Super Smash Bros. series

Forward throw: Difference between revisions

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[[File:Forward Throw.gif|frame|{{SSBB|Kirby}}'s forward throw in ''[[Super Smash Bros. Brawl]]''.]]
[[File:Forward Throw.gif|frame|{{SSBB|Kirby}}'s forward throw in ''[[Super Smash Bros. Brawl]]''.]]
The '''forward throw''' ({{ja|前投げ|Mae nage}}, ''Front/forward throw'') is a [[throw]] performed by pressing forward on the [[control stick]] after having [[grab]]bed the enemy. Forward throws are often used to knock away an opponent, or comboing. Some can even be used to chaingrab. Forward throws typically do not have the same KO potential as [[back throw]]s (outside of a few exceptions such as [[Wario]]'s) nor are they good combo starters, as with [[down throw]]s (aside from [[Kirby]]). As such, they are generally the least useful throw for most characters, aside from setting up edgeguards.
The '''forward throw''' ({{ja|前投げ|Mae nage}}, ''Front/forward throw''; commonly abbreviated as '''f-throw''' or '''Fthrow''', and referred to as '''ThrowF''' internally) is a [[throw]] performed by tilting the [[control stick]] in the direction the character is facing after having [[grab]]bed the opponent.


==Forward throws in ''[[Super Smash Bros]]''==
Forward throws are often used to launch the opponent away, and a few can be used to [[chain grab]] (prior to ''[[Super Smash Bros. 4]]'') or start [[combo]]s. Forward throws are usually not as good of KO moves as [[back throw]]s (outside of a few exceptions such as [[Wario]]'s), nor are they as good combo starters as [[down throw]]s (aside from [[Kirby]]); as such, they are generally the least useful throw for most characters, and are only preferred for setting up [[edgeguard]]s.
Similar to the [[back throw]], the forward throw has high knockback and is a viable KO move near the [[edge]] for every character besides {{SSB|Jigglypuff}} and {{SSB|Captain Falcon}}. Many of these can be used to combo in the tent portion of Hyrule Castle.
{{clr}}
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
!Character!!Description!!Damage
|-
|{{SSB|Captain Falcon}}||Slams the opponent down in front of him. Having very low knockback for a throw, this has great [[combo]] ability, being able to lead into a forward aerial, up aerial, or up smash easily.||11%.
|-
|{{SSB|Donkey Kong}}||Holds his opponent on his back. He can then freely move around and jump before throwing them either forward or back. This throw is based on his ability in ''Donkey Kong Country'' to effortlessly carry barrels and crates. Unlike later entries, foes will be kept in the grab indefinitely if they do not input anything. The throw has decent knockback. Can be used to perform the [[infinite throw trap]].||8% (carry), 8% (throw).
|-
|{{SSB|Fox}}||Throws foe forward. Can [[chaingrab]] at very low percentages. A pretty decent KO throw when used near the edge at high percentages.||12%.
|-
|{{SSB|Jigglypuff}}||Throws opponent straight up. Has limited KO power and can't set up edgeguards (unlike other throws), but at low percentages, it can be useful for comboing into moves such as up aerial and [[Pound]], and can easily lead into a [[Rest]] against [[fastfaller]]s.||14%.
|-
|{{SSB|Kirby}}||Jumps high in the air with the opponent, then slams down. One of the few forward throws to launch opponents upward. Has very high base knockback, but low knockback scaling, meaning that it does not KO until 120% for most characters. Can [[Kirbycide]] if used on the very edge of a platform, though Kirby will always be KO'd first.||13%.
|-
|{{SSB|Link}}||Violently kicks his foe forward with good power. Often throws the foe far enough to set up a quick [[Boomerang]] or [[Bomb (Link)|Bomb]]-based [[edgeguard]], or it can simply lead into an aerial combo at lower percentages. Can also hit an opponent into a Boomerang coming at them.||14%.
|-
|{{SSB|Luigi}}||Same as Mario's, but can deal more damage.||12-16%.
|-
|{{SSB|Mario}}||Swings the foe once and tosses them in front of him. A good throw in terms of knockback.||12%.
|-
|{{SSB|Ness}}||Takes opponent, lifts them with PSI, and twirls them whilst launching them forward with great power. Can damage other characters that bump into the thrown opponent.||16%.
|-
|{{SSB|Pikachu}}||Grabs the foe, flips and releases them. Can chaingrab most characters. Decent to good knockback, can easily KO or set up an edgeguard when used near the edge.||9-12%.
|-
|{{SSB|Samus}}||Grabs opponent via Grapple Beam and tosses them forward with good power.||12-16%.
|-
|{{SSB|Yoshi}}||Reels back with opponent in mouth and throws them forward with somewhat low horizontal knockback, at least compared to other throws.||9-12%.
|}


==Forward throws in ''[[Super Smash Bros. Melee]]''==
==List of forward throws==
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
Forward 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 forward throws may possess a '''collateral hitbox''', which affects nearby opponents but not the victim of the throw.
!Character!!Description!!Damage
|-
|{{SSBM|Bowser}}||Throws opponent forward with a long [[startup]]. Can act as a potential KO move at high percentages.||10%.
|-
|{{SSBM|Captain Falcon}}||Punches foe forward. Acts as a [[multi-hit throw]]. ||5% then 4%.
|-
|{{SSBM|Donkey Kong}}||Picks the opponent up. If up and A are pressed, tosses foe upward. If down and A are pressed, throws the opponent like a bowling ball. If back and A is pressed, tosses opponent behind him. If forward and A is pressed, launches foe in front of him.||7% (up throw), 6% (down throw), 8% (back throw), 8% (forward throw).
|-
|{{SSBM|Dr. Mario}}||Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding followup.||9%.
|-
|{{SSBM|Falco}}||Punches opponent forward. Can chaingrab [[floaty]] characters at low percentages. Generally used to get the opponent offstage.||4% then 3%.
|-
|{{SSBM|Fox}}||Same as Falco's, but can't reliably chaingrab any characters unlike his.||4% then 3%.
|-
|{{SSBM|Ganondorf}}||Punches opponent forward. Consists of two hits. Can be used to set up edgeguarding situations at high percentages.||5% then 4%.
|-
|{{SSBM|Ice Climbers}}||Takes the opponent and swings their mallets in a bat-like way, launching the opponent forward.||6% then 5%.
|-
|{{SSBM|Jigglypuff}}||Puffs itself up slightly and launches opponent forward. Surprisingly high knockback for a throw in ''Melee'', can usually KO near the edge at around 130%, though its rather high [[ending lag]] limits followup options.||5% then 7%.
|-
|{{SSBM|Kirby}}||Kirby does a suplex, hitting the opponent on the ground. Can be used to [[Kirbycide]]. Like his back throw, it can be escaped. It also causes Kirby to lose all of his [[midair jump]]s before he lands.||8%.
|-
|{{SSBM|Link}}||Kicks opponent a short distance in front of him. Pretty weak knockback.||4% then 3%.
|-
|{{SSBM|Luigi}}||Spins opponent once, then throws them forward. Relatively weak but can be used to get the opponent offstage easily.||7%.
|-
|{{SSBM|Mario}}||Same as Luigi's, but deals more damage||9%.
|-
|{{SSBM|Marth}}||Pushes opponent forward, tripping them with the leg. Extremely weak damage and knockback.||4%.
|-
|{{SSBM|Mewtwo}}||Throws its opponent diagonally forward and shoots with multiple small Shadow Balls that can also be [[absorb]]ed and [[reflect]]ed.||3% (throw), 2% (Shadow Balls).
|-
|{{SSBM|Mr. Game & Watch}}||Juggles the opponent as a ball, then launches them forward.||8%.
|-
|{{SSBM|Ness}}||Throws the opponent forward. Very strong base knockback, but very low knockback scaling.||11%.
|-
|{{SSBM|Peach}}||Slaps her opponent in front of her. Very high knockback when opponent is above 100%; this is Peach's strongest throw and it is the strongest forward throw in ''Melee''. It can KO the opponent at 110% if used near the edge.||2% then 8%.
|-
|{{SSBM|Pichu}}||Puts opponent on its back, zaps them, then knocks them forward.||2% (hits 1-4 & throw), 1% [[recoil]] damage.
|-
|{{SSBM|Pikachu}}||Same as Pichu's, but it doesn't give recoil damage.||2% (hits 1-4 & throw).
|-
|{{SSBM|Roy}}||Knocks opponent forward very weakly. Can chaingrab certain heavyweights at very low percentages and can regrab into other throws.||5%.
|-
|{{SSBM|Samus}}||Brings her opponent up with her Grapple Beam and launches them forward.||9%.
|-
|{{SSBM|Sheik}}||Punches opponent forward. Low horizontal knockback and [[hitstun]].||6% then 2%.
|-
|{{SSBM|Yoshi}}||Spits opponent forward.||6%.
|-
|{{SSBM|Young Link}}||Kicks opponent forward. Can chaingrab most heavyweights, or can simply lead into a followup such as a forward tilt.||2 hits of 3%.
|-
|{{SSBM|Zelda}}||Launches her opponent forward, with above average knockback.||12%.
|}


==Forward throws in ''[[Super Smash Bros. Brawl]]''==
{| class="wikitable"
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left"
!Character!!Description!!Damage
|-
|{{SSBB|Bowser}}||Launches foe forward using his head. Decently low knockback; will rarely KO even when relatively close to a walk-off [[blast line]].||10%.
|-
|{{SSBB|Captain Falcon}}||Punches the opponent forward. Can be followed by an up smash out of a dash for a KO at very high percentages, and the throw itself has some KO power at high percentages. Can also be followed with his dash attack, or even a [[Falcon Kick]] at mid percents. Can be used to pseudo-chain throw the opponent at very low percentages due to Captain Falcon's very fast [[dashing]] speed.||4% then 5%.
|-
|{{SSBB|Charizard}}||Grabs opponent in its jaws, spins them, then releases them in front of itself. A pseudo-chaingrab on many characters at base or close to base percents.||10%.
|-
|{{SSBB|Diddy Kong}}||Tosses opponent forward with decent knockback. It is based on how he throws barrels in ''Donkey Kong Country''. Very similar animation to his back throw, but does more damage and less knockback.||11%.
|-
|{{SSBB|Donkey Kong}}||Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a [[crate]] or a [[barrel]]. This technique originates from ''Donkey Kong Country'', as he can effortlessly carry barrels. Can be released and regrabbed if he can react quicker, being an infinite on {{SSBB|Lucas}} and {{SSBB|Ness}} when turn releasing and turn grabbing. Pressing up and A makes DK toss his opponent upward, pressing down and A makes him throw them forward like a bowling ball (on a [[semi-spike]] trajectory), pressing forward and A makes him toss the opponent forward, and pressing back and A makes him heave the opponent backward. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws in said mode (if the input for the forward throw is used, he will use his up throw instead.)||6% (if opponent breaks free), 8% (forward throw), 8% (back throw), 7% (up throw), 6% (down throw).
|-
|{{SSBB|Falco}}||Punches his opponent forward.||7%.
|-
|-
|{{SSBB|Fox}}||Same as Falco's.||7%.
! Character !! Description !! Hitbox
|-
|-
|{{SSBB|Ganondorf}}||Punches his opponent forward. High damage for a throw and good power. Consists of two hits, similar to Captain Falcon's forward throw. Great option for countering [[stale-move negation]].||13%.
|[[Banjo]] & [[Kazooie]]||colspan=2|''unknown''
|-
|-
|{{SSBB|Ice Climbers}}||Hits opponent forward with their hammers. If the player walks slightly forward with the partner climber before using, they can regrab the opponent again right after they use the attack, making this throw a chaingrab, whether used on its own or in conjunction with their back and down throws. If used near the edge and combined with their partner using a [[short hop]]ped forward aerial [[meteor smash]], it can KO at 50%.||8%.
|[[Bayonetta]]||Performs the [http://bayonetta.wikia.com/wiki/Tetsuzanko Tetsuzanko] technique.||{{y|16}}
|-
|-
|{{SSBB|Ike}}||Kicks the opponent forwards. Low base knockback and scaling.||6%.
|[[Bowser]]||Tosses the opponent with his head.||{{n|16}}
|-
|-
|{{SSBB|Ivysaur}}||Holds opponent in its vines and tosses them forward.||8%.
|[[Bowser Jr.]]||Punches the opponent away with a boxing glove from the [[Koopa Clown Car]].||{{y|16}}
|-
|-
|{{SSBB|Jigglypuff}}||Puffs itself slightly, hitting the opponent forward. Low knockback, some ending lag.||10%.
|[[Captain Falcon]]||{{GameIcon|SSB}} Lifts the opponent overhead and slams them onto the ground with one arm. From ''Melee'' onward, this is Captain Falcon's [[down throw]].<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Launches the opponent with a backhanded punch.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBB|Kirby}}||"Pile Driver" from Kirby's Suplex ability in ''[[Kirby Super Star]]'' and Backdrop from "Adventure". Kirby rises slowly in the air, while flipping, then slams the opponent down. Incredible combo potential; this move can lead into combos dealing up to 45% or higher depending on the opponent's [[weight]] and [[falling speed]]. A popular combo started with this move is forward throw→up aerial→up tilt→back aerial, dealing a quick 37% damage, referred to as a "Gonzo Combo". There are also other moves that the throw can easily combo into, such as {{b|Hammer|move}}. Can additionally chaingrab at low percentages, and also lead into an up aerial then a regrab.||8%.
|[[Charizard]]||Fully spins its head around with the grabbed opponent, then tosses them forward.||{{n|16}}
|-
|-
|{{SSBB|King Dedede}}||Hits opponent forward with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO near the edge at very high percentages if the opponent [[DI]]s it the wrong way. Commonly used to get the opponent offstage after a down throw chaingrab across the stage.||12%.
|[[Chrom]]||Launches the opponent with an elbow thrust.||{{n|16}}
|-
|-
|{{SSBB|Link}}||Lets go of the opponent then kicks them forward, football punt style.||7%.
|[[Cloud]]||Dropkicks the opponent, performing a backflip after launching them.||{{y|16}}
|-
|-
|{{SSBB|Lucario}}||Uses Aura to blast opponent forward. Good horizontal knockback at higher damages. Lucario's fastest throw. Can be an effective KO move at high percentages near the edge. Excellent to put room between Lucario and its opponent to provide breathing space. When at max power (170% or above), this is the strongest forward throw in the game.||{{AuraDamageSSBB|10}}.
|[[Corrin]]||Transforms his free arm into a Dragon Fang spear and stabs the opponent with it.||{{y|16}}
|-
|-
|{{SSBB|Lucas}}||Psychokinetically tosses opponent forward.||10%.
|[[Daisy]]||Toad launches the opponent with a ramming headbutt.||{{y|16}}
|-
|-
|{{SSBB|Luigi}}||Spins opponent once then throws them forward. Can chaingrab most characters at very low percentages on neutral stages.||9%.
|[[Dark Pit]]||Slashes the opponent with an upward swing of the Silver Bow.||{{y|16}}
|-
|-
|{{SSBB|Mario}}||Same as Luigi's, also usable as a not-very-notable chaingrab. It has low knockback scaling, even for a throw. It is mostly only used to get the opponent offstage.||9%.
|[[Dark Samus]]||Extends the Grapple Beam and lifts the opponent overhead, then tosses them.||{{n|16}}
|-
|-
|{{SSBB|Marth}}||Pushes opponent forward, tripping them with the leg. Great for [[tech-chasing]] and can chaingrab heavyweights or fastfallers at 0% for up to usually four throws maximum and setup a guaranteed forward smash at 0% on most characters, on some characters it can hit with the tipper for more damage, and on certain characters this combo works up until mid percentages. Can also be used to setup a forward aerial combo.||4%.
|[[Diddy Kong]]||Lifts the opponent overhead and tosses them with both hands.||{{n|16}}
|-
|-
|{{SSBB|Meta Knight}}||Kicks the opponent in front of him. An extremely fast throw. Great for setting up aerial combos and finishers as it sends an opponent at a diagonal angle. For example, it can easily lead into a full hopped [[Shuttle Loop]] at KO percentages on most characters.||8-10%.
|[[Donkey Kong]]||Carries the opponent above himself with both hands. Donkey Kong can then move and jump around with them, and perform any of the following throws:<br/>''Forward'': Tosses the opponent away with both hands.<br/>''Back'': Turns around, then tosses the opponent away with both hands.<br/>''Up'' ({{GameIcon|SSBM}} onward): Heaves the opponent upward.<br>''Down'': {{GameIcon|SSBM}}{{GameIcon|SSBB}} Hurls the opponent forward like a bowling ball.<br/>{{GameIcon|SSB4}} Performs a [[wikipedia:Professional wrestling throws#Gorilla press slam|gorilla press slam]].<br>{{GameIcon|SSBU}} Performs a {{s|wikipedia|bear hug}}.||{{n|16}}
|-
|-
|{{SSBB|Mr. Game & Watch}}||Juggles the opponent as a ball and then launches them forward.||8%.
|[[Dr. Mario]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSBB|Ness}}||Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. The opposite of his back throw, it has very high base knockback but very low knockback scaling. It is often used along with a down aerial for [[gimp]]ing or edgeguarding.||11%.
|[[Duck Hunt]]||The dog swings his head back and tosses the opponent.||{{n|16}}
|-
|-
|{{SSBB|Olimar}}||A Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it does very high damage and knockback for a throw.||6% (Red Pikmin), 13% (Blue Pikmin), 7% (Yellow Pikmin), 6% (White Pikmin), 7% (Purple Pikmin).
|[[Falco]]||Punches the opponent away.||{{y|16}}
|-
|-
|{{SSBB|Peach}}||Winds up and slaps the opponent forward. Decent knockback and the strongest of Peach's throws, though it rarely KOs unless the opponent is above 161% near the edge. Can chaingrab heavyweights at low percentages provided that one [[buffer]]s a [[dash grab]].||2%, then 8%.
|[[Fox]]||{{GameIcon|SSB}} Somersaults forward once and tosses the opponent.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Punches the opponent away.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBB|Pikachu}}||Places opponent on back, zaps them, then sends them forward. An effective chaingrab that works on almost every character, and can easily lead into other moves such as an up smash out of a dash. Useful for countering stale-move negation due to the multiple hits.||10%.
|[[Ganondorf]]||Launches the opponent with a backhanded punch.||{{y|16}}
|-
|-
|{{SSBB|Pit}}||Slashes the opponent with his blade. Can chaingrab at very low percentages against heavier characters.||10%.
|[[Greninja]]||{{GameIcon|SSB4}} Tosses the opponent with both hands.<br/>{{GameIcon|SSBU}} Launches the opponent with a palm thrust.||{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBB|R.O.B.}}||Tosses opponent forward. Very quick, useful for getting the opponent offstage.||10%.
|[[Hero]]||Plunges his sword on the ground, lifts the opponent overhead and tosses them with both hands.||{{n|16}}
|-
|-
|{{SSBB|Samus}}||Flings opponent forward with her Grapple Beam.||9%.
|[[Ice Climbers]]||Launches the opponent with a horizontal hammer swing.||{{y|16}}
|-
|-
|{{SSBB|Sheik}}||Elbows the opponent with her left arm, punching them forward.||5% then 2%.
|[[Ike]]||Kicks the opponent away.||{{y|16}}
|-
|-
|{{SSBB|Snake}}||Flips opponent over and drops them (sometimes named a scoop slam). A strong throw, although slightly weaker than his back throw. Regardless, it can KO at very high percentages near the edge.||9%.
|[[Incineroar]]||Spins the opponent around four times with both hands, then tosses them forward.||{{y|16}} <small>(collateral)</small>
|-
|-
|{{SSBB|Sonic}}||Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can lead into up aerial [[juggle]]s, but it can be heavily DI'ed backwards.||9%.
|[[Inkling]]||Blasts the opponent away with the Splattershot, covering them in [[ink]].||{{y|16}}<ref name="ink">The hitbox is not active if Inkling has no ink left, resulting in only the throw.</ref>
|-
|{{SSBB|Squirtle}}||Puts opponent in front of it, then kicks them.||9%.
|-
|{{SSBB|Toon Link}}||Drops opponent quickly and shoulder tackles them forward. Oddly, it is apparently considered a "Leg" attack like Link's forward throw, even though it is quite clearly different. This is likely an error caused from copying moveset data.||7%.
|-
|{{SSBB|Wario}}||Spins the foe around and throws them forward. The lighter the character the faster he spins them. One of Wario's more powerful KO moves, easily KOs near the edge before around 150%. Identical to Mario and Luigi's back throw, except the thrown opponent can't hit bystanders.||12%.
|-
|{{SSBB|Wolf}}||Uppercuts his opponent forward. This throw can be used to pseudo chaingrab some characters, such as Fox, at very low percentages by buffering a dash forward. It may also be followed up with a forward smash, [[DACUS]], or [[RAR]] back aerial.||7%.
|-
|{{SSBB|Yoshi}}||Spits the opponent forward.||7%.
|-
|{{SSBB|Zelda}}||Telekinetically twirls opponent and throws them forward.||12%.
|-
|{{SSBB|Zero Suit Samus}}||Hits opponent forward with her blaster. A portion of the laser gives the [[electricity]] effect. Can chaingrab most characters at low percentages, a useful way to rack damage, with a down throw being a good way to end the chaingrab and continue the combo.||2% then 7%.
|}
 
==Forward throws in ''[[Super Smash Bros. 4]]''==
{|class="wikitable sortable"
!Character
!Description
!Damage
|-
|-
|{{SSB4|Bayonetta}}||Performs the Tetsuzanko technique, slamming into the opponent to knock them away.||7% (slam), 3% (throw)
|[[Isabelle]]||Tosses the opponent with her net.||{{n|16}}
|-
|-
|{{SSB4|Bowser}}||Launches foe forward using his head. Decently low base knockback; will rarely KO even when relatively close to a walk-off [[blast line]], but high enough knockback scaling to KO at 120% near the edge, making it a strong KO throw. KOs very slightly earlier than his back throw. Strongest forward throw in the game.||12%.
|[[Ivysaur]]||{{GameIcon|SSBB}} Tosses the opponent forward with its vines.<br/>{{GameIcon|SSBU}} Headbutts the opponent away.||{{GameIcon|SSBB}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Bowser Jr.}}||Uppercuts opponent with Junior Clown Car's boxing glove.||3% then 6%.
|[[Jigglypuff]]||{{GameIcon|SSB}} Spins once and tosses the opponent straight up with one arm. From ''Melee'' onward, this is Jigglypuff's [[up throw]].<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Puffs up to launch the opponent.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Captain Falcon}}||Punches the opponent forward. Can be followed by an up smash out of a dash for a KO at very high percentages, and the throw itself has some KO power at high percentages. Can also be followed with his dash attack, or even a [[Falcon Kick]] at mid percents.||4% then 5%.
|[[Joker]]||Tosses the opponent with a flourish of his arm.||{{n|16}}
|-
|-
|{{SSB4|Charizard}}||Grabs opponent in its jaws, spins them, then releases them in front of itself. Has high base knockback, and can be used as a mix-up for its up throw near the edge, potentially killing earlier if the opponent DIs the wrong way.||10%.
|[[Ken]]||Performs the {{s|wikipedia|seoi nage}}, a judo throw.||{{n|16}}
|-
|-
|{{SSB4|Cloud}}||Cloud kicks the opponent forward while doing a backflip. Low knockback.||4% then 3% (7% total)
|[[King Dedede]]||Launches the opponent with an upward hammer swing.||{{y|16}}
|-
|-
|{{SSB4|Corrin}}||Transforms he free arm and stabs the opponent with it, knocking them upwards away from him.||5% (first hit), 2% (throw)
|[[King K. Rool]]||Slams the opponent onto the ground with one hand.||{{y|16}} <small>(collateral)</small>
|-
|-
|{{SSB4|Dark Pit}}||Slashes the opponent with his blade.||6% then 4%.
|[[Kirby]]||{{GameIcon|SSB}} Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion. From ''Melee'' onward, this is Kirby's up throw.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jumps with the grabbed opponent, somersaults forward, them slams them onto the ground, bouncing off after they are launched.||{{n|16}}
|-
|-
|{{SSB4|Diddy Kong}}||Tosses opponent forward with decent knockback. It is based on how he throws barrels in ''Donkey Kong Country''. Very similar animation to his back throw, but does less damage and knockback.||9%.
|[[Link]]||Kicks the opponent away.||{{y|16}}
|-
|-
|{{SSB4|Donkey Kong}}||Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a [[crate]] or a [[barrel]]. Pressing up and A makes DK toss his opponent upward, pressing down and A makes him throw them forward like a bowling ball (on a [[semi-spike]] trajectory), pressing forward and A makes him toss the opponent forward, and pressing back and A makes him heave the opponent backward.||6% (if opponent breaks free), 10% (forward throw), 12% (back throw), 10% (up throw), 7% (down throw).
|[[Little Mac]]||Launches the opponent with an overhead punch.||{{y|16}}
|-
|-
|{{SSBM|Dr. Mario}}||Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding followup.||9%.
|[[Lucario]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Quickly pushes the opponent away with an aura pulse.<br/>{{GameIcon|SSBU}} Blasts the opponent away with aura from its palms.||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Duck Hunt}}||Dog swings head forward and throws opponent.||8%.
|[[Lucas]]||Tosses the opponent with PSI.||{{n|16}}
|-
|-
|{{SSB4|Falco}}||Punches his opponent forward. Can combo into a [[forward aerial]] at low to mid percentages if the opponent's jump is read, which occasionally leads into a KO offstage at decently high damages.||7%.
|[[Lucina]]||{{GameIcon|SSB4}} Tosses the opponent forward between her legs.<br/>{{GameIcon|SSBU}} Launches the opponent with an elbow thrust.||{{n|16}}
|-
|-
|{{SSB4|Fox}}||Punches his opponent forward.||7%.
|[[Luigi]]||{{GameIcon|SSB}}{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Spins around once and tosses the opponent.<br/>{{GameIcon|SSBU}} Slams the opponent onto the ground with the Poltergust G-00.||{{n|16}}
|-
|-
|{{SSB4|Ganondorf}}||Punches his opponent forward. High damage for a throw and good power. Consists of two hits, similar to Captain Falcon's forward throw. Great option for countering [[stale-move negation]].||13%.
|[[Mario]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSB4|Greninja}}||Pushes opponent with one hand.||5%.
|[[Marth]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Tosses the opponent forward between his legs.<br/>{{GameIcon|SSBU}} Launches the opponent with an elbow thrust.||{{n|16}}
|-
|-
|{{SSB4|Ike}}||Kicks the opponent forwards. Low base knockback and scaling.||7%.
|[[Mega Man]]||Lifts the opponent overhead and tosses them with the Super Arm.||{{n|16}}
|-
|-
|{{SSB4|Jigglypuff}}||Puffs itself slightly, hitting the opponent forward. Low knockback, some ending lag.||10%.
|[[Meta Knight]]||Launches the opponent with a backflip kick.||{{y|16}}
|-
|-
|{{SSB4|Kirby}}||"Pile Driver" from Kirby's Suplex ability in ''[[Kirby Super Star]]'' and Backdrop from "Adventure". Kirby rises slowly in the air, while flipping, then slams the opponent down. Initially had been re-tooled to the point where it could no longer reliably combo, but was later patched to send opponents vertically on impact, allowing for numerous follow-ups from zero to mid percentages.||5%.
|[[Mewtwo]]||Tosses the opponent at a diagonal angle, then fires five small Shadow Balls at them.||{{y|16}}
|-
|-
|{{SSB4|King Dedede}}||Hits opponent forward with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO near the edge at very high percentages if the opponent [[DI]]s it the wrong way.||10%.
|[[Mii Brawler]]||Launches the opponent with a backhand swipe.||{{n|16}}
|-
|-
|{{SSB4|Link}}||Lets go of the opponent then kicks them forward, football punt style.||7%.
|[[Mii Gunner]]||Punches the opponent away with the arm cannon.||{{y|16}}
|-
|-
|{{SSB4|Little Mac}}||Pulls back fist and overhand punches opponent.||4% then 4%.
|[[Mii Swordfighter]]||Kicks the opponent away.||{{y|16}}
|-
|-
|{{SSB4|Lucario}}||Uses [[Aura]] to blast opponent forward. Good horizontal knockback at higher damages. Lucario's fastest throw. Can be an effective KO move at high percentages near the edge. Excellent to put room between Lucario and its opponent to provide breathing space. When at max power (190% or above), this is the second strongest forward throw in the game, with Bowser's being slightly stronger.|| 5% (0%), 7% (50%), 9% (100%), 11% (150%), 13% (190%+).
|[[Mr. Game & Watch]]||Juggles the opponent as a ball from back to front, then tosses them.||{{n|16}}
|-
|-
|{{SSB4|Lucas}}||Telekinetically flings the opponent forwards. Can KO at high percentages.||10%.
|[[Ness]]||Twirls the opponent around once with PSI, then tosses them.||{{n|16}}
|-
|-
|{{SSB4|Lucina}}||Pushes opponent forward, tripping them with the leg. Same as Marth's.||4%.
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} The Pikmin grabbing the opponent tosses them forward.<br/>{{GameIcon|SSBU}} The Pikmin grabbing the opponent slam them onto the ground in front of Olimar.||{{n|16}}
|-
|-
|{{SSB4|Luigi}}||Spins opponent once then throws them forward.||9%.
|[[Pac-Man]]||Shoves the opponent.||{{n|16}}
|-
|-
|{{SSB4|Mario}}||It has low knockback scaling for a throw. It is mostly only used to get the opponent offstage.||8%.
|[[Palutena]]||Telekinetically shoves the opponent.||{{n|16}}
|-
|-
|{{SSB4|Marth}}||Pushes opponent forward, tripping them with the leg. Great for [[tech-chasing]]. Can also be used to setup a forward aerial combo.||4%.
|[[Peach]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Slaps the opponent away.<br/>{{GameIcon|SSBU}} Toad launches the opponent with a ramming headbutt.||{{y|16}}
|-
|-
|{{SSB4|Mega Man}}||Throws opponent forward.||8%.
|[[Pichu]]||Zaps the opponent on its back, then launches them forward. Causes [[recoil damage]] to Pichu.||{{y|16}}
|-
|-
|{{SSB4|Meta Knight}}||Kicks the opponent in front of him. An extremely fast throw. Great for setting up aerial combos and finishers as it sends an opponent at a diagonal angle.||9%.
|[[Pikachu]]||{{GameIcon|SSB}} Somersaults forward once and tosses the opponent.<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} Zaps the opponent on its back, then launches them forward.||{{GameIcon|SSB}} {{n|16}}<br/>{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Mewtwo}}||Throws its opponent diagonally forward and shoots 5 small Shadow Balls at the opponent||3% (throw), 2% (Shadow Balls).
|[[Piranha Plant]]||Headbutts the opponent away.||{{y|16}}
|-
|-
|{{SSB4|Mr. Game & Watch}}||Juggles the opponent as a ball and then launches them forward.||8%.
|[[Pit]]||Slashes the opponent with an upward swing of the Silver Bow.||{{y|16}}
|-
|-
|{{SSB4|Ness}}||Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. The opposite of his back throw, it has very high base knockback but very low knockback scaling. It is often used along with a down aerial for [[gimp]]ing or edgeguarding.||11%.
|[[R.O.B.]]||Tosses the opponent with both hands.||{{n|16}}
|-
|-
|{{SSB4|Olimar}}||A Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it does very high damage and knockback for a throw.||6% (Red Pikmin), 13% (Blue Pikmin), 7% (Yellow Pikmin), 7% (White Pikmin), 7% (Purple Pikmin).
|[[Richter]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSB4|Pac-Man}}||Thrusts opponent forward with his hand.||6%.
|[[Ridley]]||Lifts the opponent overhead and tosses them with one hand.||{{n|16}}
|-
|-
|{{SSB4|Palutena}}|| Throws opponent forward with magic while thrusting her chest forward.||9%.
|[[Robin]]||Tosses the opponent using magic.||{{n|16}}
|-
|-
|{{SSB4|Peach}}||Winds up and slaps the opponent forward. Decent knockback, though it rarely KOs unless the opponent is above 161% near the edge.||2% then 8%.
|[[Rosalina]] & [[Luma]]||Telekinetically spins the opponent once, then tosses them.||{{n|16}}
|-
|-
|{{SSB4|Pikachu}}||Places opponent on back, zaps them, then sends them forward. Useful for countering stale-move negation due to the multiple hits.||10%.
|[[Roy]]||{{GameIcon|SSBM}}{{GameIcon|SSB4}} Tosses the opponent forward between his legs.<br/>{{GameIcon|SSBU}} Launches the opponent with an elbow thrust.||{{n|16}}
|-
|-
|{{SSB4|Pit}}||Slashes the opponent with his blade.||6% then 4%.
|[[Ryu]]||Performs the seoi nage, a judo throw.||{{n|16}}
|-
|-
|{{SSB4|R.O.B.}}||Tosses opponent forward. Very quick, useful for getting the opponent offstage.||8%.
|[[Samus]]||Extends the Grapple Beam and lifts the opponent overhead, then tosses them.||{{n|16}}
|-
|-
|{{SSB4|Robin}}||Hits opponent with magic, sending them forward.||8%.
|[[Sheik]]||Launches the opponent with a shoulder ram.||{{y|16}}
|-
|-
|{{SSB4|Rosalina & Luma}}||Spins oppenent in front of her with magic and throws them.||9%.
|[[Shulk]]||Slashes the opponent with an upward swing of the Monado.||{{y|16}}
|-
|-
|{{SSB4|Roy}}||Throws the opponent forward with a spin. Has low ending lag, allowing it to combo into a jab or forward tilt at low percentages and a dash attack at medium percentages.||5%.
|[[Simon]]||Spins around once and tosses the opponent.||{{n|16}}
|-
|-
|{{SSB4|Ryu}}||The {{s|wikipedia|seoi nage}}, a Judo throw. If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. Based on his punch throw from ''Street Fighter II''.||9%.
|[[Snake]]||Slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSB4|Samus}}||Flings opponent forward with her Grapple Beam.||9%.
|[[Sonic]]||Launches the opponent with a stretch kick.||{{y|16}}
|-
|-
|{{SSB4|Sheik}}||Elbows the opponent with her left arm, punching them forward.||5% then 2%.
|[[Squirtle]]||Dropkicks the opponent away.||{{y|16}}
|-
|-
|{{SSB4|Shulk}}||Hits opponent with an upward slash of the Monado.||3% then 8%.
|[[Toon Link]]||Launches the opponent with a shoulder ram.||{{y|16}}
|-
|-
|{{SSB4|Sonic}}||Kicks opponent diagonally upward using a straight up kick (like a vertical split). A good KO throw at about 170%. Can lead into up aerial [[juggle]]s, but it can be heavily DI'ed backwards.||7%.
|[[Villager]]||Tosses the opponent with his net.||{{n|16}}
|-
|-
|{{SSB4|Toon Link}}||Drops opponent quickly and shoulder tackles them forward.||7%.
|[[Wario]]||{{GameIcon|SSBB}} Spins the opponent around three times with both hands, then tosses them forward.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Launches the opponent with a rear thrust.||{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSB4|Villager}}||Swings net forward, throwing opponent.||9%.
|[[Wii Fit Trainer]]||Serves the opponent like a volleyball.||{{y|16}}
|-
|-
|{{SSB4|Wario}}||Hits opponent forwards with his butt. Used to be his back throw in ''Brawl''. One of his best KO moves, comparable to Mario and Luigi's back throw.||12%.
|[[Wolf]]||{{GameIcon|SSBB}} Launches the opponent with a backhanded swipe.<br/>{{GameIcon|SSBU}} Slashes the opponent away with his free hand.||{{y|16}}
|-
|-
|{{SSB4|Wii Fit Trainer}}||Jumps up and spikes opponent like a volleyball.||3% then 7%.
|[[Yoshi]]||Spits the opponent forward.||{{n|16}}
|-
|-
|{{SSB4|Yoshi}}||Spits the opponent forward.||7%.
|[[Young Link]]||Kicks the opponent away.||{{y|16}}
|-
|-
|{{SSB4|Zelda}}||Telekinetically twirls opponent and throws them forward.||12%.
|[[Zelda]]||Telekinetically tosses the opponent.||{{n|16}}
|-
|-
|{{SSB4|Zero Suit Samus}}||Hits opponent forward with her blaster. A portion of the laser gives the [[electricity]] effect.||2% then 7%.
|[[Zero Suit Samus]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} Extends the Plasma Whip to zap the opponent, then releases them.<br/>{{GameIcon|SSBU}} Kicks the opponent away.||{{y|16}}
|}
|}


==Lists of forward throws in ''[[Super Smash Bros. Ultimate]]''==
===Notes===
{|class="wikitable"
{{reflist}}
|-
!Character
!Description
!Damage
|-
|{{SSBU|Banjo & Kazooie}} ||N/A ||N/A
|-
|{{SSBU|Bayonetta}}||Performs a Tetsuzanko on the opponent.||7% (hit), 3% (throw)
|-
|{{SSBU|Bowser}}||Places the opponent in between his horns, then launches them forward using his head. The strongest forward throw in the game, being able to KO around 120% when near the edge.||12%
|-
|{{SSBU|Bowser Jr.}}||Throws an uppercut by using the Junior Clown Car. Can allow edgeguards.||3% (hit 1), 7% (throw)
|-
|{{SSBU|Captain Falcon}}||Punches his opponent, sends them forward diagonally. Allows follow-ups into his dash attack or [[Falcon Kick]].||3.5% (hit 1), 4% (throw)
|-
|{{SSBU|Charizard}}||Puts the opponent in its mouth and flings them forward. Can be used to set up edgeguards or KO opponents. Able to KO middleweights at 145% near the edge of Final Destination.||10%
|-
|{{SSBU|Chrom}}||Identical to Marth, but has the damage of Roy's.||5%
|-
|{{SSBU|Cloud}}||Kicks the opponent forward while doing a backflip.||4% (hit 1), 3% (throw)
|-
||{{SSBU|Corrin}}||Transforms one of their arms into the spear with Dragon Fang, and stabs the opponent with it. Has a tippered sweetspot, which makes the throw more powerful.||5% (hit 1, base), 10% (hit 1, tip), 2% (throw)
|-
|{{SSBU|Daisy}}||Identical to Peach's.||2% (hit 1), 8% (throw)
|-
|{{SSBU|Dark Pit}}||Identical to Pit's.||6% (hit 1), 4% (throw)
|-
|{{SSBU|Dark Samus}}}||Identical to Samus's.||10%
|-
|{{SSBU|Diddy Kong}}||Throws the opponent with one hand.||9%
|-
|{{SSBU|Donkey Kong}}||Lifts the opponent and carries them on his shoulder, and can move and jump freely while holding them. Has four different types of throws compared to his standard ones.
 
Forward: Launches the opponent forward from DK at a high angle.
 
Back: Uses both hands to throw the opponent behind himself.
 
Up: Throws the opponent upwards with both hands.
 
Down: Performs a bearhug on the opponent.
 
Because DK can walk offstage when holding the opponent, it allows all of his throws to be used as stage spikes unless the opponent [[tech|techs]] DK's respective throw.
 
||12% (forward, up), 13% (back), 11% (down)
|-
|{{SSBU|Dr. Mario}}||Identical to Mario's, but deals more damage.||9.4%
|-
|{{SSBU|Duck Hunt}}||The dog rears his head back before throwing them forward.||8%
|-
|{{SSBU|Falco}}||Slaps the opponent with his right hand. Causes the opponent to tumble at around 40%, meaning it can allow setups such as a lock from his neutral attack and blaster.||4% (hit), 3% (throw)
|-
|{{SSBU|Fox}}||Releases the opponent and quickly preforms a cross, launching them forward.||4% (hit), 3% (throw)
|-
|{{SSBU|Ganondorf}}||Lifts up the opponent and then performs an uppercut. KOs opponents at around 150% near the edge.||5% (hit 1), 8% (throw)
|-
|{{SSBU|Greninja}}||Shoves the opponent forward.||3.5% (hit 1), 4.5% (throw)
|-
|{{SSBU|Hero}} ||Throws the opponent forward. ||7%
|-
|{{SSBU|Ice Climbers}}||The leader hits the opponent with their hammer, launching them forward.||3% (hit), 5% (throw)
|-
|{{SSBU|Ike}}||A front kick. Reliable at setting up edgeguards at high percents.|||3.5% (hit 1), 4% (throw)
|-
|{{SSBU|Incineroar}}||Spins the opponent before throwing them in front of itself. The throw can deal damage to bystanders. KOs at 133% at the edge of Final Destination.||12% (throw), 6% (front collateral), 4% (back collateral)
|-
|{{SSBU|Inkling}}||Points the Splattershot directly at the opponent and fires it at them, covering them in ink. Can follow into a dash attack.||5% (hit 1, ink), 3% (hit 2)
|-
|{{SSBU|Isabelle}}||Identical to Villager's.||9%
|-
|{{SSBU|Ivysaur}}||Holds the opponent in front of itself and headbutts them forward. The headbutt will damage any bystanders near Ivysaur.||10%
|-
|{{SSBU|Jigglypuff}}||Puffs up to launch the opponent in front of itself. Can be useful for setting up edgeguards.||5% (hit 1), 5% (throw)
|-
|{{SSBU|Joker}}||Tosses the opponent forward with a flourish of his arm.||8%
|-
|{{SSBU|Ken}}||Identical to Ryu's.||9%
|-
|{{SSBU|King Dedede}}||Strikes the opponent with his hammer, launching them forward. Can be used to setting up edgeguards or aerial KOs.||4% (hit 1), 6% (throw)
|-
|{{SSBU|King K. Rool}}||Uses one hand to slam the opponent into the ground that's in front of himself. Can follow into a dash attack or pivot cancelled forward tilt at 0%, or potentially set up edgeguards.||10% (throw), 7% (slam)
|-
|{{SSBU|Kirby}}||The Pile Driver from the Suplex ability. It can combo into a variety of moves with neutral, forward and down aerials at low percents, and up aerial and [[Final Cutter]] at mid percents.||5%
|-
|{{SSBU|Link}}||A front kick. Similar to his back throw, it has little to no utility due to its weak damage and knockback.||3% (hit 1), 2.5% (throw)
|-
|{{SSBU|Little Mac}}||Performs a overhand in front of himself. Can’t lead to combos, and its only type of utility is dealing damage.||4% (hit), 4% (throw)
|-
|{{SSBU|Lucario}}||Shoves the opponent away. It is now a two-hit move, giving the move a collateral hitbox.||5% (hit), 3% (throw)
|-
|{{SSBU|Lucas}}||Identical to Ness, but deals less damage.||10%
|-
|{{SSBU|Lucina}}||Identical to Marth's.||4%
|-
|{{SSBU|Luigi}}||Uses his Poltergust G-00 to slam the opponent forward. Can set up edge-guards at high percents.||9%
|-
|{{SSBU|Mario}}||Spins the opponent once and throws them forward. Can create mixups at low percents.||8%
|-
|{{SSBU|Marth}}||An elbow strike.||4%
|-
|{{SSBU|Mega Man}}||Throws the opponent into the ground in front of him, bouncing them diagonally upwards.||8%
|-
|{{SSBU|Meta Knight}}||A bicycle kick. Can possibly set up edgeguards when near the edge.||6% (hit), 3% (throw)
|-
|{{SSBU|Mewtwo}}||Lifts the opponent up in a diagonal direction, then fires five [[Shadow Ball|Shadow Balls]] at them. Deals a high amount of damage if all of the Shadow Balls connect.||3.6% (throw), 2.4% (Shadow Balls), 15.6% total
|-
|{{SSBU|Mii Brawler}}||Performs a backhand on the opponent, launching them forward. KOs at around 144%.||9%
|-
|{{SSBU|Mii Gunner}}||Uses their cannon arm to punch them forward.||4% (punch), 3% (throw)
|-
|{{SSBU|Mii Swordfighter}}||Kicks the opponent forward.||3% (kick), 3% (throw)
|-
|{{SSBU|Mr. Game and Watch}}||Juggles the opponent and launches them forward.||8%
|-
|{{SSBU|Ness}}||Psychokinetically spins the opponent and then launches them in front of him.||11%
|-
|{{SSBU|Olimar}}||The Pikmin leap forward, and body slam the opponent.||Red: 6.7% (3 Pikmin), 6.1% (2 Pikmin), 5.5% (1 Pikmin) Yellow: 8.4% (3 Pikmin), 7.7% (2 Pikmin), 7% (1 Pikmin) Blue: 14.2% (3 Pikmin), 13% (2 Pikmin), 11.8% (1 Pikmin) White: 8.4% (3 Pikmin), 7.7% (2 Pikmin), 7% (1 Pikmin) Purple: 8.4% (3 Pikmin), 7.7% (2 Pikmin), 7% (1 Pikmin)
|-
|{{SSBU|Pac-Man}}||Tosses the opponent at an awkward angle.||8%
|-
|{{SSBU|Palutena}}||Telekinetically pushes the opponent forward.||9%
|-
|{{SSBU|Peach}}||Toad appears and jumps forward to perform a leaping headbutt on the opponent.||2% (hit 1), 8% (throw)
|-
|{{SSBU|Pichu}}||Identical to Pikachu's, but causes recoil and deals more damage.||1.5% (hits 1-4), 6% (throw), 0.5% recoil
|-
|{{SSBU|Pikachu}}||Lays the opponent on top of it and electrocutes them.||2% (hits 1-5)
|-
|{{SSBU|Piranha Plant}}||Headbutts the opponent away.||3% (hit), 8% (throw)
|-
|{{SSBU|Pit}}||Slashes the opponent forward. Can set up edgeguards and KO middleweights at around 130% near edges.||6% (hit 1), 4% (throw)
|-
|{{SSBU|Richter}}||Identical to Simon's.||7%
|-
|{{SSBU|Ridley}}||Tosses the opponent forward with one arm.||9%
|-
|{{SSBU|R.O.B.}}||Tosses the opponent forward.||8%
|-
|{{SSBU|Robin}}||Magically throws the opponent in front of him.||8%
|-
|{{SSBU|Rosalina & Luma}}||Uses anti-gravity to float the opponent, and then throws them in front of herself.||9%
|-
|{{SSBU|Roy}}||A elbow strike. Identical to Marth's, but deals a bit more damage.||5%
|-
|{{SSBU|Ryu}}||The seoi nage. The throw can lead into a down aerial meteor smash at medium percentages.||9%
|-
|{{SSBU|Samus}}||Uses her Grapple Bream to twirl the opponent overhead, then quickly flings them forward.||10%
|-
|{{SSBU|Sheik}}||Elbows the opponent with her left arm, punching them forward.||5% (hit), 2% (throw)
|-
|{{SSBU|Shulk}}||An upward swipe. Can follow into a dash attack or forward aerial with either the Speed or Buster Art activated. Can KO at 110% at the edge of Final Destination with the Smash Art active.||3% (hit 1), 5% (throw)
|-
|{{SSBU|Simon}}||Spins once and throw the opponent in front of him. Can be followed into a forward smash, forward tilt of dash attack at 0%, if the opponent doesn’t tech. Can KO at 125% from the edge of Final Destination.||7%
|-
|{{SSBU|Snake}}||Twists the opponent's arms behind their back, steps his leg forward, and then forcefully shoves them into the ground in front of him.||9%
|-
|{{SSBU|Sonic}}||A stretch kick. Can be used for edgeguards, but does have KO potential at very high percents.||1% (hit 1), 6% (throw)
|-
|{{SSBU|Squirtle}}||Puts the opponent in front of itself before hitting them with a jumping kick. KOs at around 165% at the edge of Final Destination.||2% (hit 1), 6% (throw)
|-
|{{SSBU|Toon Link}}||A shoulder tackle.||3% (hit), 4% (throw)
|-
|{{SSBU|Villager}}||Swings net overhead similar to its grab animation, tossing the opponent forward.||9%
|-
|{{SSBU|Wario}}||Launches the opponent forward with his behind.||12% (throw), 4% (collateral)
|-
|{{SSBU|Wii Fit Trainer}}||Serves the opponent like a volleyball.||3% (hit 1), 7% (throw)
|-
|{{SSBU|Wolf}}||Slashes the opponent in front of him. Despite having high damage, it doesn’t even KO at 300%. It also doesn’t have any reliable follow-ups due to its high ending lag.||5% (hit 1), 4% (throw)
|-
|{{SSBU|Yoshi}}||Spits out the opponent in front of him, launching them forward. Can be used to KO near edges or maintain stage control.||9%
|-
|{{SSBU|Young Link}}||Identical to Link's, but deals a bit more damage.||3% (hit 1), 3% (throw)
|-
|{{SSBU|Zelda}}||Uses magic to spin the opponent and throws them in front of herself. Can be useful for setting up edgeguards.||10%
|-
|{{SSBU|Zero Suit Samus}}||Kicks the opponent away.||5% (hit), 4% (throw)
|-
|}


==Notable forward throws==
==Notable forward throws==
*[[Donkey Kong]]'s forward throw in all games is known for not throwing the opponent immediately. Instead, he restrains them and carries them around just like a heavy [[item]]. A second directional input along with attacking (or usage of the [[C-Stick]]) will result in one of four different throws. These secondary throws are commonly known as the "cargo throws". In ''Smash 4'', following patch [[1.1.0]], Donkey Kong's forward throw is considered one of the best, if not the best, because of its sheer damage output (barring cargo down throw), its follow-up capabilities (cargo up throw), its [[edgeguarding]] potential (cargo down throw), and its KO power (cargo back throw).
*[[Donkey Kong]]'s forward throw in all games is unique in that rather than throwing the opponent, it triggers another grab state unique to Donkey Kong, where he carries the opponent on his back the same way he does with heavy [[item]]s. This state is known as the '''cargo''' (officially '''Kong Karry''' via ''Ultimate''{{'}}s [[tips]]), and allows Donkey Kong to move and jump while holding the opponent, as well as perform four '''cargo throws''' (two in the original ''SSB'') by pressing the attack button alongside a direction, giving him a total of seven throws. However, like regular grabs, the carried opponent can break free via [[button mashing]], triggering a [[grab release]].
*[[Ness]]' forward throw in all games except ''Smash 64'' is notable for its extremely high base knockback, usually used as a setup for an edgeguard. However, its extremely low knockback scaling prevents it from KO'ing even past Sudden Death.
**Due to its extreme versatility, Donkey Kong's cargo is one of his most useful moves in all its appearances. Notably, it can be used to carry the opponent offstage and [[stage spike]] them, KOing them at higher percentages if they fail to [[tech]]. In ''SSB'', the opponent takes damage upon breaking free from it, which can be exploited for the [[infinite throw trap]]. Lastly, in ''Smash 4'' and ''Ultimate'', Donkey Kong's upward cargo throw is a reliable combo starter, and even possesses a KO setup into his up aerial at mid-high percentages in the former game, which is colloquially known as the "Ding-Dong" and serves as his most effective KO option.
*[[Marth]]'s forward throw in ''Melee'' and ''Brawl'' is a decent tech-chasing option on heavyweights/fast fallers. Its effectiveness was somewhat reduced in ''Smash 4'', but it can still be practiced effectively.
*[[Mewtwo]]'s forward throw is the only one to release [[projectile]]s, in the form of Shadow Balls that can be [[reflect]]ed and [[absorb]]ed. In ''Smash 4'' and ''Ultimate'', it is one of the most damaging forward throws if all projectiles connect.
*[[Mewtwo]]'s forward throw is the only one to release projectiles. In ''Smash 4'', as of update 1.1.0, it is tied with Ganondorf's forward throw as the second most damaging in that game.
*{{SSBM|Kirby}}'s forward throw in ''Melee'' causes him to functionally leave the ground, and can be used for a [[Kirbycide]]. However, it depletes all of Kirby's jumps, and it is one of the only two standard throws in the series that can be escaped without receiving external knockback (the other being his back throw). From ''Brawl'' onward, it no longer exhibits these properties, but it has lower ending lag and a higher launch angle that give it several followups, especially in ''Brawl'' at low percentages.
*{{SSBM|Peach}}'s forward throw in ''Melee'' is the strongest in that game, being able to KO at around 110% on most characters.
*[[Corrin]]'s forward throw possesses a [[tipper]] hitbox that only affects nearby opponents, and can KO considerably earlier than the throw itself. This is also the case for his back throw.
*{{SSBM|Jigglypuff}}'s forward throw in ''Melee'' is also very powerful, and the second strongest in said game. It is almost as strong as Peach's.
*[[Ness]]' forward throw in all games except ''Smash 64'' is notable for having extremely high base knockback, but extremely low knockback scaling, which allows it to set up edgeguards easily and KO very early near the horizontal [[blast line]]s (such as in walk-off stages or [[Smashville]]'s platform), but makes it extremely weak otherwise, not KOing opponents until around 900% from the center of {{SSBU|Final Destination}}.
*[[Ganondorf]]'s forward throw is the most damaging in ''Brawl'' and the second most damaging in ''Smash 4'', making it a good option for when other moves stale.
**[[Villager]] and [[Isabelle]]'s forward throws have similar properties, and are even weaker, failing to KO from center stage even at 999%.
*[[Kirby]]'s forward throw in ''Brawl'' is known for its immense follow-up capabilities at lower percents. It can be followed up with the Gonzo Combo (up aerial, up tilt, back aerial) or {{B|Hammer|move}}. In ''Smash 4'', his forward throw received a new trajectory and lower knockback in patch [[1.1.0]], and as such, it is capable of new follow-ups. It can lead into forward aerial, up aerial or down aerial from zero to mid-high percents.
*[[Marth]]'s forward throw in ''Melee'' and ''Brawl'' is an effective [[tech-chasing]] option against heavyweights and fast fallers, due to its low knockback and ending lag. In ''Smash 4'', its base knockback was greatly increased, removing this ability, although it can still combo into his [[Crescent Slash]] [[custom move|custom]] [[up special]], or a [[forward aerial]] at low percentages. In ''Ultimate'', however, the faster knockback physics and removal of custom specials have resulted in it losing all its combo potential.
*In the transition from ''Brawl'' to ''Smash 4'', {{SSB4|Bowser}}'s forward throw has been strengthened to the point where it is the strongest forward throw in the game, reliably KOing any character at 185% from the center of {{SSB4|Final Destination}}.
*{{SSBM|Peach}}'s forward throw in ''Melee'' is the strongest not only in the game, but the series, KOing most characters at around 110% at the edge. From ''Brawl'' onward, its power has been reduced, not KOing until around 170% at the edge, and being weaker than her back throw in ''Smash 4'' and ''Ultimate''.  
**Similarly, {{SSB4|Wario}}'s forward throw in ''Smash 4'' is also very powerful and does not KO much later than Bowser's. It was also his back throw in ''Brawl''.
*{{SSBM|Jigglypuff}}'s forward throw in ''Melee'' is unique in that the throw's intended knockback is overriden by the pre-throw hitbox's much higher knockback; this makes it the second strongest forward throw in the game, KOing most characters at around 140% at the edge. In later games, however, the throw works properly, and the move is significantly weaker as a result, being unable to KO under 400% even at the edge.
*{{SSB4|Lucario}}'s forward throw in ''Smash 4'' is the third strongest in that game at max aura. It is also the game's fastest throw.
*[[Lucario]]'s forward throw in ''Brawl'' and ''Smash 4'' is the fastest throw in the series, releasing opponents as soon as [[frame]] 4.
*{{SSB4|Shulk}}'s forward throw is the most damaging in ''Smash 4'' with the Buster art, dealing 18% fresh. This powers up even further with the Hyper Monado arts custom.
*In ''Smash 4'' and ''Ultimate'', the forward throws of [[Bowser]], [[Pit]], [[Dark Pit]], and [[Wario]] (except in ''Ultimate'') are all among the strongest in the game, KOing at around 130% near the edge.


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[[Category:Game controls]]
[[Category:Game controls]]

Revision as of 22:25, August 19, 2019

Kirby's forward throw in Super Smash Bros. Brawl.

The forward throw (前投げ, Front/forward throw; commonly abbreviated as f-throw or Fthrow, and referred to as ThrowF internally) is a throw performed by tilting the control stick in the direction the character is facing after having grabbed the opponent.

Forward throws are often used to launch the opponent away, and a few can be used to chain grab (prior to Super Smash Bros. 4) or start combos. Forward throws are usually not as good of KO moves as back throws (outside of a few exceptions such as Wario's), nor are they as good combo starters as down throws (aside from Kirby); as such, they are generally the least useful throw for most characters, and are only preferred for setting up edgeguards.

List of forward throws

Forward 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 forward throws may possess a collateral hitbox, which affects nearby opponents but not the victim of the throw.

Character Description Hitbox
Banjo & Kazooie unknown
Bayonetta Performs the Tetsuzanko technique. Yes
Bowser Tosses the opponent with his head. No
Bowser Jr. Punches the opponent away with a boxing glove from the Koopa Clown Car. Yes
Captain Falcon Super Smash Bros. Lifts the opponent overhead and slams them onto the ground with one arm. From Melee onward, this is Captain Falcon's down throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Launches the opponent with a backhanded punch.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Charizard Fully spins its head around with the grabbed opponent, then tosses them forward. No
Chrom Launches the opponent with an elbow thrust. No
Cloud Dropkicks the opponent, performing a backflip after launching them. Yes
Corrin Transforms his free arm into a Dragon Fang spear and stabs the opponent with it. Yes
Daisy Toad launches the opponent with a ramming headbutt. Yes
Dark Pit Slashes the opponent with an upward swing of the Silver Bow. Yes
Dark Samus Extends the Grapple Beam and lifts the opponent overhead, then tosses them. No
Diddy Kong Lifts the opponent overhead and tosses them with both hands. No
Donkey Kong Carries the opponent above himself with both hands. Donkey Kong can then move and jump around with them, and perform any of the following throws:
Forward: Tosses the opponent away with both hands.
Back: Turns around, then tosses the opponent away with both hands.
Up (Super Smash Bros. Melee onward): Heaves the opponent upward.
Down: Super Smash Bros. MeleeSuper Smash Bros. Brawl Hurls the opponent forward like a bowling ball.
Super Smash Bros. 4 Performs a gorilla press slam.
Super Smash Bros. Ultimate Performs a bear hug.
No
Dr. Mario Spins around once and tosses the opponent. No
Duck Hunt The dog swings his head back and tosses the opponent. No
Falco Punches the opponent away. Yes
Fox Super Smash Bros. Somersaults forward once and tosses the opponent.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Punches the opponent away.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Ganondorf Launches the opponent with a backhanded punch. Yes
Greninja Super Smash Bros. 4 Tosses the opponent with both hands.
Super Smash Bros. Ultimate Launches the opponent with a palm thrust.
Super Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Hero Plunges his sword on the ground, lifts the opponent overhead and tosses them with both hands. No
Ice Climbers Launches the opponent with a horizontal hammer swing. Yes
Ike Kicks the opponent away. Yes
Incineroar Spins the opponent around four times with both hands, then tosses them forward. Yes (collateral)
Inkling Blasts the opponent away with the Splattershot, covering them in ink. Yes[1]
Isabelle Tosses the opponent with her net. No
Ivysaur Super Smash Bros. Brawl Tosses the opponent forward with its vines.
Super Smash Bros. Ultimate Headbutts the opponent away.
Super Smash Bros. Brawl No
Super Smash Bros. Ultimate Yes
Jigglypuff Super Smash Bros. Spins once and tosses the opponent straight up with one arm. From Melee onward, this is Jigglypuff's up throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Puffs up to launch the opponent.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Joker Tosses the opponent with a flourish of his arm. No
Ken Performs the seoi nage, a judo throw. No
King Dedede Launches the opponent with an upward hammer swing. Yes
King K. Rool Slams the opponent onto the ground with one hand. Yes (collateral)
Kirby Super Smash Bros. Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion. From Melee onward, this is Kirby's up throw.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Jumps with the grabbed opponent, somersaults forward, them slams them onto the ground, bouncing off after they are launched.
No
Link Kicks the opponent away. Yes
Little Mac Launches the opponent with an overhead punch. Yes
Lucario Super Smash Bros. BrawlSuper Smash Bros. 4 Quickly pushes the opponent away with an aura pulse.
Super Smash Bros. Ultimate Blasts the opponent away with aura from its palms.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Lucas Tosses the opponent with PSI. No
Lucina Super Smash Bros. 4 Tosses the opponent forward between her legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Luigi Super Smash Bros.Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Spins around once and tosses the opponent.
Super Smash Bros. Ultimate Slams the opponent onto the ground with the Poltergust G-00.
No
Mario Spins around once and tosses the opponent. No
Marth Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Tosses the opponent forward between his legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Mega Man Lifts the opponent overhead and tosses them with the Super Arm. No
Meta Knight Launches the opponent with a backflip kick. Yes
Mewtwo Tosses the opponent at a diagonal angle, then fires five small Shadow Balls at them. Yes
Mii Brawler Launches the opponent with a backhand swipe. No
Mii Gunner Punches the opponent away with the arm cannon. Yes
Mii Swordfighter Kicks the opponent away. Yes
Mr. Game & Watch Juggles the opponent as a ball from back to front, then tosses them. No
Ness Twirls the opponent around once with PSI, then tosses them. No
Olimar Super Smash Bros. BrawlSuper Smash Bros. 4 The Pikmin grabbing the opponent tosses them forward.
Super Smash Bros. Ultimate The Pikmin grabbing the opponent slam them onto the ground in front of Olimar.
No
Pac-Man Shoves the opponent. No
Palutena Telekinetically shoves the opponent. No
Peach Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Slaps the opponent away.
Super Smash Bros. Ultimate Toad launches the opponent with a ramming headbutt.
Yes
Pichu Zaps the opponent on its back, then launches them forward. Causes recoil damage to Pichu. Yes
Pikachu Super Smash Bros. Somersaults forward once and tosses the opponent.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Zaps the opponent on its back, then launches them forward.
Super Smash Bros. No
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4Super Smash Bros. Ultimate Yes
Piranha Plant Headbutts the opponent away. Yes
Pit Slashes the opponent with an upward swing of the Silver Bow. Yes
R.O.B. Tosses the opponent with both hands. No
Richter Spins around once and tosses the opponent. No
Ridley Lifts the opponent overhead and tosses them with one hand. No
Robin Tosses the opponent using magic. No
Rosalina & Luma Telekinetically spins the opponent once, then tosses them. No
Roy Super Smash Bros. MeleeSuper Smash Bros. 4 Tosses the opponent forward between his legs.
Super Smash Bros. Ultimate Launches the opponent with an elbow thrust.
No
Ryu Performs the seoi nage, a judo throw. No
Samus Extends the Grapple Beam and lifts the opponent overhead, then tosses them. No
Sheik Launches the opponent with a shoulder ram. Yes
Shulk Slashes the opponent with an upward swing of the Monado. Yes
Simon Spins around once and tosses the opponent. No
Snake Slams the opponent onto the ground. No
Sonic Launches the opponent with a stretch kick. Yes
Squirtle Dropkicks the opponent away. Yes
Toon Link Launches the opponent with a shoulder ram. Yes
Villager Tosses the opponent with his net. No
Wario Super Smash Bros. Brawl Spins the opponent around three times with both hands, then tosses them forward.
Super Smash Bros. 4Super Smash Bros. Ultimate Launches the opponent with a rear thrust.
Super Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Wii Fit Trainer Serves the opponent like a volleyball. Yes
Wolf Super Smash Bros. Brawl Launches the opponent with a backhanded swipe.
Super Smash Bros. Ultimate Slashes the opponent away with his free hand.
Yes
Yoshi Spits the opponent forward. No
Young Link Kicks the opponent away. Yes
Zelda Telekinetically tosses the opponent. No
Zero Suit Samus Super Smash Bros. BrawlSuper Smash Bros. 4 Extends the Plasma Whip to zap the opponent, then releases them.
Super Smash Bros. Ultimate Kicks the opponent away.
Yes

Notes

  1. ^ The hitbox is not active if Inkling has no ink left, resulting in only the throw.

Notable forward throws

  • Donkey Kong's forward throw in all games is unique in that rather than throwing the opponent, it triggers another grab state unique to Donkey Kong, where he carries the opponent on his back the same way he does with heavy items. This state is known as the cargo (officially Kong Karry via Ultimate's tips), and allows Donkey Kong to move and jump while holding the opponent, as well as perform four cargo throws (two in the original SSB) by pressing the attack button alongside a direction, giving him a total of seven throws. However, like regular grabs, the carried opponent can break free via button mashing, triggering a grab release.
    • Due to its extreme versatility, Donkey Kong's cargo is one of his most useful moves in all its appearances. Notably, it can be used to carry the opponent offstage and stage spike them, KOing them at higher percentages if they fail to tech. In SSB, the opponent takes damage upon breaking free from it, which can be exploited for the infinite throw trap. Lastly, in Smash 4 and Ultimate, Donkey Kong's upward cargo throw is a reliable combo starter, and even possesses a KO setup into his up aerial at mid-high percentages in the former game, which is colloquially known as the "Ding-Dong" and serves as his most effective KO option.
  • Mewtwo's forward throw is the only one to release projectiles, in the form of Shadow Balls that can be reflected and absorbed. In Smash 4 and Ultimate, it is one of the most damaging forward throws if all projectiles connect.
  • Kirby's forward throw in Melee causes him to functionally leave the ground, and can be used for a Kirbycide. However, it depletes all of Kirby's jumps, and it is one of the only two standard throws in the series that can be escaped without receiving external knockback (the other being his back throw). From Brawl onward, it no longer exhibits these properties, but it has lower ending lag and a higher launch angle that give it several followups, especially in Brawl at low percentages.
  • Corrin's forward throw possesses a tipper hitbox that only affects nearby opponents, and can KO considerably earlier than the throw itself. This is also the case for his back throw.
  • Ness' forward throw in all games except Smash 64 is notable for having extremely high base knockback, but extremely low knockback scaling, which allows it to set up edgeguards easily and KO very early near the horizontal blast lines (such as in walk-off stages or Smashville's platform), but makes it extremely weak otherwise, not KOing opponents until around 900% from the center of Final Destination.
    • Villager and Isabelle's forward throws have similar properties, and are even weaker, failing to KO from center stage even at 999%.
  • Marth's forward throw in Melee and Brawl is an effective tech-chasing option against heavyweights and fast fallers, due to its low knockback and ending lag. In Smash 4, its base knockback was greatly increased, removing this ability, although it can still combo into his Crescent Slash custom up special, or a forward aerial at low percentages. In Ultimate, however, the faster knockback physics and removal of custom specials have resulted in it losing all its combo potential.
  • Peach's forward throw in Melee is the strongest not only in the game, but the series, KOing most characters at around 110% at the edge. From Brawl onward, its power has been reduced, not KOing until around 170% at the edge, and being weaker than her back throw in Smash 4 and Ultimate.
  • Jigglypuff's forward throw in Melee is unique in that the throw's intended knockback is overriden by the pre-throw hitbox's much higher knockback; this makes it the second strongest forward throw in the game, KOing most characters at around 140% at the edge. In later games, however, the throw works properly, and the move is significantly weaker as a result, being unable to KO under 400% even at the edge.
  • Lucario's forward throw in Brawl and Smash 4 is the fastest throw in the series, releasing opponents as soon as frame 4.
  • In Smash 4 and Ultimate, the forward throws of Bowser, Pit, Dark Pit, and Wario (except in Ultimate) are all among the strongest in the game, KOing at around 130% near the edge.