Multi-hit throw: Difference between revisions
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|rowspan="2"|{{SSBM|Bowser}}||Up throw|| | |rowspan="2"|{{SSBM|Bowser}}||Up throw||Throws the opponent on his shell, doing damage to them while spinning. Has set knockback and can [[chain grab]] fastfallers.||1% (hits 1-8), 2% (throw) | ||
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|Down throw|| | |Down throw||Throws the opponent on the ground and lands on them with tremendous force. In the NTSC version of the game, the throw will not hit Jigglypuff or {{SSBM|Mr. Game & Watch}}, but it will hit them in the PAL version.||12% (hit 1), 0% (throw) | ||
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|rowspan="3"|{{SSBM|Captain Falcon}}||Forward throw||Punches the opponent forward.||5% (hit 1), 4% (throw) | |rowspan="3"|{{SSBM|Captain Falcon}}||Forward throw||Punches the opponent forward.||5% (hit 1), 4% (throw) |
Revision as of 14:34, January 10, 2016
A multi-hit throw is a throw that does damage in multiple parts. Typically, this is accomplished with a hitbox that strikes the grabbed opponent before they are released. An obvious example is Bowser's up throw, where the opponent is slashed multiple times with Bowser's shell before they are actually thrown. Multi-hit throws typically result in a throw dealing less knockback for the same amount of damage (due to how the knockback formula operates), but have the advantage of still slightly damaging the opponent even if the user is interrupted by something else. Several multi-hit throws cannot be distinguished as being multi-hit without reducing the game speed, as their hitbox strikes a frame or two before the throw occurs, such as Captain Falcon's forward, back, and up throws in Melee.
As the first hits of a multi-hit throw are generally regular hitboxes, they are capable of hitting bystanders. Some throws are partially designed for this purpose; Bowser's down throw does all of its damage with a hitbox and none with the throw itself, meaning both the grabbed opponent and any bystanders take the same damage.
Certain special moves can be considered multi-hit throws, an example being Dark Dive. On the other hand, moves such as Chomp or Koopa Klaw are not, instead acting as throws with pummels.
Multi-hit throws whose animation speed is based on the opponent's weight run the risk of rounding causing one-frame hitboxes to appear and disappear without the game checking to see if anyone has been hit. As a result, some throws don't deal as much damage as they should on opponents of a specific weight. Examples include Bowser's down throw in NTSC Melee and Link's down throw in Brawl, the former of which misses its first hit when throwing Jigglypuff or Mr. Game & Watch, and the latter of which misses its first hit when throwing Jigglypuff.
List of multi-hit throws in Super Smash Bros. Melee
Character | Throw | Description | Damage |
---|---|---|---|
Bowser | Up throw | Throws the opponent on his shell, doing damage to them while spinning. Has set knockback and can chain grab fastfallers. | 1% (hits 1-8), 2% (throw) |
Down throw | Throws the opponent on the ground and lands on them with tremendous force. In the NTSC version of the game, the throw will not hit Jigglypuff or Mr. Game & Watch, but it will hit them in the PAL version. | 12% (hit 1), 0% (throw) | |
Captain Falcon | Forward throw | Punches the opponent forward. | 5% (hit 1), 4% (throw) |
Back throw | Kicks the opponent behind him. Knockback is usually too high to follow-up on unless over a ledge. | 5% (hit 1), 4% (throw) | |
Up throw | Punches the opponent upward. Can be used to either tech-chase or lead into various moves at low percentages, as the opponent usually falls straight down. At higher percentages, aerial follow-ups are easier to land. | 4% (hit 1), 3% (throw) | |
Falco | Forward throw | Punches the opponent forward. Can chain grab heavy or floaty characters and is useful for edgeguarding. | 4% (hit 1), 3% (throw) |
Down throw | Throws the opponent into the ground and shoots them with his Blaster. Almost identical to Fox's, but with weaker knockback. | 1% (shots), 1% (throw) | |
Fox | Forward throw | Punches the opponent forward. Despite its generally poor combo ability, it can chain grab some heavy characters. It is best used for forcing opponents offstage, setting up an edgeguard. | 4% (hit 1), 3% (throw) |
Down throw | Throws the opponent into the ground and shoots them with his Blaster. This throw does not make opponents bounce off the ground like most other down throws because it sends them straight down, meaning that it can meteor smash over the ledge if Fox's body is partially overlapping it. Useful for tech-chasing. Can lead into up tilt or Reflector. | 1% (shots), 1% (throw) | |
Ganondorf | Forward throw | Punches the opponent forward. It is only useful for setting up edgeguards at high percentages. | 5% (hit 1), 4% (throw) |
Back throw | Brings the opponent behind him and kicks them. Same usefulness as his forward throw. | 5% (hit 1), 4% (throw) | |
Up throw | Knocks the opponent above him. Can chain grab fastfallers until high percentages. It can also be useful for juggling. | 4% (hit 1), 3% (throw) | |
Ice Climbers | Forward throw | Hits the opponent forward with their hammer. | 6% (hit 1), 5% (throw) |
Up throw | Throws the opponent upwards, then hits them with their hammer. One of the strongest throws in the game, though unable to combo because of that. | 6% (hit 1), 5% (throw) | |
Jigglypuff | Forward throw | Puffs itself up and launches the opponent forward. Surprisingly high knockback compared to most throws, it can be used to edgeguard, though not as reliably as its back throw. Second strongest forward throw in the game. The throw can KO opponents above 130% when used next to the ledge. | 5% (hit 1), 7% (throw) |
Down throw | Grinds the opponent with itself on the floor. Can combo into Rest against floaty characters. | 1% (hits 1-4), 3% (hit 5), 2% (throw) | |
Link | Forward throw | Kicks the opponent a short distance in front of him. Low knockback. | 3% (hit 1), 3% (throw) |
Back throw | Throws the opponent behind him and kicks them away. | 3% (hit 1), 3% (throw) | |
Up throw | Raises the opponent above him and slashes upward. Has below average knockback, allowing it to potentially combo into up tilt or up aerial. | 4% (hit 1), 2% (throw) | |
Down throw | Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo with Spin Attack or up tilt. | 2% (hit 1), 4% (throw) | |
Mewtwo | Down throw | Mewtwo throws the opponent down and strikes them with its tail. Can be used to chain grab or combo into forward aerial. | 5% (hit 1), 6% (throw) |
Ness | Down throw | Slams the opponent on the ground and hits them with fire. Its low knockback allows a decent amount of follow-ups, including up aerial to KO. | 1% (hits 1-5), 4% (throw) |
Peach | Forward throw | Slaps the foe in front of her. Strongest forward throw in the game. | 2% (hit 1), 8% (throw) |
Back throw | Puts opponent behind her and hits them with her rear. Can KO after 170% if used near the edge. | 2% (hit 1), 9% (throw) | |
Up throw | Puts the opponent above her and volleys them upward. Can chain grab characters with up to moderate falling speed at 0%. Fastfallers must be at around 40% in order to be chain grabbed chain grab this way. Combos into up smash or any aerial. | 2% (hit 1), 6% (throw) | |
Down throw | Puts the opponent down and sits on them. Can chain grab at high percentages. Can lead into forward tilt, depending on the opponent's weight, falling speed and DI. | 0% (hit 1), 7% (throw) | |
Pichu | Forward throw | Places the opponent on its back and shocks them, sending them forward. Low knockback. | 2% (hits 1-4), 2% (throw), 1% (recoil) |
Up throw | Places the opponent on its head, then headbutts them with electricity. Despite dealing electric damage, this move doesn't cause recoil. | 5% (hit 1), 5% (throw) | |
Down throw | Places the opponent on the ground, then jumps on them. Despite dealing electric damage, this move doesn't cause recoil. | 5% (hit 1), 5% (throw) | |
Pikachu | Forward throw | Places the opponent on its back and shocks them, sending them forward. Low knockback. The only use for this throw is to build damage if no other throw set-ups are available, which is a rare situation. | 2% (hits 1-4), 2% (throw) |
Up throw | Places the opponent on its head, then headbutts them upward. This throw can chain grab fastfallers. It is a useful combo move at high percentages, as it can easily lead into up smash or up aerial. | 5% (hit 1), 5% (throw) | |
Down throw | Places the opponent on the ground, then jumps on them. This is a good move against lightweights at low percentages, as it can lead into up smash for a low percent KO. Easier to DI than its up throw. | 5% (hit 1), 5% (throw) | |
Sheik | Forward throw | Launches the opponent forward with low hitstun and horizontal knockback. | 6% (hit 1), 2% (throw) |
Back throw | Throws the opponent behind her and kicks them away. Higher knockback and hitstun than her forward throw, but still weak. It can force opponents offstage to set up edgeguards. | 5% (hit 1), 2% (throw) | |
Up throw | Launches the opponent above her. Very difficult to follow up on. | 6% (hit 1), 2% (throw) | |
Down throw | Throws the opponent on the ground and axe kicks them, sending them upwards. In the NTSC version, it can combo into up smash or forward aerial. It can also tech-chase many characters, with a proper read usually netting another grab. In the PAL version, it deals more horizontal knockback, drastically limiting its follow-up options. | 5% (hit 1), 3% (throw) | |
Young Link | Forward throw | Kicks the opponent a short distance in front of him. Can be used to chain grab. | 3% (hit 1), 3% (throw) |
Back throw | Throws the opponent behind him and kicks them away. | 3% (hit 1), 3% (throw) | |
Up throw | Raises the opponent above him and slashes upward. Very useful for comboing. | 4% (hit 1), 2% (throw) | |
Down throw | Takes the opponent onto the ground and tackles them. Useful for comboing, but easily DIed. | 2% (hit 1), 4% (throw) | |
Zelda | Down throw | Drops the opponent and zaps them, sending them behind her with weak knockback. | 2% (hits 1-4), 2% (throw) |
List of multi-hit throws in Super Smash Bros. Brawl
List of multi-hit throws in Super Smash Bros. 4
Character | Throw | Description | Damage |
---|---|---|---|
Bowser | Up throw | Bowser throws the opponent slightly up, withdraws into his shell, and spins, damaging them against his spikes. Bowser's only real follow-up throw; it can true combo into a forward air at low percentages, though it is difficult to do so. | 1% (hits 1-8), 2% (throw) |
Charizard | Down throw | Charizard pins its opponent on the floor, and then breathes fire on them. Does poor damage, but has high knockback and can KO enemies at high percents. Deals severely reduced knockback as of the 1.0.8 update, which is a buff overall due to it becoming a combo starter. | 1% (hits 1-5), 1% (throw) |
Fox | Back throw | Fox throws his foe backwards and shoots them with three rapid shots from his blaster. | 2% (throw), 2% (hits 1-3) |
Up throw | Fox throws his foe upwards and fires three rapid shots from his blaster. Can occasionally follow up into up aerial if the opponent's reaction is read. | 2% (throw), 2% (hits 1-3) | |
Down throw | Fox forces his foe onto the floor and fires four point-blank shots at them with his blaster. Can link into a neutral or forward air. | 1.5% (Hits 1-4), 1% (throw) | |
Kirby | Down throw | Fury Stomp from the Suplex ability in Kirby Super Star. Throws the opponent onto the ground, then rapidly stomps on them several times, and then finishes with a jumping double foot stomp. | 0.8% (hits 1-9), 1% (hit 10), 2% (throw) |
Meta Knight | Down throw | Like Kirby's down throw, but slower: stomps on opponent multiple times, then ends by fall-crush-stomping down on them, excellent follow-up potential. Can link into an up smash, forward aerial, and occasionally even into a KO combo with Shuttle Loop if opponent DIs poorly. | 0.5% (hits 1-9), 1% (hit 10), 2% (throw) |
Mewtwo | Forward throw | Mewtwo telekinetically throws the opponent diagonally in the air before firing five small Shadow Balls at them. As of update 1.1.0, it is tied with Ganondorf's and max aura Lucario's forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a Franklin Badge. | 3% (throw), 2% (hits 1-5) |
Ness | Down throw | Ness throws his opponent onto the ground and scorches them with PK Fire. A good combo starter, with the most notable being his down throw to forward air. | 0.6% (hits 1-5), 4% (throw) |
Pac-Man | Down throw | Transforms into his ball form and chomps on the grounded enemy. It has combo potential, most notably being able to combo into a dash attack at low percentages. | 1.5% (hits 1-3), 6% (throw) |
Pikachu | Forward throw | Places the opponent on its back and shocks them, sending them forward. A multi-hit move. Can set up running up smashes and neutral aerials at very low percents. | 2% (hits 1-4), 2% (throw) |
Samus | Up throw | Samus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups. | 1% (hits 1-5), 4% (throw) |
Sonic | Down throw | Pins the enemy down, then Spin Dashes into them. Great for tech-chasing. Originates from Sonic the Fighters. | 1% (hits 1-3), 4% (throw) |
Zelda | Down throw | Forces her opponent under her and blasts it with fiery magic enegy from her hands, which launches them above her. A reliable combo starter, it can be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. At high percents, Zelda can follow it up with an up aerial or back aerial for a relatively secure KO. | 1% (hits 1-4), 2% (throw) |