Down throw: Difference between revisions

2,198 bytes added ,  9 months ago
no edit summary
No edit summary
Tags: Mobile edit Advanced mobile edit
 
(41 intermediate revisions by 20 users not shown)
Line 1: Line 1:
{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}}
{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}}
[[File:SSBU Mythra Down Throw.gif|thumb|250px|{{SSBU|Mythra}} performs her down throw on {{SSBU|Byleth}} in ''[[Super Smash Bros. Ultimate]]''.]]
[[File:Zelda down throw Brawl.jpg|thumb|250px|{{SSBB|Zelda}} performs her down throw on {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]''.]]
[[File:Zelda down throw Brawl.jpg|thumb|250px|{{SSBB|Zelda}} performs her down throw on {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]''.]]
A '''down throw''' ({{ja|下投げ|Shita nage}}, ''Down/lower/under throw''; commonly abbreviated as '''d-throw''' or '''Dthrow''', and referred to as '''ThrowLw''' internally), commonly abbreviated as '''d-throw''', is a [[throw]] performed by tilting the [[control stick]] down after having [[grab]]bed the opponent. They were introduced in ''[[Super Smash Bros. Melee]]''; in the original ''[[Super Smash Bros.]]'', there were only [[forward throw]]s and [[back throw]]s. In the transition to ''Melee'', {{SSB|Captain Falcon}}'s previous forward throw became his down throw, and he instead received a new forward throw.
A '''down throw''' ({{ja|下投げ|Shita nage}}, ''Down/lower/under throw''; commonly abbreviated as '''d-throw''' or '''Dthrow''', and referred to as '''ThrowLw''' internally), is a [[throw]] performed by tilting the [[control stick]] down after having [[grab]]bed the opponent. They were introduced in ''[[Super Smash Bros. Melee]]''; in the original ''[[Super Smash Bros.]]'', there were only [[forward throw]]s and [[back throw]]s. In the transition to ''Melee'', {{SSB|Captain Falcon}}'s previous forward throw became his down throw, and he instead received a new forward throw.


Down throws typically depict the user slamming the victim onto the ground, bouncing them off at diverse vertical angles, and possess low [[knockback]] to the point of not KOing even in [[Sudden Death]], as well as low [[ending lag]]. Because of this, they are excellent [[combo]] starters for several characters throughout all games, acting as the go-to throw when the opponent is at low to medium percentages or even high percentages depending on the specific down throw's combo potential. In ''Melee'' and ''[[Brawl]]'', many down throws can also be used for [[chain grab]]s, most notably {{SSBM|Sheik}}'s in ''Melee'' and {{SSBB|King Dedede}}'s in ''Brawl'', even leading to [[zero-to-death]] combos against some characters. However, despite their vertical launch angle and low knockback, some down throws possess too much ending lag to allow for any true combos, such as [[Toon Link]]'s, [[Zero Suit Samus]]'s in ''[[Ultimate]]'', and [[Duck Hunt]]'s, while still failing to KO at realistic percentages; such throws are generally considered useless and ignored in favor of the characters' other throws.
Down throws typically depict the user slamming the victim onto the ground, bouncing them off at diverse vertical angles, and possess low [[knockback]] to the point of not KOing even in [[Sudden Death]], as well as having low [[ending lag]]. Because of this, they are excellent [[combo]] starters for several characters throughout all games, acting as the go-to throw when the opponent is at low to medium percentages or even high percentages depending on the specific down throw's combo potential. In ''Melee'' and ''[[Brawl]]'', many down throws can also be used for [[chain grab]]s, most notably {{SSBM|Sheik}}'s in ''Melee'' and {{SSBB|King Dedede}}'s in ''Brawl'', even leading to [[zero-to-death]] combos against some characters. However, despite their vertical launch angle and low knockback, some down throws possess too much ending lag to allow for any true combos, such as [[Toon Link]]'s, [[Zero Suit Samus]]'s in ''[[Ultimate]]'', and [[Duck Hunt]]'s, while still failing to KO at realistic percentages; such throws are generally considered useless and ignored in favor of the characters' other throws.


==List of down throws==
==List of down throws==
Line 71: Line 72:
|-
|-
|[[Joker]]||Slams the opponent on the ground with a flourish of his arm.||{{n|16}}
|[[Joker]]||Slams the opponent on the ground with a flourish of his arm.||{{n|16}}
|-
|[[Kazuya]]||Performs the Stonehead.||{{y|16}}
|-
|-
|[[Ken]]||Puts the opponent on the ground and punches them down.||{{y|16}}
|[[Ken]]||Puts the opponent on the ground and punches them down.||{{y|16}}
Line 108: Line 111:
|[[Mii Swordfighter]]||{{GameIcon|SSB4}} Slams the opponent onto the ground with one arm, then performs a knee drop.<br/>{{GameIcon|SSBU}} Slams the opponent onto the ground with one arm.||{{y|16}}
|[[Mii Swordfighter]]||{{GameIcon|SSB4}} Slams the opponent onto the ground with one arm, then performs a knee drop.<br/>{{GameIcon|SSBU}} Slams the opponent onto the ground with one arm.||{{y|16}}
|-
|-
|[[Mr. Game & Watch]]||Juggles the opponent as a ball from front to back, then slams them onto the ground.||{{n|16}}
|[[Min Min]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|-
|[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Juggles the opponent as a ball from front to behind, then launches the opponent towards the ground.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Juggles the opponent as a ball from back to front, then drops them on the ground, which launches them upward.||{{n|16}}
|-
|[[Mythra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|-
|[[Ness]]||Puts the opponent on the ground and unleashes fire on them from his index fingers (akin to [[PK Fire]]), hitting them multiple times.||{{y|16}}
|[[Ness]]||Puts the opponent on the ground and unleashes fire on them from his index fingers (akin to [[PK Fire]]), hitting them multiple times.||{{y|16}}
Line 127: Line 134:
|-
|-
|[[Pit]]||Puts the opponent on the ground and stabs them with the Palutena Bow.||{{y|16}}
|[[Pit]]||Puts the opponent on the ground and stabs them with the Palutena Bow.||{{y|16}}
|-
|[[Pyra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|-
|[[R.O.B.]]||Turns the opponent upside down and drills them onto the ground.||{{n|16}}
|[[R.O.B.]]||Turns the opponent upside down and drills them onto the ground.||{{n|16}}
Line 143: Line 152:
|-
|-
|[[Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|[[Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|-
|[[Sephiroth]]||Telekinetically slams the opponent to the floor.||{{n|16}}
|-
|-
|[[Sheik]]||Puts the opponent on the ground and performs an axe kick from a somersault.||{{y|16}}
|[[Sheik]]||Puts the opponent on the ground and performs an axe kick from a somersault.||{{y|16}}
Line 153: Line 164:
|-
|-
|[[Sonic]]||Rolls onto the opponent on the ground, hitting them multiple times.||{{y|16}}
|[[Sonic]]||Rolls onto the opponent on the ground, hitting them multiple times.||{{y|16}}
|-
|[[Sora]]||Rears back and slams the opponent onto the ground.||{{n|16}}
|-
|-
|[[Squirtle]]||Sits on the opponent.||{{y|16}}
|[[Squirtle]]||Sits on the opponent.||{{y|16}}
|-
|[[Steve]]||(No Anvil) Slams the opponent onto the ground with one arm.<br/>(Anvil) Slams the opponent onto the ground with one arm and drops an anvil on them.||(No Anvil){{n|16}}<br/>(Anvil){{y|16}}
|-
|-
|[[Terry]]||Leaps and performs a neckbreaker throw. ||{{n|16}}
|[[Terry]]||Leaps and performs a neckbreaker throw. ||{{n|16}}
Line 178: Line 193:


==Notable down throws==
==Notable down throws==
*[[Fox]] and [[Falco]]'s down throws are the only ones to release [[projectile]]s, in the form of lasers that can be [[reflect]]ed and [[absorb]]ed. Unlike their [[back throw]]s and [[up throw]]s, the lasers are fired at point-blank and before the opponent is released (rather than after), making their down throws behave more normally, although this still means a thrown opponent wearing a [[Franklin Badge]] (or {{SSBU|Hero}} with [[Bounce]] activated) will cause the lasers to hit Fox/Falco instead of the opponent, and interrupt the throw in Falco's case.
*[[Fox]], [[Falco]] and [[Steve]]'s down throws are the only ones to release [[projectile]]s, with Fox and Falco doing so in the form of laser shots, and Steve doing so by dropping an anvil on the opponent; these projectiles can be [[reflect]]ed and, in the case of Fox and Falco, [[absorb]]ed. Unlike other projectile throws, the projectiles for these down throws are fired at point-blank and before the opponent is released (rather than after), making the throws always fully connect, although this still means a thrown opponent wearing a [[Franklin Badge]] (or {{SSBU|Hero}} with [[Bounce]] activated) will cause the projectile to hit the thrower instead of the opponent, though Fox won't be interrupted since his laser shots cause no hitstun, similar to his [[Blaster (Fox)|neutral special]]. Steve's down throw will only use an anvil if he has enough iron, behaving like a normal throw and doing less damage otherwise.
**In ''Melee'', both characters' throws also [[meteor smash]] opponents onto the ground with extremely high base knockback, making them useful for [[tech-chasing]], and allowing them to KO opponents off the edge if they fail to [[meteor cancel]]. In ''Brawl'', they instead launch at a horizontal angle, and the meteor smash property is possessed by {{SSBB|Mr. Game & Watch}}'s down throw, which is an even more effective tech-chasing option. From ''Smash 4'' onward, no regular characters' down throws can meteor smash.
*In ''Melee'', Fox and Falco's down throws also [[meteor smash]] opponents onto the ground with extremely high base knockback, making them useful for [[tech-chasing]], and allowing them to KO opponents off the edge if they fail to [[meteor cancel]]. In ''Brawl'', they instead launch at a horizontal angle, and the meteor smash property is possessed by {{SSBB|Mr. Game & Watch}}'s down throw, which is an even more effective tech-chasing option. From ''Smash 4'' onward, no regular characters' down throws can meteor smash.
*[[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 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.
*[[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.
*{{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.
*{{SSBB|Lucas}} and {{SSBB|Squirtle}}'s down throws in ''Brawl'' are some of the strongest in the series, and among the few down throws that can KO reliably, doing so under 170% even with proper [[DI]]. In later games, they deal drastically less knockback that removes their KO potential, but the changes to [[hitstun canceling]] enable them to start combos at various percents.
*{{SSBB|Lucas}} and {{SSBB|Squirtle}}'s down throws in ''Brawl'' are some of the strongest in the series, and among the few down throws that can KO reliably, doing so under 170% even with proper [[DI]]. In later games, they deal drastically less knockback that removes their KO potential, but the changes to [[hitstun canceling]] enable them to start combos at various percents.
**{{SSB4|Shulk}}'s down throw in ''Smash 4'' is the strongest in the series with the Smash [[Monado Art]] activated, KOing at around 110% at the edge and 180% from center stage. In ''Ultimate'', however, it has been greatly [[nerf]]ed, no longer KOing at the edge until around 170% even with the Smash Art's increased knockback multiplier.
**{{SSB4|Shulk}}'s down throw in ''Smash 4'' is the strongest in the series with the Smash [[Monado Art]] activated, KOing at around 110% at the edge and 180% from center stage. In ''Ultimate'', however, it has been greatly [[nerf]]ed, no longer KOing at the edge until around 170% even with the Smash Art's increased knockback multiplier.
***{{SSBU|Ivysaur}}'s down throw in ''Ultimate'' is the strongest in the game when Shulk Smash Monado Art was nerfed. His down throw can KO opponents around 160% which is the second strongest in the game.
***{{SSBU|Ivysaur}}'s down throw in ''Ultimate'' is the strongest in the game when Shulk Smash Monado Art was nerfed. His down throw can KO opponents around 160%; at lower percents, it can also combo efficiently.
*{{SSB4|Diddy Kong}}'s down throw in ''Smash 4'' is notable for easily comboing into aerial attacks against nearly any character, even at high percents, which originally allowed for a guaranteed KO setup into an up aerial. This ability to easily both combo and KO opponents initially created controversy over the character in competitive play and the KO setup was infamously known as the "Hoo-Hah", due to {{sm|StaticManny}} shouting the phrase whenever it happened to {{sm|Hungrybox}} in [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] vs. {{sm|Player-1}} at [[Paragon Orlando 2015]]. However, updates [[1.0.6]] and [[1.0.8]] severely [[nerf]]ed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
*{{SSB4|Diddy Kong}}'s down throw in ''Smash 4'' is notable for easily comboing into aerial attacks against nearly any character, even at high percents, which originally allowed for a guaranteed KO setup into an up aerial. This ability to easily both combo and KO opponents initially created controversy over the character in competitive play and the KO setup was infamously known as the "Hoo-Hah", due to {{sm|StaticManny}} shouting the phrase whenever it happened to {{sm|Hungrybox}} in [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] vs. {{sm|Player-1}} at [[Paragon Orlando 2015]]. However, updates [[1.0.6]] and [[1.0.8]] severely [[nerf]]ed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
*{{SSB4|Luigi}} and {{SSB4|Mr. Game & Watch}} in ''Smash 4'' have the down throws with the best combo potential, giving them a large number of combos in comparison to most other characters: Luigi's down throw can combo into up smash, any of his aerials, Luigi Cyclone and even Super Jump Punch to KO, while Mr. Game & Watch's can combo into jab, up tilt or up smash at low percents, then into any aerial, [[Fire]], [[Oil Panic]], or [[Judge]] - the last of which can lead to a [[one-hit KO]] if it rolls a #9.
*{{SSB4|Luigi}} and {{SSB4|Mr. Game & Watch}} in ''Smash 4'' have the down throws with the best combo potential, giving them a large number of combos in comparison to most other characters: Luigi's down throw can combo into up smash, any of his aerials, Luigi Cyclone and even Super Jump Punch to KO, while Mr. Game & Watch's can combo into jab, up tilt or up smash at low percents, then into any aerial, [[Fire]], [[Oil Panic]], or [[Judge]] - the last of which can lead to a [[one-hit KO]] if it rolls a #9.
**In ''Ultimate,'' Mr. Game & Watch's down throw was nerfed, receiving slightly higher knockback and endlag, although it still remains a reliable combo starter at low to mid percents and can one-hit KO into a #9 from Judge.
**In ''Ultimate,'' Mr. Game & Watch's down throw was nerfed, receiving slightly higher knockback and endlag, although it still remains a reliable combo starter at low to mid percents and can one-hit KO into a #9 from Judge.
**In contrast to Mr. Game & Watch, Luigi's down throw was actually overall buffed, having slightly less endlag and knockback, and when combined with his buffed aerials and combo game, has become notorious for its ability to set up highly damaging combos and occasionally a [[zero-to-death]].
**In contrast to Mr. Game & Watch, Luigi's down throw was actually overall buffed, having slightly less endlag and knockback, and when combined with his faster jumpsquat, buffed aerials, and combo game, has become notorious for its ability to set up highly damaging combos and occasionally a [[zero-to-death]], as well as gaining several KO setups at high percents.
*{{SSB4|Zero Suit Samus}}'s down throw in ''Smash 4'' is notable for comboing into aerial attacks against nearly any characters until high percent. Particularly at certain percent it can lead into a potential low percent KO setup with her ladder combo, which is two up aerials into her Boost Kick depending on the stage and DI.
*{{SSB4|Zero Suit Samus}}'s down throw in ''Smash 4'' is notable for comboing into aerial attacks against nearly any characters until high percent. Particularly at certain percent it can lead into a potential low percent KO setup with her ladder combo, which is two up aerials into her Boost Kick depending on the stage and DI. In ''Ultimate'', the move deals more knockback and has much more ending lag, eliminating all of its combo and setup potential and making it go from one of her most useful moves to arguably her least useful, as it lacks any utility whatsoever.  
**{{SSB4|Mario}}'s down throw was similar to Zero Suit Samus's case as well. He can lead to combos like up-tilt in lower percent. If there any platforms there, he can do follow-ups like two-four up aerials and can finish into his Super Jump Punch. This combo was used infamously in the ''Smash 4'' meta; which in ''Ultimate'' reduced his combo to become much harder to follow-up into up-tilt, although his combo potential into up-aerial from ''Smash 4'' still a viable tool in the ''Ultimate'' Meta.
**{{SSB4|Mario}}'s down throw was similar to Zero Suit Samus's case as well. He can lead to combos like up-tilt in lower percent. If there any platforms there, he can do follow-ups like 2-4 up aerials finishing into his Super Jump Punch. This combo was used infamously in the ''Smash 4'' meta; which in ''Ultimate'' reduced his combo to become much harder to follow-up into up-tilt, although his combo potential into up-aerial from ''Smash 4'' is still a viable tool in the ''Ultimate'' Meta.


==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 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.
*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.
**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.
**{{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%.
**{{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.
Line 205: Line 221:
{{Attacks}}
{{Attacks}}
[[Category:Game controls]]
[[Category:Game controls]]
[[es:Lanzamiento hacia abajo]]
5,302

edits