Super Smash Bros. Ultimate

Mario (SSBU)/Back throw: Difference between revisions

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==Overview==
==Overview==
Mario grabs the opponent by their feet and spins them three times before throwing them. Easily Mario's strongest throw and KOs heavyweights at around 160% by the ledge, although it KOs fairly later if the opponent DIs. The throw also has a collateral hitbox that hurts opponents that stand near Mario while he's doing the throw, however, this hitbox doesn't mean anything in 1v1s and only has a niche usage in doubles. While spinning his opponent, it can hit other fighters if they're close enough. With high knockback at 0%, and can KO near the ledge at 96-99%. Reminiscent of a charged bowser throw in Super Mario 64.
Mario grabs the opponent by their feet and spins them three times before throwing them. Despite its slow animation, it is Mario's strongest throw, KOing middleweights at around 130% by the ledge, however, the throw is very susceptible to [[DI]] and will KO much later if the opponent DI’s correctly. The throw also has a collateral hitbox that hurts opponents that stand near Mario while he's doing the throw, however, this hitbox doesn't mean anything in 1v1s and only has a niche usage in doubles. While spinning his opponent, it can hit other fighters if they're close enough. With high knockback at 0%, and can KO near the ledge at 96-99%. Reminiscent of a charged Bowser throw in ''Super Mario 64''.


==Throw and Hitbox Data==
==Throw and Hitbox Data==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Collateral hit|42}}
{{HitboxTableTitle|Collateral hit|36}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
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|xpos=-1.0 to -3.2
|xpos=-1.0 to -3.2
|ypos=6.0 to 13.0
|ypos=6.0 to 13.0
|zpos=0.0
|ff=1.0
|type=Throwing
|type=Throwing
|effect=Normal
|sfx=Kick
|sfx=Kick
|slvl=M
|slvl=M
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|}
|}
{{UltimateThrowTableHeader}}
{{UltimateThrowTableHeader}}
{{HitboxTableTitle|Throw|24}}
{{HitboxTableTitle|Throw|12}}
{{UltimateThrowTableRow
{{UltimateThrowTableRow
|id=0
|id=0
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|ks=66
|ks=66
|fkv=0
|fkv=0
|ff=0.0
|sfx=None
|slvl=S
}}
{{UltimateThrowTableRow
|kind=1
|id=0
|type=Throwing
|damage=3.0%
|angle=361
|bk=40
|ks=100
|fkv=0
|effect=Normal
|effect=Normal
|sfx=None
|sfx=None
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==Timing==
==Timing==
Mario changes direction on frame 40.
{|class="wikitable"
{|class="wikitable"
!Invincibility
!Invincibility
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|13-39
|13-39
|-
|-
!Throw Release
!Turnaround
|40
|-
!Throw
|44
|44
|-
|-
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{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=27}}{{FrameStrip|t=Lag|c=4|e=LagThrowS}}{{FrameStrip|t=Lag|c=16|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=24}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=27}}{{FrameStrip|t=Lag|c=4|e=LagThrowS}}{{FrameStrip|t=Lag|c=16|s=LagThrowE}}{{FrameStrip|t=Interruptible|c=24}}
|-
|-
{{FrameStrip|t=Invincible|c=44}}{{FrameStrip|t=Vulnerable|c=39}}
{{FrameStrip|t=Invincible|c=39|e=InvincibleStateS}}{{FrameStrip|t=Invincible|c=5|s=InvincibleStateE}}{{FrameStrip|t=Vulnerable|c=39}}
{{FrameStripEnd}}
{{FrameStripEnd}}


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


{{MvSubNavMario|g=SSBU}}
{{MvSubNavMario|g=SSBU}}

Latest revision as of 00:53, July 4, 2024

Mario back throw hurtbox and hitbox visualization
MarioBThrowSSBU.gif

Overview[edit]

Mario grabs the opponent by their feet and spins them three times before throwing them. Despite its slow animation, it is Mario's strongest throw, KOing middleweights at around 130% by the ledge, however, the throw is very susceptible to DI and will KO much later if the opponent DI’s correctly. The throw also has a collateral hitbox that hurts opponents that stand near Mario while he's doing the throw, however, this hitbox doesn't mean anything in 1v1s and only has a niche usage in doubles. While spinning his opponent, it can hit other fighters if they're close enough. With high knockback at 0%, and can KO near the ledge at 96-99%. Reminiscent of a charged Bowser throw in Super Mario 64.

Throw and Hitbox Data[edit]

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 8.0% 0 AngleIcon50.png Standard 100 70 0 HitboxTableIcon(False).png 4.0 hip -1.0 to -3.2 6.0 to 13.0 0.0 1.0× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Throwing (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 11.0% AngleIcon45.png Forward 70 66 0 0.0× Normal (effect) Throwing (type) S None
Break 0 3.0% Sakurai angle Forward 40 100 0 0.0× Normal (effect) Throwing (type) S None

Timing[edit]

Invincibility 1-44
Collateral hit 13-39
Turnaround 40
Throw 44
Interruptible 60
Animation length 83
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(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).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(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(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(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(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(Invincible).png FrameIcon(Invincible).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(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 FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
FrameIcon(BlankStateS).pngFrameIcon(BlankStateE).png
State change
ThrowThrow
Throw point
Interruptibility
Interruptible