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Olimar down throw hurtbox visualization
OlimarDThrowSSBU.gif

OverviewEdit

Throw DataEdit

The damage of both the hitbox and throw are 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.

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
Red Pikmin
0 0 0 1.0% 0   Forward 50 200 0   7.0 top 0.0 4.0 0.0 1.0× 1.0× 0%               None   All All            
Yellow Pikmin
0 0 0 1.0% 0   Forward 50 200 0   9.45 top 0.0 4.0 0.0 1.0× 1.0× 0%               None   All All            
Blue Pikmin
0 0 0 1.0% 0   Forward 50 200 0   7.0 top 0.0 4.0 0.0 1.0× 1.0× 0%               None   All All            
White Pikmin
0 0 0 0.8% 0   Forward 50 200 0   7.0 top 0.0 4.0 0.0 1.0× 1.0× 0%               None   All All            
Purple Pikmin
0 0 0 1.6% 0   Forward 50 200 0   7.0 top 0.0 4.0 0.0 1.0× 1.0× 0%               None   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Red Pikmin
Throw 0 5.6%   Forward 60 60 0 0.0×       None
Yellow Pikmin
Throw 0 7.0%   Forward 60 60 0 0.0×       None
Blue Pikmin
Throw 0 11.9%   Forward 60 60 0 0.0×       None
White Pikmin
Throw 0 7.0%   Forward 60 60 0 0.0×       None
Purple Pikmin
Throw 0 7.0%   Forward 60 60 0 0.0×       None

TimingEdit

Invincibility 1-30
Hitbox 23-30
Throw Release 31
Interruptible 42
Animation length 49
                                                                                                 
                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible