Super Smash Bros. Ultimate

Snake (SSBU)/Down throw

< Snake (SSBU)
Revision as of 17:17, August 18, 2022 by DrakRoar (talk | contribs) (Making this clearer. It's not 170%)
Snake down throw hurtbox visualization.

Overview

 
A chart showing which follow ups work on specific characters at certain percentages after the down throw.

Throw Data

The amount of frames the opponent is immobilized by the throw before they can use a getup option is equal to 3 + p/17, with a minimum of 3 frames and a maximum of 13, where p is the opponent's percent after damage from the throw. As a result, the immobility duration starts increasing at 17% and caps at 170%, with both percents being counted after the throw's damage, so they are affected by factors such as the 1v1 multiplier and stale-move negation.

Kind ID Damage Angle Angle type BK KS FKV Effect Type Sound
Throw 0 9.0%   Backward 0 0 0 0.0×       None
Break 0 2.0%   Backward 60 100 0 0.0×       None

Timing

Invincibility 1-35
Throw Release 35
Interruptible 42
Animation length 46
                                                                                           
                                                                                           
Legend (1 square = 1 frame)
 
Lag time
 
Vulnerable
 
Invincible
  
Throw point
 
Interruptible