Editing Down throw

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==Trivia==
==Trivia==
[[File:Brawl-Snake-DownThrow.gif|thumb|Exploiting a CPU with Snake's down throw]]
[[File:Brawl-Snake-DownThrow.gif|thumb|Exploiting a CPU with Snake's down throw]]
*In NTSC versions of ''Melee'', {{SSBM|Bowser}}'s down throw deals no damage to {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}. This is because the throw is weight dependent, and its hitbox (which deals all the damage) is only active for one frame. The throw plays at a certain speed against Jigglypuff and Mr. Game & Watch (who both have a weight value of 60) where the frame the hitbox becomes active is completely skipped, causing the hitbox to never come out. The throw was made weight independent in the PAL version of the game, to prevent this issue from occuring.
*In the NTSC version of ''Melee'', {{SSBM|Bowser}}'s down throw does no damage to {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}. This is due to the throw's hitbox not having its timing properly adjusted for weight-dependent speed, causing it to be completely skipped against characters with a [[weight]] value of 60. This was corrected in the PAL version of the game.
**{{SSBB|Link}}'s down throw in ''Brawl'' has an identical issue, with the move's hitbox being skipped against {{SSBB|Jigglypuff}} and {{SSBB|Zero Suit Samus}}, due to their weight values (68 and 81 respectively) making the throw play at a speed where the frame the hitbox comes out is skipped. The throw only deals 4% damage to them, rather than 7%.
**Likewise, when {{SSBM|Ness}} uses his down throw against Mr. Game & Watch in ''Melee'', only the last hit affects him, so he only receives 4% damage. Additionally, in ''Brawl'', {{SSBB|Jigglypuff}} is unaffected by the first hit of {{SSBB|Link}}'s down throw.
**{{SSBM|Ness}}' down throw in ''Melee'' also has an issue where its multi hits whiff against Mr. Game & Watch, although this is simply due to the fact that the hitboxes are too small to hit Mr. Game & Watch.
*In ''Brawl'', regardless of level, a CPU attacked by Snake's down throw will always roll to the nearest ledge, never choosing another option. This makes it possible to infinitely use the move on them and set up an easy KO afterward.
*In ''Brawl'', regardless of level, a CPU attacked by Snake's down throw will always roll to the nearest ledge, never choosing another option. This makes it possible to infinitely use the move on them and set up an easy KO afterward.
*In ''Melee'', as the first nine hits of {{SSBM|Kirby}}'s down throw are meteor smashes, KOing with it awards the Meteor Smash [[List of bonuses|bonus]], as well as other related, even though neither the final hit nor the throw itself is a meteor smash.
*In ''Melee'', as the first nine hits of {{SSBM|Kirby}}'s down throw are meteor smashes, KOing with it awards the Meteor Smash [[List of bonuses|bonus]], as well as other related, even though neither the final hit nor the throw itself is a meteor smash.

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