being able to plant more C4s on Kirby for greater leeway.

Throw and Hitbox DataEdit

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
Collateral hit
0 0 0 7.0% 0   Standard 85 95 0   9.5 top 0.0 6.5 2.0 1.0× 1.0× 0%               Kick   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 10.0%   Forward 75 74 0 0.0×       None
Break 0 3.0%   Forward 60 100 0 0.0×       None

TimingEdit

PropertiesEdit

  • During frame 45, the move inflicts 8 frames of hitlag to both Kirby and the opponent, during which the opponent is invincible. This section shows its timing without the hitlag.
  • If used at an edge, the opponent is pushed 2.5 units up and away when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility 1-51
Air transition 6
Collateral hit 45-46
Throw release 51
Interruptible 80
Animation length 83
                                                                                                                                                                     
                                                                                                                                                                     
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
State change
  
Throw point
 
Interruptible