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[[File:SSBU Mythra Down Throw.gif|thumb|250px|{{SSBU|Mythra}} performs her down throw on {{SSBU|Byleth}} in ''[[Super Smash Bros. Ultimate]]''.]]
[[File: Dt.jpg|thumb|250px|Zelda performs her down throw on ROB.]]
[[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''' is a [[throw]] performed by pressing down on the control stick after having [[grab]]bed the enemy, which become good KO potential moves at high [[damage]] percentages.
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 as [[combo]]-starters or tech-chase moves in ''[[Super Smash Bros. Melee]]'' and tech-chase moves in ''[[Super Smash Bros. Brawl]]'' by following their [[DI]] and predicting an [[air dodge]] or jump, and a few, like [[Sheik]]'s and [[King Dedede]]'s, can be used to [[chain grab|chain throw]]. There are no down throws in ''[[Super Smash Bros.]]''.
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.


Down throw chain throws typically work only on [[floaty]] characters, who are generally more difficult to combo than [[fast-faller]]s; thus, they are highly valuable to any character. [[Toon Link]]'s down throw can set up for a barrage of back aerials followed by a down aerial meteor smash.
==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"
*[[Mario (SSBM)|Mario]]: Throws his opponent on the ground. Can be a good chainthrow on certain characters. 6%
|-
*[[Luigi (SSBM)|Luigi]]: Same as Mario's except it sends the enemy upwards and slightly to the side, depending on the target's DI and does not stun the opponent long enough to combo or chain grab. 3-7%
! Character !! Description !! Hitbox
*[[Dr. Mario (SSBM)|Dr. Mario]]: Same as Mario's. 6%.
|-
*[[Peach (SSBM)|Peach]]: Puts opponent down and sits on them. Can chain grab floaty characters, heavyweights and fast fallers at high percentage. 3-7%
|[[Banjo]] & [[Kazooie]]||Banjo slams the opponent into the ground, [[Bury|burying]] them.||{{n|16}}
*[[Bowser (SSBM)|Bowser]]: Throws his foe on the ground and lands on them with tremendous force. 6%-12%
|-
*[[Donkey Kong (SSBM)|Donkey Kong]]: Violently shoves the enemy to the ground. 7%
|[[Bayonetta]]||Stomps the opponent with one heel.||{{y|16}}
*[[Yoshi (SSBM)|Yoshi]]: Forcefully slams foe into the ground. 4%
|-
*[[Link (SSBM)|Link]]: Brings foe down and tackles. Leaves foes wide open for a combo, such as his Spin Attack or up tilt. Two hits, first does 2%, then 4%. Total 6%
|[[Bowser]]||Performs a belly flop.||{{y|16}}
*[[Zelda (SSBM)|Zelda]]: Drops foe and zaps them, send foe behind her with weak knockback. 9%
|-
*[[Sheik (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 Space Animals at or to high percentages. 8%
|[[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}}
*[[Ganondorf (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%.
|-
*[[Young Link (SSBM)|Young Link]]: Very suddenly grounds the foe and tackles them. 6%.
|[[Byleth]]||Slams the opponent into the ground with a downward swing of the Sword of the Creator.||{{y|16}}
*[[Samus (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%
|-
*[[Ice Climbers (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%
|[[Captain Falcon]]||Lifts the opponent overhead and slams them onto the ground with one arm.||{{n|16}}
*[[Kirby (SSBM)|Kirby]]: Throws the opponent on the ground, then stands on the opponent, hitting the enemy with his feet. Only the final hit does damage. 8%
|-
*[[Fox (SSBM)|Fox]]: Throws the opponent into the ground and shoots him/her 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. 5%
|[[Charizard]]||Breathes fire at the opponent on the ground (akin to [[Flamethrower]]), hitting them multiple times.||{{y|16}}
*[[Falco (SSBM)|Falco]]: Same as Fox's. 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. 4%
|-
*[[Captain Falcon (SSBM)|Captain Falcon]]: Same as Ganondorf's. Easily lead into his side special. At low percentages, following his down throw and side special, an up smash or tilt is possible. At high percentages, follow with an neutral aerial or whatever, depending on the foe's DI reaction. 7%
|[[Chrom]]||Slams the opponent onto the ground with one arm.||{{n|16}}
*[[Pikachu (SSBM)|Pikachu]]: Places the opponent on the ground, then jumps on them. This is good for lower percent lightweights, as it will sometimes lead to a up smash; against fastfallers, it has chainthrow potential. Easily DIed than the up throw. 10%
|-
*[[Mewtwo (SSBM)|Mewtwo]]: Mewtwo throws its enemy down and hits with its tail. Can chain grab. 11%
|[[Cloud]]||Slams the opponent onto the ground with one arm.||{{n|16}}
*[[Pichu (SSBM)|Pichu]]: Launches foe to floor and zaps them. 14%
|-
*[[Jigglypuff (SSBM)|Jigglypuff]]: Grinds foe with itself on the floor. 8%
|[[Corrin]]||Turns into dragon form and stomps the opponent with his front legs.||{{y|16}}
*[[Marth (SSBM)|Marth]]: Hooks arm and drags to the floor sending the opponent backward. Set ups tipper forward smash at low percentages. 5%
|-
*[[Roy (SSBM)|Roy]]: Same as Marth's. 6%
|[[Daisy]]||Toad jumps and headbutts the opponent onto the ground.||{{y|16}}
*[[Ness (SSBM)|Ness]]: Throws the opponent downward, and hits the enemy with PK Fire. Has a decent amount of followups. 8%
|-
*[[Mr. Game & Watch (SSBM)|Mr. Game & Watch]]: Juggles the enemy as a ball, then launches the opponent downwards. 4-8%
|[[Dark Pit]]||Puts the opponent on the ground and stabs them with the Silver Bow.||{{y|16}}
|-
|[[Dark Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|-
|[[Diddy Kong]]||Throws the opponent onto the ground with a leapfrog-like maneuver.||{{n|16}}
|-
|[[Donkey Kong]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Dr. Mario]]||Slams the opponent onto the ground with both arms.||{{n|16}}
|-
|[[Duck Hunt]]||The dog slams the opponent onto the ground with his mouth.||{{n|16}}
|-
|[[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}}
|-
|[[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}}
|-
|[[Ganondorf]]||Lifts the opponent overhead and slams them onto the ground with one arm.||{{n|16}}
|-
|[[Greninja]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Hero]]||Performs a horizontal somersault and slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[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}}
|-
|[[Ike]]||Slams the opponent onto the ground with one arm, then performs a [[Wikipedia:Professional wrestling attacks#Knee drop|knee drop]].||{{y|16}}
|-
|[[Incineroar]]||Performs a {{s|wikipedia|chokeslam}}.||{{n|16}}
|-
|[[Inkling]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Isabelle]]||Slams the opponent onto the ground with her net.||{{n|16}}
|-
|[[Ivysaur]]||Slams the opponent onto the ground with its vines.||{{n|16}}
|-
|[[Jigglypuff]]||Puts the opponent on the ground and rolls on them.||{{y|16}}
|-
|[[Joker]]||Slams the opponent on the ground with a flourish of his arm.||{{n|16}}
|-
|[[Kazuya]]||Performs the Stonehead.||{{y|16}}
|-
|[[Ken]]||Puts the opponent on the ground and punches them down.||{{y|16}}
|-
|[[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}}
|-
|[[King K. Rool]]||Performs a {{iw|wikipedia|piledriver|professional wrestling}}.||{{n|16}}
|-
|[[Kirby]]||Puts the opponent on the ground and repeatedly kicks them at an extremely fast rate.||{{y|16}}
|-
|[[Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|[[Little Mac]]||Performs a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] swing against the ground.||{{y|16}}
|-
|[[Lucario]]||Lifts the opponent overhead and slams them onto the ground with both arms.||{{n|16}}
|-
|[[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}}
|-
|[[Lucina]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[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}}
|-
|[[Mario]]||Slams the opponent onto the ground with both arms.||{{n|16}}
|-
|[[Marth]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Mega Man]]||Slams the opponent onto the ground with the Super Arm.||{{n|16}}
|-
|[[Meta Knight]]||Puts the opponent on the ground and repeatedly kicks them at a fast rate.||{{y|16}}
|-
|[[Mewtwo]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|[[Mii Brawler]]||Puts the opponent on the ground and performs a karate chop.||{{y|16}}
|-
|[[Mii Gunner]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[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}}
|-
|[[Min Min]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|-
|[[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}}
|-
|[[Mythra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|[[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}}
|-
|[[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}}
|-
|[[Pac-Man]]||Puts the opponent on the ground and bites them three times in his Classic Form.||{{y|16}}
|-
|[[Palutena]]||Telekinetically slams the opponent onto the ground.||{{n|16}}
|-
|[[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}}
|-
|[[Pichu]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|[[Pikachu]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|[[Piranha Plant]]||Puts the opponent on the ground and bites them twice.||{{y|16}}
|-
|[[Pit]]||Puts the opponent on the ground and stabs them with the Palutena Bow.||{{y|16}}
|-
|[[Pyra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|[[R.O.B.]]||Turns the opponent upside down and drills them onto the ground.||{{n|16}}
|-
|[[Richter]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Ridley]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Robin]]||Slams the opponent onto the ground using magic.||{{n|16}}
|-
|[[Rosalina]] & [[Luma]]||Telekinetically slams the opponent onto the ground.||{{n|16}}
|-
|[[Roy]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Ryu]]||Puts the opponent on the ground and punches them down.||{{y|16}}
|-
|[[Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|-
|[[Sephiroth]]||Telekinetically slams the opponent to the floor.||{{n|16}}
|-
|[[Sheik]]||Puts the opponent on the ground and performs an axe kick from a somersault.||{{y|16}}
|-
|[[Shulk]]||Puts the opponent on the ground and stabs them with the Monado.||{{y|16}}
|-
|[[Simon]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|[[Snake]]||Slowly puts the opponent on the ground, leaving them [[Floor recovery|knocked down]].||{{n|16}}
|-
|[[Sonic]]||Rolls onto the opponent on the ground, hitting them multiple times.||{{y|16}}
|-
|[[Sora]]||Rears back and slams the opponent onto the ground.||{{n|16}}
|-
|[[Squirtle]]||Sits on the opponent.||{{y|16}}
|-
|[[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}}
|-
|[[Terry]]||Leaps and performs a neckbreaker throw. ||{{n|16}}
|-
|[[Toon Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|[[Villager]]||Slams the opponent onto the ground with his net.||{{n|16}}
|-
|[[Wario]]||Sits on the opponent.||{{y|16}}
|-
|[[Wii Fit Trainer]]||Slams the opponent onto the ground between both legs.||{{n|16}}
|-
|[[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}}
|-
|[[Yoshi]]||Spits the opponent against the ground.||{{n|16}}
|-
|[[Young Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|[[Zelda]]||Puts the opponent on the ground and kicks out magic energy at them, hitting multiple times.||{{y|16}}
|-
|[[Zero Suit Samus]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|}


==List of down throw in ''[[Super Smash Bros. Brawl]]''==
==Notable down throws==
*[[Mario (SSBB)|Mario]]: Slams opponent to the ground. 6%.
*[[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.
*[[Luigi (SSBB)|Luigi]]: Slams opponent to the ground. 6%.
*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.
*[[Peach (SSBB)|Peach]]: Sits on opponent. 7% and it can be used to chaingrab on lower percentages.
*[[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.
*[[Bowser (SSBB)|Bowser]]: Body slams the opponent. 12%.
*[[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.
*[[Donkey Kong (SSBB)|Donkey Kong]]: Violently slams opponent to the ground. Set ups a Forward Tilt and can chain grab at lower percents. 7%.
*[[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.
*[[Diddy Kong (SSBB)|Diddy Kong]]: Throws opponent on the ground. 9%.
*{{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.
*[[Yoshi (SSBB)|Yoshi]]: Spits opponent on the ground. 4%.
*{{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.
*[[Wario (SSBB)|Wario]]: Sits on opponent. 7% and it 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.
*{{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.
*[[Link (SSBB)|Link]]: Throws opponent to the ground doing a spinning body slam afterwards jabbing opponent with his elbow. 7% and it can be used to chaingrab at lower percentages.
**{{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.
*[[Zelda (SSBB)|Zelda]]: Throws opponent on the ground and shocks them with magic 5 times each doing 2%. Can be used to set up a Forward or Backward Air. 10%.
***{{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.
*[[Sheik (SSBB)|Sheik]]: Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection. 6%.
*{{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.
*[[Ganondorf (SSBB)|Ganondorf]]: Throws his opponent violently on the ground. Good tech-chasing move at lower percents. 7%.
*{{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.
*[[Toon Link (SSBB)|Toon Link]]: Does the same motion as Link except a bit faster. 7%.
**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.
*[[Samus (SSBB)|Samus]]: Slings opponent over her head then slams them down. 6%.
**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 (SSBB)|Zero Suit Samus]]: Slams opponent on ground and stomps on them with one foot. 7%.
*{{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.  
*[[Pit (SSBB)|Pit]]: Slams to the ground then slashes, upon the slash 2% when the opponent is knocked to the air 4%. 6%.
**{{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.
*[[Ice Climbers (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%.
*[[R.O.B. (SSBB)|R.O.B.]]: Drills the opponent to the ground. 10%. No damage is done until the release.
*[[Kirby (SSBB)|Kirby]]: Performs Suplexes' Fury Stomp move from ''Kirby Super Star''. Delivers 9 1% kicks leading up to him stomping on his opponent giving 3%. Can chain grab fast-fallers at low damages. 12%.
*[[Meta Knight (SSBB)|Meta Knight]]: Quite similar to Kirby's except his stomps only give 2% each. Can tech-chase by predicting the opponent's DI. 11%
*[[King Dedede (SSBB)|King Dedede]]: Slams opponent on ground and sits on them. Arguably one of the best chain grab in the game, can chain grab at any percents and can infinite/very small step chain grab or chain 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. 8%.
*[[Olimar (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%.
*[[Fox (SSBB)|Fox]]: Throws enemy to the ground and shoots 3 times each shot doing 3%. 9%.
*[[Falco (SSBB)|Falco]]: Exactly like Fox's. 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. 9%.
*[[Wolf (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). 12%.
*[[Captain Falcon (SSBB)|Captain Falcon]]: Slams opponent to the ground. A tech-chasing move by predicting their DI/jump/air dodge. 7%.
*[[Pikachu (SSBB)|Pikachu]]: Slams the opponent with its head. A notable chain grab. 10%.
*[[Squirtle (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. 7%.
*[[Ivysaur (SSBB)|Ivysaur]]: Ivysaur's vines throw the opponent to the ground. 10%
*[[Charizard (SSBB)|Charizard]]: Charizard uses Flamethrower on opponent giving 6 small 1% hits. Can KO at higher percents. 6%.
*[[Lucario (SSBB)|Lucario]]: Throws opponent to the ground. 10%.
*[[Jigglypuff (SSBB)|Jigglypuff]]: Rolls on opponent. 10%
*[[Marth (SSBB)|Marth]]: Throws opponent to the ground. 5%
*[[Ike (SSBB)|Ike]]: Throws opponent to the ground and then stomps on them. Can KO at very high percents. 6%.
*[[Ness (SSBB)|Ness]]: Uses [[PK Fire]] on opponent with 5 1% hits and an ending 4%. 9%
*[[Lucas (SSBB)|Lucas]]: Places opponents down on ground with PSI powers. Opponents will then suffer pretty powerful vertical knockback and 7%. Strongest down throw in Brawl.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Juggles opponent. A great tech-chasing move by predicting the opponent's rolls, although not quite as good as Snake's. 6%.
*[[Snake (SSBB)|Snake]]: Slowly puts the opponent down to the ground the opponent is immobilized for a while as well. Arguably best tech-chasing move in the game, the opponent only has 5 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), it is even more dangerous near the edges or in a small platform where they can't roll away. However, the effectivity it also depends on how good the opponent's rolls/get-up attack 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%.
*[[Sonic (SSBB)|Sonic]]: Spin Dashes on opponent first dealing 3 separate 1% hits then ending it with a 5%. 8%.
 
==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.
*[[Lucas]] and [[Squirtle]]'s Down throw are the strongest in the game and are some of the strongest throws in the game.
*[[King Dedede]]'s 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]].
*[[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.
*[[Snake]]'s down throw is arguably the best tech chasing move in the game.
*[[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.
*[[Sheik]]'s down throw (in NTSC ''Melee'' version) is also notable for its chain grabbing ability, as it can chain grab most characters in ''Melee''. She can chain grab some characters from zero-to-death.


==Trivia==
==Trivia==
*In the NTSC version of ''Melee'', Bowser's down throw does no damage to Jigglypuff, but this was changed for ''Melee'''s PAL release and for ''Brawl''.
[[File:Brawl-Snake-DownThrow.gif|thumb|Exploiting a CPU with Snake's down 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.
==See also==
**{{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%.
*[[Back throw]]
**{{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.
*[[Forward throw]]
*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.
*[[Up throw]]
*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.


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Latest revision as of 10:45, 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.