Magus420
Smash Master
For Techs and Getups data click: HERE
Throws Frame Data
This is a list of data for throws and how their speeds are affected by weight. If unaffected, the throw animations on all characters will be the same. With the throws that are affected, heavier characters will make the animation play through slower while lighter chars will be faster. The more it is slowed down, the greater the total time between when they are released and when the throw ends becomes and will be harder to follow up, and the opposite is true for when it's sped up.
The format of the index is:
{Throw}: {Affected by weight?}
{Released Frame}, {1st Actionable Frame} [{1stAF - Released}] ({Hitbox/es on throw animation if any}; {Other notable info})
The release/total times include hitlag affecting the thrower, so if the animation were to release on 30 but has 3 additional freeze frames during it it'd be listed as 33.
For the actual amount it is changed, it's based on their weight multipliers which are the following:
Weight Multiplier List (NTSC)
1.17 - Bowser
1.14 - Donkey Kong
1.10 - Samus
1.09 - Ganondorf
1.08 - Yoshi
1.04 - Captain Falcon / Link
1.00 - Dr Mario / Luigi / Mario
0.94 - Ness
0.90 - Peach / Sheik / Zelda
0.88 - Ice Climbers
0.87 - Marth
0.85 - Mewtwo / Roy / Young Link
0.80 - Falco / Pikachu
0.75 - Fox
0.70 - Kirby
0.60 - Jigglypuff / Mr Game & Watch
0.55 - Pichu
I'm not positive about the multipliers for PAL, but I'm guessing that this change list that I found...
Kirby + 4
Yoshi + 3
Bowser + 1
Marth - 1
Fox - 2
Mario - 2
Would make it:
Weight Multiplier List (PAL)
1.18 - Bowser
1.14 - Donkey Kong
1.11 - Yoshi
1.10 - Samus
1.09 - Ganondorf
1.04 - Captain Falcon / Link
1.00 - Dr Mario / Luigi
0.98 - Mario
0.94 - Ness
0.90 - Peach / Sheik / Zelda
0.88 - Ice Climbers
0.86 - Marth
0.85 - Mewtwo / Roy / Young Link
0.80 - Falco / Pikachu
0.74 - Kirby
0.73 - Fox
0.60 - Jigglypuff / Mr Game & Watch
0.55 - Pichu
To find the times for throws that are affected by weight, simply multiply the number listed by the character's weight and round up to the next whole frame.
So for Bowser's F-Throw which is normally...
35, 60 [25]
...used on Fox it'd be:
26.25 -> 27, 45.00 -> 45 [45-27 = 18]
=
27, 45 [18]
Notice how while you could use 25 x 0.75 to get a quick estimate for the difference, it won't always be accurate. In this case it'd give you 18.75 -> 19, which is 1 frame off.
Other Stuff to Note About Throws
All throws have:
Invincibility: 1-8
DI on throws is read ON the frame immediately before release, so if it releases on frame 8 you would need to be holding it before frame 7 to then be read on frame 7. Also, releases that are faster than around 10-12 or so (including the weight speed change if applicable) will be very difficult to impossible to DI a certain way in time if you throw immediately and they weren't expecting to be grabbed.
Unlike attacks, throw launch power is unaffected by weight, and with it the stun time as well. So for throws with animations that are unaffected by weight, you would have the same amount of time to follow up on Bowser as you would against Pichu when the percents are the same.
Also, since the launch speeds on 2 given characters will always be the same at the same percents, a character that falls faster like Pichu can survive something like Peach's F-Throw until higher percents than Samus would.
Speaking of stun time, I figured out the formula for it:
Hitstun = Launch Speed/1.475
(and again, rounded up to the next whole frame)
-------------------------------------------------------------------
-------------------------------------------------------------------
Bowser![Bowser :bowser2: :bowser2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES (NTSC); NO (PAL)
62, 91 [29] (Hitbox on Head and Chest 47-53; 47-53 hitlag; due to their weight, frame 47 is skipped entirely against Jiggs and G&W in NTSC, and thus does no damage and has no hitbox when used on them)
U-Throw: NO
68, 86 [18] (Continuous hitboxes on Back at 20, 24, 28, 32, 36, 40, 44, 48 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 20-67)
F-Throw: YES
35, 60 [25]
B-Throw: YES
18, 40 [22]
Klaw: NO
N/A, 2 [N/A]
[K]F-Throw: NO
24, 44 [20] (Hitbox on Opponent 18-22; 18-23 hitlag; A/S/DI-able; opponent doesn't become a hitbox upon release)
[K]B-Throw: NO
14, 41 [27]
Captain Falcon![Captain Falcon :falcon: :falcon:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
20, 40 [20]
U-Throw: NO
18, 47 [29] (Hitbox on L-Arm 11-31; 11-14 hitlag)
F-Throw: NO
21, 43 [22] (Hitbox on L-Arm 11-20; 11-14 hitlag)
B-Throw: NO
23, 53 [30] (Hitbox on R-Leg 12-22; 12-15 hitlag)
Doctor Mario![Dr. Mario :drmario: :drmario:](/styles/default/xenforo/smilies/drmario.png)
D-Throw: YES
18, 40 [22]
U-Throw: YES
18, 40 [22]
F-Throw: YES
12, 28 [16]
B-Throw: YES
44, 67 [23] (Hitbox on Opponent 1-43)
Donkey Kong![Donkey Kong :dk2: :dk2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
40, 60 [20]
U-Throw: YES
13, 44 [31]
B-Throw: YES
14, 40 [26]
F-Throw: YES
N/A, 20 [N/A]
[C]D-Throw: NO
15, 40 [25]
[C]U-Throw: NO
14, 30 [16]
[C]F-Throw: NO
15, 40 [25]
[C]B-Throw: NO
15, 40 [25]
Falco![Falco :falco: :falco:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
45, 56 [11] (Lasers on 23, 25, 28, 31; 3 added freeze frames on each when the lasers connect, except for Fox only the first 3 lasers add freeze frames for Falco; Fox can A/S/DI the last laser hit with 4 frames of hitlag; hitboxes on lasers disappear upon hitting opponent)
U-Throw: YES
7, 39 [32] (Lasers on 18, 20, 24; Lasers are A/S/DI-able with 4 frames of hitlag; hitboxes on lasers disappear upon hitting opponent; opponent no longer a hitbox after release if hit by lasers)
F-Throw: YES
14, 37 [23] (Hitbox on L-Arm 10-13; 10-13 hitlag)
B-Throw: YES
9, 39 [30] (Lasers on 15, 18, 21; Lasers are A/S/DI-able with 4 frames of hitlag; hitboxes on lasers disappear upon hitting opponent; opponent no longer a hitbox after release if hit by lasers)
Fox![Fox :fox: :fox:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: NO
33, 44 [11] (Lasers on 23, 25, 28, 31; hitboxes on lasers disappear upon hitting opponent)
U-Throw: YES
8, 39 [31] (Lasers on 18, 20, 24; hitboxes on lasers disappear upon hitting opponent)
F-Throw: NO
14, 37 [23] (Hitbox on L-Arm 10-13; 10-13 hitlag)
B-Throw: YES
9, 39 [30] (Lasers on 15, 18, 21; hitboxes on lasers disappear upon hitting opponent)
Game & Watch![Mr. Game & Watch :gw: :gw:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
55, 70 [15]
U-Throw: YES
55, 70 [15]
F-Throw: YES
55, 70 [15]
B-Throw: YES
55, 70 [15] (Hitbox on Opponent 1-54)
Ganondorf![Ganondorf :ganondorf: :ganondorf:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
20, 40 [20]
U-Throw: NO
18, 47 [29] (Hitbox on L-Arm 11-31; 11-14 hitlag)
F-Throw: NO
21, 43 [22] (Hitbox on L-Arm 11-20; 11-14 hitlag)
B-Throw: NO
23, 53 [30] (Hitbox on R-Leg 12-22; 12-15 hitlag)
Ice Climbers![Ice Climbers :popo: :popo:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
36, 50 [14]
U-Throw: NO
35, 64 [29] (Hitbox on Hammer 25-34; 25-29 hitlag)
F-Throw: NO
32, 54 [22] (Hitbox on Hammer 24-31; 24-28 hitlag)
B-Throw: YES
17, 40 [23] (Hitbox on Opponent 1-16)
Jigglypuff :jigglypuf
D-Throw: NO
74, 96 [22] (Hitboxes on Ground 10-14, 25-29, 40-44, 55-59, 70-73)
U-Throw: YES
8, 42 [34]
F-Throw: NO
15, 40 [25] (Hitbox on entire body 10-14; 10-14 hitlag; A/SDI-able; opponent doesn't become a hitbox upon release)
B-Throw: YES
25, 50 [25]
Kirby![Kirby :kirby2: :kirby2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: NO
59, 90 [31] (Non-damaging hitboxes on Feet 10-11, 14-15, 18-19, 22-23, 26-27, 30-31, 34-35, 38-39, 42-43; damaging hitbox on 56-58; 56-58 hitlag)
U-Throw: NO
51, 80 [29]
F-Throw: NO
46, 63 [17] (Can be escaped mid-throw until release frame; stays on frame 33 until you land)
B-Throw: NO
29, 50 [21] (Can be escaped mid-throw until release frame; stays on frame 23 until you land)
Link![Link :link2: :link2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
30, 52 [22] (Hitbox on L-Shoulder 22-25; 22-24 hitlag)
U-Throw: NO
30, 53 [23] (Hitbox on Sword 26-29; 26-29 hitlag)
F-Throw: NO
19, 43 [24] (Hitbox on R-Leg 12-18; 12-15 hitlag)
B-Throw: NO
19, 43 [24] (Hitbox on L-Leg 11-18; 11-14 hitlag)
Luigi![Luigi :luigi2: :luigi2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
18, 40 [22]
U-Throw: YES
18, 40 [22]
F-Throw: YES
12, 28 [16]
B-Throw: YES
44, 67 [23] (Hitbox on Opponent 1-43)
Mario![Mario :mario2: :mario2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
18, 40 [22]
U-Throw: YES
18, 40 [22]
F-Throw: YES
12, 28 [16]
B-Throw: YES
44, 67 [23] (Hitbox on Opponent 1-43)
Marth![Marth :marth: :marth:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
14, 43 [29]
U-Throw: YES
12, 45 [33]
F-Throw: YES
14, 32 [18]
B-Throw: YES
7, 45 [38]
Mewtwo:mewtwo:
D-Throw: NO
28, 53 [25] (Hitbox on Tail 15-27; 15-18 hitlag)
U-Throw: YES
42, 70 [28]
F-Throw: YES
18, 75 [57] (Shadowballs on 32, 39, 46, 53, 60; SBs are A/S/DI-able with 3 frames of hitlag; hitboxes on SBs disappear upon hitting opponent; opponent no longer a hitbox after release if hit by SBs)
B-Throw: YES
29, 50 [21] (Hitbox on Opponent 1-28)
Ness![Ness :ness2: :ness2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: NO
40, 60 [20] (Continuous hitboxes on Ground at 10, 14, 18, 22, 26 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 10-39)
U-Throw: YES
36, 56 [20]
F-Throw: YES
27, 53 [26]
B-Throw: YES
27, 53 [26]
Peach![Peach :peach: :peach:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: NO
43, 65 [22]
U-Throw: NO
27, 50 [23] (Hitbox on Hands 20-26; 20-22 hitlag)
F-Throw: NO
17, 36 [19] (Hitbox on R-Arm 14-16; 14-16 hitlag)
B-Throw: NO
23, 52 [29] (Hitbox on Butt 20-22; 20-22 hitlag)
Pichu
ichu:
D-Throw: NO
23, 51 [28] (Hitbox on Ground 12-22; 12-15 hitlag)
U-Throw: NO
23, 47 [24] (Hitbox on Head 14-22; 14-17 hitlag)
F-Throw: NO
37, 52 [15] (Continuous hitboxes on Back at 10, 14, 18, 22 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 10-33)
B-Throw: YES
30, 50 [20]
Pikachu![Pikachu :pikachu2: :pikachu2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: NO
23, 51 [28] (Hitbox on Ground 12-22; 12-15 hitlag)
U-Throw: NO
23, 47 [24] (Hitbox on Head 14-22; 14-17 hitlag)
F-Throw: NO
37, 52 [15] (Continuous hitboxes on Back at 10, 14, 18, 22 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 10-33)
B-Throw: YES
30, 50 [20]
Roy![Roy Melee :roymelee: :roymelee:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
14, 43 [29]
U-Throw: YES
12, 45 [33]
F-Throw: YES
14, 32 [18]
B-Throw: YES
7, 45 [38]
Samus![Samus :samus2: :samus2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
21, 42 [21]
U-Throw: YES
31, 42 [11] (Non-damaging hitbox on Tip of arm cannon 13)
F-Throw: YES
15, 42 [27]
B-Throw: YES
11, 42 [31]
Sheik:shiek:
D-Throw: NO
39, 61 [22] (Hitbox on Ground 31-38; 31-34 hitlag)
U-Throw: NO
27, 62 [35] (Hitbox on Feet 19-26; 19-23 hitlag)
F-Throw: NO
28, 52 [24] (Hitbox on L-Shoulder 20-27; 20-24 hitlag)
B-Throw: NO
23, 51 [28] (Hitbox on R-Leg 15-22; 15-18 hitlag)
Yoshi![Yoshi :yoshi2: :yoshi2:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
14, 44 [30] (Opponent is invincible until release)
U-Throw: YES
12, 44 [32] (Opponent is invincible until release)
F-Throw: YES
19, 40 [21] (Opponent is invincible until release)
B-Throw: YES
19, 44 [25] (Opponent is invincible until release)
Young Link![Toon Link :toonlink: :toonlink:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: YES
30, 52 [22] (Hitbox on L-Shoulder 22-25; 22-24 hitlag)
U-Throw: NO
30, 53 [23] (Hitbox on Sword 26-29; 26-29 hitlag)
F-Throw: NO
19, 43 [24] (Hitbox on R-Leg 12-18; 12-15 hitlag)
B-Throw: NO
19, 43 [24] (Hitbox on L-Leg 11-18; 11-14 hitlag)
Zelda![Zelda :zelda: :zelda:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
D-Throw: NO
58, 73 [15] (Hitboxes on Ground 24-27, 32-35, 40-43, 48-51)
U-Throw: YES
29, 50 [21]
F-Throw: YES
32, 50 [18]
B-Throw: YES
28, 50 [22]
Throws Frame Data
This is a list of data for throws and how their speeds are affected by weight. If unaffected, the throw animations on all characters will be the same. With the throws that are affected, heavier characters will make the animation play through slower while lighter chars will be faster. The more it is slowed down, the greater the total time between when they are released and when the throw ends becomes and will be harder to follow up, and the opposite is true for when it's sped up.
The format of the index is:
{Throw}: {Affected by weight?}
{Released Frame}, {1st Actionable Frame} [{1stAF - Released}] ({Hitbox/es on throw animation if any}; {Other notable info})
The release/total times include hitlag affecting the thrower, so if the animation were to release on 30 but has 3 additional freeze frames during it it'd be listed as 33.
For the actual amount it is changed, it's based on their weight multipliers which are the following:
Weight Multiplier List (NTSC)
1.17 - Bowser
1.14 - Donkey Kong
1.10 - Samus
1.09 - Ganondorf
1.08 - Yoshi
1.04 - Captain Falcon / Link
1.00 - Dr Mario / Luigi / Mario
0.94 - Ness
0.90 - Peach / Sheik / Zelda
0.88 - Ice Climbers
0.87 - Marth
0.85 - Mewtwo / Roy / Young Link
0.80 - Falco / Pikachu
0.75 - Fox
0.70 - Kirby
0.60 - Jigglypuff / Mr Game & Watch
0.55 - Pichu
I'm not positive about the multipliers for PAL, but I'm guessing that this change list that I found...
Kirby + 4
Yoshi + 3
Bowser + 1
Marth - 1
Fox - 2
Mario - 2
Would make it:
Weight Multiplier List (PAL)
1.18 - Bowser
1.14 - Donkey Kong
1.11 - Yoshi
1.10 - Samus
1.09 - Ganondorf
1.04 - Captain Falcon / Link
1.00 - Dr Mario / Luigi
0.98 - Mario
0.94 - Ness
0.90 - Peach / Sheik / Zelda
0.88 - Ice Climbers
0.86 - Marth
0.85 - Mewtwo / Roy / Young Link
0.80 - Falco / Pikachu
0.74 - Kirby
0.73 - Fox
0.60 - Jigglypuff / Mr Game & Watch
0.55 - Pichu
To find the times for throws that are affected by weight, simply multiply the number listed by the character's weight and round up to the next whole frame.
So for Bowser's F-Throw which is normally...
35, 60 [25]
...used on Fox it'd be:
26.25 -> 27, 45.00 -> 45 [45-27 = 18]
=
27, 45 [18]
Notice how while you could use 25 x 0.75 to get a quick estimate for the difference, it won't always be accurate. In this case it'd give you 18.75 -> 19, which is 1 frame off.
Other Stuff to Note About Throws
All throws have:
Invincibility: 1-8
DI on throws is read ON the frame immediately before release, so if it releases on frame 8 you would need to be holding it before frame 7 to then be read on frame 7. Also, releases that are faster than around 10-12 or so (including the weight speed change if applicable) will be very difficult to impossible to DI a certain way in time if you throw immediately and they weren't expecting to be grabbed.
Unlike attacks, throw launch power is unaffected by weight, and with it the stun time as well. So for throws with animations that are unaffected by weight, you would have the same amount of time to follow up on Bowser as you would against Pichu when the percents are the same.
Also, since the launch speeds on 2 given characters will always be the same at the same percents, a character that falls faster like Pichu can survive something like Peach's F-Throw until higher percents than Samus would.
Speaking of stun time, I figured out the formula for it:
Hitstun = Launch Speed/1.475
(and again, rounded up to the next whole frame)
-------------------------------------------------------------------
-------------------------------------------------------------------
Bowser
D-Throw: YES (NTSC); NO (PAL)
62, 91 [29] (Hitbox on Head and Chest 47-53; 47-53 hitlag; due to their weight, frame 47 is skipped entirely against Jiggs and G&W in NTSC, and thus does no damage and has no hitbox when used on them)
U-Throw: NO
68, 86 [18] (Continuous hitboxes on Back at 20, 24, 28, 32, 36, 40, 44, 48 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 20-67)
F-Throw: YES
35, 60 [25]
B-Throw: YES
18, 40 [22]
Klaw: NO
N/A, 2 [N/A]
[K]F-Throw: NO
24, 44 [20] (Hitbox on Opponent 18-22; 18-23 hitlag; A/S/DI-able; opponent doesn't become a hitbox upon release)
[K]B-Throw: NO
14, 41 [27]
Captain Falcon
D-Throw: YES
20, 40 [20]
U-Throw: NO
18, 47 [29] (Hitbox on L-Arm 11-31; 11-14 hitlag)
F-Throw: NO
21, 43 [22] (Hitbox on L-Arm 11-20; 11-14 hitlag)
B-Throw: NO
23, 53 [30] (Hitbox on R-Leg 12-22; 12-15 hitlag)
Doctor Mario
![Dr. Mario :drmario: :drmario:](/styles/default/xenforo/smilies/drmario.png)
D-Throw: YES
18, 40 [22]
U-Throw: YES
18, 40 [22]
F-Throw: YES
12, 28 [16]
B-Throw: YES
44, 67 [23] (Hitbox on Opponent 1-43)
Donkey Kong
D-Throw: YES
40, 60 [20]
U-Throw: YES
13, 44 [31]
B-Throw: YES
14, 40 [26]
F-Throw: YES
N/A, 20 [N/A]
[C]D-Throw: NO
15, 40 [25]
[C]U-Throw: NO
14, 30 [16]
[C]F-Throw: NO
15, 40 [25]
[C]B-Throw: NO
15, 40 [25]
Falco
D-Throw: YES
45, 56 [11] (Lasers on 23, 25, 28, 31; 3 added freeze frames on each when the lasers connect, except for Fox only the first 3 lasers add freeze frames for Falco; Fox can A/S/DI the last laser hit with 4 frames of hitlag; hitboxes on lasers disappear upon hitting opponent)
U-Throw: YES
7, 39 [32] (Lasers on 18, 20, 24; Lasers are A/S/DI-able with 4 frames of hitlag; hitboxes on lasers disappear upon hitting opponent; opponent no longer a hitbox after release if hit by lasers)
F-Throw: YES
14, 37 [23] (Hitbox on L-Arm 10-13; 10-13 hitlag)
B-Throw: YES
9, 39 [30] (Lasers on 15, 18, 21; Lasers are A/S/DI-able with 4 frames of hitlag; hitboxes on lasers disappear upon hitting opponent; opponent no longer a hitbox after release if hit by lasers)
Fox
D-Throw: NO
33, 44 [11] (Lasers on 23, 25, 28, 31; hitboxes on lasers disappear upon hitting opponent)
U-Throw: YES
8, 39 [31] (Lasers on 18, 20, 24; hitboxes on lasers disappear upon hitting opponent)
F-Throw: NO
14, 37 [23] (Hitbox on L-Arm 10-13; 10-13 hitlag)
B-Throw: YES
9, 39 [30] (Lasers on 15, 18, 21; hitboxes on lasers disappear upon hitting opponent)
Game & Watch
D-Throw: YES
55, 70 [15]
U-Throw: YES
55, 70 [15]
F-Throw: YES
55, 70 [15]
B-Throw: YES
55, 70 [15] (Hitbox on Opponent 1-54)
Ganondorf
D-Throw: YES
20, 40 [20]
U-Throw: NO
18, 47 [29] (Hitbox on L-Arm 11-31; 11-14 hitlag)
F-Throw: NO
21, 43 [22] (Hitbox on L-Arm 11-20; 11-14 hitlag)
B-Throw: NO
23, 53 [30] (Hitbox on R-Leg 12-22; 12-15 hitlag)
Ice Climbers
D-Throw: YES
36, 50 [14]
U-Throw: NO
35, 64 [29] (Hitbox on Hammer 25-34; 25-29 hitlag)
F-Throw: NO
32, 54 [22] (Hitbox on Hammer 24-31; 24-28 hitlag)
B-Throw: YES
17, 40 [23] (Hitbox on Opponent 1-16)
Jigglypuff :jigglypuf
D-Throw: NO
74, 96 [22] (Hitboxes on Ground 10-14, 25-29, 40-44, 55-59, 70-73)
U-Throw: YES
8, 42 [34]
F-Throw: NO
15, 40 [25] (Hitbox on entire body 10-14; 10-14 hitlag; A/SDI-able; opponent doesn't become a hitbox upon release)
B-Throw: YES
25, 50 [25]
Kirby
D-Throw: NO
59, 90 [31] (Non-damaging hitboxes on Feet 10-11, 14-15, 18-19, 22-23, 26-27, 30-31, 34-35, 38-39, 42-43; damaging hitbox on 56-58; 56-58 hitlag)
U-Throw: NO
51, 80 [29]
F-Throw: NO
46, 63 [17] (Can be escaped mid-throw until release frame; stays on frame 33 until you land)
B-Throw: NO
29, 50 [21] (Can be escaped mid-throw until release frame; stays on frame 23 until you land)
Link
D-Throw: YES
30, 52 [22] (Hitbox on L-Shoulder 22-25; 22-24 hitlag)
U-Throw: NO
30, 53 [23] (Hitbox on Sword 26-29; 26-29 hitlag)
F-Throw: NO
19, 43 [24] (Hitbox on R-Leg 12-18; 12-15 hitlag)
B-Throw: NO
19, 43 [24] (Hitbox on L-Leg 11-18; 11-14 hitlag)
Luigi
D-Throw: YES
18, 40 [22]
U-Throw: YES
18, 40 [22]
F-Throw: YES
12, 28 [16]
B-Throw: YES
44, 67 [23] (Hitbox on Opponent 1-43)
Mario
D-Throw: YES
18, 40 [22]
U-Throw: YES
18, 40 [22]
F-Throw: YES
12, 28 [16]
B-Throw: YES
44, 67 [23] (Hitbox on Opponent 1-43)
Marth
D-Throw: YES
14, 43 [29]
U-Throw: YES
12, 45 [33]
F-Throw: YES
14, 32 [18]
B-Throw: YES
7, 45 [38]
Mewtwo:mewtwo:
D-Throw: NO
28, 53 [25] (Hitbox on Tail 15-27; 15-18 hitlag)
U-Throw: YES
42, 70 [28]
F-Throw: YES
18, 75 [57] (Shadowballs on 32, 39, 46, 53, 60; SBs are A/S/DI-able with 3 frames of hitlag; hitboxes on SBs disappear upon hitting opponent; opponent no longer a hitbox after release if hit by SBs)
B-Throw: YES
29, 50 [21] (Hitbox on Opponent 1-28)
Ness
D-Throw: NO
40, 60 [20] (Continuous hitboxes on Ground at 10, 14, 18, 22, 26 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 10-39)
U-Throw: YES
36, 56 [20]
F-Throw: YES
27, 53 [26]
B-Throw: YES
27, 53 [26]
Peach
D-Throw: NO
43, 65 [22]
U-Throw: NO
27, 50 [23] (Hitbox on Hands 20-26; 20-22 hitlag)
F-Throw: NO
17, 36 [19] (Hitbox on R-Arm 14-16; 14-16 hitlag)
B-Throw: NO
23, 52 [29] (Hitbox on Butt 20-22; 20-22 hitlag)
Pichu
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
D-Throw: NO
23, 51 [28] (Hitbox on Ground 12-22; 12-15 hitlag)
U-Throw: NO
23, 47 [24] (Hitbox on Head 14-22; 14-17 hitlag)
F-Throw: NO
37, 52 [15] (Continuous hitboxes on Back at 10, 14, 18, 22 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 10-33)
B-Throw: YES
30, 50 [20]
Pikachu
D-Throw: NO
23, 51 [28] (Hitbox on Ground 12-22; 12-15 hitlag)
U-Throw: NO
23, 47 [24] (Hitbox on Head 14-22; 14-17 hitlag)
F-Throw: NO
37, 52 [15] (Continuous hitboxes on Back at 10, 14, 18, 22 of the animation with 2 added freeze frames on each hit; in real time the hitboxes are out from 10-33)
B-Throw: YES
30, 50 [20]
Roy
D-Throw: YES
14, 43 [29]
U-Throw: YES
12, 45 [33]
F-Throw: YES
14, 32 [18]
B-Throw: YES
7, 45 [38]
Samus
D-Throw: YES
21, 42 [21]
U-Throw: YES
31, 42 [11] (Non-damaging hitbox on Tip of arm cannon 13)
F-Throw: YES
15, 42 [27]
B-Throw: YES
11, 42 [31]
Sheik:shiek:
D-Throw: NO
39, 61 [22] (Hitbox on Ground 31-38; 31-34 hitlag)
U-Throw: NO
27, 62 [35] (Hitbox on Feet 19-26; 19-23 hitlag)
F-Throw: NO
28, 52 [24] (Hitbox on L-Shoulder 20-27; 20-24 hitlag)
B-Throw: NO
23, 51 [28] (Hitbox on R-Leg 15-22; 15-18 hitlag)
Yoshi
D-Throw: YES
14, 44 [30] (Opponent is invincible until release)
U-Throw: YES
12, 44 [32] (Opponent is invincible until release)
F-Throw: YES
19, 40 [21] (Opponent is invincible until release)
B-Throw: YES
19, 44 [25] (Opponent is invincible until release)
Young Link
D-Throw: YES
30, 52 [22] (Hitbox on L-Shoulder 22-25; 22-24 hitlag)
U-Throw: NO
30, 53 [23] (Hitbox on Sword 26-29; 26-29 hitlag)
F-Throw: NO
19, 43 [24] (Hitbox on R-Leg 12-18; 12-15 hitlag)
B-Throw: NO
19, 43 [24] (Hitbox on L-Leg 11-18; 11-14 hitlag)
Zelda
D-Throw: NO
58, 73 [15] (Hitboxes on Ground 24-27, 32-35, 40-43, 48-51)
U-Throw: YES
29, 50 [21]
F-Throw: YES
32, 50 [18]
B-Throw: YES
28, 50 [22]