✅ Install Raid for Free Mobile and PC: clik.cc/sdibU and get a special starter pack with an Epic champion Knight Errant 🎉 Thanks for watching everyone! Series has been on the backburner for a little bit while I worked on some big videos on my main channel, but this was a fun one to come back with. Let me know what you thought! *Main channel:* th-cam.com/users/mockrocktv *Twitter:* twitter.com/MrMockRock *Patreon:* www.patreon.com/mockrock *Twitch:* www.twitch.tv/mockrocktwitch *Teespring:* teespring.com/stores/mockrock *TimeBolt affiliate link* (excellent software I use to speed up editing on my videos, use code "MOCKROCK" for a discount): mockrock--timebolt.thrivecart.com/order-page/
In advance, I want everybody who came to this comment section to say "no" to seriously stfu and think...mans is paying bills. This is a SKIPPABLE ad. You are CHOOSING to be a shithead. Just don't. Sry for rant, it just peeves me so bad when TH-camrs get shit on for sponsorships. If I see 1 more comment like that, I am close to snapping...ANYway happy to finally be early to a MockRock vid, and no toxicity in sight for now
I like how ike is basically the most athletic and jumpy character in fire emblem but sakurai was like "what if ike had arthritis in his knees and back"
@@gebis8515 correct me if I'm wrong but wasn't twilight princess ganon relatively immobile? Like his armor is so thick he stayed standing when he died.
@@ElTaitronAnim I think it's a reference to Benkei's standing death. He was a monk in a lot of samurai stories. The legend is he was defending a bridge by himself against an army of archers, so they all shot him from a distance. They clearly hit him multiple times, but he continued standing, so they were afraid to approach. Eventually they went up to him and saw that he had been hit by so many arrows that they were preventing his body from falling over
31:08 I think what's happening is that, at the end of the throw, Cloud's facing slightly too far to the right for his idle. However, instead of rotating him like 1 degree to the left, they actually rotate him 359 degrees to the right, making him spin in a full circle. This doesn't happen at normal speed because the rotation happens between two frames, but slowing the game down adds those frames in the middle of the animation.
on the right track, but the "359 degree turn" thing isnt quite right. its a bit of a tricky one to explain because some characters are programmed to mechanically turn themselves the other way after a throw (DK, mario, cloud, etc) their animation needs to almost "artificially" end in their idle, but mirrored, even before the game registers the character to be considered facing the other way. from that point the game needs to actually mechanically turn the character around, but also set the animation to idle on the same exact frame, so that the "fake" facing-left cloud in the backthrow animation ends up snapping to his real facing-left idle animation. the reason we can see a frame of interpolation is the product of this mechanic in play is that the backthrow animation is one frame off from when his character is set to actually turn. this is very likely a case of the animation itself being either sped up or slowed down by a frame during production, causing the specific anim-end frame to no longer line up with the character-turn frame. its an incredibly rare scenario as cloud is one of 3 non-ambidextrous characters to have a back throw that mechanically turns the character around, the others who are like this just dont have the human error attached LOL
K. Rool's back throw is absolutely top tier. Dragging the opponent's face across the floor is brutal but also fitting for his character. I thought Ridley's was similar but I was thinking of Space Pirate Rush
Wouldn’t it be the opposite? Roy’s Melee dash attack had its animation changed but the attributes were the same as Marth’s, but Roy’s Ultimate back throw had its attributes changed but the animation is the same as Marth’s.
Just to clarify, for certain throws, especially the ones pulled from styles like judo, the thrower touching the ground doesn't need a thumpy feel. The thrower (tori) doesn't crash into the ground (why knock the wind out of yourself to throw someone). Ryu's throw shows him shifting onto his back as he does in both the game and with the real life move. Ken's is a little less explainable, but that probably comes with the flashiness.
It has been TOO long since a video here I genuinely think you're a top tier content creator smash bros doesn't appreciate enough. Your main channel is so high quality with incredible editing and this channel is great in its own right as listenable, interested and well structured content
With Ryu, Ken, and Hero, they aren’t so crashing to the floor, rather rolling their momentum to the ground to launch the opponent. They aren’t falling, they’re moving to the floor.
snake's backthrow is a direct rip from his CQC moveset in snake eater, although in that game it is A LOT more violent as the move there slams the enemy into the ground to knock them unconscious, and the collision is really loud and impactful
You didn't even mention that k rool's has a fire trail effect because he's generating so much friction. He has he best overall animations in the game in my opinion.
52:15 I think that Jigglypuff’s lack of deflation (for lack of a better term) is probably because it’s too short. Pretty much every opponent hits the ground first, so Jiggs never even lands, which is what really causes it to go flat. I’d put it in A tier.
The roy chrom thing almost feels like late in development they realized back throw was a easy kill confirm and decided rather than change the animation, the knockback, or the first actionable frame, to just make the throw earlier in the animation
Sephiroth and Meta Knight have to be my favourites because of how they play with the idea of throwing someone backward (which is a funny way of saying I really like teleporting).
For 32:20, I have an explanation, since I've done some 3D game animations myself, and it is an interpolation issue. Basically, it has to do with the variables behind the animation. Cloud when facing right can be considered to have 0 degrees of rotation on the Z (vertical) axis, and when facing left, his rotation is 180 degrees. However, the spin's animation makes him turn in the opposite direction, the animation ending with Cloud at -180 degrees instead of positive 180. At normal speed, you won't see this since the animator will just sync up the flipped and normal poses, however when interpolating them, Cloud will do a 360 degree spin from -180 to 180. The reason this happens with Cloud and not any other characters is a bit more technical, but can be summarized that the wonky animation isn't exactly interpolated, rather it's considered animation blending since it's a jump from one unique animation (the throw) to another (the idle) and Cloud hasn't turn greater than 180 degrees. Also, game engines only go from -180.0 to 179.99... and will overflow/underflow if the Z rotation variable exceeds either amount. So, in reality, Cloud turned LESS than 180 degrees, which is why the full rotation occurred. That is my interpretation at least, having done a couple animations that involve a spin, I've had to deal with this issue, and I tend to just have one animation be the turn, then the next frame silently do a 360 with snap-to-position on that single frame to avoid these interpolation issues.
I love how vicious Ridley’s back throw looks, but then when I use it I always get disappointed by how weak it is. Also does anybody else like MK back throw? I can’t really say why, I just think it looks cool.
As someone who’s actually done some judo I actually really like how Hero’s back throw is animated, the way he goes down and gets back up so smoothly is how you would *want* a throw like that to go. You obviously don’t want to be slamming your own back into the ground to throw someone lol, you actually want to go down with a bit more of a smooth roll like that so you don’t hurt yourself. I know it doesn’t have that video gamey sense of impact but I still like it. (Fun fact, Judo actually translates to the gentle way, which sounds hilariously unfitting on the surface but the art is about smooth manipulation of your enemy’s body, momentum, and weight which also requires the same smoothness in handling your own body, and I feel like this throw does a nice job embodying that)
That's my issue with his ranking. The move doesn't look sharp because it's not supposed to be, and the movements are somewhat stiff and don't flow well because they don't in real life.
I noticed a common complaint among throws that use the martial arts move-- the, how you say "tomoe nage"-- that there's not enough of an impact when they hit their back against the ground. I feel like that's kind of the point, isn't it? The idea isn't that they're slamming their backs onto the ground to make a throw. That would hurt. They bend their legs to lower them to the ground, and *roll* onto their backs to use that momentum to propel the opponent.
The interpolation issue with Cloud's back throw might be stemming from the fact that it turns him around, so the game interpolates a frame or 2 of him turning around as he returns to idle.
i'm thinking that maybe him returning to idle stance and turning to face the other way happen on the same frame, and slowing the game stretches that process out in a weird way?
@@ScLuigi I looked at the animation script and it turns Cloud around on frame 15 (the frame the throw hitbox ends), so my guess is the game checks his facing direction once he's idle again. Since frames are being interpolated, the game assumes he's still facing the same direction for a few frames (real time) until, in-game, Cloud's state switches to idle, the game checks his facing direction, and his model is corrected. Edited bc I clicked post on accident before I finished
One thing I want to say for this whole series is that I really appreciate your ability to describe the animation in hyper-specific terms. I try to "play along" and look at each of these animations as I'm watching, try to assess what I like or dislike. But it's hard to convey that, especially when this selection of moves was basically an assortment of backwards tosses, spins, kicks, and slams. You use a very descriptive vocabulary that's quite illuminating.
it's a weird thing to say but Min Min in general may have the best recovery animations in the game. they've all got a ton of personality and really fun trajectories i'll never get tired of watching her get back up from a down smash
@@FedoraKirb I think you mean the opposite... an old idea with a new animation. Conceptually its the same, but the animation is slightly different and more fitting for Sheik.
Surprised nobody mentioned this, Steve Back Throw is a Reference to Minecraft, it's literally how the Fishing Rod _actually_ works, it doesn't pull objects to you but instead flings them right past you, essentially throwing them backwards. His Back Throw animation is basically a more Stylized version of the mechanic.
I know where Doc is going And I'm pretty sure the "spinning mario throws" that lack a hitbox are that way because the characters are holding their victims closer to their body as they execute it.
I think more back throws should utilize the space in front of the character to build up speed. For example, what if Robin pushed you forward and then use very strong wind particles to make you move very fast while frantically moving out of the way. I think that could be cool.
I still remember MockRock citing Dr. Mario’s back throw animation as the best in the game in his clones video. Let’s see if that holds true three years later.
- Sora's is a brilliant smooth animation. It being the same idea as Mario's throw should not detract from the animation itself, and if anything works as a connective tissue between the first and the final smash fighters - similar to how Banjo links to Mario because of N64 platformer era stuff. Its unique enough with the unique flowing animation to warrant being at least on par with Mario's. Personally I think it is much better due to how unique the keyblade disappearing is and the slightly overexaggerated Disney-esque animation with how he performs an extra almost unnecessary spin before returning to idle - the Disney style exaggeration helps a ton of his moves to stand out despite perhaps having very similar overlap with other moves in the game (e.g. his up air). - With the shotos and Hero the solid landing on their backs is the point - its a controlled martial arts technique, and the rigid ending reinforces that. Toon Links is more cartoony to fit his character and as such he has a less solid landing on his back, but it still works very well for him for this reason. - For Pacman I think the rather abrupt stop to his spin provides a sense that there is a lot more force being applied to the throw, almost like how a cartoon character digging their feet into the floor to stop running also suggests there being extreme force behind the run - in this case, replace the running with spinning and I think it matches the concept similarly. - With Zelda I think it looks weaker because the opponent does not follow her hand's arc very accurately, with the opponent lagging behind a good bit. As such it almost seems as if they get thrown too late for there to be any force behind it, despite the ingame function being the contrary - look to Mewtwo's back throw to see how the opponent should move along with the arc of the hand. - Min Min's returning to idle animation as she gets up looks incredibly unnatural - how is she creating the force to get up? Her arms don't even touch the floor (let alone push into the floor) to suggest she is using them to get up, and it does not look like she is using her legs either - it looks like she just sort of pivots on her feet to get up? To me it looks like she has a string attached between her shoulders that is being pulled directly up to return her to her idle state; it looks almost puppet-like. - Incineroar's looks like it should bury the opponent with how much force is being applied. It would work as a free kill follow up too, which effectively is the same as the absurdly early kill potential it already has so it wouldn't be much of an issue design wise - plus a revenge boosted one would apply massive damage as the opponent gets buried, which would mean they natrually stay in the floor longer too.
Yeah, its kinda awkward how the opponent is shot from Incineroar like that, even in normal speed, burying them would make much more sense, and would make it even more unique overall, as well as fitting, because burying and trapping the opponent on the ground sounds like a dirty tactic a heel would do if they could
Banjo main/fan here, and considering how the duo's animations are top tier almost across the board, their backthrow is a rare miss. _Especially_ considering the fact that they _could've_ made it a very blatant "Pack Whack" reference. In Tooie, Banjo does swing his backpack around, but he only does so once. And that one swing looks and feels like it hits _hard._ Giving him that kind of swing backthrow, but making him only swing them once (like a mix of Mario and Dr. Mario) would've been _sick._
I so wish they would do the incineroar pause thing right before the suplex instead of when hitting the ground. So he winds up, holds the opponent above him for a split second and than boom. A quick death.
In terms of animation, Incineroar and Doc are my fav back throws. Incin's back throw is just RAW as hell with that suplex And Doc has the "this clinic is closed, it's time to go home" yeet
Man. Your content is so top quality that I don’t mind the wait to get it. This series gives me a lot of appreciation for things that I mostly overlook, but it also ruins a few things for me, like I’ll never be able to look at Roy and Chrom’s back-throw the same way again. King K. Rool consistently proves that he was done a great service in this game animation wise.
I might be a little bit biased because I main Incineroar, but for me personally I think the long pause when him and the opponent crash into the ground is a boon to the back throw. Combine that with the sound it makes and it really emphases the sheer strength of the throw, especially when its used as the killing move at the end of a match and the camera zooms in. Although I do have to admit, it does look a little wonky how they stop for a second and then go flying.
Love to see something as minor as throws getting spotlight here, very agreeable as ever. I don't think Wolf's is as bad as you make out, always thought that was pretty cool? But as ever I learned so much
The amount of edits in this video is actually surprisingly great, like it has more edits than the other animation tierlists videos and i know this night not sound as much but the fact that it is in a 1 hour and half long video is surprising to me. Also this totally answers my question with the throw animation stuff which is good and i didn't expected a throw animation video to go this long, but i'm not complaining at all.
With incineroar i feel like that little pause just gives that extra OOMPH imo, like your head got slammed RIGHT into the ground your brain is probably shook af Also with jigglypuff and kirby’s suplex they’re both not actually hitting the floor lmao suplexes don’t do that or else you’d be hurting yourself just as much as your opponent
I think some of the 'desynched' throws like Zelda, Lucas, and Greninja are conveying a whip around feeling with the delay. Look at Steve's and how the opponent is thrown well after the rod stops moving. It's easy to see with Steve since the fishing line is visible, and I think the others look good if you know what they're doing. Also, the pause on Incineroar's is just really high hitlag for exaggerated impact, like when a revenge side-b connects.
With the "judo throw" (tomoe nage), it isn't the impact with the ground that make the strength but how much backwards momentum is built in the opponent before the leg is fully extended to give the final push of all that force in the right direction before letting go of them. Not having a beefy smack with the ground is actually good technique, because all that does is impart wasted inertia into the ground that should be transferred by the leg.
I personally love this channel the more informal and opinion based content is a very refreshing contrary take of your mock rock channel. I love both of the channels but I have a sweet spot for you just talking. Love the content.
zss back throw is more of a swing kick than a push kick, kind of like kens spin kick he does (i forgot which move it is). if you watch closely she is swinging her leg toward her opponent, not jerking it out to them
It took me a while to notice the flames on K.Rool's back throw every time I notice some orange yellow until I've realized it's flames. Like you said it does fit his character very well.
I love these videos. I watch them over and over and never get bored of them. I really enjoy this throw episode. Though, I main Zelda, so seeing her back throw (one my favorite back throws) put in C tier made me sad. But, your reasons are justified. Just great job on this video and I am very much looking forward for the next animation tier list (and I don't even mind the wait because the amount of work and effort you put in with editing and filming these videos make it completely worth the wait)
I kind of disagree about byleth. I mean I don't think incorporating the lance would be a bad idea and I think you could maybe do something cool with having them do a toss-into-stab thing with the animation like how fox and falco do a toss into a gun shot. Probably would've looked really cool. But what they went with was really the more creative interpretation IMO. Having them wrap the chain sword around their opponent is an interesting way to build off of the sword's unique aspects, whereas I'm not sure you could do something as interesting with the lance. I think it would've worked to stick with the direction gimmick for the throws, but for me it doesn't really bring them down just using the sword.
I would argue for the judo type back throws the fact that they *don't* crash into the ground shows that the technique is good, if you look at real judo masters preforming this throw they are very controlled and accurate as to not hurt their backs on the way down
To be fair to Shiek as a character, in the context of OoT, she had to live through Ganon's take over of Hyrule in real time. So that's multiple years of hiding and probably fighting she had to do.
If you wanted to go the "pummel should incorporate the bow in some way" route for byleth, maybe make it so that the pummel stabs you with an arrow? still connected to the bow, and much simpler to implement visually
I'm about halfway through and generally (like usual) agree with almost all of your points on most of the throws with just a few disagreements. For Diddy, I think there's a lot of personality and it's an incredibly unique animation. Especially when it comes to such a small character, having that kind of power is difficult to create in a way that fits the animation and I think it does a pretty solid job. Sheik is a frustrating one because I agree that it's a stellar animation but the angle is just... Wrong. I'm a big fan of the side kicks done well (Ike's in particular, I wasn't a huge fan of until I saw it slowed down and oh my goodness does he have immaculate form on the step up) but sheik's is at such a low angle for it to send so upward that it kinda doesn't work for me. Onto Pac-Man, I actually really like his as well, I think it's SIMILAR to the Mario but also I think it's a bit harsh to call every spinning back throw a "Mario." When it comes to actually picking up and throwing another person/person-sized character, there's only so many motions that fit kill throws and a wound up spinning toss definitely works. For this animation in particular, the difference in angle (with Mario's being very horizontal and Pac-Man throwing at a kind of upward diagonal) is a refresher along with his expressions. And for the little stop and lean back on both legs, I think if he leaned forward more after that he'd probably topple over, SPECIFICALLY because of the diagonal upward he's kinda bracing himself against gravity a bit more so he doesn't chuck himself down after he lets go. The one BIG gripe I have is with peach and daisy. I think saying there's not a lot of power in their back throw is also kind of forgetting that pretty much every "hip" based attack they have is a kill option, with back air sharing a very similar idea just aerial instead of grounded. And for the toads, I think that they're less of "we need this character to attack for every throw" and more of "this is a cute detail that casual players will hopefully enjoy." The argument of toad being distracting is, to me, pretty null considering he does the exact same animation as the princess. I think the general challenge of making so many animations for so many characters is giving each one its own personality, and peach having toad at least show up for all of her throws is a great way to show that.
If there was a “funniest throw animations” I think Luigi’s back throw would also have to be S-tier. As a luigi main it’s hard not to laugh mid-game when using the move😂
It wouldn't work as a back throw, but I'd love to see Sora use the same throw as Sully when he throws Vanitas in Monstropolis. If you've never seen that before, do yourself a favor, and look it up and enjoy.😂
As a K Rool main, I love his back throw. My favorite time to use it is on the final stock. My friends are really good at mashing out of grabs, and more specifically getting out of his down throw, but when I grab them at a high percentage, I LOVE hearing them sigh and give up on button mashing and just accept their death. Not only that, but in the kill spark freeze frame, every character's eyes are wide open and they plank as they're being thrown, and I've dubbed it the Gangplank. I just love screaming "you just got gangplanked! Send this to all of your friends to totally gangplank them!" as I'm boasting in the win screen
Weird pick, but Rosalina's Back Throw is my favorite in the game. I know it ended up in S tier so it's probably not that weird, but it might be strange just because of heavy candidates like King K. Rool and Sephiroth. Something about the orbital motion and the great momentum it builds up just makes it so satisfying to see in action.
13:26 martial artist is a job class In dragon quest (classes aren’t in 11 but I digress) but that was probably the idea Coulda also been inspired by how Toriyama’s artsyle is heavily associated with martial arts for reasons I’m sure are obvious
"Marth, and the other various Marths..." It almost feels like you're DARING someone to gripe about it. Another entertaining and elucidating video. I don't know what other people say about it, but I really enjoy you going through the minutiae of the animations. It showcases details that I really just never would have noticed playing the game normally. I know these probably take nigh forever to make but I hope it's rewarding enough that you keep doing it.
54:30 my BEST guess is this: Lucario is based on boxing (boxing has roots in Egypt, Lucario is a Fighting-type based on Anubis) among other various fighting styles, and, just like Little Mac, he probably is trying to keep proper fighting stance.
I think Lucario as asymmetrical because he’s supposed to be in a fighting stance, if I remember correctly most martial arts/fighter type characters aren’t ambidextrous
I wonder how it would look if they made Roy and Chrom have more of a "stomp" rather than a trip, I think it would work well for the faster animation and different angle.
Tbh, Megaman’s back throw should’ve been a reference to deep digger from Megaman V. A weapon very similar to super arm except it throws straight forward instead of having an arc to it like super arm. Perfect for a kill throw.
I haven't watched the full video yet, but after seeing that sponsorship, I had to get my thoughts down. And my thoughts are: MockRock blew it. That was a FANTASTIC hook to a sponsorship, and creating a fake ad full of buzzwords was very attention grabbing, but this should have been saved for the next VPN sponsorship. Something like "The internet is a tricky, deceptive place. That's why you need ___ VPN to protect you so that you can browse in peace". The meta joke of "all youtubers will eventually tell you to play RAID" just didn't live up to what I was ready for.
Looks like the weightiest version of a throw if even from the fact alone they gotta get you thrown from the opposite direction you're facing. There may be some other funny throws like burrowing ones, but these are my main idea of a throw.
Not too relevant but I find it interesting Link's forward throw might have inspired an animation in BotW, where when he throws a Stalkoblin head, he kicks it! Might just be a coincidence, but the animation is pretty similar.
46:15 Commenting for the algorithm but I'll also just say here that technically conservation of momentum means that if sonic stops quickly while pikachu goes flying, then sonic actually succeeded in transferring the force of the spin into the throw
18:21 I wonder if they could’ve implemented a system where, if one of kazuya’s moves hit you hard enough to send you into the blast zone (so has red sparks), there would be additional hitpause, even if it’s not the last stock of the game. Not a full-on zoom-in, but something more akin to what a kill move for other characters would look like, to emphasize the strength of the move only if it actually has the potential to kill the opponent
I do find it weird that Mii Gunner’s back throw is always the laser even if you haven’t chosen that for neutral special, would have been cool to see a throw change depending on your choice for another move
Wii fit trainers down throw would be a lot more interesting if it did follow the trajectory of her kick more accurately. Then it could be a downward angle semi spike kill throw. Every other kill throw is either fairly horizontal or angled up somewhat.
I guess the cloud thing is because when he ends the animation, he faces left, but he was faxing right before the throw so he snaps to facing left but the move makes him facing left so he immediately snaps back to left. Idk, just a theory
One quick thing for daisys' throw, blue toad was given a name his name's buckenbarry and he's doing his best at being a named character of the Mario series.
That sounds made up... I'm almost certain his name is just "Blue Toad." He's certainly iconic, being one of the toads in the New Super Mario Bros. series as well as in Super Mario World, but that's definitely not his name. (I just looked it up, that's just the joke nickname a few of the devs made for the character and its not officially canon).
@@lasercraft32 the monster hunter community clung to calling one of the monsters "Steve" for the same reason, why can't the Mario community do the same.
One minor point, unlike most kick-type back throws, ZSS doesnt use a TKD-style back kick, with the impact deliverered through the heel. It's a roundhouse, that strikes with the top of the foot. Her not bending her leg much is the proper form.
✅ Install Raid for Free Mobile and PC: clik.cc/sdibU and get a special starter pack with an Epic champion Knight Errant 🎉 Thanks for watching everyone! Series has been on the backburner for a little bit while I worked on some big videos on my main channel, but this was a fun one to come back with. Let me know what you thought!
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In advance, I want everybody who came to this comment section to say "no" to seriously stfu and think...mans is paying bills. This is a SKIPPABLE ad. You are CHOOSING to be a shithead. Just don't. Sry for rant, it just peeves me so bad when TH-camrs get shit on for sponsorships. If I see 1 more comment like that, I am close to snapping...ANYway happy to finally be early to a MockRock vid, and no toxicity in sight for now
@@ExistentialCrisis1984 you are asking to be trolled my friend
no
I thought I was having a feverdream during the sponsored section
Bruh having cloud looking straight at the camera for a single frame that the players can't even notice it is a terrifying idea
I like how ike is basically the most athletic and jumpy character in fire emblem but sakurai was like "what if ike had arthritis in his knees and back"
Same with Ganondorf for Brawl. He’s just as agile as Link in his boss battle, but in Brawl he moves like a 90 year old great grandpa
@@gebis8515 correct me if I'm wrong but wasn't twilight princess ganon relatively immobile? Like his armor is so thick he stayed standing when he died.
@@gameboyn64 I think Ganondorf staying upright as he dies is more a testament to his incredible strength.
@@ElTaitronAnim I think it's a reference to Benkei's standing death. He was a monk in a lot of samurai stories. The legend is he was defending a bridge by himself against an army of archers, so they all shot him from a distance. They clearly hit him multiple times, but he continued standing, so they were afraid to approach. Eventually they went up to him and saw that he had been hit by so many arrows that they were preventing his body from falling over
@@gameboyn64 it’s not that he couldn’t move quickly, it that he choses not to.
31:08 I think what's happening is that, at the end of the throw, Cloud's facing slightly too far to the right for his idle. However, instead of rotating him like 1 degree to the left, they actually rotate him 359 degrees to the right, making him spin in a full circle.
This doesn't happen at normal speed because the rotation happens between two frames, but slowing the game down adds those frames in the middle of the animation.
on the right track, but the "359 degree turn" thing isnt quite right. its a bit of a tricky one to explain
because some characters are programmed to mechanically turn themselves the other way after a throw (DK, mario, cloud, etc) their animation needs to almost "artificially" end in their idle, but mirrored, even before the game registers the character to be considered facing the other way. from that point the game needs to actually mechanically turn the character around, but also set the animation to idle on the same exact frame, so that the "fake" facing-left cloud in the backthrow animation ends up snapping to his real facing-left idle animation.
the reason we can see a frame of interpolation is the product of this mechanic in play is that the backthrow animation is one frame off from when his character is set to actually turn. this is very likely a case of the animation itself being either sped up or slowed down by a frame during production, causing the specific anim-end frame to no longer line up with the character-turn frame.
its an incredibly rare scenario as cloud is one of 3 non-ambidextrous characters to have a back throw that mechanically turns the character around, the others who are like this just dont have the human error attached LOL
@@reubenazza5551 That's a helpful explanation. Very clear.
I better see Incineroar and Dr. Mario in S tier
And many other suplex and suplex like attacks
Doc's Back throw is probably my favorite animation in the entire game
Of course
You’re gonna be half disappointed
I love Doc's back throw hes like get the f out of here you are super sick
K. Rool's back throw is absolutely top tier. Dragging the opponent's face across the floor is brutal but also fitting for his character. I thought Ridley's was similar but I was thinking of Space Pirate Rush
I heard commentators refer to it as the credit card swipe and I've been using that ever since
@@vleessjuuimagine being debited or credited because a big repitle didn't like you lmfao
Hard agree ngl!
@@a1marine105 No need to imagine, all you have to do is antagonize Geico. Oh wait, never mind, that's a *small* reptile...
Roy's back throw in Ultimate is the same story as his dash attack in Melee. Can't believe they keep doing him dirty like this 😔
HCUFURHFY
@@DoMorrMusic u ok?
@@KR_Kosmik yeah.
Wouldn’t it be the opposite? Roy’s Melee dash attack had its animation changed but the attributes were the same as Marth’s, but Roy’s Ultimate back throw had its attributes changed but the animation is the same as Marth’s.
@@KR_Kosmik
BUSTER WOLF!
Just to clarify, for certain throws, especially the ones pulled from styles like judo, the thrower touching the ground doesn't need a thumpy feel. The thrower (tori) doesn't crash into the ground (why knock the wind out of yourself to throw someone). Ryu's throw shows him shifting onto his back as he does in both the game and with the real life move. Ken's is a little less explainable, but that probably comes with the flashiness.
It has been TOO long since a video here
I genuinely think you're a top tier content creator smash bros doesn't appreciate enough. Your main channel is so high quality with incredible editing and this channel is great in its own right as listenable, interested and well structured content
With Ryu, Ken, and Hero, they aren’t so crashing to the floor, rather rolling their momentum to the ground to launch the opponent. They aren’t falling, they’re moving to the floor.
"That's not falling, it's moving with style" ~ Woody
Yeah I think he wasn't analyzing it right, they look fine
That is a fall, though. It's just a martial arts throw on top of it.
Palu could be hilarious, like she taps the ground with her staff and grants you the power of flight and you just shoot off
Pit: “YES! THAT’S HOW IT FEELS!”
They need to make Palutena's moveset sillier because she probably is the goofiest female character in Smash.
@@heartnet40 jigglypuff:
(i actually don't know if she was confirmed female or if that was just assumed but whatever, technically still possible)
@@heartnet40 Goofy Godess 😊
@@heartnet40 wendy
snake's backthrow is a direct rip from his CQC moveset in snake eater, although in that game it is A LOT more violent as the move there slams the enemy into the ground to knock them unconscious, and the collision is really loud and impactful
Forever indebted to that slam throw 🙏
Ness’ Back Throw has always amused me from the moment I saw it. It works so nicely for everything.
It’s like “IM USING EVERY OUNCE OF BRAIN POWER I HAVE TO MAKE YOU FUCK OFF”
You didn't even mention that k rool's has a fire trail effect because he's generating so much friction. He has he best overall animations in the game in my opinion.
That's from incineroars belt
@@dextra_24703 no, the fire trails appears with all characters
That’s genuinely hilarious that cloud’s back throw breaks so bad once you interpolate it. It’s so random 💀
I can't wait for you to get to the Neutral Air Animation Tier List and then have to rank, like, 14 different versions of the "sex kick."
52:15 I think that Jigglypuff’s lack of deflation (for lack of a better term) is probably because it’s too short. Pretty much every opponent hits the ground first, so Jiggs never even lands, which is what really causes it to go flat. I’d put it in A tier.
The roy chrom thing almost feels like late in development they realized back throw was a easy kill confirm and decided rather than change the animation, the knockback, or the first actionable frame, to just make the throw earlier in the animation
Sephiroth and Meta Knight have to be my favourites because of how they play with the idea of throwing someone backward (which is a funny way of saying I really like teleporting).
For 32:20, I have an explanation, since I've done some 3D game animations myself, and it is an interpolation issue.
Basically, it has to do with the variables behind the animation.
Cloud when facing right can be considered to have 0 degrees of rotation on the Z (vertical) axis, and when facing left, his rotation is 180 degrees.
However, the spin's animation makes him turn in the opposite direction, the animation ending with Cloud at -180 degrees instead of positive 180.
At normal speed, you won't see this since the animator will just sync up the flipped and normal poses, however when interpolating them, Cloud will do a 360 degree spin from -180 to 180.
The reason this happens with Cloud and not any other characters is a bit more technical, but can be summarized that the wonky animation isn't exactly interpolated, rather it's considered animation blending since it's a jump from one unique animation (the throw) to another (the idle) and Cloud hasn't turn greater than 180 degrees.
Also, game engines only go from -180.0 to 179.99... and will overflow/underflow if the Z rotation variable exceeds either amount. So, in reality, Cloud turned LESS than 180 degrees, which is why the full rotation occurred.
That is my interpretation at least, having done a couple animations that involve a spin, I've had to deal with this issue, and I tend to just have one animation be the turn, then the next frame silently do a 360 with snap-to-position on that single frame to avoid these interpolation issues.
I love how vicious Ridley’s back throw looks, but then when I use it I always get disappointed by how weak it is.
Also does anybody else like MK back throw? I can’t really say why, I just think it looks cool.
Teleportation is cool, that's why. It always looks clean😊
As someone who’s actually done some judo I actually really like how Hero’s back throw is animated, the way he goes down and gets back up so smoothly is how you would *want* a throw like that to go. You obviously don’t want to be slamming your own back into the ground to throw someone lol, you actually want to go down with a bit more of a smooth roll like that so you don’t hurt yourself. I know it doesn’t have that video gamey sense of impact but I still like it. (Fun fact, Judo actually translates to the gentle way, which sounds hilariously unfitting on the surface but the art is about smooth manipulation of your enemy’s body, momentum, and weight which also requires the same smoothness in handling your own body, and I feel like this throw does a nice job embodying that)
That's my issue with his ranking. The move doesn't look sharp because it's not supposed to be, and the movements are somewhat stiff and don't flow well because they don't in real life.
I noticed a common complaint among throws that use the martial arts move-- the, how you say "tomoe nage"-- that there's not enough of an impact when they hit their back against the ground.
I feel like that's kind of the point, isn't it? The idea isn't that they're slamming their backs onto the ground to make a throw. That would hurt. They bend their legs to lower them to the ground, and *roll* onto their backs to use that momentum to propel the opponent.
The interpolation issue with Cloud's back throw might be stemming from the fact that it turns him around, so the game interpolates a frame or 2 of him turning around as he returns to idle.
i'm thinking that maybe him returning to idle stance and turning to face the other way happen on the same frame, and slowing the game stretches that process out in a weird way?
@@ScLuigi I looked at the animation script and it turns Cloud around on frame 15 (the frame the throw hitbox ends), so my guess is the game checks his facing direction once he's idle again. Since frames are being interpolated, the game assumes he's still facing the same direction for a few frames (real time) until, in-game, Cloud's state switches to idle, the game checks his facing direction, and his model is corrected.
Edited bc I clicked post on accident before I finished
One thing I want to say for this whole series is that I really appreciate your ability to describe the animation in hyper-specific terms. I try to "play along" and look at each of these animations as I'm watching, try to assess what I like or dislike. But it's hard to convey that, especially when this selection of moves was basically an assortment of backwards tosses, spins, kicks, and slams. You use a very descriptive vocabulary that's quite illuminating.
Pac-Man's is kinda whimsical, I like it well enough. He's definitely cartoony enough to make it work if it could be considered workable.
it's a weird thing to say but Min Min in general may have the best recovery animations in the game. they've all got a ton of personality and really fun trajectories
i'll never get tired of watching her get back up from a down smash
Sora also has some really nice recovery animations but that might be because floaty design
Mockrock: Yeah they're just copying Mario...
Also Mockrock: I like how Shiek's back throw parallels Link's. *puts it in A tier...
“Copy” vs “parallel.” Shiek brings a new idea with an old animation.
@@FedoraKirb I think you mean the opposite... an old idea with a new animation. Conceptually its the same, but the animation is slightly different and more fitting for Sheik.
@@lasercraft32 Yeah, that’s a more accurate way to put it.
Surprised nobody mentioned this, Steve Back Throw is a Reference to Minecraft, it's literally how the Fishing Rod _actually_ works, it doesn't pull objects to you but instead flings them right past you, essentially throwing them backwards. His Back Throw animation is basically a more Stylized version of the mechanic.
I know where Doc is going
And I'm pretty sure the "spinning mario throws" that lack a hitbox are that way because the characters are holding their victims closer to their body as they execute it.
I think more back throws should utilize the space in front of the character to build up speed. For example, what if Robin pushed you forward and then use very strong wind particles to make you move very fast while frantically moving out of the way. I think that could be cool.
I still remember MockRock citing Dr. Mario’s back throw animation as the best in the game in his clones video. Let’s see if that holds true three years later.
- Sora's is a brilliant smooth animation. It being the same idea as Mario's throw should not detract from the animation itself, and if anything works as a connective tissue between the first and the final smash fighters - similar to how Banjo links to Mario because of N64 platformer era stuff. Its unique enough with the unique flowing animation to warrant being at least on par with Mario's. Personally I think it is much better due to how unique the keyblade disappearing is and the slightly overexaggerated Disney-esque animation with how he performs an extra almost unnecessary spin before returning to idle - the Disney style exaggeration helps a ton of his moves to stand out despite perhaps having very similar overlap with other moves in the game (e.g. his up air).
- With the shotos and Hero the solid landing on their backs is the point - its a controlled martial arts technique, and the rigid ending reinforces that. Toon Links is more cartoony to fit his character and as such he has a less solid landing on his back, but it still works very well for him for this reason.
- For Pacman I think the rather abrupt stop to his spin provides a sense that there is a lot more force being applied to the throw, almost like how a cartoon character digging their feet into the floor to stop running also suggests there being extreme force behind the run - in this case, replace the running with spinning and I think it matches the concept similarly.
- With Zelda I think it looks weaker because the opponent does not follow her hand's arc very accurately, with the opponent lagging behind a good bit. As such it almost seems as if they get thrown too late for there to be any force behind it, despite the ingame function being the contrary - look to Mewtwo's back throw to see how the opponent should move along with the arc of the hand.
- Min Min's returning to idle animation as she gets up looks incredibly unnatural - how is she creating the force to get up? Her arms don't even touch the floor (let alone push into the floor) to suggest she is using them to get up, and it does not look like she is using her legs either - it looks like she just sort of pivots on her feet to get up? To me it looks like she has a string attached between her shoulders that is being pulled directly up to return her to her idle state; it looks almost puppet-like.
- Incineroar's looks like it should bury the opponent with how much force is being applied. It would work as a free kill follow up too, which effectively is the same as the absurdly early kill potential it already has so it wouldn't be much of an issue design wise - plus a revenge boosted one would apply massive damage as the opponent gets buried, which would mean they natrually stay in the floor longer too.
Yeah, its kinda awkward how the opponent is shot from Incineroar like that, even in normal speed, burying them would make much more sense, and would make it even more unique overall, as well as fitting, because burying and trapping the opponent on the ground sounds like a dirty tactic a heel would do if they could
Nah I rather not have it get buried
Mewtwo's back throw has always been a favorite of mine. I'm glad to see you think the same way.
Banjo main/fan here, and considering how the duo's animations are top tier almost across the board, their backthrow is a rare miss. _Especially_ considering the fact that they _could've_ made it a very blatant "Pack Whack" reference. In Tooie, Banjo does swing his backpack around, but he only does so once. And that one swing looks and feels like it hits _hard._ Giving him that kind of swing backthrow, but making him only swing them once (like a mix of Mario and Dr. Mario) would've been _sick._
a *rare* miss i see
I so wish they would do the incineroar pause thing right before the suplex instead of when hitting the ground. So he winds up, holds the opponent above him for a split second and than boom. A quick death.
Oh my god i never realized how brutal terry's back throw is jeez
In terms of animation, Incineroar and Doc are my fav back throws. Incin's back throw is just RAW as hell with that suplex
And Doc has the "this clinic is closed, it's time to go home" yeet
Man. Your content is so top quality that I don’t mind the wait to get it.
This series gives me a lot of appreciation for things that I mostly overlook, but it also ruins a few things for me, like I’ll never be able to look at Roy and Chrom’s back-throw the same way again.
King K. Rool consistently proves that he was done a great service in this game animation wise.
man this is such a throwback.
I'll escort myself out
I might be a little bit biased because I main Incineroar, but for me personally I think the long pause when him and the opponent crash into the ground is a boon to the back throw. Combine that with the sound it makes and it really emphases the sheer strength of the throw, especially when its used as the killing move at the end of a match and the camera zooms in. Although I do have to admit, it does look a little wonky how they stop for a second and then go flying.
Love to see something as minor as throws getting spotlight here, very agreeable as ever. I don't think Wolf's is as bad as you make out, always thought that was pretty cool? But as ever I learned so much
The amount of edits in this video is actually surprisingly great, like it has more edits than the other animation tierlists videos and i know this night not sound as much but the fact that it is in a 1 hour and half long video is surprising to me.
Also this totally answers my question with the throw animation stuff which is good and i didn't expected a throw animation video to go this long, but i'm not complaining at all.
thank you for making my animations more realistic by talking about how to in terms i can understand
All the giant swing throws should go into the "Wheeee!" tier
With incineroar i feel like that little pause just gives that extra OOMPH imo, like your head got slammed RIGHT into the ground your brain is probably shook af
Also with jigglypuff and kirby’s suplex they’re both not actually hitting the floor lmao suplexes don’t do that or else you’d be hurting yourself just as much as your opponent
I tend to agree a lot with these tier lists, but no way is Incineroar A tier. Literally my favorite throw animation overall. Great video regardless!
It's criminal that Wario doesn't say "Have a Rotten Day!" and "Get outta Here!" when using back throw.
I think some of the 'desynched' throws like Zelda, Lucas, and Greninja are conveying a whip around feeling with the delay. Look at Steve's and how the opponent is thrown well after the rod stops moving. It's easy to see with Steve since the fishing line is visible, and I think the others look good if you know what they're doing.
Also, the pause on Incineroar's is just really high hitlag for exaggerated impact, like when a revenge side-b connects.
With the "judo throw" (tomoe nage), it isn't the impact with the ground that make the strength but how much backwards momentum is built in the opponent before the leg is fully extended to give the final push of all that force in the right direction before letting go of them. Not having a beefy smack with the ground is actually good technique, because all that does is impart wasted inertia into the ground that should be transferred by the leg.
Ik I’m late but something I like about docs is that if you kill someone with it he does the hand cleaning thing which is really cool
I personally love this channel the more informal and opinion based content is a very refreshing contrary take of your mock rock channel. I love both of the channels but I have a sweet spot for you just talking. Love the content.
zss back throw is more of a swing kick than a push kick, kind of like kens spin kick he does (i forgot which move it is). if you watch closely she is swinging her leg toward her opponent, not jerking it out to them
It took me a while to notice the flames on K.Rool's back throw every time I notice some orange yellow until I've realized it's flames. Like you said it does fit his character very well.
I love these videos. I watch them over and over and never get bored of them. I really enjoy this throw episode. Though, I main Zelda, so seeing her back throw (one my favorite back throws) put in C tier made me sad. But, your reasons are justified. Just great job on this video and I am very much looking forward for the next animation tier list (and I don't even mind the wait because the amount of work and effort you put in with editing and filming these videos make it completely worth the wait)
I love how deep Zelda bends down and effortlessly swings them past her - underrated!
I kind of disagree about byleth. I mean I don't think incorporating the lance would be a bad idea and I think you could maybe do something cool with having them do a toss-into-stab thing with the animation like how fox and falco do a toss into a gun shot. Probably would've looked really cool. But what they went with was really the more creative interpretation IMO. Having them wrap the chain sword around their opponent is an interesting way to build off of the sword's unique aspects, whereas I'm not sure you could do something as interesting with the lance. I think it would've worked to stick with the direction gimmick for the throws, but for me it doesn't really bring them down just using the sword.
You were asking about Steve grab acting weirdly, it's a property of slow motion is all. Timer, training, and special smash affect it 1:07:45
I would argue for the judo type back throws the fact that they *don't* crash into the ground shows that the technique is good, if you look at real judo masters preforming this throw they are very controlled and accurate as to not hurt their backs on the way down
To be fair to Shiek as a character, in the context of OoT, she had to live through Ganon's take over of Hyrule in real time. So that's multiple years of hiding and probably fighting she had to do.
I think the pause for inciniroar make it so much better and impactful
If you wanted to go the "pummel should incorporate the bow in some way" route for byleth, maybe make it so that the pummel stabs you with an arrow? still connected to the bow, and much simpler to implement visually
Terry has some tough jeans damn.
I'm about halfway through and generally (like usual) agree with almost all of your points on most of the throws with just a few disagreements.
For Diddy, I think there's a lot of personality and it's an incredibly unique animation. Especially when it comes to such a small character, having that kind of power is difficult to create in a way that fits the animation and I think it does a pretty solid job.
Sheik is a frustrating one because I agree that it's a stellar animation but the angle is just... Wrong. I'm a big fan of the side kicks done well (Ike's in particular, I wasn't a huge fan of until I saw it slowed down and oh my goodness does he have immaculate form on the step up) but sheik's is at such a low angle for it to send so upward that it kinda doesn't work for me.
Onto Pac-Man, I actually really like his as well, I think it's SIMILAR to the Mario but also I think it's a bit harsh to call every spinning back throw a "Mario." When it comes to actually picking up and throwing another person/person-sized character, there's only so many motions that fit kill throws and a wound up spinning toss definitely works. For this animation in particular, the difference in angle (with Mario's being very horizontal and Pac-Man throwing at a kind of upward diagonal) is a refresher along with his expressions. And for the little stop and lean back on both legs, I think if he leaned forward more after that he'd probably topple over, SPECIFICALLY because of the diagonal upward he's kinda bracing himself against gravity a bit more so he doesn't chuck himself down after he lets go.
The one BIG gripe I have is with peach and daisy. I think saying there's not a lot of power in their back throw is also kind of forgetting that pretty much every "hip" based attack they have is a kill option, with back air sharing a very similar idea just aerial instead of grounded. And for the toads, I think that they're less of "we need this character to attack for every throw" and more of "this is a cute detail that casual players will hopefully enjoy." The argument of toad being distracting is, to me, pretty null considering he does the exact same animation as the princess. I think the general challenge of making so many animations for so many characters is giving each one its own personality, and peach having toad at least show up for all of her throws is a great way to show that.
I never knew Incineroar had that shit eating grin while holding enemies.
If there was a “funniest throw animations” I think Luigi’s back throw would also have to be S-tier. As a luigi main it’s hard not to laugh mid-game when using the move😂
YES!!! I've been waiting for another episode. Thanks for not forgetting the series.
Honestly if mock ever does a down throw animation tier list i'll use my jump for joy. Some of those down throws have real ynique and mean animations
It wouldn't work as a back throw, but I'd love to see Sora use the same throw as Sully when he throws Vanitas in Monstropolis. If you've never seen that before, do yourself a favor, and look it up and enjoy.😂
As a K Rool main, I love his back throw. My favorite time to use it is on the final stock. My friends are really good at mashing out of grabs, and more specifically getting out of his down throw, but when I grab them at a high percentage, I LOVE hearing them sigh and give up on button mashing and just accept their death. Not only that, but in the kill spark freeze frame, every character's eyes are wide open and they plank as they're being thrown, and I've dubbed it the Gangplank.
I just love screaming "you just got gangplanked! Send this to all of your friends to totally gangplank them!" as I'm boasting in the win screen
“You work it Toad!”
Is something I would never think MockRock would say XD
Weird pick, but Rosalina's Back Throw is my favorite in the game. I know it ended up in S tier so it's probably not that weird, but it might be strange just because of heavy candidates like King K. Rool and Sephiroth. Something about the orbital motion and the great momentum it builds up just makes it so satisfying to see in action.
THISSS
Ngl I love Corrin backthrow because you literally shank them with your spear
34:12 The command was back throw and Toad heard "Throw it back"
13:26 martial artist is a job class In dragon quest (classes aren’t in 11 but I digress) but that was probably the idea
Coulda also been inspired by how Toriyama’s artsyle is heavily associated with martial arts for reasons I’m sure are obvious
"Marth, and the other various Marths..." It almost feels like you're DARING someone to gripe about it.
Another entertaining and elucidating video. I don't know what other people say about it, but I really enjoy you going through the minutiae of the animations. It showcases details that I really just never would have noticed playing the game normally. I know these probably take nigh forever to make but I hope it's rewarding enough that you keep doing it.
54:30 my BEST guess is this:
Lucario is based on boxing (boxing has roots in Egypt, Lucario is a Fighting-type based on Anubis) among other various fighting styles, and, just like Little Mac, he probably is trying to keep proper fighting stance.
I think Lucario as asymmetrical because he’s supposed to be in a fighting stance, if I remember correctly most martial arts/fighter type characters aren’t ambidextrous
I wonder how it would look if they made Roy and Chrom have more of a "stomp" rather than a trip, I think it would work well for the faster animation and different angle.
Tbh, Megaman’s back throw should’ve been a reference to deep digger from Megaman V. A weapon very similar to super arm except it throws straight forward instead of having an arc to it like super arm. Perfect for a kill throw.
I haven't watched the full video yet, but after seeing that sponsorship, I had to get my thoughts down. And my thoughts are: MockRock blew it. That was a FANTASTIC hook to a sponsorship, and creating a fake ad full of buzzwords was very attention grabbing, but this should have been saved for the next VPN sponsorship. Something like "The internet is a tricky, deceptive place. That's why you need ___ VPN to protect you so that you can browse in peace". The meta joke of "all youtubers will eventually tell you to play RAID" just didn't live up to what I was ready for.
Looks like the weightiest version of a throw if even from the fact alone they gotta get you thrown from the opposite direction you're facing. There may be some other funny throws like burrowing ones, but these are my main idea of a throw.
Not too relevant but I find it interesting
Link's forward throw might have inspired an animation in BotW, where when he throws a Stalkoblin head, he kicks it! Might just be a coincidence, but the animation is pretty similar.
These ranking videos are some of my favourite content on the platform, ty so much
Samus got done dirty during development. I do like the 'Yoink n Yeet' back throw that she has though
46:15 Commenting for the algorithm but I'll also just say here that technically conservation of momentum means that if sonic stops quickly while pikachu goes flying, then sonic actually succeeded in transferring the force of the spin into the throw
18:21
I wonder if they could’ve implemented a system where, if one of kazuya’s moves hit you hard enough to send you into the blast zone (so has red sparks), there would be additional hitpause, even if it’s not the last stock of the game. Not a full-on zoom-in, but something more akin to what a kill move for other characters would look like, to emphasize the strength of the move only if it actually has the potential to kill the opponent
I love K. Rool's back throw! The power and dragging of opponents on the ground before the throw speak raw energy!
I do find it weird that Mii Gunner’s back throw is always the laser even if you haven’t chosen that for neutral special, would have been cool to see a throw change depending on your choice for another move
Wii fit trainers down throw would be a lot more interesting if it did follow the trajectory of her kick more accurately. Then it could be a downward angle semi spike kill throw. Every other kill throw is either fairly horizontal or angled up somewhat.
With Byleth one of their main weapons is the punching ones so cqc is a thing they are doing in their own game.
Well then maybe the should've incorporated the vajra mushti into his moveset somehow
31:09
As a Cloud main I’m upset about learning this
I guess the cloud thing is because when he ends the animation, he faces left, but he was faxing right before the throw so he snaps to facing left but the move makes him facing left so he immediately snaps back to left. Idk, just a theory
13:39 “I’ll throw in all the fighting game characters and Kazuya”
Bruh the shade
How is nobody talking about that sponsor bit?
Mockrock the only youtuber that makes me watch the sponsored parts
38:47 Funniest moment in this series so far.
One quick thing for daisys' throw, blue toad was given a name his name's buckenbarry and he's doing his best at being a named character of the Mario series.
That sounds made up... I'm almost certain his name is just "Blue Toad." He's certainly iconic, being one of the toads in the New Super Mario Bros. series as well as in Super Mario World, but that's definitely not his name.
(I just looked it up, that's just the joke nickname a few of the devs made for the character and its not officially canon).
@@lasercraft32 the monster hunter community clung to calling one of the monsters "Steve" for the same reason, why can't the Mario community do the same.
@lasercraft32 devs never called them anything, they weren't allowed to have names
ive been waiting for a throw list for so long oh my goodness
I like the facial animation on Toon Link a lot
He really hits them with the "Did I do thaaaat?"
One minor point, unlike most kick-type back throws, ZSS doesnt use a TKD-style back kick, with the impact deliverered through the heel. It's a roundhouse, that strikes with the top of the foot. Her not bending her leg much is the proper form.
Every time I come back to this video the Yoshi “WOW” edit on mockrock’s face makes me smile
It’s so funny
huh I wonder why Palutena's section is the most played?
oh...