Overview
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 | H× | 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 |
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|