Forward Throw

89 fighters60 changed by HDRThrowsinternal throwf
Banjo & Kazooie hdr
buddy
31452°6570–113423
Bayonetta hdr
bayonetta
31442°46165–184527
Bowser vanilla
koopa
211245°6066–364913
Bowser Jr. vanilla
koopajr
31745°6092–163519
Byleth hdr
master
31349°70110–144127
Captain Falcon hdr
captain
31445°55120–133320
Charizard hdr
plizardon
211040°4753–174225
Chrom vanilla
chrom
21545°7045–153217
Cloud vanilla
cloud
31349°48125–93021
Corrin vanilla
kamui
41250°8070–153520
Daisy hdr
daisy
31945°4883–143723
Dark Pit hdr
pitb
314-154Sakurai6494-10163014
Dark Samus hdr
samusd
211042°4490–164226
Diddy Kong vanilla
diddy
21946°6965–213211
Donkey Kong vanilla
donkey
11-154Sakurai30 fixed–––16–
Dr. Mario hdr
mariod
21848°5060–132815
Duck Hunt vanilla
duckhunt
21845°6065–183012
Falco vanilla
falco
31345°35135–123422
Fox vanilla
fox
31340°35130–113423
Ganondorf hdr
ganon
31843°68100–132916
Greninja hdr
gekkouga
21567°6570–163317
Hero hdr
brave
21735°6055–163519
Ice Climbers hdr
iceclimber
31545°7060–255025
Ike hdr
ike
31455°55105–82315
Incineroar hdr
gaogaen
211140°8264–587618
Inkling hdr
inkling
31350°7060–233512
Isabelle hdr
shizue
21940°8020–153823
Ivysaur vanilla
pfushigisou
31545°8060–173821
Jigglypuff hdr
purin
31545°10330–123624
Joker vanilla
jack
21845°6565–92617
Kazuya hdr
demon
81240°70125–427634
Ken hdr
ken
21840°7530–164024
King Dedede hdr
dedede
31645°55125–143824
King K. Rool hdr
krool
211060°6055–284214
Kirby hdr
kirby
21575°40125–455914
Link hdr
link
31366°60132–133017
Little Mac hdr
littlemac
31465°4065–173720
Lucario hdr
lucario
313Sakurai6592–72215
Lucas hdr
lucas
211045°5065–204020
Lucina vanilla
lucina
21450°10050–15249
Luigi hdr
luigi
21945°6065–153823
Mario hdr
mario
21845°6065–132815
Marth hdr
marth
21450°7045–152813
Mega Man vanilla
rockman
21845°6065–103323
Meta Knight hdr
metaknight
41365°50140–102818
Mewtwo vanilla
mewtwo
21363°35 fixed––198263
Mii Brawler hdr
miifighter
3136Sakurai8040-14143117
Mii Gunner hdr
miigunner
313Sakurai6590–123018
Mii Swordfighter hdr
miiswordsman
31345°6090–132916
Min Min vanilla
tantan
31433°5875–132714
Mr. Game & Watch hdr
gamewatch
21868°7050–263812
Mythra vanilla
elight
312.533°5875–112817
Ness hdr
ness
211145°12010–275326
Olimar vanilla
pikmin
51-345.6Sakurai6560–143521
Pac-Man hdr
pacman
21858°5065–13332
Palutena hdr
palutena
21952°7050–203818
Peach hdr
peach
31845°55118–193415
Pichu hdr
pichu
Uncharged · +1 stance
31645°65115–274417
Pikachu hdr
pikachu
31445°6774–284416
Piranha Plant hdr
packun
Normal · +2 stances
317.235°–45°6065–77–143218
Pit hdr
pit
31448°50180–142814
Pyra vanilla
eflame
315.533°5875–112514
R.O.B. vanilla
robot
21845°6065–112413
Richter hdr
richter
21843°7583–244218
Ridley hdr
ridley
21938°6065–133623
Robin vanilla
reflet
21845°9525–163216
Rosalina & Luma vanilla
rosetta
21945°4576–283810
Roy hdr
roy
21550°7045–153116
Ryu hdr
ryu
21840°7530–164024
Samus vanilla
samus
211042°6055–164226
Sephiroth vanilla
edge
31328°7068–153520
Sheik hdr
sheik
31262°8085–173215
Shulk hdr
shulk
31545°6095–163620
Simon hdr
simon
211146°7971–244218
Snake vanilla
snake
21940°6065–214019
Sonic vanilla
sonic
31645°7075–113120
Sora vanilla
trail
31348°46134–174225
Squirtle hdr
pzenigame
31275°38 fixed––234724
Steve hdr
pickel
21828°6075–145036
Terry hdr
dolly
21732°6920–304717
Toon Link vanilla
toonlink
31445°60110–144127
Villager hdr
murabito
21940°6030–153520
Wario hdr
wario
21840°8060–164832
Wii Fit Trainer hdr
wiifit
31945°54100–385012
Wolf hdr
wolf
31355°7050–113221
Yoshi vanilla
yoshi
21945°5566–154025
Young Link hdr
younglink
31648°10191–113120
Zelda hdr
zelda
211060°6060–274619
Zero Suit Samus hdr
szerosuit
31740°6350–92920

One row per fighter, so a multi-hit move shows only its first hitbox here — Hits says how many it has, and the fighter's own page lists them all. On shield is frame advantage: −7 means the defender acts seven frames before you, so anything faster than that punishes. Aerials are measured against landing lag and assume you land on the hitting frame; everything else against the move's first actionable frame. Throws and command grabs show no figure, because those hits land on an opponent already held and never meet a shield. Release stands where Startup does on every other move: a throw's hit is registered on frame 1 and dealt later, so the frame it lets go is the only timing it has. Throw release endlag stands where Land lag does, since a throw never lands — it is FAF minus release, the frames you spend recovering after the opponent is already flying. Anything marked with a dotted underline has more to it than the one number — hover or tap it for the rest. Clicking anywhere in the Fighter cell opens the ACMD script their version of the move is read from; clicking the name itself goes to their page.

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.