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[[File:Forward Throw.gif|frame|{{SSBB|Kirby}}'s forward throw in ''[[Super Smash Bros. Brawl]]''.]]
[[File:Forward Throw.gif|frame|{{SSBB|Kirby}}'s forward throw in ''[[Super Smash Bros. Brawl]]''.]]
The '''forward throw''' is a [[throw]] performed by pressing forward on the [[control stick]] after having [[grab]]bed the enemy.  Forward throws are often used to knock away an opponent, or comboing. Some can even be used to chaingrab.  
The '''forward throw''' ({{ja|前投げ|Mae nage}}, ''Front/forward throw''; commonly abbreviated as '''f-throw''' or '''Fthrow''', and referred to as '''ThrowF''' internally) is a [[throw]] performed by tilting the [[control stick]] in the direction the character is facing after having [[grab]]bed the opponent.


==Forward throws in ''[[Super Smash Bros]]''==
Forward throws are often used to launch the opponent away, and a few can be used to [[chain grab]] (prior to ''[[Super Smash Bros. 4]]'') or start [[combo]]s. Forward throws are usually not as good of KO moves as [[back throw]]s (outside of a few exceptions such as [[Wario]]'s), nor are they as good combo starters as [[down throw]]s (aside from [[Kirby]]); as such, they are generally the least useful throw for most characters, and are only preferred for setting up [[edgeguard]]s.
Similar to the [[back throw]], the forward throw has high knockback and is a viable KO move near the [[edge]] for every character besides {{SSB|Jigglypuff}} and {{SSB|Captain Falcon}}. Many of these can be used to combo in the [[rapetent]] portion of Hyrule Castle.
{{clr}}
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
 
!Character!!Description!!Damage
==List of forward throws==
Forward throws with hitboxes consist of two or more hits on the grabbed opponent (the hitbox, then the throw), and can affect other opponents near the thrower. Additionally, some forward throws may possess a '''collateral hitbox''', which affects nearby opponents but not the victim of the throw.
 
{| class="wikitable"
|-
! Character !! Description !! Hitbox
|-
|[[Banjo]] & [[Kazooie]]||Banjo faces backwards and Kazooie kicks the opponent away with her talons.||{{y|16}}
|-
|[[Bayonetta]]||Performs the [http://bayonetta.wikia.com/wiki/Tetsuzanko Tetsuzanko] technique.||{{y|16}}
|-
|[[Bowser]]||Tosses the opponent with his head.||{{n|16}}
|-
|[[Bowser Jr.]]||Punches the opponent away with a boxing glove from the [[Koopa Clown Car]].||{{y|16}}
|-
|[[Byleth]]||Launches the opponent away with an upwards swing of the Sword of the Creator in its whip form.||{{y|16}}
|-
|[[Captain Falcon]]||{{GameIcon|SSB}} Lifts the opponent overhead and slams them onto the ground with one arm. From ''Melee'' onwards, this is Captain Falcon's [[down throw]].<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Launches the opponent with a body blow.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|[[Charizard]]||Fully spins its head around with the grabbed opponent, then tosses them forward.||{{n|16}}
|-
|[[Chrom]]||Launches the opponent with an elbow thrust.||{{n|16}}
|-
|[[Cloud]]||Dropkicks the opponent, performing a backflip after launching them.||{{y|16}}
|-
|[[Corrin]]||Transforms his free arm into a Dragon Fang spear and stabs the opponent with it.||{{y|16}}
|-
|[[Daisy]]||Toad launches the opponent with a ramming headbutt.||{{y|16}}
|-
|[[Dark Pit]]||Slashes the opponent with an upward swing of the Silver Bow.||{{y|16}}
|-
|-
|{{SSB|Captain Falcon}}||Slams the opponent down in front of him. Having very low knockback for a throw, this has great [[combo]] ability, being able to lead into a forward aerial, up aerial, or up smash easily.||11%.
|[[Dark Samus]]||Extends the Grapple Beam and lifts the opponent overhead, then tosses them.||{{n|16}}
|-
|-
|{{SSB|Donkey Kong}}||Holds his opponent on his back. He can then freely move around and jump before throwing them either forward or back. This throw is based on his ability in ''Donkey Kong Country'' to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has decent knockback. Can be used to perform the [[infinite throw trap]].||8% (carry), 8% (throw).
|[[Diddy Kong]]||Lifts the opponent overhead and tosses them with both hands.||{{n|16}}
|-
|-
|{{SSB|Fox}}||Throws foe forward. Can [[chaingrab]] at very low percentages. A pretty decent KO throw when used near the edge at high percentages.||12%.
|[[Donkey Kong]]||Carries the opponent above himself with both hands. Donkey Kong can then move and jump around with them, and perform any of the following throws:<br/>''Forward'': Tosses the opponent away with both hands.<br/>''Back'': Turns around, then tosses the opponent away with both hands.<br/>''Up'' ({{GameIcon|SSBM}} onwards): Heaves the opponent upward.<br>''Down'': {{GameIcon|SSBM}}{{GameIcon|SSBB}} Hurls the opponent forward like a bowling ball.<br/>{{GameIcon|SSB4}} Performs a [[wikipedia:Professional wrestling throws#Gorilla press slam|gorilla press slam]].<br>{{GameIcon|SSBU}} Performs a {{s|wikipedia|bear hug}}.||{{n|16}}
|-
|-
|{{SSB|Jigglypuff}}||Throws opponent straight up. Has limited KO power and can't set up edgeguards (unlike other throws), but at low percentages, it can be useful for comboing into moves such as up aerial and [[Pound]], and can easily lead into a [[Rest]] against [[fastfaller]]s.||14%.
|[[Dr. Mario]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSB|Kirby}}||Jumps high in the air with the opponent, then slams down. One of the few forward throws to launch opponents upward. Has very high base knockback, but low knockback scaling, meaning that it does not KO until 120% for most characters. Can [[Kirbycide]] if used on the very edge of a platform, though Kirby will always be KO'd first.||13%.
|[[Duck Hunt]]||The dog swings his head back and tosses the opponent.||{{n|16}}
|-
|-
|{{SSB|Link}}||Violently kicks his foe forward with good power. Often throws the foe far enough to set up a quick [[Boomerang]] or [[Bomb (Link)|Bomb]]-based [[edgeguard]], or it can simply lead into an aerial combo at lower percentages. Can also hit an opponent into a Boomerang coming at them.||14%.
|[[Falco]]||Elbows the opponent away.||{{y|16}}
|-
|-
|{{SSB|Luigi}}||Same as Mario's, but can deal more damage.||12-16%.
|[[Fox]]||{{GameIcon|SSB}} Somersaults forward once and tosses the opponent.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Elbows the opponent away.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB|Mario}}||Swings the foe once and tosses them in front of him. A good throw in terms of knockback.||12%.
|[[Ganondorf]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Launches the opponent with a backhanded punch.<br/>{{GameIcon|SSBU}} Launches the opponent with an uppercut.||{{y|16}}
|-
|-
|{{SSB|Ness}}||Takes opponent, lifts them with PSI, and twirls them whilst launching them forward with great power. Can damage other characters that bump into the thrown opponent.||16%.
|[[Greninja]]||{{GameIcon|SSB4}} Tosses the opponent with both hands.<br/>{{GameIcon|SSBU}} Launches the opponent with a palm thrust.||{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB|Pikachu}}||Grabs the foe, flips and releases them. Can chaingrab most characters. Decent to good knockback, can easily KO or set up an edgeguard when used near the edge.||9-12%.
|[[Hero]]||Plunges his sword on the ground, lifts the opponent overhead and tosses them with both hands.||{{n|16}}
|-
|-
|{{SSB|Samus}}||Grabs opponent via Grapple Beam and tosses them forward with good power.||12-16%.
|[[Ice Climbers]]||Launches the opponent with a horizontal hammer swing.||{{y|16}}
|-
|-
|{{SSB|Yoshi}}||Reels back with opponent in mouth and throws them forward with somewhat low horizontal knockback, at least compared to other throws.||9-12%.
|[[Ike]]||Kicks the opponent away.||{{y|16}}
|}
 
==Forward throws in ''[[Super Smash Bros. Melee]]''==
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
!Character!!Description!!Damage
|-
|-
|{{SSBM|Bowser}}||Throws opponent forward with a long [[startup]]. Can act as a potential KO move at high percentages.||5-10%.
|[[Incineroar]]||Spins the opponent around four times with both hands, then tosses them forward.||{{y|16}} <small>(collateral)</small>
|-
|-
|{{SSBM|Captain Falcon}}||Punches foe forward. Oddly, has two hits. ||5% (first hit), 4% (second hit) 9% (total)
|[[Inkling]]||Blasts the opponent away with the Splattershot point-blank, covering them in {{b|ink|status}}.||{{y|16}}<ref name="ink">The hitbox is not active if Inkling has [[Ink Tank|no ink left]], resulting in only the throw.</ref>
|-
|-
|{{SSBM|Donkey Kong}}||Picks the opponent up. If up and A are pressed, tosses foe upward. If down and A are pressed, throws the opponent like a bowling ball. If back and A is pressed, tosses opponent behind him. If forward and A is pressed, launches foe in front of him.||7% (up throw), 6% (down throw), 8% (back throw), 8% (forward throw).
|[[Isabelle]]||Tosses the opponent with her net.||{{n|16}}
|-
|-
|{{SSBM|Dr. Mario}}||Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding followup.||9%.
|[[Ivysaur]]||{{GameIcon|SSBB}} Tosses the opponent forward with its vines.<br/>{{GameIcon|SSBU}} Headbutts the opponent away.||{{GameIcon|SSBB}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBM|Falco}}||Punches opponent forward. Can chaingrab [[floaty]] characters at low percentages. Generally used to get the opponent offstage.||7%.
|[[Jigglypuff]]||{{GameIcon|SSB}} Spins once and tosses the opponent straight up with one arm. From ''Melee'' onwards, this is Jigglypuff's [[up throw]].<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Puffs up to launch the opponent.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBM|Fox}}||Same as Falco's, but can't reliably chaingrab any characters unlike his.||7%.
|[[Joker]]||Tosses the opponent with a flourish of his arm.||{{n|16}}
|-
|-
|{{SSBM|Ganondorf}}||Punches opponent forward. Consists of two hits. Can be used to set up edgeguarding situations at high percentages.||5% (first hit), 4% (second hit), 9% (total).
|[[Kazuya]]||Performs the Double Face Kick.||{{y|16}}
|-
|-
|{{SSBM|Ice Climbers}}||Takes the opponent and swings their mallets in a Bat-like way, launching the opponent forward. Two indiscernable hits.||11%.
|[[Ken]]||Performs the {{s|wikipedia|seoi nage}}, a judo throw.||{{n|16}}
|-
|-
|{{SSBM|Jigglypuff}}||Puffs itself up slightly and launches opponent forward. Surprising knockback for a throw in ''Melee'', can usually KO near the edge at around 130%, though its rather high [[ending lag]] limits followup options.||12%.
|[[King Dedede]]||Launches the opponent with an upward hammer swing.||{{y|16}}
|-
|-
|{{SSBM|Kirby}}||Kirby does a suplex, hitting the opponent on the ground. Can be used to Kirbycide. Like his back throw, it can be escaped. It also causes Kirby to lose all of his [[midair jump]]s before he lands.||8%.
|[[King K. Rool]]||Slams the opponent onto the ground with one hand.||{{y|16}} <small>(collateral)</small>
|-
|-
|{{SSBM|Link}}||Kicks opponent a short distance in front of him. Pretty weak knockback. One apparent kick, but mysteriously, two hits.||4% (first hit), 3% (second hit), 9% (total).
|[[Kirby]]||{{GameIcon|SSB}} Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion. From ''Melee'' onwards, this is Kirby's up throw.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jumps with the grabbed opponent, somersaults forward, them slams them onto the ground, bouncing off after they are launched.||{{GameIcon|SSB}} {{y|16}}<ref name="hitbox">The hitbox is not present in the NTSC-J version.</ref> <small>(collateral)</small><br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSBM|Luigi}}||Spin opponent once then throws them forward. Relatively weak but can be used to get the opponent offstage easily.||4-7%.
|[[Link]]||Kicks the opponent away.||{{y|16}}
|-
|-
|{{SSBM|Mario}}||Same as Luigi's, but deals more damage||9%.
|[[Little Mac]]||Launches the opponent with an overhead punch.||{{y|16}}
|-
|-
|{{SSBM|Marth}}||Pushes opponent forward, tripping them with the leg. Extremely weak damage and knockback.||4%.
|[[Lucario]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Quickly pushes the opponent away with an aura pulse.<br/>{{GameIcon|SSBU}} Blasts the opponent away with aura from its palms.||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBM|Mewtwo}}||Throws its opponent diagonally forward and shoots with multiple small Shadow Balls that can also be [[absorb]]ed and [[reflect]]ed.||9%.
|[[Lucas]]||Tosses the opponent with PSI.||{{n|16}}
|-
|-
|{{SSBM|Mr. Game & Watch}}||Juggles the opponent as a ball, then launches them forward.||4-8%.
|[[Lucina]]||{{GameIcon|SSB4}} Tosses the opponent forward between her legs.<br/>{{GameIcon|SSBU}} Launches the opponent with an elbow thrust.||{{n|16}}
|-
|-
|{{SSBM|Ness}}||Throws the opponent forward. Very strong base knockback, but very low knockback scaling.||11%.
|[[Luigi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Spins around once and tosses the opponent.<br/>{{GameIcon|SSBU}} Slams the opponent onto the ground with the Poltergust G-00.||{{n|16}}
|-
|-
|{{SSBM|Peach}}||Slaps her opponent in front of her. Very high knockback when opponent is above 100%, this is Peach's strongest throw and it is the strongest forward throw in ''Melee''. It can KO the opponent at 110% if used near the edge.||1-10%.
|[[Mario]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSBM|Pichu}}||Puts opponent on its back, zaps them, then knocks them forward.||9% damage to opponent, 1% recoil damage.
|[[Marth]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tosses the opponent forward between his legs.<br/>{{GameIcon|SSBU}} Launches the opponent with an elbow thrust.||{{n|16}}
|-
|-
|{{SSBM|Pikachu}}||Same as Pichu's, but it doesn't give recoil damage.||9%.
|[[Mega Man]]||Lifts the opponent overhead and tosses them with the Super Arm.||{{n|16}}
|-
|-
|{{SSBM|Roy}}||Knocks opponent forward very weakly. Can chaingrab certain heavyweights at very low percentages and can regrab into other throws.||5%.
|[[Meta Knight]]||Launches the opponent with a backflip kick.||{{y|16}}
|-
|-
|{{SSBM|Samus}}||Brings her opponent up with her Grapple Beam and launches them forward.||9%.
|[[Mewtwo]]||Tosses the opponent at a diagonal angle, then fires five small Shadow Balls at them.||{{y|16}}
|-
|-
|{{SSBM|Sheik}}||Punches opponent forward. Low horizontal knockback and [[hitstun]].||8%.
|[[Mii Brawler]]||Launches the opponent with a backhand swipe.||{{n|16}}
|-
|-
|{{SSBM|Yoshi}}||Spits opponent forward.||6%.
|[[Mii Gunner]]||Punches the opponent away with the arm cannon.||{{y|16}}
|-
|-
|{{SSBM|Young Link}}||Kicks opponent forward. Can chaingrab most heavyweights, or can simply lead into a followup such as a forward tilt.||6%.
|[[Mii Swordfighter]]||Kicks the opponent away.||{{y|16}}
|-
|-
|{{SSBM|Zelda}}||Launches her opponent forward, with above average knockback.||12%.
|[[Min Min]]||Kicks the opponent away.||{{y|16}}
|}
 
==Forward throws in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
!Character!!Description!!Damage
|-
|-
|{{SSBB|Bowser}}||Launches foe forward using his head. Decently low knockback; will rarely KO even when relatively close to a walk-off [[blast line]].||10%.
|[[Mr. Game & Watch]]||Juggles the opponent as a ball from back to front, then tosses them forward.||{{n|16}}
|-
|-
|{{SSBB|Captain Falcon}}||Punches the opponent forward. Can be followed by an up smash out of a dash for a KO at very high percentages, and the throw itself has some KO power at high percentages. Can also be followed with his dash attack, or even a [[Falcon Kick]] at mid percents. Can be used to pseudo-chain throw the opponent at very low percentages due to Captain Falcon's very fast [[dashing]] speed.||4% then 5%.
|[[Mythra]]||Blasts the opponent with a magic blast.||{{y|16}}
|-
|-
|{{SSBB|Charizard}}||Grabs opponent in its jaws, spins them, then releases them in front of itself. A pseudo-chaingrab on many characters at base or close to base percents.||10%.
|[[Ness]]||Twirls the opponent around once with PSI, then tosses them.||{{GameIcon|SSB}} {{y|16}} <small>(collateral)</small><br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSBB|Diddy Kong}}||Tosses opponent forward with decent knockback. Very similar animation to his back throw, but does more damage and less knockback.||11%.
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} The Pikmin grabbing the opponent tosses them forward.<br/>{{GameIcon|SSBU}} The Pikmin grabbing the opponent slam them onto the ground in front of Olimar.||{{n|16}}
|-
|-
|{{SSBB|Donkey Kong}}||Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a [[crate]] or a [[barrel]]. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Pressing up and A makes DK toss his opponent upward, pressing down and A makes him throw them forward like a bowling ball (on a [[semi-spike]] trajectory), pressing forward and A makes him toss the opponent forward, and pressing back and A makes him heave the opponent backward. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws in said mode (if the input for the forward throw is used, he will use his up throw instead.)||6% (if opponent breaks free), 8% (forward throw), 8% (back throw), 7% (up throw), 6% (down throw).
|[[Pac-Man]]||Shoves the opponent.||{{n|16}}
|-
|-
|{{SSBB|Falco}}||Punches his opponent forward.||7%.
|[[Palutena]]||Telekinetically shoves the opponent.||{{n|16}}
|-
|-
|{{SSBB|Fox}}||Same as Falco's.||7%.
|[[Peach]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Slaps the opponent away.<br/>{{GameIcon|SSBU}} Toad launches the opponent with a ramming headbutt.||{{y|16}}
|-
|-
|{{SSBB|Ganondorf}}||Punches his opponent forward. High damage for a throw and good power. Consists of two hits, similar to Captain Falcon's forward throw. Great option for countering [[stale-move negation]].||13%.
|[[Pichu]]||Zaps the opponent on its back, then launches them forward. Causes [[recoil damage]] to Pichu.||{{y|16}}
|-
|-
|{{SSBB|Ice Climbers}}||Hits opponent forward with their hammers. If the player walks slightly forward with the partner climber before using, they can regrab the opponent again right after they use the attack, making this throw a chaingrab, whether used on its own or in conjunction with their back and down throws. If used near the edge and combined with their partner using a [[short hop]]ped forward aerial [[meteor smash]], it can KO at 50%.||8%.
|[[Pikachu]]||{{GameIcon|SSB}} Somersaults forward once and tosses the opponent.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Zaps the opponent on its back, then launches them forward.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBB|Ike}}||Kicks the opponent forwards. Low base knockback and scaling.||6%.
|[[Piranha Plant]]||Headbutts the opponent away.||{{y|16}}
|-
|-
|{{SSBB|Ivysaur}}||Holds opponent in its vines and tosses them forward.||8%.
|[[Pit]]||Slashes the opponent with an upward swing of the Silver Bow.||{{y|16}}
|-
|-
|{{SSBB|Jigglypuff}}||Puffs itself slightly, hitting the opponent forward. Low knockback, some ending lag.||10%.
|[[Pyra]]||Blasts the opponent with a fiery blast.||{{y|16}}
|-
|-
|{{SSBB|Kirby}}||"Pile Driver" from Kirby's Suplex ability in ''[[Kirby Super Star]]'' and Backdrop from "Adventure". Kirby rises slowly in the air, while flipping, then slams the opponent down. Incredible combo potential; this move can lead into combos dealing up to 45% or higher depending on the opponent's [[weight]] and [[falling speed]]. A popular combo started with this move is forward throw→up aerial→up tilt→back aerial, dealing a quick 37% damage, referred to as a "Gonzo Combo". There are also other moves that the throw can easily combo into, such as [[Hammer]]. Can additionally chaingrab at low percentages, and also lead into an up aerial then a regrab.||8%.
|[[R.O.B.]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tosses the opponent with both hands.<br/>{{GameIcon|SSBU}} Tosses the opponent with one hand.||{{n|16}}
|-
|-
|{{SSBB|King Dedede}}||Hits opponent forward with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO near the edge at very high percentages if the opponent [[DI]]s it the wrong way. Commonly used to get the opponent offstage after a down throw chaingrab across the stage.||12%.
|[[Richter]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSBB|Link}}||Lets go of the opponent then kicks them forward, football punt style.||7%.
|[[Ridley]]||Lifts the opponent overhead and tosses them with one hand.||{{n|16}}
|-
|-
|{{SSBB|Lucario}}||Uses Aura to blast opponent forward. Good horizontal knockback at higher damages. Lucario's fastest throw. Can be an effective KO move at high percentages near the edge. Excellent to put room between Lucario and its opponent to provide breathing space. When at max power (170% or above), this is the strongest forward throw in the game.||{{AuraDamage|10}}.
|[[Robin]]||Tosses the opponent using magic.||{{n|16}}
|-
|-
|{{SSBB|Lucas}}||Psychokinetically tosses opponent forward.||10%.
|[[Rosalina]] & [[Luma]]||Telekinetically spins the opponent once, then tosses them.||{{n|16}}
|-
|-
|{{SSBB|Luigi}}||Spins opponent once then throws them forward. Can chaingrab most characters at very low percentages on neutral stages.||9%.
|[[Roy]]||{{GameIcon|SSBM}}{{GameIcon|SSB4}} Tosses the opponent forward between his legs.<br/>{{GameIcon|SSBU}} Launches the opponent with an elbow thrust.||{{n|16}}
|-
|-
|{{SSBB|Mario}}||Same as Luigi's, also usable as a not-very-notable chaingrab. It has low knockback scaling, even for a throw. It is mostly only used to get the opponent offstage.||9%.
|[[Ryu]]||Performs the seoi nage, a judo throw.||{{n|16}}
|-
|-
|{{SSBB|Marth}}||Pushes opponent forward, tripping them with the leg. Great for [[tech-chasing]] and can chaingrab heavyweights or fastfallers at 0% for up to usually four throws maximum and setup a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage, and on certain characters this combo works up until mid percentages. Can also be used to setup a forward aerial combo.||4%.
|[[Samus]]||Extends the Grapple Beam and lifts the opponent overhead, then tosses them.||{{n|16}}
|-
|-
|{{SSBB|Meta Knight}}||Kicks the opponent in front of him. An extremely fast throw. Great for setting up aerial combos and finishers as it sends an opponent at a diagonal angle. For example, it can easily lead into a full hopped [[Shuttle Loop]] at KO percentages on most characters.||8-10%.
|[[Sephiroth]]||Thrusts his hand forward, blasting the opponent in front of himself away with corrupted Lifestream.||{{y|16}}
|-
|-
|{{SSBB|Mr. Game & Watch}}||Juggles the opponent as a ball and then launches them forward.||8%.
|[[Sheik]]||Launches the opponent with a shoulder ram.||{{y|16}}
|-
|-
|{{SSBB|Ness}}||Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. The opposite of his back throw, it has very high base knockback but very low knockback scaling. It is often used along with a down aerial for [[gimp]]ing or edgeguarding.||11%.
|[[Shulk]]||Slashes the opponent with an upward swing of the Monado.||{{y|16}}
|-
|-
|{{SSBB|Olimar}}||A Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it does very high damage and knockback for a throw.||6% (Red Pikmin), 13% (Blue Pikmin), 7% (Yellow Pikmin), 6% (White Pikmin), 7% (Purple Pikmin).
|[[Simon]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSBB|Peach}}||Winds up and slaps the opponent forward. Decent knockback and the strongest of Peach's throws, though it rarely KOs unless the opponent is above 161% near the edge. Can chaingrab heavyweights at low percentages provided that one [[buffer]]s a [[dash grab]].||2%, then 8%.
|[[Snake]]||Slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSBB|Pikachu}}||Places opponent on back, zaps them, then sends them forward. An effective chaingrab that works on almost every character, and can easily lead into other moves such as an up smash out of a dash. Useful for countering stale-move negation due to the multiple hits.||10%.
|[[Sonic]]||Launches the opponent with a stretch kick.||{{y|16}}
|-
|-
|{{SSBB|Pit}}||Slashes the opponent with his blade. Can chaingrab at very low percentages against heavier characters.||10%.
|[[Sora]]||Tosses opponent in the air and spikes them with the Keyblade.||{{y|16}}
|-
|-
|{{SSBB|R.O.B.}}||Tosses opponent forward. Very quick, useful for getting the opponent offstage.||10%.
|[[Squirtle]]||Dropkicks the opponent away.||{{y|16}}
|-
|-
|{{SSBB|Samus}}||Flings opponent forward with her Grapple Beam.||9%.
|[[Steve]]||Places piston below him and uses it to launch the opponent.||{{y|16}}
|-
|-
|{{SSBB|Sheik}}||Elbows the opponent with her left arm, punching them forward.||5% then 2%.
|[[Terry]]||Slams the opponent on the ground in front of him.||{{n|16}}
|-
|-
|{{SSBB|Snake}}||Flips opponent over and drops them (sometimes named a scoop slam). A strong throw, although slightly weaker than his back throw. Regardless, it can KO at very high percentages near the edge.||9%.
|[[Toon Link]]||Launches the opponent with a shoulder ram.||{{y|16}}
|-
|-
|{{SSBB|Sonic}}||Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can combo into up aerial [[juggle]]s, but it can be heavily DI'ed backwards. Similar to Meta Knight's forward throw.||9%.
|[[Villager]]||Tosses the opponent with his net.||{{n|16}}
|-
|-
|{{SSBB|Squirtle}}||Puts opponent in front of it, then kicks them.||9%.
|[[Wario]]||{{GameIcon|SSBB}} Spins the opponent around three times with both hands, then tosses them forward.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Launches the opponent with a rear thrust.||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBB|Toon Link}}||Drops opponent quickly and shoulder tackles them forward. Oddly, it is apparently considered a "Leg" attack like Link's forward throw, even though it is quite clearly different. This is likely an error caused from copying moveset data.||7%.
|[[Wii Fit Trainer]]||Serves the opponent like a volleyball.||{{y|16}}
|-
|-
|{{SSBB|Wario}}||Spins the foe around and throws them forward. The lighter the character the faster he spins them. One of Wario's more powerful KO moves, easily KOs near the edge before around 150%. Identical to Mario and Luigi's back throw, except the thrown opponent can't hit bystanders.||12%.
|[[Wolf]]||{{GameIcon|SSBB}} Launches the opponent with a backhanded swipe.<br/>{{GameIcon|SSBU}} Slashes the opponent away with his free hand.||{{y|16}}
|-
|-
|{{SSBB|Wolf}}||Uppercuts his opponent forward. This throw can be used to pseudo chaingrab some characters, such as Fox, at very low percentages by buffering a dash forward. It may also be followed up with a forward smash, [[DACUS]], or [[RAR]] back aerial.||7%.
|[[Yoshi]]||Spits the opponent forward.||{{n|16}}
|-
|-
|{{SSBB|Yoshi}}||Spits the opponent forward.||7%.
|[[Young Link]]||Kicks the opponent away.||{{y|16}}
|-
|-
|{{SSBB|Zelda}}||Telekinetically twirls opponent and throws them forward.||12%.
|[[Zelda]]||Telekinetically tosses the opponent.||{{n|16}}
|-
|-
|{{SSBB|Zero Suit Samus}}||Hits opponent forward with her blaster. A portion of the laser gives the [[electricity]] effect. Can chaingrab most characters at low percentages, a useful way to rack damage, with a down throw being a good way to end the chaingrab and continue the combo.||2% then 7%.
|[[Zero Suit Samus]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Extends the Plasma Whip to zap the opponent, then releases them.<br/>{{GameIcon|SSBU}} Kicks the opponent away.||{{y|16}}
|}
|}
===Notes===
{{reflist}}
==Notable forward throws==
*[[Donkey Kong]]'s forward throw in all games is unique in that rather than throwing the opponent, it triggers another grab state unique to Donkey Kong, where he carries the opponent on his back the same way he does with heavy [[item]]s. This state is known as the '''cargo''' (officially '''Kong Karry''' via ''Ultimate''{{'}}s [[tips]]), and allows Donkey Kong to move and jump while holding the opponent, as well as perform four '''cargo throws''' (two in ''Smash 64'') by pressing the attack button alongside a direction, giving him a total of seven throws. However, like regular grabs, the carried opponent can break free via [[button mashing]], triggering a [[grab release]].
**Due to its extreme versatility, Donkey Kong's cargo is one of his most useful moves in all its appearances. Notably, it can be used to carry the opponent offstage and [[stage spike]] them, KOing them at higher percentages if they fail to [[tech]]. In ''Smash 64'', the opponent takes damage upon breaking free from it, which can be exploited for the [[infinite throw trap]] (this also works in ''Brawl'' against {{SSBB|Ness}} and {{SSBB|Lucas}}). Lastly, in ''Melee'', ''Smash 4'' and ''Ultimate'', Donkey Kong's upward cargo throw is a reliable combo starter and even possesses a KO setup into his up aerial at mid-high percentages in ''Smash 4'', which is colloquially known as the "Ding-Dong" and serves as his most effective KO option.
*[[Mewtwo]]'s forward throw is the only one to release [[projectile]]s, in the form of Shadow Balls that can be [[reflect]]ed and [[absorb]]ed. In ''Smash 4'' and ''Ultimate'', it is one of the most damaging forward throws if all projectiles connect.
*{{SSBM|Kirby}}'s forward throw in ''Melee'' causes him to functionally leave the ground, and can be used for a [[Kirbycide]]. However, it depletes all of Kirby's jumps, and it is one of the only two standard throws in the series that can be escaped without receiving external knockback (the other being his back throw). From ''Brawl'' onward, it no longer exhibits these properties, making it a reliable combo starter, especially in ''Brawl'' at low percentages.
*[[Corrin]]'s forward throw possesses a [[tipper]] hitbox that only affects nearby opponents, and can KO considerably earlier than the throw itself. This is also the case for his back throw.
*[[Ness]]' forward throw in all games except ''Smash 64'' is notable for having extremely high base knockback, but extremely low knockback scaling, which allows it to set up edgeguards easily and KO very early near the horizontal [[blast line]]s (such as in walk-off stages or [[Smashville]]'s platform), but makes it extremely weak otherwise, not KOing opponents until at least 900% from the center of {{SSBU|Final Destination}}.
**In ''Smash 64'', Ness' forward throw has lower base knockback but has much higher knockback scaling and damage dealing 16%. It is the strongest forward throw not only in the game but the series being able to KO {{SSB|Mario}} at around 105% from the center of {{SSB|Dream Land}}.
**[[Villager]] and [[Isabelle]]'s forward throws have similar properties, and are even weaker, failing to KO from the center stage even at 999%.
*[[Marth]]'s forward throw in ''Melee'' and ''Brawl'' is an effective [[tech-chasing]] option against heavyweights and fast fallers, due to its low knockback and ending lag. In ''Smash 4'', its base knockback was greatly increased, removing this ability, although it can still combo into his [[Crescent Slash]] [[custom move|custom]] [[up special]], or a [[forward aerial]] at low percentages. In ''Ultimate'', however, the faster knockback physics and removal of custom specials have resulted in it losing all its combo potential.
*{{SSBM|Peach}}'s forward throw in ''Melee'' is the strongest in the game, KOing most characters at around 110% at the edge. From ''Brawl'' onward, its power has been reduced, not KOing until around 170% at the edge, and being weaker than her back throw in ''Smash 4'' and ''Ultimate''.
*{{SSBM|Jigglypuff}}'s forward throw in ''Melee'' is unique in that the throw's intended knockback is overridden by the pre-throw hitbox's much higher knockback; this makes it the second strongest forward throw in the game, KOing most characters at around 140% at the edge. In later games, however, the throw works properly, and the move is significantly weaker, as a result, being unable to KO under 400% even at the edge.
*{{SSBB|R.O.B.}}'s forward throw in ''Brawl'' is the fastest throw in the series, releasing opponents as soon as [[frame]] 2.
*In ''Smash 4'', the forward throws of [[Bowser]], [[Pit]], [[Dark Pit]], and [[Wario]] are all among the strongest in the game, KOing at around 130% near the edge.
**However, in ''Ultimate'', Wario's forward throw is no longer among the strongest, it can only KO after 160% near the edge.
**[[Incineroar]]'s forward throw is considered the strongest in ''Ultimate'' after patch [[8.0.0]], it can KO even below 110% near the edge.
*[[Mr. Game %26 Watch]]'s forward throw and back throw are identitcal.


{{Attacks}}
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[[Category:Game controls]]
[[Category:Game Controls]]
[[es:Lanzamiento hacia delante]]

Latest revision as of 01:05, December 25, 2022

Kirby's forward throw in Super Smash Bros. Brawl.

The forward throw (前投げ, Front/forward throw; commonly abbreviated as f-throw or Fthrow, and referred to as ThrowF internally) is a throw performed by tilting the control stick in the direction the character is facing after having grabbed the opponent.

Forward throws are often used to launch the opponent away, and a few can be used to chain grab (prior to Super Smash Bros. 4) or start combos. Forward throws are usually not as good of KO moves as back throws (outside of a few exceptions such as Wario's), nor are they as good combo starters as down throws (aside from Kirby); as such, they are generally the least useful throw for most characters, and are only preferred for setting up edgeguards.

List of forward throws[edit]

Forward throws with hitboxes consist of two or more hits on the grabbed opponent (the hitbox, then the throw), and can affect other opponents near the thrower. Additionally, some forward throws may possess a collateral hitbox, which affects nearby opponents but not the victim of the throw.

Character Description Hitbox
Banjo & Kazooie Banjo faces backwards and Kazooie kicks the opponent away with her talons. Yes
Bayonetta Performs the Tetsuzanko technique. Yes
Bowser Tosses the opponent with his head. No
Bowser Jr. Punches the opponent away with a boxing glove from the Koopa Clown Car. Yes
Byleth Launches the opponent away with an upwards swing of the Sword of the Creator in its whip form. Yes
Captain Falcon Super Smash Bros. Lifts the opponent overhead and slams them onto the ground with one arm. From Melee onwards, this is Captain Falcon's down throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Launches the opponent with a body blow.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Charizard Fully spins its head around with the grabbed opponent, then tosses them forward. No
Chrom Launches the opponent with an elbow thrust. No
Cloud Dropkicks the opponent, performing a backflip after launching them. Yes
Corrin Transforms his free arm into a Dragon Fang spear and stabs the opponent with it. Yes
Daisy Toad launches the opponent with a ramming headbutt. Yes
Dark Pit Slashes the opponent with an upward swing of the Silver Bow. Yes
Dark Samus Extends the Grapple Beam and lifts the opponent overhead, then tosses them. No
Diddy Kong Lifts the opponent overhead and tosses them with both hands. No
Donkey Kong Carries the opponent above himself with both hands. Donkey Kong can then move and jump around with them, and perform any of the following throws:
Forward: Tosses the opponent away with both hands.
Back: Turns around, then tosses the opponent away with both hands.
Up (Super Smash Bros. Melee onwards): Heaves the opponent upward.
Down: Super Smash Bros. MeleeSuper Smash Bros. Brawl Hurls the opponent forward like a bowling ball.
Super Smash Bros. 4 Performs a gorilla press slam.
Super Smash Bros. Ultimate Performs a bear hug.
No
Dr. Mario Spins around once and tosses the opponent. No
Duck Hunt The dog swings his head back and tosses the opponent. No
Falco Elbows the opponent away. Yes
Fox Super Smash Bros. Somersaults forward once and tosses the opponent.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Elbows the opponent away.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Ganondorf Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Launches the opponent with a backhanded punch.
Super Smash Bros. Ultimate Launches the opponent with an uppercut.
Yes
Greninja Super Smash Bros. 4 Tosses the opponent with both hands.
Super Smash Bros. Ultimate Launches the opponent with a palm thrust.
Super Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Hero Plunges his sword on the ground, lifts the opponent overhead and tosses them with both hands. No
Ice Climbers Launches the opponent with a horizontal hammer swing. Yes
Ike Kicks the opponent away. Yes
Incineroar Spins the opponent around four times with both hands, then tosses them forward. Yes (collateral)
Inkling Blasts the opponent away with the Splattershot point-blank, covering them in ink. Yes[1]
Isabelle Tosses the opponent with her net. No
Ivysaur Super Smash Bros. Brawl Tosses the opponent forward with its vines.
Super Smash Bros. Ultimate Headbutts the opponent away.
Super Smash Bros. Brawl No
Super Smash Bros. Ultimate Yes
Jigglypuff Super Smash Bros. Spins once and tosses the opponent straight up with one arm. From Melee onwards, this is Jigglypuff's up throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Puffs up to launch the opponent.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Joker Tosses the opponent with a flourish of his arm. No
Kazuya Performs the Double Face Kick. Yes
Ken Performs the seoi nage, a judo throw. No
King Dedede Launches the opponent with an upward hammer swing. Yes
King K. Rool Slams the opponent onto the ground with one hand. Yes (collateral)
Kirby Super Smash Bros. Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion. From Melee onwards, this is Kirby's up throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Jumps with the grabbed opponent, somersaults forward, them slams them onto the ground, bouncing off after they are launched.
Super Smash Bros. Yes[2] (collateral)
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate No
Link Kicks the opponent away. Yes
Little Mac Launches the opponent with an overhead punch. Yes
Lucario Super Smash Bros. BrawlSuper Smash Bros. 4 Quickly pushes the opponent away with an aura pulse.
Super Smash Bros. Ultimate Blasts the opponent away with aura from its palms.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Lucas Tosses the opponent with PSI. No
Lucina Super Smash Bros. 4 Tosses the opponent forward between her legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Luigi Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Spins around once and tosses the opponent.
Super Smash Bros. Ultimate Slams the opponent onto the ground with the Poltergust G-00.
No
Mario Spins around once and tosses the opponent. No
Marth Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Tosses the opponent forward between his legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Mega Man Lifts the opponent overhead and tosses them with the Super Arm. No
Meta Knight Launches the opponent with a backflip kick. Yes
Mewtwo Tosses the opponent at a diagonal angle, then fires five small Shadow Balls at them. Yes
Mii Brawler Launches the opponent with a backhand swipe. No
Mii Gunner Punches the opponent away with the arm cannon. Yes
Mii Swordfighter Kicks the opponent away. Yes
Min Min Kicks the opponent away. Yes
Mr. Game & Watch Juggles the opponent as a ball from back to front, then tosses them forward. No
Mythra Blasts the opponent with a magic blast. Yes
Ness Twirls the opponent around once with PSI, then tosses them. Super Smash Bros. Yes (collateral)
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate No
Olimar Super Smash Bros. BrawlSuper Smash Bros. 4 The Pikmin grabbing the opponent tosses them forward.
Super Smash Bros. Ultimate The Pikmin grabbing the opponent slam them onto the ground in front of Olimar.
No
Pac-Man Shoves the opponent. No
Palutena Telekinetically shoves the opponent. No
Peach Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Slaps the opponent away.
Super Smash Bros. Ultimate Toad launches the opponent with a ramming headbutt.
Yes
Pichu Zaps the opponent on its back, then launches them forward. Causes recoil damage to Pichu. Yes
Pikachu Super Smash Bros. Somersaults forward once and tosses the opponent.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Zaps the opponent on its back, then launches them forward.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Piranha Plant Headbutts the opponent away. Yes
Pit Slashes the opponent with an upward swing of the Silver Bow. Yes
Pyra Blasts the opponent with a fiery blast. Yes
R.O.B. Super Smash Bros. BrawlSuper Smash Bros. 4 Tosses the opponent with both hands.
Super Smash Bros. Ultimate Tosses the opponent with one hand.
No
Richter Spins around once and tosses the opponent. No
Ridley Lifts the opponent overhead and tosses them with one hand. No
Robin Tosses the opponent using magic. No
Rosalina & Luma Telekinetically spins the opponent once, then tosses them. No
Roy Super Smash Bros. MeleeSuper Smash Bros. 4 Tosses the opponent forward between his legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Ryu Performs the seoi nage, a judo throw. No
Samus Extends the Grapple Beam and lifts the opponent overhead, then tosses them. No
Sephiroth Thrusts his hand forward, blasting the opponent in front of himself away with corrupted Lifestream. Yes
Sheik Launches the opponent with a shoulder ram. Yes
Shulk Slashes the opponent with an upward swing of the Monado. Yes
Simon Spins around once and tosses the opponent. No
Snake Slams the opponent onto the ground. No
Sonic Launches the opponent with a stretch kick. Yes
Sora Tosses opponent in the air and spikes them with the Keyblade. Yes
Squirtle Dropkicks the opponent away. Yes
Steve Places piston below him and uses it to launch the opponent. Yes
Terry Slams the opponent on the ground in front of him. No
Toon Link Launches the opponent with a shoulder ram. Yes
Villager Tosses the opponent with his net. No
Wario Super Smash Bros. Brawl Spins the opponent around three times with both hands, then tosses them forward.
Super Smash Bros. 4Super Smash Bros. Ultimate Launches the opponent with a rear thrust.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Wii Fit Trainer Serves the opponent like a volleyball. Yes
Wolf Super Smash Bros. Brawl Launches the opponent with a backhanded swipe.
Super Smash Bros. Ultimate Slashes the opponent away with his free hand.
Yes
Yoshi Spits the opponent forward. No
Young Link Kicks the opponent away. Yes
Zelda Telekinetically tosses the opponent. No
Zero Suit Samus Super Smash Bros. BrawlSuper Smash Bros. 4 Extends the Plasma Whip to zap the opponent, then releases them.
Super Smash Bros. Ultimate Kicks the opponent away.
Yes

Notes[edit]

  1. ^ The hitbox is not active if Inkling has no ink left, resulting in only the throw.
  2. ^ The hitbox is not present in the NTSC-J version.

Notable forward throws[edit]

  • Donkey Kong's forward throw in all games is unique in that rather than throwing the opponent, it triggers another grab state unique to Donkey Kong, where he carries the opponent on his back the same way he does with heavy items. This state is known as the cargo (officially Kong Karry via Ultimate's tips), and allows Donkey Kong to move and jump while holding the opponent, as well as perform four cargo throws (two in Smash 64) by pressing the attack button alongside a direction, giving him a total of seven throws. However, like regular grabs, the carried opponent can break free via button mashing, triggering a grab release.
    • Due to its extreme versatility, Donkey Kong's cargo is one of his most useful moves in all its appearances. Notably, it can be used to carry the opponent offstage and stage spike them, KOing them at higher percentages if they fail to tech. In Smash 64, the opponent takes damage upon breaking free from it, which can be exploited for the infinite throw trap (this also works in Brawl against Ness and Lucas). Lastly, in Melee, Smash 4 and Ultimate, Donkey Kong's upward cargo throw is a reliable combo starter and even possesses a KO setup into his up aerial at mid-high percentages in Smash 4, which is colloquially known as the "Ding-Dong" and serves as his most effective KO option.
  • Mewtwo's forward throw is the only one to release projectiles, in the form of Shadow Balls that can be reflected and absorbed. In Smash 4 and Ultimate, it is one of the most damaging forward throws if all projectiles connect.
  • Kirby's forward throw in Melee causes him to functionally leave the ground, and can be used for a Kirbycide. However, it depletes all of Kirby's jumps, and it is one of the only two standard throws in the series that can be escaped without receiving external knockback (the other being his back throw). From Brawl onward, it no longer exhibits these properties, making it a reliable combo starter, especially in Brawl at low percentages.
  • Corrin's forward throw possesses a tipper hitbox that only affects nearby opponents, and can KO considerably earlier than the throw itself. This is also the case for his back throw.
  • Ness' forward throw in all games except Smash 64 is notable for having extremely high base knockback, but extremely low knockback scaling, which allows it to set up edgeguards easily and KO very early near the horizontal blast lines (such as in walk-off stages or Smashville's platform), but makes it extremely weak otherwise, not KOing opponents until at least 900% from the center of Final Destination.
    • In Smash 64, Ness' forward throw has lower base knockback but has much higher knockback scaling and damage dealing 16%. It is the strongest forward throw not only in the game but the series being able to KO Mario at around 105% from the center of Dream Land.
    • Villager and Isabelle's forward throws have similar properties, and are even weaker, failing to KO from the center stage even at 999%.
  • Marth's forward throw in Melee and Brawl is an effective tech-chasing option against heavyweights and fast fallers, due to its low knockback and ending lag. In Smash 4, its base knockback was greatly increased, removing this ability, although it can still combo into his Crescent Slash custom up special, or a forward aerial at low percentages. In Ultimate, however, the faster knockback physics and removal of custom specials have resulted in it losing all its combo potential.
  • Peach's forward throw in Melee is the strongest in the game, KOing most characters at around 110% at the edge. From Brawl onward, its power has been reduced, not KOing until around 170% at the edge, and being weaker than her back throw in Smash 4 and Ultimate.
  • Jigglypuff's forward throw in Melee is unique in that the throw's intended knockback is overridden by the pre-throw hitbox's much higher knockback; this makes it the second strongest forward throw in the game, KOing most characters at around 140% at the edge. In later games, however, the throw works properly, and the move is significantly weaker, as a result, being unable to KO under 400% even at the edge.
  • R.O.B.'s forward throw in Brawl is the fastest throw in the series, releasing opponents as soon as frame 2.
  • In Smash 4, the forward throws of Bowser, Pit, Dark Pit, and Wario are all among the strongest in the game, KOing at around 130% near the edge.
    • However, in Ultimate, Wario's forward throw is no longer among the strongest, it can only KO after 160% near the edge.
    • Incineroar's forward throw is considered the strongest in Ultimate after patch 8.0.0, it can KO even below 110% near the edge.
  • Mr. Game & Watch's forward throw and back throw are identitcal.