Editing Down throw

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*[[Snake]]'s down throw uses a unique "[[down]]" effect, laying the opponent down on the ground immediately after the throw with no knockback. It also has very low ending lag, and thus functions as an extremely potent tech-chasing option, most notably in ''Brawl'' where Snake can grab repeatedly the opponent and repeatedly use the throw. In ''Ultimate'', how long the opponent lays down on the ground before they can get up is proportional to their percentage, giving it guaranteed KO setups at very high percents.
*[[Snake]]'s down throw uses a unique "[[down]]" effect, laying the opponent down on the ground immediately after the throw with no knockback. It also has very low ending lag, and thus functions as an extremely potent tech-chasing option, most notably in ''Brawl'' where Snake can grab repeatedly the opponent and repeatedly use the throw. In ''Ultimate'', how long the opponent lays down on the ground before they can get up is proportional to their percentage, giving it guaranteed KO setups at very high percents.
*[[Ryu]] and {{SSBU|Ken}}'s down throws have 50 extra [[shield damage]] on their hitboxes, which causes them to instantly [[shield break|break shields]] of nearby opponents. Along with Marth and Lucina's fully charged [[Shield Breaker]], as well as the tipper of {{SSB4|Ganondorf}}'s [[Warlock Blade]], they are the only moves that deal 50 extra shield damage.
*[[Ryu]] and {{SSBU|Ken}}'s down throws have 50 extra [[shield damage]] on their hitboxes, which causes them to instantly [[shield break|break shields]] of nearby opponents. Along with Marth and Lucina's fully charged [[Shield Breaker]], as well as the tipper of {{SSB4|Ganondorf}}'s [[Warlock Blade]], they are the only moves that deal 50 extra shield damage.
*[[King K. Rool]]'s and [[Banjo]] & [[Kazooie]]'s down throws, as well as [[R.O.B.]]'s in ''Ultimate'', are the only throws in the series that [[bury]] opponents. This gives them a different followup dynamic from other down throws, which largely depends on how fast the victim [[mash]]es to escape. [[Lucas]]' down throw in ''Smash 4'' and ''Ultimate'' also buries opponents, but only during its animation; they are launched normally afterward.
*[[King K. Rool]]'s down throw, as well as [[R.O.B.]]'s in ''Ultimate'' and {{SSBU|Banjo & Kazooie}}'s, are the only throws in the series that [[bury]] opponents. This gives them a different followup dynamic from other down throws, which largely depends on how fast the victim [[mash]]es to escape. [[Lucas]]' down throw in ''Smash 4'' and ''Ultimate'' also buries opponents, but only during its animation; they are launched normally afterward.
*{{SSBM|Sheik}}'s down throw in the [[NTSC]] version of ''Melee'' is notable for its chain grabbing ability, which works on most characters in the game up to high percentages, and can even lead to a [[zero-to-death]] against [[fast faller]]s, although it requires proper tech-chasing and following the opponent's DI. In the [[PAL]] version of the game, it launches at a more horizontal angle, severely hindering its chain grabs.
*{{SSBM|Sheik}}'s down throw in the [[NTSC]] version of ''Melee'' is notable for its chain grabbing ability, which works on most characters in the game up to high percentages, and can even lead to a [[zero-to-death]] against [[fast faller]]s, although it requires proper tech-chasing and following the opponent's DI. In the [[PAL]] version of the game, it launches at a more horizontal angle, severely hindering its chain grabs.
*{{SSBB|Falco}}, {{SSBB|King Dedede}}, and {{SSBB|Wolf}}'s down throws in ''Brawl'' are all notable for their chain grabbing potential. Falco and Wolf's can chain grab the entire cast from low to mid percents (more so the former), while King Dedede's possesses [[set knockback]], allowing it to chain grab a large part of the cast at any percentage and even possessing wall [[infinite]]s.
*{{SSBB|Falco}}, {{SSBB|King Dedede}}, and {{SSBB|Wolf}}'s down throws in ''Brawl'' are all notable for their chain grabbing potential. Falco and Wolf's can chain grab the entire cast from low to mid percents (more so the former), while King Dedede's possesses [[set knockback]], allowing it to chain grab a large part of the cast at any percentage and even possessing wall [[infinite]]s.

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