Down throw: Difference between revisions

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[[Image:Dt.jpg|thumb|250px|Zelda performs her down throw on ROB.]]
[[Image:Dt.jpg|thumb|250px|Zelda performs her down throw on ROB.]]
'''Down throw''' is a [[throw]] performed by pressing down on the control stick after having [[grab|grabbed]] the enemy.  They are usually more powerful but with less KO potential at small percentages but become good KO potential moves at high percents. These throws are typically used as [[combo]]-starters, and a few, like [[Sheik]]'s and [[King Dedede]]'s, can be used to [[chain grab|chain throw]].  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.  Other notable down throws include [[Captain Falcon]]'s and [[Ganondorf]]'s.  [[Toon Link]]'s down throw can set up for a barrage of b-airs followed by a d-air meteor smash. There are no down throws in [[Super Smash Bros.]]
'''Down throw''' is a [[throw]] performed by pressing down on the control stick after having [[grab|grabbed]] the enemy.  They are usually more powerful but with less KO potential at small percentages but become good KO potential moves at high percents. These throws are typically used as [[combo]]-starters in Melee and tech-chase moves in 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]].  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.  Other notable down throws include [[Captain Falcon]]'s and [[Ganondorf]]'s.  [[Toon Link]]'s down throw can set up for a barrage of b-airs followed by a d-air meteor smash. There are no down throws in [[Super Smash Bros.]]


==List of down throws==
==List of down throws==
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*[[Peach (SSBB)| Peach]]: Sits on opponent. 7% and it can be used to chaingrab on lower percentages.
*[[Peach (SSBB)| Peach]]: Sits on opponent. 7% and it can be used to chaingrab on lower percentages.
*[[Bowser (SSBB)| Bowser]]: Body slams the opponent. 12%.
*[[Bowser (SSBB)| Bowser]]: Body slams the opponent. 12%.
*[[Donkey Kong (SSBB)| Donkey Kong]]: Violently slams opponent to the ground. 7% and it can be used to chaingrab at lower percentages.
*[[Donkey Kong (SSBB)| Donkey Kong]]: Violently slams opponent to the ground. Set ups a Forward Tilt at lower percents 7%
*[[Diddy Kong (SSBB)| Diddy Kong]]: Throws opponent on the ground. 9%.
*[[Diddy Kong (SSBB)| Diddy Kong]]: Throws opponent on the ground. 9%.
*[[Yoshi (SSBB)| Yoshi]]: Spits opponent on the ground. 4%.
*[[Yoshi (SSBB)| Yoshi]]: Spits opponent on the ground. 4%.
*[[Wario (SSBB)| Wario]]: Sits on opponent. 7% and it can be used to chaingrab at all percentages.
*[[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.
*[[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.
*[[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.
*[[Zelda (SSBB)|Zelda]]: Throws opponent on the ground and shocks them with magic 5 times each doing 2%. 10%.
*[[Zelda (SSBB)|Zelda]]: Throws opponent on the ground and shocks them with magic 5 times each doing 2%. 10%.
*[[Sheik (SSBB)|Sheik]]: Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection. 6%.
*[[Sheik (SSBB)|Sheik]]: Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection. 6%.
*[[Ganondorf (SSBB)|Ganondorf]]: Throws his opponent violently on the ground. 7%.
*[[Ganondorf (SSBB)|Ganondorf]]: Throws his opponent violently on the ground. In Melee it can chain grab and in Brawl it is a good tech-chasing move at lower percents. 7%.
*[[Toon Link (SSBB)|Toon Link]]: does the same motion as Link except a bit faster. 7%.
*[[Toon Link (SSBB)|Toon Link]]: does the same motion as Link except a bit faster. 7%.
*[[Samus (SSBB)|Samus]]: Slings opponent over her head then slams them down. 6%.
*[[Samus (SSBB)|Samus]]: Slings opponent over her head then slams them down. 6%.
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*[[R.O.B. (SSBB)|R.O.B.]]: Drills the opponent to the ground. 10%.
*[[R.O.B. (SSBB)|R.O.B.]]: Drills the opponent to the ground. 10%.
*[[Kirby (SSBB)|Kirby]]: Delivers 9 1% kicks leading up to him stomping on his opponent giving 3%. 12%.
*[[Kirby (SSBB)|Kirby]]: Delivers 9 1% kicks leading up to him stomping on his opponent giving 3%. 12%.
*[[Meta Knight (SSBB)|Meta Knight]]: Quite similar to Kirby's except his stomp only give 2%. 11%
*[[Meta Knight (SSBB)|Meta Knight]]: Quite similar to Kirby's except his stomp only give 2%. Can tech-chase by predicting the opponent's DI. 11%
*[[King Dedede (SSBB)|King Dedede]]: Slams opponent on ground and sits on them. 8%.  
*[[King Dedede (SSBB)|King Dedede]]: Slams opponent on ground and sits on them. Arguably 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%.
*[[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 doing 3%. 9%.
*[[Fox (SSBB)|Fox]]: Throws enemy to the ground and shoots 3 times each doing 3%. In Melee it is a Meteor Smash when used in the edge. 9%.
*[[Falco (SSBB)|Falco]]: Exactly like Fox's. 9%.
*[[Falco (SSBB)|Falco]]: Exactly like Fox's and Melee like Fox's it can also Meteor Smash if used in the edge. In Brawl 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 Dair them to set-up an edge guarding (some characters can always survive it though). After chain grab range, it is a tech-chasing move. 9%.
*[[Wolf (SSBB)|Wolf]]: Throws opponent to the ground and delivers a scratch. 12%.
*[[Wolf (SSBB)|Wolf]]: Throws opponent to the ground and delivers a scratch. A tech-chase move at lower percents and at higher percents it 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. 7%.
*[[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]]: Sits on opponent. 10%.
*[[Pikachu (SSBB)|Pikachu]]: Sits on opponent. Can chain grab in Brawl. 10%.
*[[Squirtle (SSBB)|Squirtle]]: Sits on opponent. 7%.
*[[Squirtle (SSBB)|Squirtle]]: Sits on opponent. Strongest down throw in the game in terms of knockback, can KO at farly low percents for being a throw. 7%.
*[[Ivysaur (SSBB)|Ivysaur]]: Ivysaur's vines throw the opponent to the ground. 10%
*[[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. 6%.
*[[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%.
*[[Lucario (SSBB)|Lucario]]: Throws opponent to the ground. 10%.
*[[Jigglypuff (SSBB)|Jigglypuff]]: Rolls on opponent. 10%
*[[Jigglypuff (SSBB)|Jigglypuff]]: Rolls on opponent. 10%
*[[Marth (SSBB)|Marth]]: Throws opponent to the ground. 5%
*[[Marth (SSBB)|Marth]]: Throws opponent to the ground. 5%
*[[Ike (SSBB)|Ike]]: Throws opponent to the ground and then stomps on them. 6%.
*[[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%  
*[[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%
*[[Lucas (SSBB)|Lucas]]: Places opponents down on ground with PSI powers. Opponents will then suffer pretty powerful vertical knockback and 7%
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Juggles opponent. 6%.
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: Juggles opponent. A great tech-chasing move in Brawl 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. 12%.
*[[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 plataform 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%.
*[[Sonic (SSBB)|Sonic]]: Spin Dashes on opponent first dealing 3 separate 1% hits then ending it with a 5%. 8%.



Revision as of 09:04, June 8, 2010

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File:Dt.jpg
Zelda performs her down throw on ROB.

Down throw is a throw performed by pressing down on the control stick after having grabbed the enemy. They are usually more powerful but with less KO potential at small percentages but become good KO potential moves at high percents. These throws are typically used as combo-starters in Melee and tech-chase moves in 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 throw. Down throw chain throws typically work only on floaty characters, who are generally more difficult to combo than fast-fallers; thus, they are highly valuable to any character. Other notable down throws include Captain Falcon's and Ganondorf's. Toon Link's down throw can set up for a barrage of b-airs followed by a d-air meteor smash. There are no down throws in Super Smash Bros.

List of down throws

  • Mario: Slams opponent to the ground. 6%.
  • Luigi: Slams opponent to the ground. 6%.
  • Peach: Sits on opponent. 7% and it can be used to chaingrab on lower percentages.
  • Bowser: Body slams the opponent. 12%.
  • Donkey Kong: Violently slams opponent to the ground. Set ups a Forward Tilt at lower percents 7%
  • Diddy Kong: Throws opponent on the ground. 9%.
  • Yoshi: Spits opponent on the ground. 4%.
  • 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.
  • 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.
  • Zelda: Throws opponent on the ground and shocks them with magic 5 times each doing 2%. 10%.
  • Sheik: Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection. 6%.
  • Ganondorf: Throws his opponent violently on the ground. In Melee it can chain grab and in Brawl it is a good tech-chasing move at lower percents. 7%.
  • Toon Link: does the same motion as Link except a bit faster. 7%.
  • Samus: Slings opponent over her head then slams them down. 6%.
  • Zero Suit Samus: Slams opponent on ground and stomps on them with one foot. 7%.
  • Pit: Slams to the ground then slashes, upon the slash 2% when the opponent is knocked to the air 4%. 6%.
  • Ice Climbers: Spins and then throws the enemy to the ground. 6%.
  • R.O.B.: Drills the opponent to the ground. 10%.
  • Kirby: Delivers 9 1% kicks leading up to him stomping on his opponent giving 3%. 12%.
  • Meta Knight: Quite similar to Kirby's except his stomp only give 2%. Can tech-chase by predicting the opponent's DI. 11%
  • King Dedede: Slams opponent on ground and sits on them. Arguably 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: The pikmin that grabbed the opponent will slam him on the ground. Yellow pikmin: 8%, red: 9%, blue: 12%, purple: 8%, white: 6%.
  • Fox: Throws enemy to the ground and shoots 3 times each doing 3%. In Melee it is a Meteor Smash when used in the edge. 9%.
  • Falco: Exactly like Fox's and Melee like Fox's it can also Meteor Smash if used in the edge. In Brawl 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 Dair them to set-up an edge guarding (some characters can always survive it though). After chain grab range, it is a tech-chasing move. 9%.
  • Wolf: Throws opponent to the ground and delivers a scratch. A tech-chase move at lower percents and at higher percents it can set-up an edge guarding with the opponent at a low angle (he can tech the throw though). 12%.
  • Captain Falcon: Slams opponent to the ground. A tech-chasing move by predicting their DI/jump/air dodge. 7%.
  • Pikachu: Sits on opponent. Can chain grab in Brawl. 10%.
  • Squirtle: Sits on opponent. Strongest down throw in the game in terms of knockback, can KO at farly low percents for being a throw. 7%.
  • Ivysaur: Ivysaur's vines throw the opponent to the ground. 10%
  • Charizard: Charizard uses Flamethrower on opponent giving 6 small 1% hits. Can KO at higher percents. 6%.
  • Lucario: Throws opponent to the ground. 10%.
  • Jigglypuff: Rolls on opponent. 10%
  • Marth: Throws opponent to the ground. 5%
  • Ike: Throws opponent to the ground and then stomps on them. Can KO at very high percents. 6%.
  • Ness: Uses PK Fire on opponent with 5 1% hits and an ending 4%. 9%
  • Lucas: Places opponents down on ground with PSI powers. Opponents will then suffer pretty powerful vertical knockback and 7%
  • Mr. Game & Watch: Juggles opponent. A great tech-chasing move in Brawl by predicting the opponent's rolls, although not quite as good as Snake's. 6%.
  • 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 plataform 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: Spin Dashes on opponent first dealing 3 separate 1% hits then ending it with a 5%. 8%.

Trivia

See Also