SSB4 Icon.png

Palutena (SSB4)/Back throw: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 1: Line 1:
{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:PaluBackThrow.jpg|220px|thumb]]
[[File:PalutenaThrowBack.gif|thumb|270px|Hitbox visualization showing Palutena's back throw.]]
==Overview==
==Overview==
Palutena elevates the opponent, then performs a ballet kick to the air, which magically launches the opponent back. Despite it being her strongest throw (KOing at 155% with no DI), it sends the opponent at an unfavorable angle, which is the [[Sakurai angle]]. Due to this, this throw is among the easiest to DI to avoid getting KOd. As such, it is recommended to not [[stale-move negation|stale]] this throw as well as only use it with high [[rage]] to KO middle-heavy to lightweight characters, or characters with bad recovery moves like {{SSB4|Cloud}}, while using it on heavyweight characters to reliably rack up damage.
Palutena elevates the opponent, then performs a ballet kick to the air, which magically launches the opponent back. Despite it being her strongest throw (KOing at 155% with no DI), it sends the opponent at an unfavorable angle, which is the [[Sakurai angle]]. Due to this, this throw is among the easiest to DI to avoid getting KOd. As such, it is recommended to not [[stale-move negation|stale]] this throw as well as only use it with high [[rage]] to KO middle-heavy to lightweight characters, or characters with bad recovery moves like {{SSB4|Cloud}}, while using it on heavyweight characters to reliably rack up damage.

Revision as of 21:28, December 11, 2017

Hitbox visualization showing Palutena's back throw.

Overview

Palutena elevates the opponent, then performs a ballet kick to the air, which magically launches the opponent back. Despite it being her strongest throw (KOing at 155% with no DI), it sends the opponent at an unfavorable angle, which is the Sakurai angle. Due to this, this throw is among the easiest to DI to avoid getting KOd. As such, it is recommended to not stale this throw as well as only use it with high rage to KO middle-heavy to lightweight characters, or characters with bad recovery moves like Cloud, while using it on heavyweight characters to reliably rack up damage.

Hitboxes

Hitbox type Damage Angle Base knockback Knockback scaling Fixed knockback value Weight dependent
Throw 10% 361° 65 70 No


Data.png This article or section may require additional technical data.
You can discuss this issue on the talk page or edit this page to improve it.