Isabelle (SSBU)/Back throw: Difference between revisions
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(Expanded combo use case and removed Competitive Expertise banner.) |
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{{ArticleIcons|ssbu=y}} | {{ArticleIcons|ssbu=y}} | ||
{|class="wikitable" style="float:right; margin:4pt;" | {|class="wikitable" style="float:right; margin:4pt;" | ||
!colspan=5|Isabelle back throw hurtbox visualization | !colspan=5|Isabelle back throw hurtbox visualization | ||
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==Overview== | ==Overview== | ||
Functions as her kill throw at high percents, and is a good way to send off stage at mid percent, allowing for an edge guarding scenario or ledge trapping. It takes significant time before Isabelle becomes actionable after performing the throw- making follow ups other than the nearly unseen, perfect [[Lloid Trap]] setup impossible. | |||
At very low percents, it can combo into a [[Lloid Trap]] that was already placed behind herself, although the opportunity is extremely situational, and virtually never encountered in competitive play. For the combo to work, the opponent's hit box must activate the [[Lloid Trap]] before they become actionable. | |||
==Throw Data== | ==Throw Data== | ||
{{UltimateThrowTableHeader}} | {{UltimateThrowTableHeader}} | ||
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|ks=110 | |ks=110 | ||
|fkv=0 | |fkv=0 | ||
| | |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 31: | Line 46: | ||
|1-14 | |1-14 | ||
|- | |- | ||
!Throw | !Throw release | ||
|14 | |14 | ||
|- | |||
!Turnaround | |||
|15 | |||
|- | |- | ||
!Interruptible | !Interruptible | ||
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{{FrameStrip|t=Lag|c=13|e=LagThrowS}}{{FrameStrip|t=Lag|c=36|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=12}} | {{FrameStrip|t=Lag|c=13|e=LagThrowS}}{{FrameStrip|t=Lag|c=36|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=12}} | ||
|- | |- | ||
{{FrameStrip|t=Invincible|c=14}}{{FrameStrip|t=Vulnerable|c=47}} | {{FrameStrip|t=Invincible|c=14|e=InvincibleStateS}}{{FrameStrip|t=Vulnerable|c=47|s=VulnerableStateE}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
Latest revision as of 03:33, January 5, 2024
Isabelle back throw hurtbox visualization | ||||
---|---|---|---|---|
Overview[edit]
Functions as her kill throw at high percents, and is a good way to send off stage at mid percent, allowing for an edge guarding scenario or ledge trapping. It takes significant time before Isabelle becomes actionable after performing the throw- making follow ups other than the nearly unseen, perfect Lloid Trap setup impossible.
At very low percents, it can combo into a Lloid Trap that was already placed behind herself, although the opportunity is extremely situational, and virtually never encountered in competitive play. For the combo to work, the opponent's hit box must activate the Lloid Trap before they become actionable.
Throw Data[edit]
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | 0 | 11.0% | Forward | 18 | 110 | 0 | 0.0× | None | |||
Break | 0 | 3.0% | Forward | 60 | 100 | 0 | 0.0× | None |
Timing[edit]
Invincibility | 1-14 |
---|---|
Throw release | 14 |
Turnaround | 15 |
Interruptible | 50 |
Animation length | 61 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |