Back Throw

89 fighters70 changed by HDRThrowsinternal throwb
Banjo & Kazooie hdr
buddy
211245°6480–365418
Bayonetta hdr
bayonetta
31650°7085–153621
Bowser hdr
koopa
211245°6074–233613
Bowser Jr. hdr
koopajr
211145°3097–245834
Byleth hdr
master
211144°5090–305727
Captain Falcon hdr
captain
314132°30130–134330
Charizard hdr
plizardon
211242°6277–264822
Chrom vanilla
chrom
215117°7045–84537
Cloud vanilla
cloud
31338°48110–152611
Corrin hdr
kamui
412140°5570–112312
Daisy hdr
daisy
319140°35105–224725
Dark Pit vanilla
pitb
21845°6560–293910
Dark Samus hdr
samusd
211040°6055–185638
Diddy Kong hdr
diddy
211045°5570–204020
Donkey Kong vanilla
donkey
211140°6065–154025
Dr. Mario hdr
mariod
211445°7374–304717
Duck Hunt vanilla
duckhunt
21945°6250–154025
Falco hdr
falco
21635°7050–94233
Fox hdr
fox
21256°8085–104131
Ganondorf hdr
ganon
31550°30120–143319
Greninja vanilla
gekkouga
219140°5560–184022
Hero hdr
brave
21947°7057–183820
Ice Climbers hdr
iceclimber
21660°8030–184022
Ike hdr
ike
31448°60100–224119
Incineroar hdr
gaogaen
51-283Sakurai60100–304313
Inkling hdr
inkling
21945°5597–193920
Isabelle hdr
shizue
219140°8020–143319
Ivysaur hdr
pfushigisou
211045°6081–203616
Jigglypuff hdr
purin
2110135°9040–265024
Joker hdr
jack
216117°7048–164226
Kazuya hdr
demon
3271270°30 fixed––476215
Ken hdr
ken
2110–10.545°7073–416524
King Dedede hdr
dedede
31962°3798–163721
King K. Rool hdr
krool
211135°7060–326331
Kirby hdr
kirby
218115°30120–41509
Link hdr
link
313113°55135–142713
Little Mac hdr
littlemac
31562°5527–163721
Lucario hdr
lucario
211040°5060–143622
Lucas hdr
lucas
211045°7075–205333
Lucina vanilla
lucina
214140°8060–164529
Luigi hdr
luigi
211145°8073–153823
Mario hdr
mario
211245°7578–446016
Marth hdr
marth
214117°7060–164529
Mega Man hdr
rockman
211140°7072–184426
Meta Knight hdr
metaknight
31354°60140–183517
Mewtwo vanilla
mewtwo
211147°7079–305525
Mii Brawler hdr
miifighter
31548°6044–133118
Mii Gunner hdr
miigunner
21760°4540–103525
Mii Swordfighter hdr
miiswordsman
31350°55100–163317
Min Min hdr
tantan
327345°6245-21315524
Mr. Game & Watch hdr
gamewatch
21868°7050–263812
Mythra vanilla
elight
312.550°7245–173619
Ness hdr
ness
2114135°19110–275326
Olimar vanilla
pikmin
51-397.245°5060–204020
Pac-Man hdr
pacman
211147°6090–253813
Palutena hdr
palutena
2110Sakurai6592–205030
Peach hdr
peach
319127°4081–224220
Pichu hdr
pichu
Uncharged · +1 stance
21-493Sakurai40100–265024
Pikachu hdr
pikachu
219140°6570–265024
Piranha Plant hdr
packun
21965°6040–193314
Pit vanilla
pit
21845°6560–293910
Pyra vanilla
eflame
31450°7245–173316
R.O.B. vanilla
robot
211045°6065–122715
Richter vanilla
richter
21744°7570–184224
Ridley hdr
ridley
211140°5867–184628
Robin hdr
reflet
211152°8577–254520
Rosalina & Luma vanilla
rosetta
211150°7060–304313
Roy hdr
roy
215125°7045–163519
Ryu hdr
ryu
211142°7064–235027
Samus hdr
samus
211050°45100–185638
Sephiroth hdr
edge
313.558°60105–193314
Sheik hdr
sheik
312118°7095–173518
Shulk hdr
shulk
317135°7095–204525
Simon hdr
simon
21744°8040–183921
Snake vanilla
snake
219140°6565–203111
Sonic hdr
sonic
219135°7060–437128
Sora hdr
trail
211055°7065–345824
Squirtle hdr
pzenigame
21840°60100–234522
Steve hdr
pickel
21-343Sakurai40100–203515
Terry hdr
dolly
21732°6920–304313
Toon Link hdr
toonlink
2110130°60100–184628
Villager hdr
murabito
2111135°46102–173619
Wario vanilla
wario
21745°8060–487022
Wii Fit Trainer vanilla
wiifit
31645°6590–215029
Wolf hdr
wolf
31560°7058–214221
Yoshi vanilla
yoshi
21945°5566–204424
Young Link hdr
younglink
313130°35105–133219
Zelda hdr
zelda
211245°5095–274619
Zero Suit Samus hdr
szerosuit
31445°7060–112918

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.