Super Smash Bros. Brawl

Pikachu (SSBB)/Down throw

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Hitbox visualization showing Pikachu's down throw.

Overview[edit]

Pikachu using its down throw chaingrab on Fox.

Pikachu slams on top of its opponent. Deals 10% damage, with pretty low vertical knockback. It can be followed up with an up tilt, up smash, or a neutral aerial if the opponent double jumps away. The throw is notable for being a highly effective chaingrab on certain characters. Many characters are able to escape after a few down throws by footstooling Pikachu, though it can 0-death Fox, as his extremely fast falling speed acceleration makes him unable to escape the down throws until extremely high percentages, while an up smash to Thunderspike can easily be used before this is possible. This can also be performed on Captain Falcon, Sheik, and Ganondorf by buffering the down throws. Additionally, a 0-death with buffered down throws to a Thunderspike can be used on Falco and Wolf, though a fresh down throw must be used at 20%. This is usually done using two forward throwspummel→down throw. Lastly, Snake can be 0-deathed with buffered down throws, but the requirements are extremely strict - not only does it require a fresh down throw at 23%, but it must also be done on the edge of the stage. Normally, Snake can pull out a Hand Grenade in one frame to stop the chaingrab, but if done on the edge, the grenade will fall off the stage, harming neither Pikachu or Snake.

On some characters, Pikachu can perform a 0-death combo by using down throw, up tilt, footstool jump into Quick Attack lock (with QAC) repeatedly, then a jab lock repeatedly to the edge of the stage. A forward smash or Thunder can be used while the opponent is forced to get up to KO. This combo can be escaped with proper SDI.

Outside of chaingrabbing and the extremely advanced QAC lock followups, the throw is a rather useful combo move. At lower percentages, it can lead into an up tilt then aerials, and on many characters, it can lead into an up smash to Thunderspike at higher percentages.

Throw data[edit]

Hitbox[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 5% 1 Sakurai angle 0 0 90 7.2 2 0.0 0.0 0.0 1.0x 1.0x 0% HitboxTableIcon(NoClang).png HitboxTableIcon(Rebound).png Typeless (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Punch SpecialsDirect.png

Throw[edit]

ID Damage Angle BK KS FKV Bone SDIx FFx T% Type Effect Sound
0 5% AngleIcon80.png Forwards 60 38 0 0 1.0x None 0% Throwing (type) Normal (effect) S None
1 3% Sakurai angle Forwards 40 100 0 0 1.0x None 0% Throwing (type) Normal (effect) S None

Timing[edit]

Invincibility 1-8
Hitboxes 13-14
Throw 21
Animation length 43
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(LagThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
ThrowThrow
Throw point

Chaingrab details[edit]

Source: [1]

  • Captain Falcon
    • 19-105%+regrab
    • D-throw x 14→grab
  • Donkey Kong
    • 7-26%+regrab
    • D-throw x 2→grab
    • Can escape any time with a footstool.
  • Falco
    • 19-100%+regrab
    • D-throw x 13→grab
  • Fox
    • 0-99%+regrab
    • D-throw x 17→grab
  • Ganondorf
    • 0-85%+regrab
    • D-throw x 14→grab
    • First two regrabs are escapable with a footstool.
  • Ike
    • 0-62%+regrab
    • D-throw x 9→grab
    • First four regrabs are escapable with a footstool.
  • Link
    • 0-41%+regrab
    • D-throw x 5→grab
    • First four regrabs are escapable with a footstool.
  • Lucas
    • 5-33%+regrab
    • D-throw x 3→grab
    • Can escape any time with a footstool.
  • Meta Knight
    • 0-52%+regrab
    • D-throw x 7→grab
    • First three regrabs are escapable with a footstool.
  • Pikachu
    • 0-27%+regrab
    • D-throw x 3→grab
    • Can escape any time with a footstool.
  • Sheik
    • 19-105%+regrab
    • D-throw x 14→grab
  • Snake
    • 27-80%+regrab
    • D-throw x 7→grab
  • Squirtle
    • 3-22%+regrab
    • D-throw x 2→grab
    • Can escape any time with a footstool.
  • Wario
    • 7-26%+regrab
    • D-throw x 2→grab
    • Can escape any time with a footstool.
  • Wolf
    • 0-115%+regrab
    • D-throw x 3→pummel→d-throw x 14→grab

Followup data[edit]

  • forward tilt angled up - 5 frames
  • Grab - 6 frames
  • down smash - 6 frames
  • Neutral aerial - 7 frames
  • Reverse up tilt - 8 frames
  • Up smash - 9 frames
  • Up tilt - 9 frames