Zelda (SSBU)/Down throw: Difference between revisions
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(→Timing: The first value of the FT_LEAVE_NEAR_OTTOTTO function is the target's horizontal offset (positive = forward, negative = back, relative to the target's facing direction), and the second is their vertical offset (positive = up, negative = down)) |
m (→Timing: But if both values of the throw's FT_LEAVE_NEAR_OTTOTTO are positive, then shouldn't the target be placed up AND close? I don't know. It's too confusing. Plus, the way it says about the opponent being pushed a couple of units up/down and away/close when thrown, shouldn't it be the other way around? You know, to prevent confusion, as some people could get that mixed up.) |
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Line 48: | Line 48: | ||
==Timing== | ==Timing== | ||
If used at an edge, the opponent is pushed 1.5 units up and | If used at an edge, the opponent is pushed 1.5 units up and close when thrown, preventing certain characters from getting [[stage spike]]d underneath. | ||
{|class="wikitable" | {|class="wikitable" | ||
!Invincibility | !Invincibility |
Revision as of 14:39, June 16, 2022
Zelda down throw hurtbox and hitbox visualization | ||||
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Overview
Throw and Hitbox Data
Kind | ID | Damage | Angle | Angle type | BK | KS | FKV | H× | Effect | Type | Sound | ||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw | |||||||||||||||||||||||||||||||||||||||||
Throw | 0 | 2.0% | Forward | 75 | 85 | 0 | 0.0× | None |
Timing
If used at an edge, the opponent is pushed 1.5 units up and close when thrown, preventing certain characters from getting stage spiked underneath.
Invincibility | 1-50 |
---|---|
Hitbox | 25-26, 31-32, 37-38, 43-44 |
Throw Release | 50 |
Interruptible | 62 |
Animation length | 89 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|