Super Smash Bros. Ultimate

Ganondorf (SSBU)/Forward throw: Difference between revisions

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==Overview==
==Overview==
Ganondorf uppercuts the opponent away.
Ganondorf uppercuts the opponent away. It is one of the highest damaging forward throws in the game. While it is useful to send opponents offstage to set up an edgeguard, it is also one of Ganondorf's two main [[KO]] throws at the ledge, along with back throw.
 
<!-- Kill%s were done in Ruben's Calculator, which while very accurate does not consider model hurtboxes. As such, give them a 5% margin of error. -->
{| class="wikitable"
|-
! colspan="3" | Ganondorf Forward Throw KO%s on [[Final Destination]] VS {{SSBU|Mario}} w/Optimal DI
|-
! Circumstance !! Kill% !!Stick angle
|-
| At the ledge || 179.06% || 153°
|-
| At the ledge (max [[rage]]) || 146.86% || 153°
|-
| Center || 257.28% || 180°
|-
| Center (max rage)|| 217.96% || 180°
|}
 
==Throw and Hitbox Data==
==Throw and Hitbox Data==
{{UltimateHitboxTableHeader}}
{{UltimateHitboxTableHeader}}
{{HitboxTableTitle|Hitbox|24}}
{{HitboxTableTitle|Hitbox|42}}
{{UltimateHitboxTableRow
{{UltimateHitboxTableRow
|id=0
|id=0
|damage=5.0%
|damage=5.0%
|angle=80
|angle=80
|af=3
|bk=30
|bk=30
|ks=100
|ks=100
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|damage=5.0%
|damage=5.0%
|angle=80
|angle=80
|af=3
|bk=30
|bk=30
|ks=100
|ks=100
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|damage=5.0%
|damage=5.0%
|angle=80
|angle=80
|af=3
|bk=30
|bk=30
|ks=100
|ks=100
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|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=60
|ks=100
|fkv=0
|effect=Normal
|effect=Normal
|sfx=None
|sfx=None

Latest revision as of 01:30, September 5, 2024

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Ganondorf forward throw hurtbox and hitbox visualization
GanondorfFThrowSSBU.gif

Overview[edit]

Ganondorf uppercuts the opponent away. It is one of the highest damaging forward throws in the game. While it is useful to send opponents offstage to set up an edgeguard, it is also one of Ganondorf's two main KO throws at the ledge, along with back throw.

Ganondorf Forward Throw KO%s on Final Destination VS Mario w/Optimal DI
Circumstance Kill% Stick angle
At the ledge 179.06% 153°
At the ledge (max rage) 146.86% 153°
Center 257.28% 180°
Center (max rage) 217.96% 180°

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
Hitbox
0 0 0 5.0% 0 AngleIcon80.png Forward 30 100 0 HitboxTableIcon(False).png 5.0 armr 4.8 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
1 0 0 5.0% 0 AngleIcon80.png Forward 30 100 0 HitboxTableIcon(False).png 2.4 shoulderr 2.0 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch SpecialsDirect.png All All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
2 0 0 5.0% 0 AngleIcon80.png Forward 30 100 0 HitboxTableIcon(False).png 2.4 shoulderr -0.8 0.0 0.0 1.5× 1.0× 0% HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) Hand (type) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Punch 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 8.0% AngleIcon43.png Forward 68 70 0 0.0× Normal (effect) Throwing (type) S None
Break 0 3.0% Sakurai angle Forward 60 100 0 0.0× Normal (effect) Throwing (type) S None

Timing[edit]

Invincibility 1-13
Hitbox 11-12
Throw Release 13
Interruptible 40
Animation length 60
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(HitboxThrowS).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(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(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(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 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
ThrowThrow
Throw point
Interruptibility
Interruptible