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[[File:UpThrow Ness Melee.png|thumb|{{SSBM|Ness}} using his up throw against {{SSBM|Zelda}}.]]
[[File:UpThrow Ness Melee.png|thumb|250px|{{SSBM|Ness}} using his up throw against {{SSBM|Zelda}} in ''Melee''.]]
An '''up throw''' ({{ja|上投げ|Ue nage}}, ''Up/above/upper throw''; commonly abbreviated as '''uthrow''' or '''U-Throw''', and referred to as '''ThrowHi''' in ''Melee''{{'}}s {{SSBM|Debug Menu}}) is a [[throw]] performed by pressing up on the [[Control Stick]] after [[grab]]bing an opponent.
An '''up throw''' ({{ja|上投げ|Ue nage}}, ''Up/above/upper throw''; commonly abbreviated as '''u-throw''' or '''Uthrow''', and referred to as '''ThrowHi''' internally) is a [[throw]] performed by tilting the [[control stick]] up after [[grab]]bing an 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|Kirby}} and {{SSB|Jigglypuff}}'s previous forward throws became their up throws, and they instead received new forward throws.


Up throws were introduced in ''[[Super Smash Bros. Melee]]'' - in the original ''[[Super Smash Bros.]]'', there were only [[forward throw]]s and [[back throw]]s. Some of the ''Smash 64'' characters had their old forward throw become their new up throw, such as {{SSBM|Kirby}}.
Due to their predominantly vertical knockback and generally moderate ending lag, up throws tend to be useful for starting [[combo]]s and [[chain grab]]s, especially in ''Melee''. Some also deal high enough knockback to KO opponents reliably, with a notable example being {{SSBM|Mewtwo}}'s up throw. From ''[[Super Smash Bros. Brawl]]'' onward, the changes to vertical [[knockback]] and the addition of [[hitstun canceling]] have indirectly reduced their effectiveness; for a handful of characters, their up throw is their least useful throw, as it can neither start combos as effectively as their [[down throw]] (with some of them lacking any guaranteed followups), nor KO as reliably as their forward or back throw. However, some characters' up throws remain an important part of their kit, such as [[R.O.B.]]'s, {{SSB4|Bowser}}'s in ''Smash 4'', and [[Diddy Kong]]'s in ''Smash 4'' and ''Ultimate''.


Up throws are typically used for starting aerial combos. Some have such good knockback that they, in some cases, can be used to KO opponents. For some characters, such as {{SSBM|Mewtwo}}, it is one of their primary attacks for [[KO]]ing an enemy.
==List of up throws==
Up throws with hitboxes consist of two or more hits on the grabbed opponent (the hitbox, then the throw), and can affect other opponents near the thrower. Additionally, some up throws may possess a '''collateral hitbox''', which affects nearby opponents but not the victim of the throw.


Most up throws, such as [[Captain Falcon]]'s, [[Link]]'s and [[Peach]]'s, consist of two hits; one damages the enemy holding them in place, while the other throws them. This means that the first hit can damage enemies next to the thrown opponent, but the second hit cannot. In the case of characters with just one hit, such as [[Mario]]'s or [[Mewtwo]]'s, the throw cannot damage other opponents, but for some throws, after the victim is thrown, a hitbox is generated on the enemy's body for the first frames as with other strong throws, which can damage other enemies with minimal knockback.
{| class="wikitable"
 
==List of up throws in ''[[Super Smash Bros. Melee]]''==
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
!Character!!Description!!Damage
|-
|{{SSBM|Bowser}}||Throws his foe upward a short distance then spins around in his shell. Has [[set knockback]].||8 hits, 9% total
|-
|{{SSBM|Captain Falcon}}||Punches foe upward. Can lead into several follow-ups.||4% then 3% (7% total)
|-
|{{SSBM|Donkey Kong}}||Throws foe above himself with one hand. Can [[chaingrab]] [[fastfaller]]s and lead into an aerial or [[Giant Punch]].||9%
|-
|{{SSBM|Dr. Mario}}||Same as Mario's.||8%
|-
|{{SSBM|Falco}}||Practically the same as Fox's, except the shots make foes flinch, and it is easier to [[SDI]] out of.||7% total
|-
|{{SSBM|Fox}}||Throws foe upwards and shoots four times with his blaster. The shots can be easily avoided with [[DI]], but it can easily combo into his up aerial, tilt, and smash. The shots have no knockback, and can be [[reflected]] and [[Absorption|absorbed]].||Throw does 3%, then the shots do 1% each (7% total)
|-
|{{SSBM|Ganondorf}}||Knocks opponent above himself, similar to Captain Falcon's. Excellent to set up juggles with and can be an effective chainthrow at low percentages and fastfallers at mid percentages.||3% then 4% (7% total)
|-
|{{SSBM|Ice Climbers}}||Bash the foe above themselves with their hammers. Its power makes it difficult to lead into other attacks.||5% then 6% (11% total)
|-
|{{SSBM|Jigglypuff}}||Tosses the foe with a trailing flash above itself by spinning. Can lead into several aerial combos against fastfallers, and can lead into a [[Rest]] for an early percentage KO, known as the [[space animal slayer]]. Was originally its [[forward throw]] in ''[[Super Smash Bros.]]''.||11%
|-
|{{SSBM|Kirby}}||Flies upwards with the opponent then crashes down violently, creating a massive explosion. Can be used for [[Kirbycide]] in some situations. Uniquely, it can pass through [[soft platform]]s during the fall. Used to be his forward throw in ''Smash 64''.||10%
|-
|{{SSBM|Link}}||Throws the foe above himself, then slashes them once, knocking them upward.||5% then 2% (7% total)
|-
|{{SSBM|Luigi}}||Same as Mario's.||8%
|-
|{{SSBM|Mario}}||Throws opponent upward with both hands. Good way to combo into an up tilt.||8%
|-
|{{SSBM|Marth}}||Powerfully throws the opponent with one arm. Despite its pretty high base knockback, it has fairly low knockback scaling, being unable to KO under 150% in most situations. It can chaingrab space animals, while being able to lead into an up tilt then another up tilt or a regrab, or an up aerial.||4%
|-
|{{SSBM|Mewtwo}}||Whirls the opponent around itself with [[bulbapedia:Psychic|Psychic]] force and launches them into the air. By far the strongest up throw in the game, KOing lighter characters at around 105%. Can chaingrab fastfallers and lead into forward aerial to regrab chains, as well as up aerial and up tilt.||12%
|-
|{{SSBM|Mr. Game & Watch}}||Ball - Mr. Game & Watch juggles the enemy as a ball, then launches the opponent diagonally. Only up throw in the game to release opponent at an angle. Can chaingrab fastfallers.||8%
|-
|{{SSBM|Ness}}||Psychokinetically lifts the foe by swirling a finger, then throws them upward. Can chain into some of his aerials. Decent knockback.||10%
|-
|{{SSBM|Peach}}||Punches foe up into the air. Can chain grab any characters except fast fallers at 0%, and can also chain grab fastfallers between 23-30% and 80-90%.||5% then 4% (9% total)
|-
|{{SSBM|Pichu}}||Tosses foe up and headbutts them with electricity. Can chaingrab fast-fallers at high percentages. No [[recoil damage]] to Pichu, even though the attack consists of electricity.||5% then 4% (9% total)
|-
|{{SSBM|Pikachu}}||Places the opponent on its head, then headbutts the opponent upward. This is a useful throw against fastfallers at high percentages, as it can easily lead into an up smash.||5% then 4% (9% total)
|-
|{{SSBM|Roy}}||Thrusts opponent upwards. Can chain-grab the space animals at lower percentages. It is the second strongest up throw in the game.||5%
|-
|{{SSBM|Samus}}||Lifts the foe upwards with her [[Grapple Beam]], then zaps them before throwing upwards.||7%
|-
|{{SSBM|Sheik}}||Launches the enemy above her with both feet. Excellent for an aerial-attack follow up, but due to low [[hitstun]] follow-ups are difficult.||5% then 3% (8% total)
|-
|{{SSBM|Yoshi}}||Spits the opponent upwards.||6%
|-
|{{SSBM|Young Link}}||Takes foe and swings his sword in an arc above, launching foe above. Can lead into various combos, or simply his up aerial. At high percentage it can lead to his down aerial's meteor smash (up to 200%) if timed correctly. Can KO at 210%.||5% then 2% (7% total)
|-
|{{SSBM|Zelda}}||Psychically thrusts foe to the sky.||11%
|}
 
==List of up throws in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
!Character!!Description!!Damage
|-
|{{SSBB|Bowser}}||Tosses the opponent upwards, retreats into his shell, and spins, damaging them with his spikes. Has decent set knockback. When used as [[Giga Bowser (Final Smash)|Giga Bowser]], the spikes [[Electric|zap]] the foe in each hit except the throw.||9 hits of 1%. As [[Giga Bowser (Final Smash)|Giga Bowser]]: 8 hits of 2%, then 10% (26% total)
|-
|{{SSBB|Captain Falcon}}||Holds the enemy up and punches them upward with his left hand. Mainly upwards knockback, though it appears to be slightly angled. Can combine with other attacks well, such as his [[up special move]] and up aerial. This is one of Falcon's more powerful throws knockback-wise.||4% then 3% (7% total)
|-
|{{SSBB|Charizard}}||Sets opponent above itself, then slams them with its head.||5% then 6% (11% total)
|-
|{{SSBB|Diddy Kong}}||Throws opponent up and kicks them.||5% then 4% (9% total)
|-
|{{SSBB|Donkey Kong}}||Swings his arm back and throws the opponent. High base knockback but low knockback scaling. Has fast [[startup]].||9%
|-
|{{SSBB|Falco}}||Throws opponent upward and shoots up with his Blaster. Same as Fox's, but the shots cause flinching. Nearly useless at higher percentages due to it being easy to DI out of, allowing the opponent to avoid all laser shots.||8%
|-
|{{SSBB|Fox}}||Throws opponent up and shoots them with his Blaster. The shots can be avoided using DI, deal no knockback, and can be reflected and absorbed.||2%, then 3 shots of 2% (8% total)
|-
|{{SSBB|Ganondorf}}||Throws opponent upward and jabs his/her back. A poor throw that isn't strong enough to KO under 200%, but its base knockback is too high to be effective at setting up more attacks at low percentages.||4% then 3% (7% total)
|-
|{{SSBB|Ice Climbers}}||Throw upwards then smash with hammer. Can KO at 469%, but probably never going to.||4% then 2% (6% total)
|-
|{{SSBB|Ike}}||Ike throws Ragnell into the ground and uppercuts the target into the air with one hand.||4% then 2% (6% total)
|-
|{{SSBB|Ivysaur}}||Grabs opponent with vines and bounces them into the air with the bud on its back. Not quite as powerful as back throw, but still strong. Good for [[Bullet Seed]] combos.||10%
|-
|{{SSBB|Jigglypuff}}||Spins and sends opponent up. Jigglypuff's strongest throw. Good finisher. Often a [[one-hit KO]] move during matches where enemies' launch resistance is decreased, such as Easy/Normal level of [[All-Star Mode]] or [[Multi-Man Mode]].||10%
|-
|{{SSBB|King Dedede}}||Hits opponent upward by sticking both his hands upward. Can set up an up aerial or a down aerial against heavy/fastfalling opponents at very low percentages, and can KO in Sudden Death. But Dedede's up throw is often neglected and rarely used because of his other throws and more useful options.||5% then 4% (9% total)
|-
|{{SSBB|Kirby}}||Air Drop from Kirby's Ninja ability in ''Kirby Super Star'' or his Backdrop from ''Adventure''. Kirby flies off the top of the screen, and comes back down violently in an explosion, like a Warp Star item. Has KO potential at very high percentages. Meta Knight shares this move as well, except without the explosion and inflicts more damage.||10%
|-
|{{SSBB|Link}}||Throws foe a very short distance above him, then slashes. Can KO at high percentages.||5% then 2% (7% total)
|-
|{{SSBB|Lucario}}||Uses aura to hit the opponent upwards with its paw. Extremely low knockback and damage increase (even with Aura) make this able to be combined with other attacks at practically any realistic combat percent. Lucario's best throw to set up a follow up attack (up tilt and up smash particularly). Can chain throw heavyweights and fast fallers.||From 4% to 8% (capped when at +170% damage)
|-
|{{SSBB|Lucas}}||Psychokinetically tosses opponent straight up.||10%
|-
|{{SSBB|Luigi}}||Faces the viewer and tosses the enemy upward. It is a throw that is inferior to his down throw for setting up due to its higher knockback.||8%
|-
|{{SSBB|Mario}}||Throws his opponent high into the air. Good base [[knockback]], but it has low knockback scaling. It can be followed by an up aerial [[juggle]], but is mostly inferior to the [[down throw]] for setting up.||7%
|-
|{{SSBB|Marth}}||Powerful upward throw with one arm. This is by far Marth's most powerful throw in terms of knockback, KOing lighter characters under 200%. It is also the only one of his throws that can KO in Sudden Death.||4%
|-
|{{SSBB|Meta Knight}}||Like Kirby's, he jumps into the air holding his foe, and then crashes down. The differences are that this throw doesn't create an explosion, like Kirby's, and has less knockback. Can KO at very high percentages. Most damaging up throw (tied with Sonic's) in the game.||12%
|-
|{{SSBB|Mr. Game & Watch}}||Juggles the enemy as a ball and then launches them upward.||8%
|-
|{{SSBB|Ness}}||Psychokinetically spins the opponent above his head before sending them up. Leads into many PK Thunder tricks and juggles. Good knockback for an up throw, though the opponent will have to be around 200% to actually KO.||10%
|-
|{{SSBB|Olimar}}||Pikmin leaps into the air (while holding opponent), turns the opponent upside-down, then slams them into the ground. With the purple pikmin, it is by far the strongest up throw in the game, being even able to star KO under 125%. It is overall the second strongest throw in the game (only Ness's back throw is stronger).||Red: 9%; Blue: 12%; Yellow: 11%; White: 6%; Purple: 11%
|-
|{{SSBB|Peach}}||Puts opponent above her, and volleys them upward.||2% then 6% (8% total)
|-
|{{SSBB|Pikachu}}||Headbutts opponent upward. Can combo into a [[Thunderspike]] in certain situations, but much less reliable than using an up tilt or up smash.||2 hits of 5% (10% total)
|-
|{{SSBB|Pit}}||Does a handstand and kicks opponent with both feet.||5% then 6% (11% total)
|-
|{{SSBB|R.O.B.}}||Grabs opponent, flies them into the air a short distance, turns them upside down, then crashes them into the ground. Can reliably KO at around 150%.||10%
|-
|{{SSBB|Samus}}||Spins above her head and blasts opponent upward after zapping it.||5 hits of 1%, then 4% (9% total)
|-
|{{SSBB|Sheik}}||Sheik flips upside-down and kicks the enemy with both of her feet.||2 hits of 3% (6% total)
|-
|{{SSBB|Snake}}||Back suplex, similar to Jigglypuff's [[back throw]], but knocks the opponent upwards instead.||10%
|-
|{{SSBB|Sonic}}||Tosses the opponent slightly above him and then lands on his hands as if to do a push-up. His quills harden just before they make contact and the foe is [[slash]]ed upwards and at an angle. Excellent [[juggling]] ability at low percentages, and at high percentages, a great way to combo into [[Spring Jump]] then an up or back aerial, though the opponent can [[DI]] horizontally to have a higher chance of avoiding this. This throw is one of the most damaging in the game percentage-wise, and is the most damaging up throw in the game (tied with Meta Knight's), along with being able to KO lightweights at surprisingly low percentages for a throw.||3% then 9% (12% total)
|-
|{{SSBB|Squirtle}}||Throws its opponent upward and tackles them while in its shell. Also has moderate KO power above 150% damage.||2% then 9% (11% total)
|-
|{{SSBB|Toon Link}}||Same as Link's.||5% then 2% (7% total)
|-
|{{SSBB|Wario}}||Throws them into the air and jumps up, headbutting them. Good against characters with poor air defense/easy to juggle characters. Can lead to rising fully charged [[Wario Waft]] against many characters, and also put them in a good position for [[up aerial]]s.||4% then 6% (10% total). As [[Wario-Man]]: 4% then 13% (17% total).
|-
|{{SSBB|Wolf}}||Throws the opponent upward and slashes them with both claws. Its base knockback is too strong for Wolf to effectively follow up on.||5% then 2% (7% total)
|-
|{{SSBB|Yoshi}}||Spits the opponent upwards.||5%
|-
|{{SSBB|Zelda}}||Telekinetically twirls opponent above her head, then releases them upward.||11%
|-
|{{SSBB|Zero Suit Samus}}||Flips into the air and kicks the opponent. Can lead into aerial followups, but it has high [[ending lag]], so a down throw is the preferred way to combo into aerials. ZSS's most powerful throw in terms of knockback, being the only one that can reliably KO in Sudden Death.||2% then 8% (10% total)
|}
 
==List of up throws in ''[[Super Smash Bros. 4]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSB4|Bayonetta}}||Kicks the opponent upwards. Can set up a [[Witch Twist]] against fastfallers or heavyweights.||3% (kick), 4% (throw)
|-
|{{SSB4|Bowser}}||Tosses the opponent upwards, retreats into his shell, and spins, damaging them with his spikes. A reliable combo starter beginning in update 1.1.3, leading into up tilt, up smash, neutral aerial, forward aerial and up aerial, depending on percentage. When used as {{B|Giga Bowser|Final Smash}}, the spikes [[Electric|zap]] the foe in each hit except the throw, and is the strongest throw in the game.||8 hits of 0.5%, then 2% (6% total). As {{B|Giga Bowser|Final Smash}}: 8 hits of 2%, then 10% (26% total).
|-
|{{SSB4|Bowser Jr.}}||Throws opponent upward.||7%
|-
|{{SSB4|Captain Falcon}}||Holds the enemy up and punches them upward with his left hand. Mainly upwards knockback, though it appears to be slightly angled.||4% then 3% (7% total)
|-
|{{SSB4|Charizard}}||Flies upward holding its opponent into the air and slams them into the ground at high speed, probably in vein to {{S|bulbapedia|Seismic Toss}}. Significantly stronger as of the 1.0.8 update, now outshining Mewtwo's up throw as the strongest in the game (although horizontal DI takes a bigger toll on Charizard's up throw than Mewtwo's).||8% then 3% (11% total)
|-
|{{SSB4|Cloud}}||Two spinning kicks, sending the opponent flying upwards. Cloud's second strongest throw, though unable to KO at realistic percentages.||2%, 2.5% then 4% (8.5% total)
|-
|{{SSB4|Corrin}}||Lifts the opponent above and assumes dragon form, headbutting them skyward and reverting back to human form. It can KO starting at 160%.||6.5% (first hit), 3% (throw)
|-
|{{SSB4|Dark Pit}}||Same as Pit's.||4% then 7% (11% total)
|-
|{{SSB4|Diddy Kong}}||Throws opponent up and kicks them. Can be comboed into an up air from mid to high percentages, which can KO if done on a platform.||1% then 4% (5% total)
|-
|{{SSB4|Donkey Kong}}||Swings his arm back and throws the opponent. High base knockback but low knockback scaling. Has fast [[startup]], but is inferior to his [[Forward throw|cargo up throw]] for followups.||9%
|-
|{{SSB4|Dr. Mario}}||Same as Mario's.||8%
|-
|{{SSB4|Duck Hunt}}||Dog stands on front two feet and kicks opponent up with back legs.||6%
|-
|{{SSB4|Falco}}||Throws opponent upward and shoots up with his Blaster. Same as Fox's, but only shoots once, and the shot causes knockback. A very good combo throw at mid-high percentages.||2 hits of 4% (8% total)
|-
|{{SSB4|Fox}}||Throws opponent up and shoots them with his Blaster. The shots can be avoided using DI, deal no knockback, and can be reflected and absorbed.||2%, then 3 shots of 2% (8% total)
|-
|{{SSB4|Ganondorf}}||Throws opponent upward and jabs their back. A poor throw that isn't strong enough to KO under 200%, yet its base knockback is too high to be effective at setting up more attacks at low percentages.||7% then 3% (10% total)
|-
|{{SSB4|Greninja}}||Thrusts arms straight upward, sending opponent upward. Can KO at high percentages, and is a good combo starter into up air at low to mid percentages.||5%
|-
|{{SSB4|Ike}}||Ike throws Ragnell into the ground and uppercuts the target into the air with one hand. Great follow-up potential into a neutral air, forward air, up air or [[Aether]], being faster than his down throw, though also inflicting slightly less [[hitstun]].||3% then 4% (7% total)
|-
|{{SSB4|Jigglypuff}}||Spins and sends opponent up. Jigglypuff's strongest throw, although the opponent must be at a very high percentage for it to actually KO.||10%
|-
|{{SSB4|King Dedede}}||Hits opponent upward by sticking both his hands upward. Can set up an up aerial against fastfalling opponents at low percentages, and can KO in Sudden Death. It is often neglected and rarely used, however, because of his other throws' more useful options.||5% then 4% (9% total)
|-
|{{SSB4|Kirby}}||Kirby flies off the top of the screen, and comes back down violently in an explosion, like a Warp Star item. Based on his Air Drop from his Ninja ability in ''Kirby Super Star'' or his Backdrop from ''Adventure''. One of the strongest up thows in the game beginning in update 1.1.3. Meta Knight shares this move as well, except without the explosion.||10%
|-
|{{SSB4|Link}}||Throws foe a very short distance above him, then slashes. Can KO at high percentages.||5% then 2% (7% total)
|-
|{{SSB4|Little Mac}}||Uppercuts the opponent.||4% then 3% (7% total)
|-
|{{SSB4|Lucario}}||Uppercuts the opponent with its paw. Damage and knockback scale with [[aura]], where it is the most damaging throw in the game at max power. Depending on aura and the foe's percentage, it can be comboed into aerial attacks.|| 7% (0%) 9% (50%) 12% (100%) 16% (150%) 18% (190%+)
|-
|{{SSB4|Lucas}}||Psychokinetically throws the opponent straight up. Third strongest up throw in the game.||10%
|-
|{{SSB4|Lucina}}||Same as Marth's, but KOs 1% later due to her shorter height.||4%
|-
|{{SSB4|Luigi}}||Faces the screen and tosses the enemy upward. It is inferior to his down throw for followups due to its higher knockback, although it can set up combos against fastfallers more reliably than his down throw at low percents.||8%
|-
|{{SSB4|Mario}}||Throws his opponent high into the air. Good base [[knockback]], but it has low knockback scaling. It can be followed by an up aerial [[juggle]], but is mostly inferior to the [[down throw]] for setting up.||8%
|-
|{{SSB4|Marth}}||Powerful upward throw with one arm. This is by far Marth's most powerful throw in terms of knockback, KOing all characters under 200%. It is also the only one of his throws that can KO in Sudden Death.||4%
|-
|{{SSB4|Mega Man}}||Throws opponent straight up.||7%
|-
|-
|{{SSB4|Meta Knight}}||Like Kirby's, he jumps into the air holding his foe, and then crashes down, but with less KO power and without creating an explosion. It can, however, unexpectedly KO bystanders on the way down.||10%
! Character !! Description !! Hitbox
|-
|-
|{{SSB4|Mewtwo}}|| Whirls the opponent around itself with [[bulbapedia:Psychic (move)|psychic]] force and launches them into the air. The second strongest up throw in the game. ||12%
|[[Banjo]] & [[Kazooie]]||colspan=2|''unknown''
|-
|-
|{{SSB4|Mii Brawler}}|| Knocks the enemy up with a palm strike. ||8%
|[[Bayonetta]]||Launches the opponent with a crescent kick.||{{y|16}}
|-
|-
|{{SSB4|Mii Gunner}}|| Tosses the enemy above themselves then fires a single energy pellet at the foe. ||2% then 3% (5% total)
|[[Bowser]]||Grinds the opponent above himself with the spikes on his shell.||{{y|16}}
|-
|-
|{{SSB4|Mii Swordfighter}}|| Slashes the enemy above their head. ||3% then 2% (5% total)
|[[Bowser Jr.]]||Heaves the opponent upward with the [[Koopa Clown Car]]'s claw.||{{n|16}}
|-
|-
|{{SSB4|Mr. Game & Watch}}||Juggles the enemy as a ball and then launches them upward.||8%
|[[Captain Falcon]]||Uppercuts the opponent.||{{y|16}}
|-
|-
|{{SSB4|Ness}}||Psychokinetically spins the opponent above his head before sending them up. While it can be used to trick the opponent with [[PK Thunder]], it is generally his least used throw due to his down throw setting up combos much better and his back throw outclassing it in KO power at high percents.||10%
|[[Charizard]]||{{GameIcon|SSBB}} Headbutts the opponent above itself.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Flies with the opponent to the top of the stage offscreen, then dives back down and slams them onto the ground.||{{y|16}}
|-
|-
|{{SSB4|Olimar}}||Pikmin leaps into the air (while holding opponent), turns the opponent upside-down, then slams them into the ground.||Red: 6.4%; Blue: 12.8%; Yellow: 8%; White: 8%; Purple: 8%.
|[[Chrom]]||Heaves the opponent upward with one arm.||{{n|16}}
|-
|-
|{{SSB4|Pac-Man}}||Throws opponent straight up with one hand.||5%
|[[Cloud]]||Performs a {{s|wikipedia|540 kick}}, hitting the opponent twice above himself before launching them.||{{y|16}}
|-
|-
|{{SSB4|Palutena}}||Shoots opponent upward with her staff.||8%
|[[Corrin]]||Turns into dragon form and raises on his hind legs to headbutt the opponent upward.||{{y|16}}
|-
|-
|{{SSB4|Peach}}||Puts opponent above her, and volleys them upward.||2% then 6% (8% total)
|[[Daisy]]||Performs a jump [[Wikipedia:Volleyball#Set|set]], a volleyball technique.||{{y|16}}
|-
|-
|{{SSB4|Pikachu}}||Headbutts opponent upward. Can lead into a [[Thunderspike]] in certain situations, but is less reliable than using an up tilt or up smash.||1% then 3% (4% total)
|[[Dark Pit]]||Performs a handstand and kicks the opponent upward with both legs.||{{y|16}}
|-
|-
|{{SSB4|Pit}}||Does a handstand and kicks opponent with both feet. Can KO at higher percentages.||5% then 6% (11% total)
|[[Dark Samus]]||Blasts the opponent above herself with electricity from her Arm Cannon.||{{y|16}}
|-
|-
|{{SSB4|R.O.B.}}||Grabs opponent, flies them into the air a short distance, turns them upside down, then crashes them into the ground. Can reliably KO at around 150%.||12%
|[[Diddy Kong]]||Performs a handstand and kicks the opponent upward with one leg.||{{y|16}}
|-
|-
|{{SSB4|Robin}}||Thrusts hand upward with Bronze Sword, hitting opponent with the hilt.||9%
|[[Donkey Kong]]||Heaves the opponent upward with one arm.||{{n|16}}
|-
|-
|{{SSB4|Rosalina & Luma}}||Throws opponent upward using magic.||7%
|[[Dr. Mario]]||Heaves the opponent upward with both arms.||{{n|16}}
|-
|-
|{{SSB4|Roy}}||Tosses the opponent straight up. Roy's strongest throw, being the only one that can KO in Sudden Death, although it is weaker than Marth's due to having much lower base knockback. ||6%
|[[Duck Hunt]]||The dog kicks the opponent upward with its hind legs.||{{n|16}}
|-
|-
|{{SSB4|Ryu}}||Kicks the opponent upward, then brings his leg down. Bystanders hit by the leg attack will take much more damage than the actual thrown opponent.||8% (throw), 15% (kick)
|[[Falco]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Tosses the opponent upward and fires three rapid shots from his Blaster.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Tosses the opponent upward and fires one shot from his Blaster.||{{y|16}}
|-
|-
|{{SSB4|Samus}}||Spins above her head and blasts opponents upward after zapping them.||5 hits of 1%, then 4% (9% total)
|[[Fox]]||Tosses the opponent upward and fires three rapid shots from his Blaster.||{{y|16}}
|-
|-
|{{SSB4|Sheik}}||Sheik flips upside-down and kicks the enemy with both of her feet.||3% then 2% (5% total)
|[[Ganondorf]]||{{GameIcon|SSBM}} Uppercuts the opponent.<br/>{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Lifts the opponent above himself and strikes them with his free palm.||{{y|16}}
|-
|-
|{{SSB4|Shulk}}||Throws opponent upward, then thrusts the Monado into them. A good followup option if used with the Buster Art, and a decent KO option on floaty characters with the Smash Art. With the Jump Art, it can be followed up with a forward aerial or a buffer art-canceled up aerial, the latter which is inescapable at a range of percents without an air dodge.||3% then 4% (7% total)
|[[Greninja]]||Heaves the opponent upward with one arm.||{{n|16}}
|-
|-
|{{SSB4|Sonic}}||Tosses the opponent slightly above him, lands on his hands, and launches them upwards by hardening his quills.||1% then 5% (6% total)
|[[Hero]]||Heaves the opponent upward with both arms.||{{n|16}}
|-
|-
|{{SSBB|Toon Link}}||Same as Link's, but with less KO power.||5% then 2% (7% total)
|[[Ice Climbers]]||Bashes the opponent above themselves with the tip of the hammer.||{{y|16}}
|-
|-
|{{SSB4|Villager}}||Throws opponent upward out of the net.||10%
|[[Ike]]||Plunges Ragnell on the ground and launches the opponent with a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] swing.||{{y|16}}
|-
|-
|{{SSB4|Wario}}||Throws them into the air and jumps up, headbutting them.||4% then 6% (10% total). As [[Wario-Man]]: 4% then 13% (17% total).
|[[Incineroar]]||Performs an {{s|wikipedia|Argentine backbreaker rack}}.||{{n|16}}
|-
|-
|{{SSB4|Wii Fit Trainer}}||Jump sets the opponent like a volleyball. This is Wii Fit Trainer's primary combo and kill throw, although it excels at neither.||11%
|[[Inkling]]||Turns into squid form and headbutts the opponent upward.||{{y|16}}
|-
|-
|{{SSB4|Yoshi}}||Spits the opponent upwards,unable to KO at realistic percentages.||5%
|[[Isabelle]]||Tosses the opponent upward with her net.||{{n|16}}
|-
|-
|{{SSB4|Zelda}}||Telekinetically twirls opponent above her head, then releases them upward.||10%
|[[Ivysaur]]||Bounces the opponent upward with the bud on its back.||{{GameIcon|SSBB}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Zero Suit Samus}}||Flips into the air and kicks the opponent. Can lead into aerial followups, but it has high [[ending lag]], so a down throw is the preferred way to combo into aerials. Otherwise, it is her most powerful throw in terms of knockback, being the only one that can reliably KO in Sudden Death.||2% then 8% (10% total)
|[[Jigglypuff]]||Spins once and tosses the opponent upward with one arm.||{{n|16}}
|}
 
==Lists of up throws in ''[[Super Smash Bros. Ultimate]]''==
{|class="wikitable"
|-
|-
!Character
|[[Joker]]||Tosses the opponent upward with a flourish of his arm.||{{n|16}}
!Description
!Damage
|-
|-
|{{SSBU|Banjo & Kazooie}} ||N/A ||N/A
|[[Ken]]||Kicks the opponent upward, then performs an axe kick with the raised leg.||{{y|16}}
|-
|-
|{{SSBU|Bayonetta}}||An outside crescent kick. Allows combos into [[Witch Time]] and up aerial until medium to high percentages.||3% (kick), 4.5% (throw)
|[[King Dedede]]||Performs a jump set, a volleyball technique.||{{y|16}}
|-
|-
|{{SSBU|Bowser}}||Throws the opponent upwards, retreats into his shell, then spins rapidly in order to stab the opponent with the shell's spikes.||0.5% (hits 1-7), 2% (hit 8), 6% (throw)
|[[King K. Rool]]||Leaps high with the opponent, then falls back down and performs an Argentine backbreaker rack upon landing.||{{n|16}}
|-
|-
|{{SSBU|Bowser Jr.}}||The Junior Clown Car throws the opponent upwards. It can lead into up aerial at low percents.||7%
|[[Kirby]]||Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion.||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}} <small>(collateral)</small>
|-
|-
|{{SSBU|Captain Falcon}}||Holds the opponent up before punching them upwards. Can begin combo into a chain of up aerials or [[Falcon Dive]].||4% (hit 1), 5% (throw)
|[[Link]]||Puts the opponent above himself and launches them with a crescent slash.||{{y|16}}
|-
|-
|{{SSBU|Charizard}}||Soars up into the sky and flies back down to slam the captured opponent to the ground. Able to KO middleweights at around 130%, or even earlier if Charizard lands on a platform above the stage.||8% (hit 1), 3% (throw)
|[[Little Mac]]||Uppercuts the opponent.||{{y|16}}
|-
|-
|{{SSBU|Chrom}}||Identical to Marth, but has the damage of Roy's.||6%
|[[Lucario]]||Performs the pao choui, an uppercut-styled punch in Shaolin Kung Fu.||{{y|16}}
|-
|-
|{{SSBU|Cloud}}||Throws the opponent above him before hitting them with a butterfly kick.||2% (hit 1), 2.5% (hit 2), 4% (throw)
|[[Lucas]]||Twirls the opponent above himself with PSI, then tosses them upward.||{{n|16}}
|-
|-
|{{SSBU|Corrin}}||Pins the opponent to the ground, turns into their dragon form, then launches the opponent upwards with a headbutt.||6.5% (hit 1), 3% (throw)
|[[Lucina]]||Heaves the opponent upward with one arm.||{{n|16}}
|-
|-
|{{SSBU|Daisy}}||Identical to Peach's||2% (hit 1), 6% (throw)
|[[Luigi]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Heaves the opponent upward with both arms.<br/>{{GameIcon|SSBU}} Swings the opponent upward with the Poltergust G-00.||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}} <small>(collateral)</small>
|-
|-
|{{SSBU|Dark Pit}}||Identical to Pit's.||4% (hit 1), 7% (throw)
|[[Mario]]||Heaves the opponent upward with both arms.||{{n|16}}
|-
|-
|{{SSBU|Dark Samus}}||Identical to Samus's.||5% (hit 1), 7% (throw)
|[[Marth]]||Heaves the opponent upward with one arm.||{{n|16}}
|-
|-
|{{SSBU|Diddy Kong}}||Throws his opponent up, then performs a handstand kick. Allows combos into his aerials, most noticeably his up aerial.||6%
|[[Mega Man]]||Heaves the opponent upward with the Super Arm.||{{n|16}}
|-
|-
|{{SSBU|Donkey Kong}}||Throws the opponent upwards with one arm. Well-known for comboing into his up aerial and causing vertical KOs.||9%
|[[Meta Knight]]||Flies with the opponent to the top of the stage offscreen, then dives back down and slams them onto the ground.||{{GameIcon|SSBB}} {{n|16}}<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}} <small>(collateral)</small>
|-
|-
|{{SSBU|Dr. Mario}}||Identical to Mario's. Allows combos into up aerial or [[Dr. Tornado]] at low percents.||8.2%
|[[Mewtwo]]||Twirls the opponent around itself and up to the top of its head with PSI, then tosses them upward.||{{n|16}}
|-
|-
|{{SSBU|Duck Hunt}}||The dog performs a handstand kick.||6%
|[[Mii Brawler]]||Launches the opponent with a palm strike.||{{n|16}}
|-
|-
|{{SSBU|Falco}}||Throws the opponent above him before firing a shot from his Blaster. Now has more combo potential due to Falco's faster jumpsquat and can follow into aerials from 0% to 120%.||4% (throw), 4% (Blaster shots)
|[[Mii Gunner]]||{{GameIcon|SSB4}} Tosses the opponent upward and fires one shot from the arm cannon.<br/>{{GameIcon|SSBU}} Tosses the opponent upward and fires two shots from the arm cannon.||{{y|16}}
|-
|-
|{{SSBU|Fox}}||Throws the opponent above him before shooting them with three rapid-fire shots from his Blaster. Can follow into his up aerial.||2% (throw), 2% (Blaster shots)
|[[Mii Swordfighter]]||Puts the opponent above themselves and launches them with a crescent slash.||{{y|16}}
|-
|-
|{{SSBU|Ganondorf}}||Identical to Captain Falcon's, but deals more damage and is harder to follow-up with.||10% (hit 1), 3% (throw)
|[[Mr. Game & Watch]]||Juggles the opponent as a ball from front to back, then tosses them upward.||{{n|16}}
|-
|-
|{{SSBU|Greninja}}||Thrusts the opponent upwards. Allows combos into a up tilt, up aerial, or even a up smash at low to mid percents.||11%
|[[Ness]]||Points his index finger upward and twirls the opponent above himself with PSI, then tosses them upward.||{{y|16}}
|-
|-
|{{SSBU|Hero}} ||N/A ||N/A
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} The Pikmin grabbing the opponent leaps a set distance upward with them, then falls back down and slams them onto the ground.<br/>{{GameIcon|SSBU}} The Pikmin grabbing the opponent headbutt them above Olimar.||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBU|Ice Climbers}}||The leader will throw the opponent upward before hitting them with their hammer.||3% (hit), 5% (throw)
|[[Pac-Man]]||Heaves the opponent upward with one arm.||{{n|16}}
|-
|-
|{{SSBU|Ike}}||Throws his Ragnell into the ground then uppercuts the opponent upwards. Could combo into up aerial or [[Aether]].||3.5% (hit 1), 4% (throw)
|[[Palutena]]||Telekinetically tosses the opponent upward.||{{n|16}}
|-
|-
|{{SSBU|Incineroar}}||Heaves the opponent over his head, and then performs a Argentine backbreaker on them, similar to King K. Rool's up throw. Can possibly combo into up aerial or [[Cross Chop]].||12%
|[[Peach]]||Performs a jump set, a volleyball technique.||{{y|16}}
|-
|-
|{{SSBU|Inkling}}||Tosses the opponent above them, then turns into their squid form to headbutt them from below. Can combo into neutral and up aerial at low to mid percents.||3% (hit 1), 3% (hit 2)
|[[Pichu]]||Headbutts the opponent upward.||{{y|16}}
|-
|-
|{{SSBU|Isabelle}}||Identical to Villager's.||10%
|[[Pikachu]]||Headbutts the opponent upward.||{{y|16}}
|-
|-
|{{SSBU|Ivysaur}}||Holds the opponent above itself with its vines and hits them with its bud, sending them upwards. Can combo into [[Bullet Seed]] at 0%, while also being able to combo into up aerial or Vine Whip at mid percents.||4% (hit 1), 5% (hit 2)  
|[[Piranha Plant]]||Launches the opponent with a rising bite.||{{y|16}} <small>(collateral)</small>
|-
|-
|{{SSBU|Jigglypuff}}||Spins its body before throwing the opponent upwards. Allows combos into neutral aerial, up aerial, and [[Rest]].||8%
|[[Pit]]||Performs a handstand and kicks the opponent upward with both legs.||{{y|16}}
|-
|-
|{{SSBU|Joker}}||Throws the opponent upwards while striking a pose.||7%
|[[R.O.B.]]||Rises a set distance upward with the opponent, then falls back down and slams them onto the ground.||{{n|16}}
|-
|-
|{{SSBU|Ken}}||Identical to Ryu's.||9%
|[[Richter]]||Puts the opponent above himself and whips them with the Vampire Killer.||{{y|16}}
|-
|-
|{{SSBU|King Dedede}}||Throws the opponent upwards. Can lead into up aerial at low to medium percentages.||4% (hit 1), 5% (throw)
|[[Ridley]]||Puts the opponent above himself and stabs them with his tail.||{{y|16}}
|-
|-
|{{SSBU|King K. Rool}}||Heaves the opponent over his head, jumps high into the air, and then launches the opponent upwards. Despite being K. Rool's most damaging throw, it doesn’t KO until 180%, which is later compared to his back throw.||16%
|[[Robin]]||Tosses the opponent upward using magic.||{{n|16}}
|-
|-
|{{SSBU|Kirby}}||The Air Drop from the Ninja ability. The throw can damage any bystanders upon landing and KO middleweights at around 158% from anywhere on Final Destination.||10% (throw], 7% (landing)
|[[Rosalina]] & [[Luma]]||Telekinetically tosses the opponent upward.||{{n|16}}
|-
|-
|{{SSBU|Link}}||Throws the opponent overhead before slashing them with his sword. Can KO at around 170% due to its high knockback growth.||5%/4% (hit 1), 2% (throw)
|[[Roy]]||Heaves the opponent upward with one arm.||{{n|16}}
|-
|-
|{{SSBU|Little Mac}}||An uppercut. Can’t form any aerial combos due to Mac's notoriously poor aerial presence, but can possibly create mix-ups.||4%
|[[Ryu]]||Kicks the opponent upward, then performs an axe kick with the raised leg.||{{y|16}}
|-
|-
|{{SSBU|Lucario}}||Performs an uppercut-styled punch to hit the opponent upwards.||5% (hit), 6% (throw)
|[[Samus]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Twirls the opponent above herself with the Grapple Beam, hitting them multiple times, then tosses them upward.<br/>{{GameIcon|SSBU}} Blasts the opponent above herself with fire from her Arm Cannon.||{{y|16}}
|-
|-
|{{SSBU|Lucas}}||Pyschokinetically spins the opponent overhead by using his finger, launching them upward. Can combo into up aerial.||10%
|[[Sheik]]||Performs a handstand and kicks the opponent upward with both legs.||{{y|16}}
|-
|-
|{{SSBU|Lucina}}||Identical to Marth's.||5%
|[[Shulk]]||Puts the opponent above himself and stabs them with the Monado.||{{y|16}}
|-
|-
|{{SSBU|Luigi}}||Swings the Poltergust G-00 upwards. The throw can combo into a forward aerial or up aerial at low to mid percents.||8% (throw), 6% (collateral)
|[[Simon]]||Puts the opponent above himself and whips them with the Vampire Killer.||{{y|16}}
|-
|-
|{{SSBU|Mario}}||Throws the opponent upward with both of his hands. An effective aerial combo throw, allowing follow-ups into his up aerial, down aerial, and [[Super Jump Punch]].||7%
|[[Snake]]||Performs a suplex.||{{GameIcon|SSBB}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBU|Marth}}||A one-handed upwards throw. Marth's strongest and most known throw, it can KO at around 170%.||5%
|[[Sonic]]||Puts the opponent above himself and stabs them with his back quills.||{{y|16}}
|-
|-
|{{SSBU|Mega Man}}||Throws the opponent in the air with one hand. Allows follow-ups into forward aerial and up aerial at low to mid percents.||8%
|[[Squirtle]]||{{GameIcon|SSBB}} Retreats into his shell and tackles the opponent upward.<br/>{{GameIcon|SSBU}} Headbutts the opponent upward.||{{y|16}}
|-
|-
|{{SSBU|Meta Knight}}||Identical to Kirby's up throw, but the impact doesn’t have the explosion aesthetic.||10% (throw), 7% (landing)
|[[Toon Link]]||Puts the opponent above himself and launches them with a crescent slash.||{{y|16}}
|-
|-
|{{SSBU|Mewtwo}}||Telekinetically spins the opponent around itself before launching them upward above its head. The strongest up throw in the game. KO's middleweights at around 141% on Final Destination.||14%
|[[Villager]]||Tosses the opponent upward with his net.||{{n|16}}
|-
|-
|{{SSBU|Mii Brawler}}||Hits the opponent with a palm strike which launches them upward. Can initiate aerial juggles.||11%
|[[Wario]]||Jumps and punches the opponent upward with both fists.||{{y|16}}
|-
|-
|{{SSBU|Mii Gunner}}||Tosses the opponent above them, then fires two energy pellets at them.||7% (throw), 3% (both energy pellets)
|[[Wii Fit Trainer]]||Performs a jump set, a volleyball technique.||{{y|16}}
|-
|-
|{{SSBU|Mii Swordfighter}}||Throws the opponent upward before attacking them with a spinning slash.||2% (slash), 3% (throw)
|[[Wolf]]||{{GameIcon|SSBB}} Jumps and slashes the opponent upward from a horizontal somersault.<br/>{{GameIcon|SSBU}} Slashes the opponent upward.||{{y|16}}
|-
|-
|{{SSBU|Mr. Game and Watch}}||Juggles the opponent and launches them upwards.||12%
|[[Yoshi]]||Spits the opponent upward.||{{n|16}}
|-
|-
|{{SSBU|Ness}}||Pyschokinetically spins the opponent overhead by using his finger, launching them upward. Can combo into up aerial or [[PK Thunder]].||10%
|[[Young Link]]||Puts the opponent above himself and launches them with a crescent slash.||{{y|16}}
|-
|-
|{{SSBU|Olimar}}||The Pikmin throws the opponent upwards, then hits them with a headbutt.||Red: 1.2% (hit), 6.4% (throw) (3), 1.1% (hit), 5.9% (throw) (2), 1% (hit) , 5.4% (throw) (1) Yellow: 1.2% (hit), 8.4% (throw) (3), 1.1% (hit), 7.7% (throw) (2), 1% (hit), 7% (throw) (1) Blue: 1.2% (hit), 15% (throw) (3), 1.1% (hit), 13.7% (throw) (2), 1% (hit), 12.5% (throw) (1) White: 1.2% (hit), 8.4% (throw) (3), 1.1% (hit), 7.7% (throw) (2), 1% (hit), 7% (throw) (1) Purple: 1.2% (hit), 8.4% (throw) (3), 1.1% (hit), 7.7% (throw) (2), 1% (hit), 7% (throw) (1)
|[[Zelda]]||Telekinetically tosses the opponent upward.||{{n|16}}
|-
|{{SSBU|Pac-Man}}||Swings his arm upward to throw the opponent into the air. Isn’t useful for combos, and can’t KO until 220%||5%
|-
|{{SSBU|Palutena}}||Telekinetically raises her opponent upward, then strikes them with her staff.||8%
|-
|{{SSBU|Peach}}||Puts the opponent above her, and volleys them upwards.||2% (hit 1), 6% (throw)
|-
|{{SSBU|Pichu}}||Identical to Pikachu's, but deals more damage.||5% (hit 1), 5% (throw)
|-
|{{SSBU|Pikachu}}||Puts the opponent on its head and headbutts them upwards. Pikachu's best combo throw, allowing follow-ups into its aerials and [[Thunder]].||3% (hit 1), 5% (throw).
|-
|{{SSBU|Piranha Plant}}||Tosses the opponent above its head before lunging up to chomp on the opponent, launching them upwards. Able to KO middleweights at around 151%.||12%
|-
|{{SSBU|Pit}}||Performs a handstand kick on the opponent. Has little to no utility besides dealing damage.||4% (hit 1), 7% (throw)
|-
|{{SSBU|Richter}}||Identical to Simon's.||6% (hit 1), 4% (hit 2)
|-
|{{SSBU|Ridley}}||Sets the opponent overhead before stabbing them with his tail. Can combo into up aerial at mid percents.||8% (hit 1), 4% (throw)
|-
|{{SSBU|R.O.B.}}||Hovers in the air before slamming the opponent into the ground.||12%
|-
|{{SSBU|Robin}}||Magically throws the opponent upwards.||8%
|-
|{{SSBU|Rosalina & Luma}}||Swings the opponent up in the air with anti-gravity.||7%
|-
|{{SSBU|Roy}}||Identical to Marth's, but deals a bit more damage.||6%
|-
|{{SSBU|Ryu}}||A stretch kick transitioned into an axe kick. Can combo into his aerials and the axe kick can KO Mario starting at 77% from the edge of Final Destination.||8% (throw), 15% (kick)
|-
|{{SSBU|Samus}}||Puts the opponent above herself and then shots them upwards with her Arm Cannon. It KOs middleweights under 190% without rage and can combo into up aerial.||5% (hit 1), 7% (throw)
|-
|{{SSBU|Sheik}}||Throws the opponent upwards, and then performs a handstand kick on them.||3% (hit and throw)
|-
|{{SSBU|Shulk}}||Heaves the opponent above him and then performs a kneeling upward thrust. With Jump Art active, it can follow into a up aerial or [[Air Slash]], allowing possible vertical KOs.||3% (hit 1), 4% (throw)
|-
|{{SSBU|Simon}}||Throws the opponent upwards, then hits them with his Vampire Killer. Can be comboed into up smash at low percents, or create aerial juggles.||6% (hit 1), 4% (hit 2)
|-
|{{SSBU|Snake}}||Performs a suplex on the opponent. Can combo into his up tilt at low percentages.||7% (slam), 4% (throw)
|-
|{{SSBU|Sonic}}||Puts the opponent over his head before stabbing them with his quills. Sonic's best throw for combos, allowing follow-ups into Spring Jump-assisted aerials at mid percents.||1% (hit 1), 5% (hit 2)
|-
|{{SSBU|Squirtle}}||Throws the opponent upwards, then jumps up and hits them with a headbutt. Able to lead into neural aerial and up aerial from low to mid percents. KOs at around 295% on Final Destination.||2% (hit 1), 5% (throw)
|-
|{{SSBU|Toon Link}}||Identical to Link and Young Link's.||5% (hit), 2% (throw)
|-
|{{SSBU|Villager}}||Flips the net upward and throws the opponent into the air. Can set up aerial juggles with their up aerial.||10%
|-
|{{SSBU|Wario}}||Throws his opponent above him and punches them upwards.||4% (hit 1), 4% (throw), 4% (collateral)
|-
|{{SSBU|Wii Fit Trainer}}||Throws the opponent in a similar fashion to a jump set, a technique used in volleyball. This throw can be used as a combo starter, especially at mid percents.||3% (hit 1), 7% (throw)
|-
|{{SSBU|Wolf}}||Throws the opponent above him and slashes them upward. Can lead into a forward aerial or up aerial until around 90%||5% (hit 1), 2% (throw)
|-
|{{SSBU|Yoshi}}||Spits the opponent upwards. Has significantly more knockback compared to previous games, now being able to KO at around 230%.||5%
|-
|{{SSBU|Young Link}}||Identical to Link and Toon Link's.||4% (hit), 2% (throw)
|-
|{{SSBU|Zelda}}||Uses magic to spin the opponent overhead and then throw them upwards. Allows follow-ups into neutral aerial at low percents and [[Farore's Wind]] at high percents. Can KO middleweights at around 146%.||11%
|-
|{{SSBU|Zero Suit Samus}}||A backflip kick. Can KO under 140% with max rage.||2% (hit), 8% (throw)
|-
|-
|[[Zero Suit Samus]]||Launches the opponent with a backflip kick.||{{y|16}}
|}
|}


== Notable up throws ==
==Notable up throws==
Characters with notable up throws include:
*[[Fox]], [[Falco]], and [[Mii Gunner]]'s up throws are the only ones to release [[projectile]]s, in the form of lasers that can be [[reflect]]ed and [[absorb]]ed. Fox fires three lasers that cause no knockback, much like those of [[Blaster (Fox)|his neutral special]]; likewise, Falco in ''Melee'' and ''Brawl'' fires three lasers that cause weak knockback. In ''Smash 4'' and ''Ultimate'', Falco instead fires a single laser that deals much more knockback, and can be used to combo into aerial attacks at various percentages. Mii Gunner's up throw behaves similarly to Falco's, firing one laser in ''Smash 4'' and two in ''Ultimate''.
*[[Mewtwo]]: The strongest in ''Melee'' by far, also the strongest in ''Smash 4'', being the strongest overall in the whole Smash Bros. series, being one of Mewtwo's best finishing moves. In ''Melee'', it can be used to chaingrab or set up combos against fastfallers at low percentages.  
**{{SSBM|Fox}}'s up throw in ''Melee'' is also notable for its immense combo potential, leading into an [[up aerial]] even at high percentages, which is prominently used as a KO setup. In latter games, however, it has completely lost this potential due to receiving more ending lag, as well as the changes to vertical knockback.
*{{SSBM|Roy}}: The second strongest in ''Melee'', it can easily be used to chaingrab fastfallers.
*[[Kirby]] and [[Meta Knight]]'s up throws, as well as [[Charizard]]'s from ''Smash 4'' onward, involve quickly dragging the opponent to the top [[blast line]] offscreen, then crashing down towards the spot where the throw was initiated. This behavior results in particular side effects: the user can land on [[platform]]s above them (except Kirby in ''Melee'') and execute the throw at a higher position, allowing them to KO the opponent earlier; additionally, if they take damage from another source while they are at the top blast line (such as from a [[Gooey Bomb]] stuck to them, or throwing [[Link]] holding a {{b|Bomb|Link}} that automatically detonates), both characters can get KO'd off the top blast line mid-throw.
*{{SSBM|Marth}}: The third strongest in ''Melee''. Just like Roy, it can be used to chaingrab fastfallers.
**[[R.O.B.]] and [[King K. Rool]]'s up throws likewise cause both the thrower and victim to leave the ground, and can be used to land on platforms above them, but they only rise a set distance upward instead of all the way to the blast line.
*{{SSBM|Fox}}: Fox's up throw in ''Melee'' can easily lead into his up air for a quick KO string at high percentages, especially against fastfallers.
*Unlike other throws with hitboxes, [[Ryu]] and [[Ken]]'s up throws produce their hitbox ''after'' the opponent is released; therefore, while it can affect both the victim and nearby opponents, it can never hit the former under normal circumstances. This hitbox also deals considerably more damage and knockback than the throw itself on the grabbed opponent.
*{{SSBM|Peach}}: Peach's up throw is a defining part of her [[metagame]] in ''Melee'', being able to chaingrab fastfallers to rack up a large amount of damage, as well as being able to chaingrab large amount of non-fastfallers at low percentages.
*[[Mewtwo]]'s up throw is the strongest in the series, especially in ''Melee'', where it can KO characters of average [[falling speed]] under 100%. In ''Smash 4'' and ''Ultimate'', it can KO most characters under 150% without [[rage]].
*{{SSBM|Jigglypuff}}: Similar to Mewtwo's, but with less knockback scaling and higher base knockback. It is notable for allowing the [[space animal slayer]]. This move exists in ''SSB'', but with less base knockback and higher knockback scaling, as well as being a forward throw instead.
**[[Charizard]]'s up throw in ''Smash 4'' and ''Ultimate'' deals more knockback than Mewtwo's, KOing most characters under 140% from ground level, although due to its angle of 70°, [[DI]] has a much stronger effect on it, causing Mewtwo's to still be stronger overall. Nevertheless, it remains one of the strongest up throws in both games.
*[[Mr. Game & Watch]]: The only up throw in ''Melee'' and ''Brawl'' to release the opponent at an angle.
**In ''Brawl'', with the absence of Mewtwo, the strongest up throw is instead {{SSBB|Olimar}}'s with purple Pikmin, KOing under 130%.
*[[Kirby]] and [[Meta Knight]]: Very similar in appearance to a [[Warp Star]], except that the opponent is launched upwards and slammed down with the character, and the trajectory cannot be altered. As with a Warp Star, as Kirby/Meta Knight and the opponent come down from above the stage, it can be used to fall onto to a higher part of the stage (except in ''Melee'' where Kirby drops through soft platforms), KOing enemies quicker at stages like [[Smashville]]. In ''Brawl'', Kirby's up throw can be used as a [[Kirbycide]] from the left edge of the lowermost [[platform]] of [[Temple]] when facing right, from the right edge of the bottom platform of [[Skyworld]], and from the leftmost part of {{SSBM|Final Destination}} in ''Melee''. In ''SSB'', this move also existed, with almost the same properties as in ''Brawl'', but as a forward throw.
*{{SSBM|Jigglypuff}}'s up throw in ''Melee'' is used to perform the [[space animal slayer]], a deadly low percent KO setup on Fox and Falco. In later games, it no longer possesses any guaranteed followups, except the [[Leaping Rest]] [[custom move|custom]] [[down special]] in ''Smash 4'' if equipped.
*{{SSBB|Olimar}}: The most powerful in ''Brawl'' with the purple Pikmin.
*{{SSBM|Marth}} and {{SSBM|Roy}}'s up throws in ''Melee'' are useful for [[chain grab]]bing and starting combos on [[fast faller]]s at various percents, while they are also among the strongest up throws in the game, KOing characters of average falling speed under 180% and 160% respectively without DI. In later games, they can no longer be used for combos or chain grabs, but retain their utility as emergency KO moves at very high percents, a trait that also carries over to [[Lucina]] and [[Chrom]].
*[[Sonic]] and Meta Knight: Out of the up throws in ''Brawl'', they deliver the highest damage output (not including characters under the effects of Final Smashes; Wario-Man and Giga Bowser), dealing 12% damage. Their up throws have been nerfed in ''Smash 4'' as they deliver less damage.
*{{SSB4|Bowser}}'s up throw in ''Smash 4'' is a defining part of his playstyle, possessing very low ending lag compared to others (11 [[frame]]s) that allows it to combo into aerial attacks at nearly any percentage, most notably a [[neutral aerial]] at low to mid percentages to rack up large amounts of damage, and an up aerial at high percentages as a KO setup. In ''Ultimate'', its combo potential has been significantly reduced to the point it can only lead into a forward or up aerial at low percentages, but as a partial tradeoff, it deals much more damage by itself.
**With the removal of [[hitstun canceling]] in ''Smash 4'', {{SSB4|Sonic}}'s up throw has become notable in that, starting at mid percentages, it can be comboed into any aerial (except down air) against any character if the throw is followed up with a [[Spring Jump]], which can also KO them if done on an elevated platform. At low percentages, it can also be comboed into an up air from a grounded jump against most characters.
**[[Diddy Kong]]'s up throw in ''Smash 4'' and ''Ultimate'' is similar, possessing deceptively low ending lag (9 frames) that gives it immense combo potential, although it deals less damage and only has KO setups if initiated on a high enough platform.
*{{SSB4|Charizard}}: Charizard's up throw in ''Smash 4'' has a similar animation to those of Kirby and Meta Knight, and can as well land on platforms above the location where the throw was started. As of 1.0.8 patch, it has been largely buffed to the point it is the second strongest up throw in ''Smash 4''.
*{{SSB4|Sonic}}'s up throw in ''Smash 4'' can easily combo into any of his aerials from mid to high percentages if followed up with a [[Spring Jump]], which can also be used as a KO setup if initiated on a high platform. Aside from this, it can combo into an up aerial at low percentages. In ''Ultimate'', however, its [[ending lag]] has been increased, which in combination with the faster knockback physics drastically worsens its Spring Jump-based followups.
*{{SSB4|Lucario}}: The most damaging throw in ''Smash 4'' when Lucario is at full power, dealing 18% damage.
*{{SSB4|Shulk}}: In ''Smash 4'', a Jump Art-boosted up throw to up aerial is an effective KO combo only escapable via an air dodge (or in a few cases such as {{SSB4|Toon Link}}, with a jump). This combo is known as the Monado Purge. Due to Shulk's ability to buffer-deactivate [[Monado Arts]], this combo is effective at a wide range of percentages.


==Gallery of up throws in ''Brawl''==
==Gallery of up throws in ''Brawl''==
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Revision as of 22:29, August 19, 2019

Ness using his up throw against Zelda in Melee.

An up throw (上投げ, Up/above/upper throw; commonly abbreviated as u-throw or Uthrow, and referred to as ThrowHi internally) is a throw performed by tilting the control stick up after grabbing an 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, Kirby and Jigglypuff's previous forward throws became their up throws, and they instead received new forward throws.

Due to their predominantly vertical knockback and generally moderate ending lag, up throws tend to be useful for starting combos and chain grabs, especially in Melee. Some also deal high enough knockback to KO opponents reliably, with a notable example being Mewtwo's up throw. From Super Smash Bros. Brawl onward, the changes to vertical knockback and the addition of hitstun canceling have indirectly reduced their effectiveness; for a handful of characters, their up throw is their least useful throw, as it can neither start combos as effectively as their down throw (with some of them lacking any guaranteed followups), nor KO as reliably as their forward or back throw. However, some characters' up throws remain an important part of their kit, such as R.O.B.'s, Bowser's in Smash 4, and Diddy Kong's in Smash 4 and Ultimate.

List of up throws

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

Character Description Hitbox
Banjo & Kazooie unknown
Bayonetta Launches the opponent with a crescent kick. Yes
Bowser Grinds the opponent above himself with the spikes on his shell. Yes
Bowser Jr. Heaves the opponent upward with the Koopa Clown Car's claw. No
Captain Falcon Uppercuts the opponent. Yes
Charizard Super Smash Bros. Brawl Headbutts the opponent above itself.
Super Smash Bros. 4Super Smash Bros. Ultimate Flies with the opponent to the top of the stage offscreen, then dives back down and slams them onto the ground.
Yes
Chrom Heaves the opponent upward with one arm. No
Cloud Performs a 540 kick, hitting the opponent twice above himself before launching them. Yes
Corrin Turns into dragon form and raises on his hind legs to headbutt the opponent upward. Yes
Daisy Performs a jump set, a volleyball technique. Yes
Dark Pit Performs a handstand and kicks the opponent upward with both legs. Yes
Dark Samus Blasts the opponent above herself with electricity from her Arm Cannon. Yes
Diddy Kong Performs a handstand and kicks the opponent upward with one leg. Yes
Donkey Kong Heaves the opponent upward with one arm. No
Dr. Mario Heaves the opponent upward with both arms. No
Duck Hunt The dog kicks the opponent upward with its hind legs. No
Falco Super Smash Bros. MeleeSuper Smash Bros. Brawl Tosses the opponent upward and fires three rapid shots from his Blaster.
Super Smash Bros. 4Super Smash Bros. Ultimate Tosses the opponent upward and fires one shot from his Blaster.
Yes
Fox Tosses the opponent upward and fires three rapid shots from his Blaster. Yes
Ganondorf Super Smash Bros. Melee Uppercuts the opponent.
Super Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Lifts the opponent above himself and strikes them with his free palm.
Yes
Greninja Heaves the opponent upward with one arm. No
Hero Heaves the opponent upward with both arms. No
Ice Climbers Bashes the opponent above themselves with the tip of the hammer. Yes
Ike Plunges Ragnell on the ground and launches the opponent with a double axe handle swing. Yes
Incineroar Performs an Argentine backbreaker rack. No
Inkling Turns into squid form and headbutts the opponent upward. Yes
Isabelle Tosses the opponent upward with her net. No
Ivysaur Bounces the opponent upward with the bud on its back. Super Smash Bros. Brawl No
Super Smash Bros. Ultimate Yes
Jigglypuff Spins once and tosses the opponent upward with one arm. No
Joker Tosses the opponent upward with a flourish of his arm. No
Ken Kicks the opponent upward, then performs an axe kick with the raised leg. Yes
King Dedede Performs a jump set, a volleyball technique. Yes
King K. Rool Leaps high with the opponent, then falls back down and performs an Argentine backbreaker rack upon landing. No
Kirby Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion. Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes (collateral)
Link Puts the opponent above himself and launches them with a crescent slash. Yes
Little Mac Uppercuts the opponent. Yes
Lucario Performs the pao choui, an uppercut-styled punch in Shaolin Kung Fu. Yes
Lucas Twirls the opponent above himself with PSI, then tosses them upward. No
Lucina Heaves the opponent upward with one arm. No
Luigi Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Heaves the opponent upward with both arms.
Super Smash Bros. Ultimate Swings the opponent upward with the Poltergust G-00.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes (collateral)
Mario Heaves the opponent upward with both arms. No
Marth Heaves the opponent upward with one arm. No
Mega Man Heaves the opponent upward with the Super Arm. No
Meta Knight Flies with the opponent to the top of the stage offscreen, then dives back down and slams them onto the ground. Super Smash Bros. Brawl No
Super Smash Bros. 4Super Smash Bros. Ultimate Yes (collateral)
Mewtwo Twirls the opponent around itself and up to the top of its head with PSI, then tosses them upward. No
Mii Brawler Launches the opponent with a palm strike. No
Mii Gunner Super Smash Bros. 4 Tosses the opponent upward and fires one shot from the arm cannon.
Super Smash Bros. Ultimate Tosses the opponent upward and fires two shots from the arm cannon.
Yes
Mii Swordfighter Puts the opponent above themselves and launches them with a crescent slash. Yes
Mr. Game & Watch Juggles the opponent as a ball from front to back, then tosses them upward. No
Ness Points his index finger upward and twirls the opponent above himself with PSI, then tosses them upward. Yes
Olimar Super Smash Bros. BrawlSuper Smash Bros. 4 The Pikmin grabbing the opponent leaps a set distance upward with them, then falls back down and slams them onto the ground.
Super Smash Bros. Ultimate The Pikmin grabbing the opponent headbutt them above Olimar.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Pac-Man Heaves the opponent upward with one arm. No
Palutena Telekinetically tosses the opponent upward. No
Peach Performs a jump set, a volleyball technique. Yes
Pichu Headbutts the opponent upward. Yes
Pikachu Headbutts the opponent upward. Yes
Piranha Plant Launches the opponent with a rising bite. Yes (collateral)
Pit Performs a handstand and kicks the opponent upward with both legs. Yes
R.O.B. Rises a set distance upward with the opponent, then falls back down and slams them onto the ground. No
Richter Puts the opponent above himself and whips them with the Vampire Killer. Yes
Ridley Puts the opponent above himself and stabs them with his tail. Yes
Robin Tosses the opponent upward using magic. No
Rosalina & Luma Telekinetically tosses the opponent upward. No
Roy Heaves the opponent upward with one arm. No
Ryu Kicks the opponent upward, then performs an axe kick with the raised leg. Yes
Samus Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Twirls the opponent above herself with the Grapple Beam, hitting them multiple times, then tosses them upward.
Super Smash Bros. Ultimate Blasts the opponent above herself with fire from her Arm Cannon.
Yes
Sheik Performs a handstand and kicks the opponent upward with both legs. Yes
Shulk Puts the opponent above himself and stabs them with the Monado. Yes
Simon Puts the opponent above himself and whips them with the Vampire Killer. Yes
Snake Performs a suplex. Super Smash Bros. Brawl No
Super Smash Bros. Ultimate Yes
Sonic Puts the opponent above himself and stabs them with his back quills. Yes
Squirtle Super Smash Bros. Brawl Retreats into his shell and tackles the opponent upward.
Super Smash Bros. Ultimate Headbutts the opponent upward.
Yes
Toon Link Puts the opponent above himself and launches them with a crescent slash. Yes
Villager Tosses the opponent upward with his net. No
Wario Jumps and punches the opponent upward with both fists. Yes
Wii Fit Trainer Performs a jump set, a volleyball technique. Yes
Wolf Super Smash Bros. Brawl Jumps and slashes the opponent upward from a horizontal somersault.
Super Smash Bros. Ultimate Slashes the opponent upward.
Yes
Yoshi Spits the opponent upward. No
Young Link Puts the opponent above himself and launches them with a crescent slash. Yes
Zelda Telekinetically tosses the opponent upward. No
Zero Suit Samus Launches the opponent with a backflip kick. Yes

Notable up throws

  • Fox, Falco, and Mii Gunner's up throws are the only ones to release projectiles, in the form of lasers that can be reflected and absorbed. Fox fires three lasers that cause no knockback, much like those of his neutral special; likewise, Falco in Melee and Brawl fires three lasers that cause weak knockback. In Smash 4 and Ultimate, Falco instead fires a single laser that deals much more knockback, and can be used to combo into aerial attacks at various percentages. Mii Gunner's up throw behaves similarly to Falco's, firing one laser in Smash 4 and two in Ultimate.
    • Fox's up throw in Melee is also notable for its immense combo potential, leading into an up aerial even at high percentages, which is prominently used as a KO setup. In latter games, however, it has completely lost this potential due to receiving more ending lag, as well as the changes to vertical knockback.
  • Kirby and Meta Knight's up throws, as well as Charizard's from Smash 4 onward, involve quickly dragging the opponent to the top blast line offscreen, then crashing down towards the spot where the throw was initiated. This behavior results in particular side effects: the user can land on platforms above them (except Kirby in Melee) and execute the throw at a higher position, allowing them to KO the opponent earlier; additionally, if they take damage from another source while they are at the top blast line (such as from a Gooey Bomb stuck to them, or throwing Link holding a Bomb that automatically detonates), both characters can get KO'd off the top blast line mid-throw.
    • R.O.B. and King K. Rool's up throws likewise cause both the thrower and victim to leave the ground, and can be used to land on platforms above them, but they only rise a set distance upward instead of all the way to the blast line.
  • Unlike other throws with hitboxes, Ryu and Ken's up throws produce their hitbox after the opponent is released; therefore, while it can affect both the victim and nearby opponents, it can never hit the former under normal circumstances. This hitbox also deals considerably more damage and knockback than the throw itself on the grabbed opponent.
  • Mewtwo's up throw is the strongest in the series, especially in Melee, where it can KO characters of average falling speed under 100%. In Smash 4 and Ultimate, it can KO most characters under 150% without rage.
    • Charizard's up throw in Smash 4 and Ultimate deals more knockback than Mewtwo's, KOing most characters under 140% from ground level, although due to its angle of 70°, DI has a much stronger effect on it, causing Mewtwo's to still be stronger overall. Nevertheless, it remains one of the strongest up throws in both games.
    • In Brawl, with the absence of Mewtwo, the strongest up throw is instead Olimar's with purple Pikmin, KOing under 130%.
  • Jigglypuff's up throw in Melee is used to perform the space animal slayer, a deadly low percent KO setup on Fox and Falco. In later games, it no longer possesses any guaranteed followups, except the Leaping Rest custom down special in Smash 4 if equipped.
  • Marth and Roy's up throws in Melee are useful for chain grabbing and starting combos on fast fallers at various percents, while they are also among the strongest up throws in the game, KOing characters of average falling speed under 180% and 160% respectively without DI. In later games, they can no longer be used for combos or chain grabs, but retain their utility as emergency KO moves at very high percents, a trait that also carries over to Lucina and Chrom.
  • Bowser's up throw in Smash 4 is a defining part of his playstyle, possessing very low ending lag compared to others (11 frames) that allows it to combo into aerial attacks at nearly any percentage, most notably a neutral aerial at low to mid percentages to rack up large amounts of damage, and an up aerial at high percentages as a KO setup. In Ultimate, its combo potential has been significantly reduced to the point it can only lead into a forward or up aerial at low percentages, but as a partial tradeoff, it deals much more damage by itself.
    • Diddy Kong's up throw in Smash 4 and Ultimate is similar, possessing deceptively low ending lag (9 frames) that gives it immense combo potential, although it deals less damage and only has KO setups if initiated on a high enough platform.
  • Sonic's up throw in Smash 4 can easily combo into any of his aerials from mid to high percentages if followed up with a Spring Jump, which can also be used as a KO setup if initiated on a high platform. Aside from this, it can combo into an up aerial at low percentages. In Ultimate, however, its ending lag has been increased, which in combination with the faster knockback physics drastically worsens its Spring Jump-based followups.

Gallery of up throws in Brawl