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Super Smash Bros. Ultimate

Olimar (SSBU)/Back throw: Difference between revisions

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m (Protected "Olimar (SSBU)/Back throw": Bot: Protecting a list of files. ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite)))
(→‎Timing: Throw happens one frame later than in the scripts due to Pikmin being projectiles)
 
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==Overview==
==Overview==
==Throw Data==
==Throw Data==
The throw's damage is multiplied by 1.1× with two Pikmin, and 1.2× with three Pikmin. The [[Knockback#Formula|knockback formula]] takes this into account for the resulting percent, but not the damage factor, resulting in a minimal knockback increase.
{{UltimateThrowTableHeader}}
{{UltimateThrowTableHeader}}
{{HitboxTableTitle|Red Pikmin|42}}
{{HitboxTableTitle|Red Pikmin|42}}
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|effect=Normal
|effect=Normal
|sfx=None
|sfx=None
|slvl=S
|slvl=L
}}
}}
{{HitboxTableTitle|White Pikmin|42}}
{{HitboxTableTitle|White Pikmin|42}}
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|1-20
|1-20
|-
|-
!Throw Release
!Turnaround
|20
|8
|-
!Throw release
|21
|-
|-
!Interruptible
!Interruptible
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|}
|}
{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=19|e=LagThrowS}}{{FrameStrip|t=Lag|c=20|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=15}}
{{FrameStrip|t=Lag|c=20|e=LagThrowS}}{{FrameStrip|t=Lag|c=19|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=15}}
|-
|-
{{FrameStrip|t=Invincible|c=20}}{{FrameStrip|t=Vulnerable|c=34}}
{{FrameStrip|t=Invincible|c=7|e=InvincibleStateS}}{{FrameStrip|t=Invincible|c=13|s=InvincibleStateE}}{{FrameStrip|t=Vulnerable|c=34}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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


{{MvSubNavOlimar|g=SSBU}}
{{MvSubNavOlimar|g=SSBU}}

Latest revision as of 15:22, August 8, 2022

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Olimar back throw hurtbox visualization
OlimarBThrowSSBU.gif

Overview[edit]

Throw Data[edit]

The throw's damage is 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.

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Red Pikmin
Throw 0 7.2% AngleIcon45.png Forward 50 60 0 0.0× Flame (effect) Throwing (type) S None
Yellow Pikmin
Throw 0 9.0% AngleIcon45.png Forward 50 60 0 0.0× Electric (effect) Throwing (type) S None
Blue Pikmin
Throw 0 15.3% AngleIcon45.png Forward 50 60 0 0.0× Normal (effect) Throwing (type) L None
White Pikmin
Throw 0 9.0% AngleIcon45.png Forward 50 60 0 0.0× Darkness (effect) Throwing (type) S None
Purple Pikmin
Throw 0 9.0% AngleIcon45.png Forward 50 60 0 0.0× Normal (effect) Throwing (type) S None

Timing[edit]

Invincibility 1-20
Turnaround 8
Throw release 21
Interruptible 40
Animation length 54
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(LagThrowS).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(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(Interruptible).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(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(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)
Lag
Lag time
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
ThrowThrow
Throw point
Interruptibility
Interruptible