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[[File:Zelda down throw Brawl.jpg|thumb|250px|Zelda performs her down throw on R.O.B.]]
[[File:SSBU Mythra Down Throw.gif|thumb|250px|{{SSBU|Mythra}} performs her down throw on {{SSBU|Byleth}} in ''[[Super Smash Bros. Ultimate]]''.]]
A '''down throw''' ({{ja|下投げ|Shita nage}}, ''Down/lower/under throw''), commonly abbreviated as '''d-throw''', is a [[throw]] performed by pressing down on the control stick after having [[grab]]bed the enemy. Most of them throw the foe into the ground and bounce them at different angles depending on the character, and set up [[combo]]s better than other throws. Some also work as [[meteor smash]]es, such as {{SSBM|Fox}}'s in ''Melee'' and {{SSBB|Mr. Game & Watch}}'s in ''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), 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.


These throws are typically used to set up combos or tech-chase moves in both ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' by following their [[DI]] and predicting an [[air dodge]] or jump. Some such as {{SSBM|Sheik}}'s down throw in ''Melee'' and {{SSBB|King Dedede}}'s in ''Brawl'' are also notable for their chaingrabbing potential similar to some [[up throw]]s, allowing a [[zero-to-death]] against some characters. In ''[[Super Smash Bros. 4]]'', while chaingrabs do not exist, most characters' down throws are notorious for being able to set up true [[combo]]s into [[aerial attack]]s against foes until mid-high percents (depending on [[rage]]), particularly those of {{SSB4|Diddy Kong}} (prior to patch [[1.0.6]]) and {{SSB4|Luigi}} (prior to patch [[1.1.1]]).
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.


Of the four types of throws, down throws generally have the weakest [[knockback]] scaling, with the exception of some like {{SSBB|Lucas}}'s in ''Brawl'' and {{SSBB|Squirtle}}'s. Down throws do not exist in the original ''[[Super Smash Bros.]]''.
==List of down throws==
Down 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.


==List of down throws in ''[[Super Smash Bros. Melee]]''==
{| class="wikitable"
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSBM|Bowser}}|| Throws his foe on the ground and lands on them with tremendous force. Has extremely low knockback growth, not KOing even at 999%, so it is believed by most players to have [[set knockback]]. It is better used for racking up damage.|| 12%.
! Character !! Description !! Hitbox
|-
|-
|{{SSBM|Captain Falcon}}|| Takes foe and violently bashes them to the floor. Easily leads into his [[Raptor Boost|side special]], a tactic often used by CPUs. At low percentages, following his down throw and side special, an up smash or tilt is possible. At high percentages, it can follow into a neutral aerial or whatever, depending on the foe's DI reaction.|| 7%.
|[[Banjo]] & [[Kazooie]]||Banjo slams the opponent into the ground, [[Bury|burying]] them.||{{n|16}}
|-
|-
|{{SSBM|Donkey Kong}}|| Violently shoves the enemy to the ground.|| 7%.
|[[Bayonetta]]||Stomps the opponent with one heel.||{{y|16}}
|-
|-
|{{SSBM|Dr. Mario}}|| Looks to the front of the screen and slams his foe into the ground, flipping in the air and passing him/her through his legs. || 6%.
|[[Bowser]]||Performs a belly flop.||{{y|16}}
|-
|-
|{{SSBM|Falco}}|| Throws the opponent into the ground and shoots 4 times with his blaster. Can set up an up-tilt of predicted foe reaction an counter-attack is possible. It can also be used to start a shine combo. Like Fox, his down throw is not too useful due to it being easy to tech out of. Meteor smashes over a ledge if Falco grabs his opponent at the very edge of a platform, and the shots have the same properties as Fox's, though making foes flinch.|| 5 hits, 4% total.
|[[Bowser Jr.]]||Deploys a drill from below the [[Koopa Clown Car]] and rotates it onto the opponent on the ground, hitting multiple times.||{{y|16}}
|-
|-
|{{SSBM|Fox}}|| Throws the opponent into the ground and shoots 4 times with his blaster. Does not make opponents bounce off the ground like other down throws (except Falco) because it is a [[meteor smash]]. Not useful due to being able to tech out of it, but it has tech chase potential. Can lead into up-tilt or his Reflector. Meteor smashes over a ledge if his body is partially overlapping it, and in this case the shots also come at downward angles, though not dealing any knockback, and can also be [[Reflection|reflected]] or [[Absorption|absorbed]].|| 5 hits, 4% total.
|[[Byleth]]||Slams the opponent into the ground with a downward swing of the Sword of the Creator.||{{y|16}}
|-
|-
|{{SSBM|Ganondorf}}|| Takes foe and violently bashes them to the floor. Can set up juggling. It can also chain throw a variety of characters at low percentages and can chain throw fastfallers up to high percentages.|| 7%.
|[[Captain Falcon]]||Lifts the opponent overhead and slams them onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Ice Climbers}}|| Takes foe and slams them harshly into the ground. Only the lead Ice Climber attacks, though the foe is usually knocked right in front of the IC, leading into many quick combos.|| 6%.
|[[Charizard]]||Breathes fire at the opponent on the ground (akin to [[Flamethrower]]), hitting them multiple times.||{{y|16}}
|-
|-
|{{SSBM|Jigglypuff}}|| Grinds foe with itself on the floor.|| 6 hits, 10% total.
|[[Chrom]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Kirby}}|| Throws the opponent on the ground, then stands on the opponent, rapidly hitting the enemy many times with his feet. Only the final hit does damage. Has vertical knockback with weak growth, so it can lead into an up tilt, or [[up aerial]] for a KO.|| 8%.
|[[Cloud]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Link}}|| Brings foe down and tackles. Leaves foes wide open for a combo, such as his Spin Attack or up tilt.|| 2% then 4% (6% total).
|[[Corrin]]||Turns into dragon form and stomps the opponent with his front legs.||{{y|16}}
|-
|-
|{{SSBM|Luigi}}|| Looks to the front of the screen and slams his foe into the ground, sending the enemy upwards and slightly to the side, depending on the target's DI. Does not stun the opponent long enough to combo or chain grab.|| 7%.
|[[Daisy]]||Toad jumps and headbutts the opponent onto the ground.||{{y|16}}
|-
|-
|{{SSBM|Mario}}|| Looks to the front of the screen and slams his foe into the ground, flipping in the air and passing him/her through his legs. Can be a good chainthrow on certain characters.|| 6%.
|[[Dark Pit]]||Puts the opponent on the ground and stabs them with the Silver Bow.||{{y|16}}
|-
|-
|{{SSBM|Marth}}|| Hooks arm and drags to the floor sending the opponent backward. Sets up tipper forward smash at low percentages.|| 5%.
|[[Dark Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|-
|-
|{{SSBM|Mr. Game & Watch}}|| Juggles the enemy as a ball, then bounces opponent into the floor.|| 8%
|[[Diddy Kong]]||Throws the opponent onto the ground with a leapfrog-like maneuver.||{{n|16}}
|-
|-
|{{SSBM|Mewtwo}}|| Throws its enemy down and hits with its tail. Can chain grab.|| 6% then 5% (11% total).
|[[Donkey Kong]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Ness}}|| Throws the opponent downward, and hits the enemy with PK Fire. Has a decent amount of followups.|| 6 hits, 9% total.
|[[Dr. Mario]]||Slams the opponent onto the ground with both arms.||{{n|16}}
|-
|-
|{{SSBM|Peach}}|| Puts opponent down and sits on them. Can chain grab floaty characters, heavyweights, and fast fallers at high percentages. Other nearby enemies will be weakly meteor smashed by the throw, though strangely not receiving damage.|| 7%. 
|[[Duck Hunt]]||The dog slams the opponent onto the ground with his mouth.||{{n|16}}
|-
|-
|{{SSBM|Pichu}}|| Places the opponent on the ground, then jumps on and zaps them. No recoil damage to Pichu, even though it has an electric effect.||4% then 6% (10% total)
|[[Falco]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Puts the opponent on the ground and fires one shot at them from his Blaster, releasing them afterward.||{{y|16}}
|-
|-
|{{SSBM|Pikachu}}|| Places the opponent on the ground, then jumps on and zaps them. This is good for lower percent lightweights, as it will sometimes lead to an up smash; against fastfallers, it has chainthrow potential. More easily DIed than the up throw.||4% then 6% (10% total).
|[[Fox]]||Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward.||{{y|16}}
|-
|-
|{{SSBM|Roy}}|| Hooks arm and drags to the floor sending the opponent backward. || 6%.
|[[Ganondorf]]||Lifts the opponent overhead and slams them onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Samus}}|| Violently picks foe up with her Grapple Beam and slams them to the ground. Almost 100% of the time can use [[up tilt]] to punish nearly any opponent. This attack has a set knockback.|| 6%.
|[[Greninja]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Sheik}}|| Punches enemy to the ground. In the NTSC version, Sheik can chain grab or tech chase many characters to high percentages. When compounded with a forward tilt, the throw can also chainthrow Fox or Falco at or to high percentages.|| 5% then 3% (8% total).
|[[Hero]]||Performs a horizontal somersault and slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Yoshi}}|| Spits the foe downwards, forcefully slamming him/her into the ground.|| 4%.
|[[Ice Climbers]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Lifts the opponent overhead and slams them onto the ground with one arm.<br/>{{GameIcon|SSBU}} Faces the screen and lifts the opponent overhead with both arms, then slams them onto the ground.||{{n|16}}
|-
|-
|{{SSBM|Young Link}}|| Very suddenly grounds the foe and tackles them.|| 2% then 4% (6% total).
|[[Ike]]||Slams the opponent onto the ground with one arm, then performs a [[Wikipedia:Professional wrestling attacks#Knee drop|knee drop]].||{{y|16}}
|-
|-
|{{SSBM|Zelda}}|| Drops foe and zaps them, then sends foe behind her with weak knockback.|| 5 hits, 9% total.
|[[Incineroar]]||Performs a {{s|wikipedia|chokeslam}}.||{{n|16}}
|}
 
==List of down throws in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSBB|Bowser}}|| Body slams the opponent. Has set knockback.|| 12%.
|-
|{{SSBB|Captain Falcon}}|| Slams opponent to the ground. A tech-chasing move by predicting their DI/jump/air dodge.|| 7%.
|-
|{{SSBB|Charizard}}|| Charizard uses Flamethrower on opponent giving 5 small 1% hits and a last hit of 3%. Can KO at higher percents.|| 9% total.
|-
|{{SSBB|Donkey Kong}}|| Violently slams opponent to the ground. Sets up a forward tilt and can chain grab at lower percents.||4% then 3% (7% total).
|-
|-
|{{SSBB|Diddy Kong}}|| Jumps and throws opponent on the ground.|| 9%.
|[[Inkling]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBB|Falco}}||Throws enemy to the ground and shoots 4 times. It is an unescapable chain grab at lower percents, most characters can be chain grabbed until 42% with walking grab, dash grab, and boost pivot grab (the last one at usually the 1st 2 throws), but it is significantly shorter on floaty characters and only walking grab works on them. To finish it Falco can either [[Dash attack canceled up smash]] combo or down aerial them to set up an edge guarding (though some characters can always survive it or SDI the down aerial's knockback back onto the stage). After chain grab range, it is a tech-chasing move.||5 hits, 9% total.
|[[Isabelle]]||Slams the opponent onto the ground with her net.||{{n|16}}
|-
|-
|{{SSBB|Fox}}|| Throws enemy to the ground and shoots 4 times.||5 hits, 9% total.
|[[Ivysaur]]||Slams the opponent onto the ground with its vines.||{{n|16}}
|-
|-
|{{SSBB|Ganondorf}}|| Throws his opponent violently on the ground. Good tech-chasing move at lower percents.|| 7%.
|[[Jigglypuff]]||Puts the opponent on the ground and rolls on them.||{{y|16}}
|-
|-
|{{SSBB|Ice Climbers}}|| Spins and then throws the enemy to the ground. Can be used to chain grab infinitely with good timing if both Ice Climbers participate.|| 6%.
|[[Joker]]||Slams the opponent on the ground with a flourish of his arm.||{{n|16}}
|-
|-
|{{SSBB|Ike}}|| Throws opponent to the ground and then stomps on them. Can KO at very high percents.||4% then 2% (6% total).
|[[Kazuya]]||Performs the Stonehead.||{{y|16}}
|-
|{{SSBB|Ivysaur}}|| Ivysaur's vines throw the opponent to the ground.|| 10%
|-
|{{SSBB|Jigglypuff}}|| Rolls on its opponent.|| 4% then 6% (10% total).
|-
|{{SSBB|King Dedede}}|| Slams opponent on ground and sits on them looking front. Arguably one of the best chain grabs in the game: can grab all chaingrabbable characters in walls or even if it isn't a chaingrabbable character, it is instead a great tech-chasing move by predicting their rolls/tech rolls.||5% then 3% (8% total).
|-
|{{SSBB|Kirby}}|| Performs Suplex's Fury Stomp move from ''Kirby Super Star''. Delivers 9 1% kicks leading up to him stomping. Can chain grab fast-fallers at low damages.|| 12% total.
|-
|{{SSBB|Link}}|| Throws opponent to the ground while doing a spinning body slam, then jabs opponent with his elbow. Can be used to chaingrab at lower percentages.||3% then 4% (7% total).
|-
|{{SSBB|Lucas}}|| Places opponents down on ground with PSI powers. Opponents will then suffer pretty powerful vertical knockback. Strongest down throw in ''Brawl''.|| 10%.
|-
|{{SSBB|Lucario}}|| Throws opponent to the ground.|| 10%.
|-
|{{SSBB|Luigi}}|| Slams opponent to the ground.|| 6%.
|-
|{{SSBB|Mario}}|| Slams opponent to the ground.|| 6%.
|-
|{{SSBB|Marth}}|| Throws opponent to the ground.|| 5%.
|-
|{{SSBB|Meta Knight}}|| Fury Stomps the opponent 8 times for 1% each kick, then performs a finishing stomp. Can tech-chase by predicting the opponent's DI.|| 11% total.
|-
|{{SSBB|Mr. Game & Watch}}|| Juggles opponent, then throws him/her straight down. A great tech-chasing move by predicting the opponent's rolls, and a successful read can lead to a regrab or one of Mr. Game & Watch's powerful smash attacks for a KO. While it is a great tech-chasing move, the move can be [[tech]]ed as soon as the throw has ended, unlike Snake's down throw, which sends the victim directly into a fallen position, giving Mr. Game & Watch less time to react to his opponent's actions.|| 6%.
|-
|{{SSBB|Ness}}|| Uses [[PK Fire]] on opponent with 5 1% hits and an ending 4%.|| 9% total.
|-
|{{SSBB|Olimar}}|| The [[Pikmin]] that grabbed the opponent will slam him on the ground.|| Yellow Pikmin: 8%, Red: 9%, Blue: 12%, Purple: 8%, White: 6%. All do 1% at first, then the rest as another hit.
|-
|{{SSBB|Peach}}|| Sits on opponent. Can be used to chaingrab on lower percentages.|| 7%.
|-
|{{SSBB|Pikachu}}|| Slams the opponent. A notable chain grab.||4% then 6% (10% total).
|-
|{{SSBB|Pit}}|| Slams opponent to the ground, then slashes.|| 5% then 1% (6% total).
|-
|{{SSBB|R.O.B.}}|| Drills the opponent to the ground.|| 10%, no damage is done until the release.
|-
|{{SSBB|Samus}}|| Slings opponent over her head then slams them down.|| 6%.
|-
|{{SSBB|Sheik}}|| Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection.||4% then 2% (6% total).
|-
|{{SSBB|Snake}}|| Slowly puts the opponent down to the ground, leaving the opponent immobilized for a while. One of the best tech-chasing moves in the game. While lying on the ground, the opponent has five options: roll behind, which can be punished on reaction if Snake is standing; roll away; get-up without attacking; get-up attack; or stay on the ground. Every option the opponent has is risky and can set up dangerous moves like forward tilt, regrab or up tilt (which can also hit after shielding their get-up attack) that can deal a lot of damage, lead to another tech-chase, or a KO. The tech-chase is even more dangerous near the edges or on a small platform where the victim can't roll away as far from Snake. The effectivity also depends on how good the opponent's rolls and get-up attacks are. If used near the edges the opponent will fall, and if the opponent doesn't do anything it can set up a knee hit of forward tilt or an up tilt|| 12%.
|-
|{{SSBB|Sonic}}|| Spin Dashes on opponent first dealing 3 separate 1% hits then ending it with a 5%|| 8% total.
|-
|{{SSBB|Squirtle}}|| Sits on opponent. Second strongest down throw in the game in terms of knockback, can KO at fairly low percents for being a throw.||4% then 3% (7% total).
|-
|{{SSBB|Toon Link}}|| Throws opponent to the ground doing a spinning body slam afterwards jabbing opponent with his elbow. Can be used to chaingrab at lower percentages a bit faster than links.|| 7%.
|-
|{{SSBB|Wario}}|| Sits on opponent looking to the front of the screen. Can be used to chaingrab characters like Donkey Kong and Falco, but it is extremely hard to master because it requires a turn-around grab buffering has set knockback.||4% then 3% (7% total).
|-
|{{SSBB|Wolf}}|| Throws opponent to the ground and delivers a scratch. A tech-chase move at lower percents and at higher percents it is a semi-spike that can set up an edge guarding with the opponent at a low angle (he can [[tech]] the throw though).||7% then 3% (10% total).
|-
|{{SSBB|Yoshi}}|| Spits opponent into the ground.|| 4%.
|-
|{{SSBB|Zelda}}|| Throws opponent on the ground and shocks them with magic. Can be used to set up a [[Lightning Kick]]. It can also stage spike certain characters, such as Falco, King Dedede, Ganondorf, and Lucario. Even if they survive or tech out of stage spike, she can set up an early edge guard.|| 5 hits, 10% total.
|-
|{{SSBB|Zero Suit Samus}}|| Slams opponent on ground and stomps on them with one foot.||5% then 2% (7% total).
|}
 
==List of down throws in ''[[Super Smash Bros. 4]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSB4|Bayonetta}}||Stomps on the opponent.||3% (stomp), 5% (throw)
|[[Ken]]||Puts the opponent on the ground and punches them down.||{{y|16}}
|-
|-
|{{SSB4|Bowser}}|| Body slams the opponent, sending them in a horizontal angle.||12%.
|[[King Dedede]]||{{GameIcon|SSBB}} Sits on the opponent.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jumps and slams the opponent onto the ground with one arm.||{{GameIcon|SSBB}} {{y|16}}<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSB4|Bowser Jr.}}|| Drills opponent on the ground. 8 small hits that give 1% every 2 hits, then a 4% finishing blow. Prior to update [[1.0.4]] in ''Smash 3DS'' it dealt 2 more hits (10 in total), resulting in more damage.||8%.
|[[King K. Rool]]||Performs a {{iw|wikipedia|piledriver|professional wrestling}}.||{{n|16}}
|-
|-
|{{SSB4|Captain Falcon}}|| Slams opponent onto the ground.||6%.
|[[Kirby]]||Puts the opponent on the ground and repeatedly kicks them at an extremely fast rate.||{{y|16}}
|-
|-
|{{SSB4|Charizard}}|| Charizard uses Flamethrower on opponent giving 5 small 1% hits and a last hit of 3%. It used to be a kill throw. From version [[1.0.8]] onward, the knockback was significantly reduced, now it can combo into an up smash (at low percentages) or forward air. And since the update [[1.1.0]], it can combo into up air or [[Fly]] at kill percentages.||9% total.
|[[Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|-
|{{SSB4|Cloud}}|| Forcefully slams the opponent onto the ground, sending them behind him. Low base knockback and Cloud's primary combo throw, as it can lead into a reversed tilt or [[Cross Slash]] until middle percents. Surprisingly, this is also his strongest throw at high percents due to high knockback growth, although it cannot KO until 215%.||7%.
|[[Little Mac]]||Performs a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] swing against the ground.||{{y|16}}
|-
|-
|{{SSB4|Corrin}}|| Throws the opponent to the ground and assumes his dragon form, body-slamming them and reverting back to human form. ||6.5% (body slam), 3% (throw)
|[[Lucario]]||Lifts the opponent overhead and slams them onto the ground with both arms.||{{n|16}}
|-
|-
|{{SSB4|Dark Pit}}||Same as Pit's.||2% then 4%.
|[[Lucas]]||{{GameIcon|SSBB}} Piledrives the opponent onto the ground using PSI.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Piledrives the opponent onto the ground using PSI, aesthetically [[bury]]ing them before they are released.||{{n|16}}
|-
|-
|{{SSB4|Diddy Kong}}|| Jumps and throws opponent on the ground. Can infamously follow up with up air, or other aerial attacks such as forward air. As of version 1.0.8, though, its followup potential has been reduced.||7%.
|[[Lucina]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSB4|Donkey Kong}}|| Violently slams opponent onto the ground.||4% then 3% (7% total).
|[[Luigi]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Slams the opponent onto the ground with both arms.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a {{s|mariowiki|Ground Pound}}.||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Dr. Mario}}|| Visually the same as Mario's, though it has higher base knockback and a less horizontal angle, allowing better followups into aerials. ||6%.
|[[Mario]]||Slams the opponent onto the ground with both arms.||{{n|16}}
|-
|-
|{{SSB4|Duck Hunt}}|| Slams opponent into the ground.||5%.
|[[Marth]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSB4|Falco}}||Holds the enemy on the ground and shoots them once, launching at a horizontal angle. Can lead into an up smash for KOing or a dash attack if the enemy doesn't [[tech]].||2 hits, 5% total.
|[[Mega Man]]||Slams the opponent onto the ground with the Super Arm.||{{n|16}}
|-
|-
|{{SSB4|Fox}}|| Holds the enemy on the ground and shoots 4 times. Can lead into a forward air or up air depending on the foe's reaction.||4 hits, 7% total.
|[[Meta Knight]]||Puts the opponent on the ground and repeatedly kicks them at a fast rate.||{{y|16}}
|-
|-
|{{SSB4|Ganondorf}}|| Throws his opponent violently on the ground. Can true combo into neutral air, up air or [[Wizard's Foot]].|| 7%.
|[[Mewtwo]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|-
|{{SSB4|Greninja}}||Throws opponent onto the ground with one hand, launching them at a low height in front of Greninja. In version [[1.1.0]], this move has reduced ending lag, giving it some more followups (though not true combos) depending on the foe's reaction.||5%.
|[[Mii Brawler]]||Puts the opponent on the ground and performs a karate chop.||{{y|16}}
|-
|-
|{{SSB4|Ike}}|| Throws opponent onto the ground and then stomps them. Can combo into [[Aether]] at low percents, as well as neutral air and up air until mid percents.||4% then 2% (6% total).
|[[Mii Gunner]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSB4|Jigglypuff}}|| Rolls on opponent.||4% then 6% (10% total).
|[[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}}
|-
|-
|{{SSB4|King Dedede}}|| Violently slams his opponent on the ground with one hand. Can combo into neutral or forward air.||6%.
|[[Min Min]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|-
|-
|{{SSB4|Kirby}}|| Performs the Suplex ability's Fury Stomp move from ''Kirby Super Star''. Delivers 9 kicks of 1% damage each, finishing with him stomping. ||10.2% total.
|[[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}}
|-
|-
|{{SSB4|Link}}|| Throws opponent to the ground while doing a spinning body slam, then falls on the opponent with his elbow. It used to launch foes behind Link, but from version 1.0.8 onwards it instead throws them at a straight vertical angle, allowing him to combo into an up tilt at low percentages.||2  hits of 3% (6& total).
|[[Mythra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|-
|{{SSB4|Little Mac}}||Slams opponent's head into ground with both hands. Can combo into [[Rising Uppercut]] until ridiculously high percents if the opponent doesn't [[DI]], upwards of 200% on some characters.||4% then 5% (9% total).
|[[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}}
|-
|-
|{{SSB4|Lucario}}||Lifts the opponent up into the air before slamming them back into the ground. Damage and knockback scale with [[Aura]].||4% (0%), 7% (50%), 8% (100%), 10% (150%), 11% (190%+).
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} The Pikmin grabbing the opponent slams onto them.<br/>{{GameIcon|SSBU}} The Pikmin grabbing the opponent leap a short distance upward with them, then fall back down and slam them onto the ground.||{{y|16}}
|-
|-
|{{SSB4|Lucas}}||Psychokinetically throws the opponent into the ground. It causes much less knockback than in ''Brawl'', no longer being a KO throw, but providing many new combo options, leading into up tilt or any aerial except back air. The throw now shows foes as being [[buried]] before releasing them.||6.5%.
|[[Pac-Man]]||Puts the opponent on the ground and bites them three times in his Classic Form.||{{y|16}}
|-
|-
|{{SSB4|Lucina}}||Same as Marth's.||5%.
|[[Palutena]]||Telekinetically slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSB4|Luigi}}|| Ground-Pounds the opponent. Notorious for being one of the (if not the) most powerful down throws in ''Smash 4'' in terms of combo potential, being able to combo into up tilt, up smash, any aerial, [[Luigi Cyclone]] or even [[Super Jump Punch]]; even at high percentages it can lead into an up air or Luigi Cyclone for KOing. It also enables Luigi to perform a pseudo-chaingrab in certain characters by hitting them with his forward air twice, causing them to land on the ground, then grabbing them again and repeating the process.||6%.
|[[Peach]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Slams her butt down on the opponent.<br/>{{GameIcon|SSBU}} Toad jumps and headbutts the opponent onto the ground.||{{y|16}}
|-
|-
|{{SSB4|Mario}}|| Slams opponent to the ground. Has quite low base knockback in comparison to other down throws. This move can infamously combo into a multitude of up tilts, followed up by two up aerials and a Super Jump Punch if the foe's DI is read properly. Even though some characters can land and shield after some up tilts, Mario can grab them again, down throw and continue the combo. At mid to high percentages it can still combo into an up aerial or Super Jump Punch.||5%.
|[[Pichu]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|-
|{{SSB4|Marth}}|| Throws opponent into to the ground, launching them upwards. Can combo into back air or tipped up air at low percentages, depending on the foe's reaction.||5%.
|[[Pikachu]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|-
|{{SSB4|Mega Man}}||Throws opponent into the ground using Super Arm. Can combo into forward air.||4%.
|[[Piranha Plant]]||Puts the opponent on the ground and bites them twice.||{{y|16}}
|-
|-
|{{SSB4|Meta Knight}}|| Fury Stomps the opponent 8 times for 0.5% each kick, then performs a finishing stomp that deals 3%. Can combo into [[Shuttle Loop]] as well as all of his aerials, pivot Forward Smash, Up Smash, [[Mach Tornado]], and [[Drill Rush]] at low percents.||7.5% total.
|[[Pit]]||Puts the opponent on the ground and stabs them with the Palutena Bow.||{{y|16}}
|-
|-
|{{SSB4|Mewtwo}}|| Throws the opponent down and hits them with its tail.||4% then 5% (9% total).
|[[Pyra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|-
|{{SSB4|Mii Brawler}}|| Drags the opponent towards the screen, then karate chops them. Can combo into any of the Mii Brawler's aerials except down air, and into any of his/her up specials: notably, [[Helicopter Kick]] can KO foes at early percentages if the throw is used near edges.|| 6%.
|[[R.O.B.]]||Turns the opponent upside down and drills them onto the ground.||{{n|16}}
|-
|-
|{{SSB4|Mii Gunner}}|| Throws opponent onto the ground with one arm, similarly to Marth's down throw.||5%.
|[[Richter]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSB4|Mii Swordfighter}}|| Slams opponent onto the ground, then stomps on them, similarly to Ike's down throw. Can combo into up air.||4%.
|[[Ridley]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSB4|Mr. Game & Watch}}|| Juggles opponent, then throws them straight down. One of the down throws with the strongest followup potential, being able to combo into almost all of his moves except down smash, depending on the foe's falling speed and weight: it can also be followed up with a number 9 [[Judge]] or full [[Oil Panic]] to KO at surprisingly early percentages.||6%.
|[[Robin]]||Slams the opponent onto the ground using magic.||{{n|16}}
|-
|-
|{{SSB4|Ness}}|| Jumps and throws [[PK Fire]] on opponent with 5 hits of 1% each and a final one dealing 4%. Can combo into forward or up air.||9% total.
|[[Rosalina]] & [[Luma]]||Telekinetically slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSB4|Olimar}}|| The [[Pikmin]] that grabbed the opponent slams them on the ground. Can combo into neutral or forward air.||Yellow: 8%, Red: 9%, Blue: 12%, Purple: 8%, White: 6%. All do 1% at first, then the rest as another hit.
|[[Roy]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSB4|Pac-Man}}||Shoves opponent to the ground and bites them in his classic Pac-Man form, launching the foe horizontally for [[tech-chase]]s. Follows up into a dash attack if the foe doesn't tech.||3 hits of 1%, then 6% (9% total).
|[[Ryu]]||Puts the opponent on the ground and punches them down.||{{y|16}}
|-
|-
|{{SSB4|Palutena}}||Shoves opponent onto the ground with one hand. An easily guaranteed followup into forward air starting at 0% damage, and can then combo into up air at higher percents.||5%.
|[[Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|-
|-
|{{SSB4|Peach}}|| Sits on the opponent, sending them behind Peach. Can combo into forward tilt or [[Peach Parasol]] at low percentages.||1% then 7% (8% total).
|[[Sephiroth]]||Telekinetically slams the opponent to the floor.||{{n|16}}
|-
|-
|{{SSB4|Pikachu}}|| Slams the opponent. Can combo into up air.||4% then 6% (10% total).
|[[Sheik]]||Puts the opponent on the ground and performs an axe kick from a somersault.||{{y|16}}
|-
|-
|{{SSB4|Pit}}|| Slams opponent onto the ground, then slashes. Can combo into up smash at low percents, then into forward or up air.||5% then 1% (6% total).
|[[Shulk]]||Puts the opponent on the ground and stabs them with the Monado.||{{y|16}}
|-
|-
|{{SSB4|R.O.B.}}|| Drills the opponent on the ground. Can notoriously combo opponents into up air even at high percents.||10%, no damage is done until the release.
|[[Simon]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSB4|Robin}}||Moves his/her hand towards the ground, throwing the opponent onto it using magic. As of version [[1.1.0]] its base knockback has been reduced, allowing it to combo into an up tilt.||6%.
|[[Snake]]||Slowly puts the opponent on the ground, leaving them [[Floor recovery|knocked down]].||{{n|16}}
|-
|-
|{{SSB4|Rosalina & Luma}}|| Slams opponent onto the ground using gravitational power.||9%.
|[[Sonic]]||Rolls onto the opponent on the ground, hitting them multiple times.||{{y|16}}
|-
|-
|{{SSB4|Roy}}|| Slams the opponent onto the ground. Can combo into forward or up tilt at low percentages, then into an aerial attack or [[Blazer]] (the latter being more dependant on the foe's reaction).||5%.
|[[Sora]]||Rears back and slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSB4|Ryu}}|| Punches opponent onto the ground with his fist. Can combo into up air.||5% then 4% (9% total).
|[[Squirtle]]||Sits on the opponent.||{{y|16}}
|-
|-
|{{SSB4|Samus}}|| Slings opponent over her head then slams them down. Can combo into forward air or up air.||6%.
|[[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}}
|-
|-
|{{SSB4|Sheik}}|| Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection. Can combo into any of her aerials except down air, depending on the thrown character: notably, up air allows Sheik to perform a pseudo-chaingrab by using the down throw, landing all hits of the up air except the last hit, then grabbing the foe again for another down throw as they are launched down.||4% then 2% (6% total).
|[[Terry]]||Leaps and performs a neckbreaker throw. ||{{n|16}}
|-
|-
|{{SSB4|Shulk}}||Holds the opponent on ground, then thrusts the Monado into them, launching them at a [[semi-spike]] angle. Becomes the strongest down throw in ''Smash 4'' with the [[Monado Arts|Smash Art]] activated.||3% then 4% (7% total).
|[[Toon Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|-
|{{SSB4|Sonic}}|| Spin Dashes on the opponent, hitting them repeatedly, then sends them at a low semi-spike angle, allowing tech-chases into a dash attack or [[Spin Dash]]/[[Spin Charge|Charge]].||7% total.
|[[Villager]]||Slams the opponent onto the ground with his net.||{{n|16}}
|-
|-
|{{SSB4|Toon Link}}|| Throws opponent to the ground doing a spinning body slam afterwards falling on his opponent with his elbow.|| 7%.
|[[Wario]]||Sits on the opponent.||{{y|16}}
|-
|-
|{{SSB4|Villager}}||Hits his net against the ground, throwing the opponent.||6%.
|[[Wii Fit Trainer]]||Slams the opponent onto the ground between both legs.||{{n|16}}
|-
|-
|{{SSB4|Wario}}|| Pounds the opponent looking to the front of the screen, sending them behind him.||4% then 3% (7% total).
|[[Wolf]]||{{GameIcon|SSBB}} Puts the opponent on the ground, then somersaults backward and slashes them forward with one hand.<br/>{{GameIcon|SSBU}} Jumps and slams the opponent onto the ground with one arm.||{{GameIcon|SSBB}} {{y|16}}<br/>{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSB4|Wii Fit Trainer}}|| Slams opponent into ground with both hands through her legs.||7%.
|[[Yoshi]]||Spits the opponent against the ground.||{{n|16}}
|-
|-
|{{SSB4|Yoshi}}|| Spits opponent into the ground. Can true combo into up air by instantly using Yoshi's two jumps.||4%.
|[[Young Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|-
|{{SSB4|Zelda}}|| Throws opponent on the ground and burns them using [[Din's Fire]]. Can combo into neutral air.||5 hits, 6% total.
|[[Zelda]]||Puts the opponent on the ground and kicks out magic energy at them, hitting multiple times.||{{y|16}}
|-
|-
|{{SSB4|Zero Suit Samus}}|| Slams opponent on ground, lifts one leg up and steps on them. Can combo into up smash, forward air, back air, up air or [[Boost Kick]].||5% then 2% (7% total).
|[[Zero Suit Samus]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|}
|}


==Notable down throws==
==Notable down throws==
*Wolf's down throw sends opponents in a [[semi-spike]] trajectory. At low percentages it is a useful tech chasing move, while at high percentages it is a deadly throw near a ledge.
*[[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.
*Lucas and Squirtle's down throws are the strongest in ''Brawl'' and are some of the strongest throws in the series.
*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.
*King Dedede's down throw in ''Brawl'' is notable for its chain grabbing ability, it is the only throw that can chain grab at any percentage due to it having [[set knockback]]. It also allows wall [[infinite]]s.
*[[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.
*Falco's down throw in ''Brawl'' is also notable for the ability to chaingrab, as it can chain grab almost every character in the game.
*[[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.
*Snake's down throw is arguably the best tech chasing move in ''Brawl''.
*[[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.
*Mr. Game & Watch's down throw in ''Brawl'' [[meteor smash]]es opponents on the ledge and isn't too far behind Snake's for tech chasing.
*{{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.
*Sheik's down throw in the NTSC version of ''Melee'' is also notable for its chain grabbing ability, as it can chain grab most characters in the game. She can chain grab some characters from zero-to-death.
*{{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.
*Most characters' down throws in ''Smash 4'' easily allow true combos into aerial attacks from low to mid percentages.
*{{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.
*Diddy Kong's down throw in ''Smash 4'' is notable for being a direct combo into his [[up air]] or other aerials, even at high percents, on nearly any character. This potential to easily both combo and KO opponents has caused much controversy over the character. This combo became 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, patches [[1.0.6]] and [[1.0.8]] nerfed Diddy Kong's down throw and up air, decreasing its power and damage and increasing his down throw's knockback respectively so that it will be harder to perform the "Hoo-hah" combo.
**{{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.
*Luigi and Mr. Game & Watch in ''Smash 4'' have the down throws with the best combo potential, giving them a large amount 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, [[Judge]], [[Fire]] or [[Oil Panic]].
***{{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.
*While Shulk's down throw has little notability without any [[Monado Arts]] activated, it becomes a very damaging combo throw at 0% with Buster active, being able to chain into a forward tilt, forward smash or forward aerial; a Buster-boosted down throw to forward smash can rack up as much as 35% in 2 moves. With the Smash Art active, this becomes the strongest down throw in the game, even more so when using the custom [[Monado Arts#Customization|Hyper Monado Arts]].
*{{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.
**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 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. 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 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'', Bowser's down throw does no damage to Jigglypuff and Mr. Game & Watch. This was changed for ''Melee''{{'}}s PAL release and for ''Brawl''. In ''Brawl'', Jigglypuff is in a similar way unaffected by the first hit of Link's d-throw.
*In NTSC versions of ''Melee'', {{SSBM|Bowser}}'s down throw deals no damage to {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}. This is because the throw is weight dependent, and its hitbox (which deals all the damage) is only active for one frame. The throw plays at a certain speed against Jigglypuff and Mr. Game & Watch (who both have a weight value of 60) where the frame the hitbox becomes active is completely skipped, causing the hitbox to never come out. The throw was made weight independent in the PAL version of the game, to prevent this issue from occuring.
**Similarly, when Ness uses his down throw against Mr. Game & Watch in ''Melee'', only the last hit deals damage, so he only receives 4% damage.
**{{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%.
*No matter the level, a CPU attacked by Snake's down throw will always roll to the nearest ledge, instead of choosing another option. This makes it possible to infinite them using the move, or get a very easy KO with an up tilt.
**{{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 ''Melee'', as the first nine hits of 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 are a meteor smash.
*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 spite of this, the first hit of Peach's down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.
*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 spite of this, the first hit of {{SSBM|Peach}}'s down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.


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

Latest revision as of 11:45, August 23, 2024

Mythra performs her down throw on Byleth in Super Smash Bros. Ultimate.
Zelda performs her down throw on R.O.B. in Super Smash Bros. Brawl.

A down throw (下投げ, 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 grabbed the opponent. They were introduced in Super Smash Bros. Melee; in the original Super Smash Bros., there were only forward throws and back throws. In the transition to Melee, 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 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 grabs, most notably Sheik's in Melee and 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[edit]

Down 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.

Character Description Hitbox
Banjo & Kazooie Banjo slams the opponent into the ground, burying them. No
Bayonetta Stomps the opponent with one heel. Yes
Bowser Performs a belly flop. Yes
Bowser Jr. Deploys a drill from below the Koopa Clown Car and rotates it onto the opponent on the ground, hitting multiple times. Yes
Byleth Slams the opponent into the ground with a downward swing of the Sword of the Creator. Yes
Captain Falcon Lifts the opponent overhead and slams them onto the ground with one arm. No
Charizard Breathes fire at the opponent on the ground (akin to Flamethrower), hitting them multiple times. Yes
Chrom Slams the opponent onto the ground with one arm. No
Cloud Slams the opponent onto the ground with one arm. No
Corrin Turns into dragon form and stomps the opponent with his front legs. Yes
Daisy Toad jumps and headbutts the opponent onto the ground. Yes
Dark Pit Puts the opponent on the ground and stabs them with the Silver Bow. Yes
Dark Samus Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground. No
Diddy Kong Throws the opponent onto the ground with a leapfrog-like maneuver. No
Donkey Kong Slams the opponent onto the ground with one arm. No
Dr. Mario Slams the opponent onto the ground with both arms. No
Duck Hunt The dog slams the opponent onto the ground with his mouth. No
Falco Super Smash Bros. MeleeSuper Smash Bros. Brawl Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward.
Super Smash Bros. 4Super Smash Bros. Ultimate Puts the opponent on the ground and fires one shot at them from his Blaster, releasing them afterward.
Yes
Fox Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward. Yes
Ganondorf Lifts the opponent overhead and slams them onto the ground with one arm. No
Greninja Slams the opponent onto the ground with one arm. No
Hero Performs a horizontal somersault and slams the opponent onto the ground with one arm. No
Ice Climbers Super Smash Bros. MeleeSuper Smash Bros. Brawl Lifts the opponent overhead and slams them onto the ground with one arm.
Super Smash Bros. Ultimate Faces the screen and lifts the opponent overhead with both arms, then slams them onto the ground.
No
Ike Slams the opponent onto the ground with one arm, then performs a knee drop. Yes
Incineroar Performs a chokeslam. No
Inkling Slams the opponent onto the ground with one arm. No
Isabelle Slams the opponent onto the ground with her net. No
Ivysaur Slams the opponent onto the ground with its vines. No
Jigglypuff Puts the opponent on the ground and rolls on them. Yes
Joker Slams the opponent on the ground with a flourish of his arm. No
Kazuya Performs the Stonehead. Yes
Ken Puts the opponent on the ground and punches them down. Yes
King Dedede Super Smash Bros. Brawl Sits on the opponent.
Super Smash Bros. 4Super Smash Bros. Ultimate Jumps and slams the opponent onto the ground with one arm.
Super Smash Bros. Brawl Yes
Super Smash Bros. 4Super Smash Bros. Ultimate No
King K. Rool Performs a piledriver. No
Kirby Puts the opponent on the ground and repeatedly kicks them at an extremely fast rate. Yes
Link Puts the opponent on the ground and performs an elbow drop. Yes
Little Mac Performs a double axe handle swing against the ground. Yes
Lucario Lifts the opponent overhead and slams them onto the ground with both arms. No
Lucas Super Smash Bros. Brawl Piledrives the opponent onto the ground using PSI.
Super Smash Bros. 4Super Smash Bros. Ultimate Piledrives the opponent onto the ground using PSI, aesthetically burying them before they are released.
No
Lucina Slams the opponent onto the ground with one arm. No
Luigi Super Smash Bros. MeleeSuper Smash Bros. Brawl Slams the opponent onto the ground with both arms.
Super Smash Bros. 4Super Smash Bros. Ultimate Performs a Ground Pound.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Mario Slams the opponent onto the ground with both arms. No
Marth Slams the opponent onto the ground with one arm. No
Mega Man Slams the opponent onto the ground with the Super Arm. No
Meta Knight Puts the opponent on the ground and repeatedly kicks them at a fast rate. Yes
Mewtwo Slams its tail down on the opponent from a somersault. Yes
Mii Brawler Puts the opponent on the ground and performs a karate chop. Yes
Mii Gunner Slams the opponent onto the ground with one arm. No
Mii Swordfighter Super Smash Bros. 4 Slams the opponent onto the ground with one arm, then performs a knee drop.
Super Smash Bros. Ultimate Slams the opponent onto the ground with one arm.
Yes
Min Min Puts the opponent on the ground and performs an axe kick. Yes
Mr. Game & Watch Super Smash Bros. MeleeSuper Smash Bros. Brawl Juggles the opponent as a ball from front to behind, then launches the opponent towards the ground.
Super Smash Bros. 4Super Smash Bros. Ultimate Juggles the opponent as a ball from back to front, then drops them on the ground, which launches them upward.
No
Mythra Puts the opponent on the ground and stabs them with the Aegis. Yes
Ness Puts the opponent on the ground and unleashes fire on them from his index fingers (akin to PK Fire), hitting them multiple times. Yes
Olimar Super Smash Bros. BrawlSuper Smash Bros. 4 The Pikmin grabbing the opponent slams onto them.
Super Smash Bros. Ultimate The Pikmin grabbing the opponent leap a short distance upward with them, then fall back down and slam them onto the ground.
Yes
Pac-Man Puts the opponent on the ground and bites them three times in his Classic Form. Yes
Palutena Telekinetically slams the opponent onto the ground. No
Peach Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Slams her butt down on the opponent.
Super Smash Bros. Ultimate Toad jumps and headbutts the opponent onto the ground.
Yes
Pichu Slams its tail down on the opponent from a somersault. Yes
Pikachu Slams its tail down on the opponent from a somersault. Yes
Piranha Plant Puts the opponent on the ground and bites them twice. Yes
Pit Puts the opponent on the ground and stabs them with the Palutena Bow. Yes
Pyra Puts the opponent on the ground and stabs them with the Aegis. Yes
R.O.B. Turns the opponent upside down and drills them onto the ground. No
Richter Slams the opponent onto the ground with one arm. No
Ridley Slams the opponent onto the ground with one arm. No
Robin Slams the opponent onto the ground using magic. No
Rosalina & Luma Telekinetically slams the opponent onto the ground. No
Roy Slams the opponent onto the ground with one arm. No
Ryu Puts the opponent on the ground and punches them down. Yes
Samus Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground. No
Sephiroth Telekinetically slams the opponent to the floor. No
Sheik Puts the opponent on the ground and performs an axe kick from a somersault. Yes
Shulk Puts the opponent on the ground and stabs them with the Monado. Yes
Simon Slams the opponent onto the ground with one arm. No
Snake Slowly puts the opponent on the ground, leaving them knocked down. No
Sonic Rolls onto the opponent on the ground, hitting them multiple times. Yes
Sora Rears back and slams the opponent onto the ground. No
Squirtle Sits on the opponent. Yes
Steve (No Anvil) Slams the opponent onto the ground with one arm.
(Anvil) Slams the opponent onto the ground with one arm and drops an anvil on them.
(No Anvil)No
(Anvil)Yes
Terry Leaps and performs a neckbreaker throw. No
Toon Link Puts the opponent on the ground and performs an elbow drop. Yes
Villager Slams the opponent onto the ground with his net. No
Wario Sits on the opponent. Yes
Wii Fit Trainer Slams the opponent onto the ground between both legs. No
Wolf Super Smash Bros. Brawl Puts the opponent on the ground, then somersaults backward and slashes them forward with one hand.
Super Smash Bros. Ultimate Jumps and slams the opponent onto the ground with one arm.
Super Smash Bros. Brawl Yes
Super Smash Bros. Ultimate No
Yoshi Spits the opponent against the ground. No
Young Link Puts the opponent on the ground and performs an elbow drop. Yes
Zelda Puts the opponent on the ground and kicks out magic energy at them, hitting multiple times. Yes
Zero Suit Samus Puts the opponent on the ground and performs an axe kick. Yes

Notable down throws[edit]

  • Fox, Falco and Steve's down throws are the only ones to release projectiles, 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 reflected and, in the case of Fox and Falco, absorbed. 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 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 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, 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 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.
  • Ryu and Ken's down throws have 50 extra shield damage on their hitboxes, which causes them to instantly break shields of nearby opponents. Along with Marth and Lucina's fully charged Shield Breaker, as well as the tipper of Ganondorf's Warlock Blade, they are the only moves that deal 50 extra shield damage.
  • 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 mashes to escape. Lucas' down throw in Smash 4 and Ultimate also buries opponents, but only during its animation; they are launched normally afterward.
  • 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 fallers, 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.
  • Falco, King Dedede, and 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 infinites.
  • Lucas and 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.
    • 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 nerfed, no longer KOing at the edge until around 170% even with the Smash Art's increased knockback multiplier.
      • 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.
  • 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 StaticManny shouting the phrase whenever it happened to Hungrybox in a set vs. Player-1 at Paragon Orlando 2015. However, updates 1.0.6 and 1.0.8 severely nerfed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
  • Luigi and 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 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.
  • 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.
    • 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[edit]

Exploiting a CPU with Snake's down throw
  • In NTSC versions of Melee, Bowser's down throw deals no damage to Jigglypuff and 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.
    • Link's down throw in Brawl has an identical issue, with the move's hitbox being skipped against Jigglypuff and 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%.
    • 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 Melee, as the first nine hits of Kirby's down throw are meteor smashes, KOing with it awards the Meteor Smash bonus, as well as other related, even though neither the final hit nor the throw itself is a meteor smash.
    • In spite of this, the first hit of Peach's down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.