Super Smash Bros. Ultimate

Zelda (SSBU)/Down throw

< Zelda (SSBU)
Revision as of 14:39, June 16, 2022 by Juju1995 (talk | contribs) (→‎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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Zelda down throw hurtbox and hitbox visualization
ZeldaDThrowSSBU.gif

Overview

Throw and Hitbox Data

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
Hitboxes
0 0 0 1.5% 0   Forward 0 100 25   7.2 top 0.0 2.0 0.0 0.5× 1.0× 0%               Magic   All All            
Kind ID Damage Angle Angle type BK KS FKV 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
                                                                                                                                                                                 
                                                                                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible