All Bthrows were performed on Mario in Training Mode FD at the very edge of the stage. Mario is always DIing horizontally back to the stage, and continues to hold toward it to avoid physically touching the blastzone. Mario does NOT double jump to hurtbox shuffle. Assume a 1% margin of error on kill %s. Order is Bthrow Damage (damage of launching hit)/BKB/KBG/KB Angle/
Kill %.
11/15/130/45/
94
(max aura) 17/50/60/40/
112
(smash art) 6(4.5)/NA/NA/45/
120
10/80/65/41/
121
11/15/110/45/
123
10/70/75/47/
124
7/60/120/50/
129
11/60/65/40/
130
(150% worth of aura) ~14/50/60/40/
132
11/80/60/45/
133
11/70/66/45/
134
10/80/65/45/
134
11(9)/35/95/40/
134
12/60/66/45/
135
12.32/70/60/45/
135
9(4)/60/130/45/
140
(deep breathing) 10.8(7.2)/90/65/45/
141
11/85/60/52/
145
11/70/63/45/
145
8/30/120/50/
146
7/70/79/40/
146
(laser hit) 9(6+3)/80+60/60+80/35+50/
147
12/50/65/45/
148
11/70/61/45/
148
12/60/55/42/
151
9(5)/42/130/45/
152
10/60/65/45/
153
10/65/70/45/
154
(blue) 14.4/50/60/45/
156
10(5)/30/130/43/
159
10(3)/60/140/45/
163
10/60/65/45/
164
(100% worth of aura) ~11/50/60/40/
165
9(6)/90/65/45/
165
(no art) 12(9)/70/63/45/
167
11/70/60/50/
170
(speed art) 9.6(7.2)/NA/NA/45/
172
(shield art) 8.4(6.3)/NA/NA/45/
172
7/80/60/45/
173
(victim DI's slight up and toward to avoid laser) 6/80/60/35/
~176
13/60/79/60/
179
(no laser hit) 6/80/60/35/
185
(laser hit) 5(3)/80+56/20+160/45+40/
186
6(3)/60/130/45/
187
9/85/50/45/
194
8/65/60/45/
199
8/55/60/40/
205
6(3)/48/110/38/
212
12/75/45/52/
218
8/60/55/40/
221
9(6)/80/60/45/
222
7(4)/50/110/50/
224
7(4)/55/75/28/
224
7/55/66/45/
229
9/62/50/45/
236
(yellow, white, purple) 9/50/60/45/
245
(no aura) 6.6/50/60/40/
278
4/80/60/40/
279
7(5)/70/60/45/
279
(red) 7.2/50/60/45/
295
300+ Mr. G&W, Sheik, ZSS, Fox, Jigglypuff, Roy, Corrin, Mii Gunner (victim Dis up to avoid laser), Shulk (buster art)
The reason Shulk has NA on Art knockback values is that changes in knockback due to different Arts derive from values that are at least unknown to me. With Falco, the no laser hit is just the victim reaching the blastzone before the laser connects. In other words, it's the kill percent for the initial throw exclusively.