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When R.O.B's U-throw KOs (Percentages)

Tobb99

Smash Apprentice
Joined
Aug 25, 2014
Messages
119
Location
Stockholm, Sweden
Updated for 3.6

Project M 3.6 R.O.B

Percentages at which Rob's U-throw kills on Final Destination Without(With good,Perfect?) DI

The percentages may not be 100% perfect, but they are very accurate I believe. The NO-DI percentages are probably perfect, but the DI percentages was only as good as I could DI(I held the stick right to the right), so you might be able to survive 1-2 percentages higher with perfect DI.

I hope this information will become useful and help your ROB get better.

:wolf: 174(197)
:falco: 173(196)
:fox: 166(187)
:falcon: 161(183)
:diddy: 149(169)
:roypm: 146(165)
:metaknight: 145(164)
:dk2: 144(163)
:lucas: 141(160)
:sheik: 138(157)
:link2: 138(156)
:dedede: 138(155)
:zerosuitsamus: 137(155)
:marth: 136(155)
:toonlink::snake: 136(154)
:ike::ganondorf::lucario: 134(152)
:bowser2: 134(150)
:rob: 132(148)
:pikachu2::sonic: 130(148)
:pit::yoshi2: 130(147)
:wario::olimar: 128(145)
:ness2::squirtle: 125(142)
:charizard::mario2: 124(141)
:gw: 122(139)
:ivysaur::popo: 121(138)
:kirby2::luigi2: 119(135)
:mewtwopm::peach: 117(133)
:zelda: 114(131)
:samus2: 114(130)
:jigglypuff: 111(127)

Mean value: 133.54(151.44)
Median: (ROB,Bowser) 133(149)


Comments: I did the test in training mode standing at the left edge facing right. This however allows for optimal DI to be implemented, and in that case a B-throw or D-throw would often be better if they are below kill percentages. If I instead would stand at left edge facing left, a U-throw becomes more of an option, because you can't DI as much as you would like to.

U-throw on Different Stages

All these percentages are without DI. With DI you can survive about 20% longer.

DreamLand

Ground:
:wolf: 203
:bowser2: 161
:jigglypuff: 138

Side platforms:
:wolf: 190
:bowser2: 148
:jigglypuff: 125

Top platform:
:wolf: 179
:bowser2: 138
:jigglypuff: 116


Delfino's Secret

Ground:
:wolf: 186
:bowser2: 144
:jigglypuff: 122

Platforms (starting position):
:wolf: 174
:bowser2: 132
:jigglypuff: 110


Skyworld

Ground:
:wolf: 185
:bowser2: 144
:jigglypuff: 121

Side Platforms:
:wolf: 170
:bowser2: 130
:jigglypuff: 107

Top Platform:
:wolf: 158
:bowser2: 118
:jigglypuff: 96


Distant Planet

Ground:
:wolf: 183
:bowser2: 141
:jigglypuff: 119

Platforms:
:wolf: 170
:bowser2: 129
:jigglypuff: 107


Green Hill Zone

Ground:
:wolf: 182
:bowser2: 141
:jigglypuff: 119

Platform (at it's apex):
:wolf: 148
:bowser2: 111
:jigglypuff: 88


Fountain of Dreams

Ground:
:wolf: 181
:bowser2: 140
:jigglypuff: 118

Top Platform:
:wolf: 158
:bowser2: 119
:jigglypuff: 96


Battlefield

Ground:
:wolf: 180
:bowser2: 139
:jigglypuff: 116

Side Platforms:
:wolf: 166
:bowser2: 126
:jigglypuff: 104

Top Platform:
:wolf: 150
:bowser2: 112
:jigglypuff: 90


Smashville

Ground:
:wolf: 178
:bowser2: 137
:jigglypuff: 114

Platform:
:wolf: 163
:bowser2: 123
:jigglypuff: 100


Yoshi's Island (Brawl)

Ground:
:wolf: 177-179
:bowser2: 137-138
:jigglypuff: 113-116

Platform (starting position):
:wolf: 164
:bowser2: 124
:jigglypuff: 101


Lylat Cruise

Ground:
:wolf: 177-181
:bowser2: 137-140
:jigglypuff: 114-117

Platforms:
:wolf: 163
:bowser2: 123
:jigglypuff: 100


Bowser's Castle (alt.)

Ground:
:wolf: 176
:bowser2: 135
:jigglypuff: 113

Platforms:
:wolf: 157-160
:bowser2: 117-120
:jigglypuff: 95-98


Final Destination

:wolf: 174
:bowser2: 134
:jigglypuff: 111


Norfair

Ground:
:wolf: 172
:bowser2: 132
:jigglypuff: 109

Platforms (starting position):
:wolf: 157
:bowser2: 117
:jigglypuff: 95


Pokémon Stadium 2

Ground:
:wolf: 170
:bowser2: 130
:jigglypuff: 108

Platforms:
:wolf: 155
:bowser2: 116
:jigglypuff: 94


Wario Land

Ground:
:wolf: 166
:bowser2: 126
:jigglypuff: 104

Middle platforms:
:wolf: 152
:bowser2: 113
:jigglypuff: 91

Top platforms:
:wolf: 137
:bowser2: 100
:jigglypuff: 78


Yoshi's Story (Melee)

Ground:
:wolf: 163-165
:bowser2: 124
:jigglypuff: 101-103

Side Platforms:
:wolf: 150
:bowser2: 111
:jigglypuff: 89

Top Platform:
:wolf: 138
:bowser2: 101
:jigglypuff: 78
 
Last edited:

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Uthrow has other uses too btw, besides killing. On a certain fall speed classes (the one tink/sheik fall into), at mid-low percents (like 20-40), any DI on uthrow has better follow ups than optimal DI on dthrow. Uthrow can't be DI'd in towards ROB very well and usually sends too high for them to tech onto a platform (just barely at these percents), so the only way they can they can escape an easy guaranteed follow-up is to DI away. This leads to you getting them further offstage, and if you aren't quick enough to follow up with a fair before they double jump out (it's possible but strict timing on all inputs), you can just punish the double jump with a boost upair, leaving them in an even worse position without a DJ. Dthrow in this same situation can be DI'd far enough behind ROB that you can't get a running start to carry momentum with you towards them as you hit them, so if they DI the follow up correctly you won't be getting another one. Also at these percents dthrow can typically also be tech'd onto a platform. Instead if you upthrow and they DI in or don't DI at all, you have more time for a better follow up, because uthrow has more knockback and thus more hitstun at any percent, and it's also 2 frames quicker to end- you'd have an easier time getting, say, a nair off to send them high above you, when you can boost in as they come back down to outrange them with an upair.

EDIT: actually I used this the other day on lunchables at BR13 lemme find it
https://www.youtube.com/watch?v=HbHWn9iros0&t=519
 
Last edited:

cisyphus

Smash Ace
Joined
May 2, 2014
Messages
672
Location
Grand Rapids, MI
This reminds me of something I did (and am continuing to update) for Snake way back when:
https://docs.google.com/spreadsheet...xOka4oxmmMRbKhfGJ9c/edit?pli=1#gid=1434992830

It's a good idea to take Food's comment in stride and experiment with what followups are possible with u-throw and document them. I'm only a ROB secondary (maybe even tertiary, but I love how the character feels) but I certainly feel underwhelmed by up throw's KO potential—it's certainly overshadowed by his edgeguarding and gimping opportunities, which is the brunt of what Food's getting at. Good stuff!

Also Up Throw has an 80 degree trajectory, so holding straight right is sub-optimal. You would want the perpendicular input to that for maximum influence, which would be slightly below the horizontal (since you want to avoid the ceiling).
 
Last edited:

Serj28

Smash Cadet
Joined
Jan 22, 2015
Messages
26
Amazing information, are these %s before of after the throw damage? I assume before.
 

Tobb99

Smash Apprentice
Joined
Aug 25, 2014
Messages
119
Location
Stockholm, Sweden
Yes these are before the throw damage. So if you grab a Jigglypuff on FD at 111% and U-throw her, it will KO her if she got no DI.
 
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