Editing Multi-hit throw

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y|ssbu=y}}
{{ArticleIcons|ssbm=y|ssbb=y|ssb4=y}}
[[File:MultiHitThrow.gif|thumb|{{SSBM|Bowser}} using his multi-hitting up-throw on {{SSBM|Mario}}.]]
[[File:MultiHitThrow.gif|thumb|right|{{SSBM|Bowser}} using his multi-hitting up-throw on {{SSBM|Mario}}.]]
A '''multi-hit throw''' is a [[throw]] that does damage in multiple parts. Typically, this is accomplished with a [[hitbox]] that strikes the grabbed opponent before they are released. An obvious example is [[Bowser]]'s up throw, where the opponent is slashed multiple times with Bowser's shell before they are actually thrown. Multi-hit throws typically result in a throw dealing less [[knockback]] for the same amount of damage (due to how the knockback formula operates), but have the advantage of still slightly damaging the opponent even if the user is interrupted by something else. Several multi-hit throws cannot be distinguished as being multi-hit without reducing the game speed, as their hitbox strikes a [[frame]] or two before the throw occurs, such as {{SSBM|Captain Falcon}}'s forward, back, and up throws in ''Melee''.
A '''multi-hit throw''' is a [[throw]] that does damage in multiple parts. Typically, this is accomplished with a [[hitbox]] that strikes the grabbed opponent before they are released. An obvious example is [[Bowser]]'s up throw, where the opponent is slashed multiple times with Bowser's shell before they are actually thrown. Multi-hit throws typically result in a throw dealing less [[knockback]] for the same amount of damage (due to how the knockback formula operates), but have the advantage of still slightly damaging the opponent even if the user is interrupted by something else. Several multi-hit throws cannot be distinguished as being multi-hit without reducing the game speed, as their hitbox strikes a [[frame]] or two before the throw occurs, such as {{SSBM|Captain Falcon}}'s forward, back, and up throws in ''Melee''.


Line 7: Line 7:
Certain [[special move]]s can be considered multi-hit throws, an example being [[Dark Dive]]. On the other hand, moves such as [[Chomp]] or [[Koopa Klaw]] are not, instead acting as throws with [[pummel]]s.
Certain [[special move]]s can be considered multi-hit throws, an example being [[Dark Dive]]. On the other hand, moves such as [[Chomp]] or [[Koopa Klaw]] are not, instead acting as throws with [[pummel]]s.


Multi-hit throws whose animation speed is based on the opponent's [[weight]] run the risk of rounding causing one-frame hitboxes to appear and disappear without the game checking to see if anyone has been hit. As a result, some throws do not deal as much damage as they should on opponents of a specific weight. Examples include {{SSBM|Bowser}}'s down throw in [[NTSC]] ''Melee'' and {{SSBB|Link}}'s down throw in ''Brawl'', the former of which misses its first hit when throwing {{SSBM|Jigglypuff}} or {{SSBM|Mr. Game & Watch}}, and the latter of which misses its first hit when throwing {{SSBB|Jigglypuff}}.
Multi-hit throws whose animation speed is based on the opponent's [[weight]] run the risk of rounding causing one-frame hitboxes to appear and disappear without the game checking to see if anyone has been hit. As a result, some throws don't deal as much damage as they should on opponents of a specific weight. Examples include {{SSBM|Bowser}}'s down throw in [[NTSC]] ''Melee'' and {{SSBB|Link}}'s down throw in ''Brawl'', the former of which misses its first hit when throwing {{SSBM|Jigglypuff}} or {{SSBM|Mr. Game & Watch}}, and the latter of which misses its first hit when throwing {{SSBB|Jigglypuff}}.
 
==List of multi-hit throws in ''[[Super Smash Bros. Melee]]''==
==List of multi-hit throws in ''[[Super Smash Bros. Melee]]''==
{|class="wikitable sortable" style="text-align:center"
{|class="wikitable"
|-
!Character
!Character
!Throw
!Throw
Line 28: Line 28:
|rowspan="2"|{{SSBM|Falco}}||Forward throw||Punches the opponent forward. Can chain grab heavy or floaty characters and is useful for [[edgeguarding]].||4% (hit 1), 3% (throw)
|rowspan="2"|{{SSBM|Falco}}||Forward throw||Punches the opponent forward. Can chain grab heavy or floaty characters and is useful for [[edgeguarding]].||4% (hit 1), 3% (throw)
|-
|-
|Down throw||Throws the opponent into the ground and shoots them with his {{b|Blaster|Falco}}. Almost identical to Fox's, but with weaker knockback.||1% (shots), 1% (throw)
|Down throw||Throws the opponent into the ground and shoots them with his [[Blaster]]. Almost identical to Fox's, but with weaker knockback.||1% (shots), 1% (throw)
|-
|-
|rowspan="2"|{{SSBM|Fox}}||Forward throw||Punches the opponent forward. Despite its generally poor combo ability, it can chain grab some heavy characters. It is best used for forcing opponents offstage, setting up an edgeguard.||4% (hit 1), 3% (throw)
|rowspan="2"|{{SSBM|Fox}}||Forward throw||Punches the opponent forward. Despite its generally poor combo ability, it can chain grab some heavy characters. It is best used for forcing opponents offstage, setting up an edgeguard.||4% (hit 1), 3% (throw)
|-
|-
|Down throw||Throws the opponent into the ground and shoots them with his {{b|Blaster|Fox}}. This throw does not make opponents bounce off the ground like most other down throws because it sends them straight down, meaning that it can [[meteor smash]] over the ledge if Fox's body is partially overlapping it. Useful for tech-chasing. Can lead into up tilt or {{b|Reflector|Fox}}.||1% (shots), 1% (throw)
|Down throw||Throws the opponent into the ground and shoots them with his Blaster. This throw does not make opponents bounce off the ground like most other down throws because it sends them straight down, meaning that it can [[meteor smash]] over the ledge if Fox's body is partially overlapping it. Useful for tech-chasing. Can lead into up tilt or [[Reflector]].||1% (shots), 1% (throw)
|-
|-
|rowspan="3"|{{SSBM|Ganondorf}}||Forward throw||Punches the opponent forward. It is only useful for setting up edgeguards at high percentages.||5% (hit 1), 4% (throw)
|rowspan="3"|{{SSBM|Ganondorf}}||Forward throw||Punches the opponent forward. It is only useful for setting up edgeguards at high percentages.||5% (hit 1), 4% (throw)
Line 100: Line 100:


==List of multi-hit throws in ''[[Super Smash Bros. Brawl]]''==
==List of multi-hit throws in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable sortable" style="text-align:center"
{{incomplete}}
{|class="wikitable"
|-
!Character
!Character
!Throw
!Throw
Line 115: Line 117:
|-
|-
|Up throw||Punches the opponent upward.||4% (hit 1), 3% (throw)
|Up throw||Punches the opponent upward.||4% (hit 1), 3% (throw)
|-
|{{SSBB|Diddy Kong}}||Up throw||Throws the opponent upwards and handstand kicks them.||4% (hit 1), 5% (throw)
|-
|-
|rowspan="2"|{{SSBB|Falco}}||Forward throw||Bashes the opponent forward.||4% (hit 1), 3% (throw)
|rowspan="2"|{{SSBB|Falco}}||Forward throw||Bashes the opponent forward.||4% (hit 1), 3% (throw)
|-
|-
|Down throw||Tosses the opponent upward, then fires four very quick {{b|Blaster|Falco}} shots. It can [[chain grab]] most characters at low percentages, and may be finished with down aerial or a [[DACUS]]. It can also [[tech-chase]] effectively once the opponent is past chain grab percentage.||2% (shots), 1% (throw)
|Down throw||Tosses the opponent upward, then fires four very quick [[Blaster]] shots. It can [[chain grab]] most characters at low percentages, and may be finished with down aerial or a [[DACUS]]. It can also [[tech-chase]] effectively once the opponent is past chain grab percentage.||2% (shots), 1% (throw)
|-
|-
|rowspan="2"|{{SSBB|Fox}}||Forward throw||Punches the opponent forward.||4% (hit 1), 3% (throw)
|rowspan="2"|{{SSBB|Fox}}||Forward throw||Punches the opponent forward.||4% (hit 1), 3% (throw)
|-
|-
|Down throw||Tosses the opponent upward, then fires four very quick {{b|Blaster|Fox}} shots. At low percentages, it can be followed up with either forward aerial on certain characters or up aerial on all characters.||2% (shots), 1% (throw)
|Down throw||Tosses the opponent upward, then fires four very quick Blaster shots. At low percentages, it can be followed up with either forward aerial on certain characters or up aerial on all characters.||2% (shots), 1% (throw)
|-
|-
|rowspan="3"|{{SSBB|Ganondorf}}||Forward throw||Punches the opponent forward.||5% (hit 1), 8% (throw)
|rowspan="3"|{{SSBB|Ganondorf}}||Forward throw||Punches the opponent forward.||5% (hit 1), 8% (throw)
Line 140: Line 140:
|Down throw||Rolls back and forth on the opponent.||4% (hit 1), 6% (throw)
|Down throw||Rolls back and forth on the opponent.||4% (hit 1), 6% (throw)
|-
|-
|{{SSBB|Kirby}}||Down throw||Throws the opponent onto the ground, stomps on them several times quickly, then finishes with a two-footed jumping stomp. Based on the Fury Stomp from the Suplex ability.||1% (hits 1-10), 2% (throw)
|{{SSBB|Kirby}}||Down throw||Throws the opponent onto the ground, stomps on them several times quickly, then finishes with a two-footed jumping stomp. Based on the Fury Stomp from the Suplex ability. The stomps can also harm nearby opponents.||1% (hits 1-10), 2% (throw)
|-
|-
|rowspan="4"|{{SSBB|Link}}||Forward throw||Kicks the opponent in front of him.||3% (hit 1), 4% (throw)
|rowspan="4"|{{SSBB|Link}}||Forward throw||Kicks the opponent in front of him.||3% (hit 1), 4% (throw)
Line 151: Line 151:
|-
|-
|{{SSBB|Lucario}}||Up throw||Performs an uppercut, throwing the opponent upwards. Can chain grab fastfallers and heavy characters at very low percentages.||{{AuraDamageSSBB|1}} (hit 1), {{AuraDamageSSBB|5}} (throw)
|{{SSBB|Lucario}}||Up throw||Performs an uppercut, throwing the opponent upwards. Can chain grab fastfallers and heavy characters at very low percentages.||{{AuraDamageSSBB|1}} (hit 1), {{AuraDamageSSBB|5}} (throw)
|-
|rowspan="3"|{{SSBB|Meta Knight}}||Forward throw||Attacks the opponent with a backflip kick.||6% (hit 1), 3% (throw)
|-
|Back throw||Warps behing the opponent and slashes them. Can be used to set up an edgeguard or KO at very high percentages.||7% (hit 1), 3% (throw)
|-
|Down throw||Throws the opponent onto the ground, stomps on them several times quickly, then finishes with a jumping stomp. Aside from its horizontal knockback, it is very similar to Kirby's. Depending on the opponent's DI, it can be followed up reliably with a dash attack, a neutral aerial, an up aerial or another grab.||1% (hits 1-10), 1% (throw)
|-
|-
|{{SSBB|Ness}}||Down throw||Throws the opponent onto the ground and scorches them with fire. Combined with [[pummel]]ling and [[PK Fire]], it can be used to rack up large amounts of damage quickly.||1% (hits 1-5), 4% (throw)
|{{SSBB|Ness}}||Down throw||Throws the opponent onto the ground and scorches them with fire. Combined with [[pummel]]ling and [[PK Fire]], it can be used to rack up large amounts of damage quickly.||1% (hits 1-5), 4% (throw)
Line 191: Line 185:
|-
|-
|Down throw||Pins the opponent down, then [[Spin Dash]]es into them. Great for tech-chasing. The attack originates from ''Sonic the Fighters''.||1% (hits 1-3), 5% (throw)
|Down throw||Pins the opponent down, then [[Spin Dash]]es into them. Great for tech-chasing. The attack originates from ''Sonic the Fighters''.||1% (hits 1-3), 5% (throw)
|-
|rowspan="4"|{{SSBB|Toon Link}}||Forward throw||Shoulder tackles the opponent forward. Due to a coding error, the first hit of the move is read as a [[foot]] attack.||3% (hit 1), 4% (throw)
|-
|Back throw||Falls on his back and throws the opponent backwards. Based on the {{S|wikipedia|tomoe nage}}.||3% (hit 1), 4% (throw)
|-
|Up throw||Throws the opponent upwards and slashes them. Good for combos.||5% (hit 1), 2% (throw)
|-
|Down throw||Sets the opponent on the ground and shoulder tackles them.||3% (hit 1), 4% (throw)
|-
|-
|{{SSBB|Zelda}}||Down throw||Drops the opponent and burns them, sending them behind her with weak knockback.||2% (hits 1-4), 2% (throw)
|{{SSBB|Zelda}}||Down throw||Drops the opponent and burns them, sending them behind her with weak knockback.||2% (hits 1-4), 2% (throw)
|-
|rowspan="4"|{{SSBB|Zero Suit Samus}}||Forward throw||Sets the opponent in front of her and zaps them with her pistol. Can chaing grab most characters at low percentages.||2% (hit 1), 7% (throw)
|-
|Back throw||Sets the opponent behind her and kicks them. Usually considered her least useful throw due to its very low utility.||2% (hit 1), 4% (throw)
|-
|Up throw||Flip kicks the opponent upwards. This is her strongest throw, as well as the only one that can KO in [[Sudden Death]], but its high ending lag prevents any follow-ups.||2% (hit 1), 8% (throw)
|-
|Down throw||Sets the opponent on the ground and axe kicks them. Can be followed up a forward aerial, a back aerial or an up aerial, depending on the opponent's DI.||2% (hit 1), 5% (throw)
|}
|}


==List of multi-hit throws in ''[[Super Smash Bros. 4]]''==
==List of multi-hit throws in [[Super Smash Bros. 4]]==
{|class="wikitable sortable" style="text-align:center"
{|class="wikitable"
|-
!Character
!Character
!Throw
!Throw
Line 222: Line 201:
|{{SSB4|Charizard}}||[[Down throw]]||Charizard pins its opponent on the floor, and then breathes fire on them. Does poor damage, but has high knockback and can KO enemies at high percents. Deals severely reduced knockback as of the 1.0.8 update, which is a buff overall due to it becoming a combo starter.||1% (hits 1-5), 1% (throw)
|{{SSB4|Charizard}}||[[Down throw]]||Charizard pins its opponent on the floor, and then breathes fire on them. Does poor damage, but has high knockback and can KO enemies at high percents. Deals severely reduced knockback as of the 1.0.8 update, which is a buff overall due to it becoming a combo starter.||1% (hits 1-5), 1% (throw)
|-
|-
|rowspan="3"|{{SSB4|Fox}}||[[Back throw]]||Fox throws his foe backwards and shoots them with three rapid shots from his {{b|Blaster|Fox}}.||2% (throw), 2% (hits 1-3)
|rowspan="3"|{{SSB4|Fox}}||rowspan="1"|[[Back_throw|Back throw]]||rowspan="1"|Fox throws his foe backwards and shoots them with three rapid shots from his blaster.||rowspan="1"|2% (throw), 2% (hits 1-3)
|-
|-
|[[Up throw]]||Fox throws his foe upwards and fires three rapid shots from his blaster. Can occasionally follow up into up aerial if the opponent's reaction is read.||2% (throw), 2% (hits 1-3)
|rowspan="1"|[[Up_throw|Up throw]]||rowspan="1"|Fox throws his foe upwards and fires three rapid shots from his blaster. Can occasionally follow up into up aerial if the opponent's reaction is read.||rowspan="1"|2% (throw), 2% (hits 1-3)
|-
|-
|[[Down throw]]||Fox forces his foe onto the floor and fires four point-blank shots at them with his blaster. Can link into a neutral or forward air.||1.5% (Hits 1-4), 1% (throw)
|rowspan="1"|[[Down_throw|Down throw]]||rowspan="1"|Fox forces his foe onto the floor and fires four point-blank shots at them with his blaster. Can link into a neutral or forward air.||rowspan="1"|1.5% (Hits 1-4), 1% (throw)
|-
|-
|{{SSB4|Kirby}}||[[Down throw]]||Fury Stomp from the Suplex ability in Kirby Super Star. Throws the opponent onto the ground, then rapidly stomps on them several times, and then finishes with a jumping double foot stomp.||0.8% (hits 1-9), 1% (hit 10), 2% (throw)
|{{SSB4|Kirby}}||[[Down throw]]||Fury Stomp from the Suplex ability in Kirby Super Star. Throws the opponent onto the ground, then rapidly stomps on them several times, and then finishes with a jumping double foot stomp.||0.8% (hits 1-9), 1% (hit 10), 2% (throw)
Line 232: Line 211:
|{{SSB4|Meta Knight}}||[[Down throw]]||Like Kirby's down throw, but slower: stomps on opponent multiple times, then ends by fall-crush-stomping down on them, excellent follow-up potential. Can link into an up smash, forward aerial, and occasionally even into a KO combo with [[Shuttle Loop]] if opponent DIs poorly.||0.5% (hits 1-9), 1% (hit 10), 2% (throw)
|{{SSB4|Meta Knight}}||[[Down throw]]||Like Kirby's down throw, but slower: stomps on opponent multiple times, then ends by fall-crush-stomping down on them, excellent follow-up potential. Can link into an up smash, forward aerial, and occasionally even into a KO combo with [[Shuttle Loop]] if opponent DIs poorly.||0.5% (hits 1-9), 1% (hit 10), 2% (throw)
|-
|-
|{{SSB4|Mewtwo}}||[[Forward throw]]||Mewtwo telekinetically throws the opponent diagonally in the air before firing five small Shadow Balls at them. As of update 1.1.0, it is tied with {{SSB4|Ganondorf}}'s and max aura {{SSB4|Lucario}}'s forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a [[Franklin Badge]].||3% (throw), 2% (hits 1-5)
|{{SSB4|Mewtwo}}||[[Forward throw]]||Mewtwo telekinetically throws the opponent diagonally in the air before firing five small Shadow Balls at them. As of update 1.1.0, it is tied with [[SSB4|Ganondorf]]'s and max aura [[SSB4|Lucario]]'s forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a [[Franklin Badge]].||3% (throw), 2% (hits 1-5)
|-
|-
|{{SSB4|Ness}}||[[Down throw]]||Ness throws his opponent onto the ground and scorches them with PK Fire. A good combo starter, with the most notable being his down throw to forward air.||0.6% (hits 1-5), 4% (throw)
|{{SSB4|Ness}}||[[Down throw]]||Ness throws his opponent onto the ground and scorches them with PK Fire. A good combo starter, with the most notable being his down throw to forward air.||0.6% (hits 1-5), 4% (throw)
Line 247: Line 226:
|}
|}


==List of multi-hit throws in ''[[Super Smash Bros. Ultimate]]''==
[[Category:Game Controls]]
{|class="wikitable sortable" style="text-align:center"
!Character
!Throw
!Description
!Damage
|-
|{{SSBU|Samus}}||[[Up throw]]||Samus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups.||5% (hit 1), 7% (throw)
|-
|{{SSBU|Dark Samus}}||[[Up throw]]||Dark Samus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups.||5% (hit 1), 7% (throw)
|-
|{{SSBU|Kirby}}||[[Down throw]]||Fury Stomp from the Suplex ability in Kirby Super Star. Throws the opponent onto the ground, then rapidly stomps on them several times, and then finishes with a jumping double foot stomp.||1.2% (Hits 1-10), 2.4% (throw)
|-
|rowspan="4"|{{SSBU|Fox}}||[[Forward throw]]||Releases the opponent and quickly performs a cross, launching them forward. It can be used for tech chasing at mid percentages or putting the opponents offstage. Fox's strongest throw, but fails to KO Mario until around 212% at the very edge of [[Final Destination]].||4% (hit), 3% (throw)
|-
|[[Back throw]]||Fox throws his foe backwards and shoots them with three rapid shots from his {{b|Blaster|Fox}}.||2% (throw), 2% (Blaster shots)
|-
|[[Up throw]]||Fox throws his foe upwards and fires three rapid shots from his blaster. Can occasionally follow up into up aerial if the opponent's reaction is read.||2% (throw), 2% (Blaster shots)
|-
|[[Down throw]]||Fox forces his foe onto the floor and fires four point-blank shots at them with his blaster. Can link into a neutral or forward air.||2% (Blaster shots), 1% (throw)
|-
|{{SSBU|Pikachu}}||[[Forward throw]]||Lays the opponent on its tail and shocks them.||3% (hit 1), 5% (throw)
|-
|{{SSBU|Ness}}||[[Down throw]]||Throws the opponent onto the ground and scorches them with PK Fire.||0.5% (hits 1-3), 1.5% (hit 4), 4% (throw)
|-
|rowspan="2"|{{SSBU|Bowser}}||[[Up throw]]||Bowser throws the opponent slightly up, withdraws into his shell, and spins, damaging them against his spikes. Bowser's only real follow-up throw; it can true combo into a forward air at low percentages, though it is difficult to do so.||0.5% (hits 1-7), 2% (hit 8), 4% (hit 9), 2% (throw)
|-
|[[Down throw]]||Places the opponent on the ground and body slams them. It deals 14%, making it among the most damaging throws in the game. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. However, the very high damage and base knockback make it a good mix up and an option to send opponents offstage.||10% (hit 1), 4% (throw)
|-
|{{SSBU|Zelda}}||[[Down throw]]||Forces her opponent under her and blasts it with fiery magic enegy from her hands, which launches them above her. A reliable combo starter, it can be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. At high percents, Zelda can follow it up with an up aerial or back aerial for a relatively secure KO.||1.5% (hits 1-4), 2% (throw)
|-
|rowspan="2"|{{SSB4|Mewtwo}}||[[Forward throw]]||Telekinetically lifts the opponent diagonally in the air before firing five shadow balls at them. It deals 13% if all hits connect, making it among the most damaging throws in the game. However, the Shadow Balls can be reflected by a {{SSBU|Hero}} with [[Bounce]] or any opponent wearing a [[Franklin Badge]], and other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage. While it does not possess any true follow-ups, it has relatively low endlag and leaves the opponent in a favorable position to cover their options with a running up tilt, dash attack, back aerial, etc.||3% (throw), 2% (Shadow Balls)
|-
|[[Down throw]]||Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It can combo into up tilt at low percentages, and forward aerial at mid-high percentages, which can KO reliably at around 80%-130% depending on the opponent's weight and size. The aforementioned follow-ups are susceptible to DI, although its quick startup is difficult to react to, and it can be used as a mixup to forward throw. At mid to high percentages, it can force the opponent onto a platform if used below one, leading to a tech-chase situation where Mewtwo can potentially follow up with an aerial, up smash, or even [[Disable]] with the right read.||4% (hit 1), 5% (throw)
|-
|rowspan="4"|{{SSBU|Meta Knight}}||[[Forward throw]]||A bicycle kick. Unlike in SSB4, it can no longer combo due to changes to traction.||6% (hit), 3% (throw)
|-
|[[Back throw]]||Teleports behind the opponent and then slashes their back, launching them away.||7% (hit), 3% (throw)
|-
|[[Up throw]]||The Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. Unlike Kirby's up throw, the impact does not have an aesthetic explosion.||10% (throw), 7% (collateral)
|-
|[[Down throw]]||Like Kirby's down throw, but slower: stomps on opponent multiple times, then ends by fall-crush-stomping down on them, excellent follow-up potential. Can link into an up smash, forward aerial, and occasionally even into a KO combo with [[Shuttle Loop]] if opponent DIs poorly.||0.5% (hits 1-9), 1% (hit 10), 2% (throw)
|-
|rowspan="2"|{{SSBU|Charizard}}||[[Up throw]]||Jumps up before doing a powerful suplex, akin to Kirby and Meta Knight's up throws. It is one of the strongest throws in the game without DI, but its mostly vertical, yet more horizontal angle than other up throws allows for the victim to apply both optimal DI and LSI against the move. This weakens it to an extent where middleweights can survive it up to around 160% without rage. The throw's poor knockback for its archetype can be alleviated by being used under a high platform. Resembles the Pokémon move Seismic Toss.|| 8% (hit 1), 3% (throw)
|-
|[[Down throw]]||Charizard pins its opponent on the floor, and then breathes fire on them. Does poor damage, but has high knockback and can KO enemies at high percents.||1% (hits 1-5), 1% (throw)
|-
|{{SSBU|Sonic}}||[[Down throw]]||Pins the enemy down, then Spin Dashes into them. Great for tech-chasing. Originates from Sonic the Fighters.||1% (hits 1-5), 1% (throw)
|-
|{{SSBU|Pac-Man}}||[[Down throw]]||Changes into his Classic Form and chomps the opponent four times, with the last hit dealing low knockback. Sends at a low angle for techchases, but has very high ending lag. Sends at a good angle for Key if it was charged prior.||1.5% (hits 1-3), 6% (hit 4)
|-
|rowspan="5"|{{SSBU|Kazuya}}||[[Forward throw]]||Kicks the opponent in the face before striking them with his heel, throwing them in the process. It deals decent knockback for a throw, although it doesn't KO middleweights until around 170%.||2% (throw), 10% (beam)
|-
|[[Back throw]]||Grabs his opponent by the leg and slams them on the floor behind him. Deals high damage, but lacks KO potential until about 190%.||14% (hit 1), 0% (throw)
|-
|[[Up throw]]||Throws the opponent upwards, then transforms into his devil form and shoots a beam diagonally upwards at them. Does not cause a camera angle change in 1v1s unlike his other throws. The beam can hit other opponents in addition to the one being thrown. However, but can be reflected if the opponent wears a [[Franklin Badge]] or by {{SSBU|Hero}} if [[bounce]] is active. It is Kazuya's strongest throw, reliably KOing middleweights at the ledge at around 145% (or around 170% anywhere else) due to its knockback and angle, and making it one of the strongest up throws in the game.||2% (throw), 10% (beam)
|-
|[[Down throw]]||A headbutt. Kazuya's only combo throw, having followups into Flash Tornado, both variants of Wind God Fist, and Tsunami Kick. It has low hitstun, so other followups usually require a read or reaction.||7% (hit 1), 1% (throw)
|-
|[[Gates of Hell]]||Bends the opponent's back, then kicks them away. Done by inputting ↘ ↓ ↘ before pressing the grab button. It sends opponents behind Kazuya and it is extremely damaging for a throw (24% total), and is technically the strongest throw in the game that isn't a special move. In addition to its high damage, it sends the opponent at a deep semi-spike angle with good knockback, making it excellent against foes with poor recoveries. However, as it sends behind Kazuya, this requires him to face away from a ledge to send his opponent offstage. Based on Kazuya's command grab from Tekken 5 onwards.||10% (hit 1), 13% (hit 2), 1% (throw)
|}
 
 
 
 
 
[[Category:Game controls]]
[[Category:Multi-hit throws|*]]
[[Category:Multi-hit throws|*]]

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: