Super Smash Bros. Ultimate

Squirtle (SSBU)/Down throw: Difference between revisions

m (Protected "Squirtle (SSBU)/Down throw": Bot: Protecting a list of files. ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite)))
 
(3 intermediate revisions by 3 users not shown)
Line 11: Line 11:
==Throw and Hitbox Data==
==Throw and Hitbox Data==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hitbox|24}}
{{HitboxTableTitle|Hitbox|50}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=2.0%
|damage=2.0%
|angle=361
|angle=361
|af=3
|bk=0
|bk=0
|ks=100
|ks=100
Line 44: Line 45:
|fkv=0
|fkv=0
|ff=0.0
|ff=0.0
|effect=Normal
|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
Line 51: Line 65:


==Timing==
==Timing==
If used at an edge, the opponent is pushed 3.2 units up and away when thrown, preventing certain characters from getting [[stage spike]]d underneath.
{|class="wikitable"
{|class="wikitable"
!Invincibility
!Invincibility
Line 58: Line 74:
|22-29
|22-29
|-
|-
!Throw Release
!Throw release
|30
|30
|-
|-

Latest revision as of 10:49, July 20, 2022

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
Squirtle down throw hurtbox and hitbox visualization
SquirtleDThrowSSBU.gif

OverviewEdit

Throw and Hitbox DataEdit

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
Hitbox
0 0 0 2.0% 0   Forward 0 100 40   4.0 top 0.0 4.0 0.0 1.5× 1.0× 0%               Kick   All All            
Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw
Throw 0 5.0%   Forward 45 110 0 0.0×       None
Break 0 3.0%   Forward 40 100 0 0.0×       None

TimingEdit

If used at an edge, the opponent is pushed 3.2 units up and away when thrown, preventing certain characters from getting stage spiked underneath.

Invincibility 1-30
Hitbox 22-29
Throw release 30
Interruptible 47
Animation length 71
                                                                                                                                             
                                                                                                                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible