Forward throw: Difference between revisions

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[[Image:Forward_Throw.gif|frame|[[Kirby (SSBB)|Kirby]]'s forward throw in ''[[Brawl]]''.]]
[[File:Forward Throw.gif|frame|[[Kirby (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|grabbed]] the enemy.  Forward throws are often used to knock away an opponent.  
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.  
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==Forwards throws in ''[[Super Smash Bros. Brawl]]''==
==Forward throws in ''[[Super Smash Bros. Brawl]]''==


[[Bowser (SSBB)|Bowser]]: Launches foe forward using his head. Decent knockback, but will rarely KO. 10%.
[[Bowser (SSBB)|Bowser]]: Launches foe forward using his head. Decent knockback, but will rarely KO. 10%.
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[[Diddy Kong (SSBB)|Diddy Kong]]: Tosses opponent forward. 11%.
[[Diddy Kong (SSBB)|Diddy Kong]]: Tosses opponent forward. 11%.


[[Donkey Kong (SSBB)|Donkey Kong]]: Reardless 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 Lucas and Ness when turn releasing and turn grabbing. 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 for said reason. If the input for the forward throw is used, he will use his up throw instead.If the character breaks free, it will do 6%, if while carrying do a F-Throw or a B-Throw, it will do 8%. Performing a U-Throw, 7%, and a D-Throw, 6%.
[[Donkey Kong (SSBB)|Donkey Kong]]: Reardless 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 Lucas and Ness when turn releasing and turn grabbing. 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 for said reason. If the input for the forward throw is used, he will use his up throw instead.If the character breaks free, it will do 6%, if while carrying do a forward throw or a back throw, it will do 8%. Performing a up throw, 7%, and a down throw, 6%.


[[Falco (SSBB)|Falco]]: Punches his opponent forward. 7% damage. Same as Fox.
[[Falco (SSBB)|Falco]]: Punches his opponent forward. 7% damage. Same as Fox.
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[[Ice Climbers (SSBB)|Ice Climbers]]: Hit with hammer. If the player walks slightly forward with the partner climber before using, he/she can grab the enemy again right after they use the attack, making this a chain grab. If used near the edge and combined with their partner using a short hop then forward air, it can kill at 50%. The throw does 8%.
[[Ice Climbers (SSBB)|Ice Climbers]]: Hit with hammer. If the player walks slightly forward with the partner climber before using, he/she can grab the enemy again right after they use the attack, making this a chain grab. If used near the edge and combined with their partner using a short hop then forward air, it can kill at 50%. The throw does 8%.
[[Yoshi (SSBB)|Yoshi]]: Spits the opponent out. 7%.


[[Ike (SSBB)|Ike]]: Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.
[[Ike (SSBB)|Ike]]: Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.
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[[Kirby (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 character's weight and falling speed. Does 8% damage.
[[Kirby (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 character's weight and falling speed. Does 8% damage.


[[King Dedede (SSBB)|King Dedede]]: Hits opponent with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO at the end of his d-throw chain throw at very high percentages if opponents DI it the wrong way when trying to escape the grab. Does 12% damage.
[[King Dedede (SSBB)|King Dedede]]: Hits opponent with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO at the end of his down throw chain throw at very high percentages if opponents DI it the wrong way when trying to escape the grab. Does 12% damage.


[[Link (SSBB)|Link]]: Lets go of foe then kicks them, football punt style. Does 7% damage.
[[Link (SSBB)|Link]]: Lets go of foe then kicks them, football punt style. Does 7% damage.
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[[Mario (SSBB)|Mario]]: Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9%.
[[Mario (SSBB)|Mario]]: Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9%.


[[Marth (SSBB)|Marth]]: Grabs and pushes forward, tripping with the leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed F-smash at 0% on most characters, on some characters it can hit with the tipper for more damage. Can also be used to set-up a fair combo. Does 4%.
[[Marth (SSBB)|Marth]]: Grabs and pushes forward, tripping with the leg. Great for [[tech]]-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage. Can also be used to set-up a fair combo. Does 4%.


[[Meta Knight (SSBB)|Meta Knight]]: Kicks the opponent in front of him. A very fast throw. 8-10% damage.
[[Meta Knight (SSBB)|Meta Knight]]: Kicks the opponent in front of him. A very fast throw. 8-10% damage.
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[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: He juggles the enemy as a ball and then the enemy is launched forward. 8% damage.
[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: He juggles the enemy as a ball and then the enemy is launched forward. 8% damage.


[[Ness (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 Dair for gimping. 11%.  
[[Ness (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 [[down aerial]] for [[gimp]]ing. 11%.  
   
   
[[Olimar (SSBB)|Olimar]]: Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it has a very high knockback for a throw. Red: 6%, Blue: 13%, Yellow: 7%, White: 6%, Purple: 7%.
[[Olimar (SSBB)|Olimar]]: Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it has a very high knockback for a throw. Red: 6%, Blue: 13%, Yellow: 7%, White: 6%, Purple: 7%.
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[[Wario (SSBB)|Wario]]: Spins the foe around and throws him/her forward. The lighter the character the faster he spins them. The best throw for racking up damage. Usually starts KO at about 150% on lighter characters near the edge with good DI. Identical to Mario and Luigi's back throw, except the spun opponent doesn't hurt other foes.12%.
[[Wario (SSBB)|Wario]]: Spins the foe around and throws him/her forward. The lighter the character the faster he spins them. The best throw for racking up damage. Usually starts KO at about 150% on lighter characters near the edge with good DI. Identical to Mario and Luigi's back throw, except the spun opponent doesn't hurt other foes.12%.


[[Wolf (SSBB)|Wolf]]: Uppercuts his opponent forward. This throw can be used to pseudo chain throw some characters, such as Fox, at very low percentages by buffering a dash forward. It may also be followed up with a f-smash, DACUS, or RAR bair. Does 7% damage.
[[Wolf (SSBB)|Wolf]]: Uppercuts his opponent forward. This throw can be used to pseudo chain throw 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]]. Does 7% damage.


[[Yoshi (SSBB)|Yoshi]]: Spits the opponent out of his mouth. 7%.
[[Yoshi (SSBB)|Yoshi]]: Spits the opponent out of his mouth. 7%.
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[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: Hits opponent forward with gun. Deals 2% then 7% damage, total of 9%. Can chain grab most characters at low percents.
[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: Hits opponent forward with gun. Deals 2% then 7% damage, total of 9%. Can chain grab most characters at low percents.
   
   
 
==See also==
 
*[[Back throw]]
 
*[[Up throw]]
 
==See Also==
*[[Back throw]]
*[[Up throw]]  
*[[Down throw]]
*[[Down throw]]
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{{Attacks}}
{{Attacks}}
[[Category: Game Controls]]
[[Category:Game Controls]]
[[Category: Attacks]]
[[Category:Attacks]]

Revision as of 20:36, December 29, 2010

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 grabbed the enemy. Forward throws are often used to knock away an opponent.

An icon for denoting incomplete things.

Forward throws in Super Smash Bros. Brawl

Bowser: Launches foe forward using his head. Decent knockback, but will rarely KO. 10%.

Captain Falcon: Punches the enemy and sends them forward. Can be followed by a dashing up smash for a KO, and the throw itself has some KO power at high percents. 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 dashing speed. Leads into aerial follow ups near the ledge. 4%, then 5% damage.

Charizard:Grabs opponent in jaws, spins them, then releases them in front of itself. A pseudo-chain throw on many characters at near-0% percents. Does 10% damage.

Diddy Kong: Tosses opponent forward. 11%.

Donkey Kong: Reardless 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 Lucas and Ness when turn releasing and turn grabbing. 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 for said reason. If the input for the forward throw is used, he will use his up throw instead.If the character breaks free, it will do 6%, if while carrying do a forward throw or a back throw, it will do 8%. Performing a up throw, 7%, and a down throw, 6%.

Falco: Punches his opponent forward. 7% damage. Same as Fox.

Fox: Punches the opponent forward. 7% damage.

Ganondorf: Punches his opponent forward. High damage for a throw and good power. 13%.

Ice Climbers: Hit with hammer. If the player walks slightly forward with the partner climber before using, he/she can grab the enemy again right after they use the attack, making this a chain grab. If used near the edge and combined with their partner using a short hop then forward air, it can kill at 50%. The throw does 8%.

Ike: Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.

Ivysaur: Grabs opponent with vines and tosses them forward. Does 8% damage.

Jigglypuff: Puffs once, hitting opponent forward. Low knockback. Does 10% damage.

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 character's weight and falling speed. Does 8% damage.

King Dedede: Hits opponent with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO at the end of his down throw chain throw at very high percentages if opponents DI it the wrong way when trying to escape the grab. Does 12% damage.

Link: Lets go of foe then kicks them, football punt style. Does 7% damage.

Lucario: Uses Aura to blast opponent forward. Good horizontal knockback at higher damages. Lucario's fastest throw. Does 14% at 170% where it caps. Can be an effective KO move at high percentages on the edge. Excellent to put room between Lucario and opponent to provide breathing space. When at max power, this is the strongest forward throw in the game. Initial damage is 7% and does 14% at 170% where it caps.

Lucas: Psychokinetically tosses opponent ahead. 10% damage.

Luigi: Luigi spins once with his victim and throws them forward. 9%.

Mario: Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9%.

Marth: Grabs and pushes forward, tripping with the leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage. Can also be used to set-up a fair combo. Does 4%.

Meta Knight: Kicks the opponent in front of him. A very fast throw. 8-10% damage.

Mr. Game & Watch: He juggles the enemy as a ball and then the enemy is launched forward. 8% damage.

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 down aerial for gimping. 11%.

Olimar: Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it has a very high knockback for a throw. Red: 6%, Blue: 13%, Yellow: 7%, White: 6%, Purple: 7%.

Peach: Peach winds up and slaps the opponent away. Decent knockback and the strongest of Peach's throws, though it rarely KOs. Can chaingrab heavies at low percentages provided that one buffers a dash grab. A hit of 2%, then 8%.

Pikachu: Places opponent on back and electrocutes them forward. Can chain throw almost all characters. 10% damage. Good for countering Stale Move Negation because it hits multiple times.

Pit: Slashes the opponent. Can chaingrab at very low percentages against heavier characters. Does 10%.

R.O.B.: Tosses opponent forward. Does 10%.

Samus: Flings forward with her Grapple Beam.9%.

Sheik: Sheik elbows the enemy with her left arm. 5%, then 2%.

Snake: Flips them over and drops them (scoop slam). A strong throw, although slightly weaker than his back throw but like his back throw, it can KO at higher percents if the opponent doesn't DI. Does 9% damage.

Sonic: Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up Air juggles, but it can be heavily DI'ed backwards. 9% damage. Similar to Meta Knight´s forward throw.

Squirtle: Puts its opponent in front of it, then kicks them. Does 9% damage.

Toon Link: Drops opponent quickly and shoulder tackles them forward. 7% damage.

Wario: Spins the foe around and throws him/her forward. The lighter the character the faster he spins them. The best throw for racking up damage. Usually starts KO at about 150% on lighter characters near the edge with good DI. Identical to Mario and Luigi's back throw, except the spun opponent doesn't hurt other foes.12%.

Wolf: Uppercuts his opponent forward. This throw can be used to pseudo chain throw 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. Does 7% damage.

Yoshi: Spits the opponent out of his mouth. 7%.

Zelda: Telekinetically twirls opponent and throws them forward. Does 12%.

Zero Suit Samus: Hits opponent forward with gun. Deals 2% then 7% damage, total of 9%. Can chain grab most characters at low percents.

See also

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