Down throw: Difference between revisions
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*[[Snake]]'s down throw uses a unique "[[down]]" effect, laying the opponent down on the ground immediately after the throw with no knockback. It also has very low ending lag, and thus functions as an extremely potent tech-chasing option, most notably in ''Brawl'' where Snake can regrab the opponent and repeatedly use the throw. In ''Ultimate'', how long the opponent lays down on the ground before they can get up is proportional to their percentage, giving it guaranteed KO setups at very high percents. | *[[Snake]]'s down throw uses a unique "[[down]]" effect, laying the opponent down on the ground immediately after the throw with no knockback. It also has very low ending lag, and thus functions as an extremely potent tech-chasing option, most notably in ''Brawl'' where Snake can regrab the opponent and repeatedly use the throw. In ''Ultimate'', how long the opponent lays down on the ground before they can get up is proportional to their percentage, giving it guaranteed KO setups at very high percents. | ||
*[[Ryu]] and {{SSBU|Ken}}'s down throws have 50 extra [[shield damage]] on their hitboxes, which causes them to instantly [[shield break|break shields]] of nearby opponents. Along with Marth and Lucina's fully charged [[Shield Breaker]], as well as the tipper of {{SSB4|Ganondorf}}'s [[Warlock Blade]], they are the only moves that deal 50 extra shield damage. | *[[Ryu]] and {{SSBU|Ken}}'s down throws have 50 extra [[shield damage]] on their hitboxes, which causes them to instantly [[shield break|break shields]] of nearby opponents. Along with Marth and Lucina's fully charged [[Shield Breaker]], as well as the tipper of {{SSB4|Ganondorf}}'s [[Warlock Blade]], they are the only moves that deal 50 extra shield damage. | ||
*[[King K. Rool]]'s down throw, as well as [[R.O.B.]]'s in ''Ultimate'', are the only throws in the series that [[bury]] opponents. This gives them a different followup dynamic from other down throws, which largely depends on how fast the victim [[mash]]es to escape. [[Lucas]]' down throw in ''Smash 4'' and ''Ultimate'' also buries opponents, but only during its animation; they are launched normally afterwards. | *[[King K. Rool]]'s down throw, as well as [[R.O.B.]]'s in ''Ultimate'' and {{SSBU|Banjo & Kazooie}}'s, are the only throws in the series that [[bury]] opponents. This gives them a different followup dynamic from other down throws, which largely depends on how fast the victim [[mash]]es to escape. [[Lucas]]' down throw in ''Smash 4'' and ''Ultimate'' also buries opponents, but only during its animation; they are launched normally afterwards. | ||
*{{SSBM|Sheik}}'s down throw in the [[NTSC]] version of ''Melee'' is notable for its chain grabbing ability, which works on most characters in the game up to high percentages, and can even lead to a [[zero-to-death]] against [[fast faller]]s, although it requires proper tech-chasing and following the opponent's DI. In the [[PAL]] version of the game, it launches at a more horizontal angle, severely hindering its chain grabs. | *{{SSBM|Sheik}}'s down throw in the [[NTSC]] version of ''Melee'' is notable for its chain grabbing ability, which works on most characters in the game up to high percentages, and can even lead to a [[zero-to-death]] against [[fast faller]]s, although it requires proper tech-chasing and following the opponent's DI. In the [[PAL]] version of the game, it launches at a more horizontal angle, severely hindering its chain grabs. | ||
*{{SSBB|Falco}}, {{SSBB|King Dedede}}, and {{SSBB|Wolf}}'s down throws in ''Brawl'' are all notable for their chain grabbing potential. Falco and Wolf's can chain grab the entire cast from low to mid percents (moreso the former), while King Dedede's possesses [[set knockback]], allowing it to chain grab a large part of the cast at any percentage and even possessing wall [[infinite]]s. | *{{SSBB|Falco}}, {{SSBB|King Dedede}}, and {{SSBB|Wolf}}'s down throws in ''Brawl'' are all notable for their chain grabbing potential. Falco and Wolf's can chain grab the entire cast from low to mid percents (moreso the former), while King Dedede's possesses [[set knockback]], allowing it to chain grab a large part of the cast at any percentage and even possessing wall [[infinite]]s. |
Revision as of 09:41, September 6, 2019
A down throw (下投げ, Down/lower/under throw; commonly abbreviated as d-throw or Dthrow, and referred to as ThrowLw internally), commonly abbreviated as d-throw, is a throw performed by tilting the control stick down after having grabbed the opponent. They were introduced in Super Smash Bros. Melee; in the original Super Smash Bros., there were only forward throws and back throws. In the transition to Melee, Captain Falcon's previous forward throw became his down throw, and he instead received a new forward throw.
Down throws typically depict the user slamming the victim onto the ground, bouncing them off at diverse vertical angles, and possess low knockback to the point of not KOing even in Sudden Death, as well as low ending lag. Because of this, they are excellent combo starters for several characters throughout all games, acting as the go-to throw when the opponent is at low to medium percentages, or even high percentages depending on the specific down throw's combo potential. In Melee and Brawl, many down throws can also be used for chain grabs, most notably Sheik's in Melee and King Dedede's in Brawl, even leading to zero-to-death combos against some characters. However, despite their vertical launch angle and low knockback, some down throws possess too much ending lag to allow for any true combos, such as Toon Link's, Zero Suit Samus's in Ultimate, and Duck Hunt's, while still failing to KO at realistic percentages; such throws are generally considered useless, and ignored in favor of the characters' other throws.
List of down throws
Down throws with hitboxes consist of two or more hits on the grabbed opponent (the hitbox, then the throw), and can affect other opponents near the thrower.
Character | Description | Hitbox |
---|---|---|
Banjo & Kazooie | Banjo slams the opponent into the ground, burying them. | |
Bayonetta | Stomps the opponent with one heel. | |
Bowser | Performs a belly flop. | |
Bowser Jr. | Deploys a drill from below the Koopa Clown Car and rotates it onto the opponent on the ground, hitting multiple times. | |
Captain Falcon | Lifts the opponent overhead and slams them onto the ground with one arm. | |
Charizard | Breathes fire at the opponent on the ground (akin to Flamethrower), hitting them multiple times. | |
Chrom | Slams the opponent onto the ground with one arm. | |
Cloud | Slams the opponent onto the ground with one arm. | |
Corrin | Turns into dragon form and stomps the opponent with his front legs. | |
Daisy | Toad jumps and headbutts the opponent onto the ground. | |
Dark Pit | Puts the opponent on the ground and stabs them with the Silver Bow. | |
Dark Samus | Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground. | |
Diddy Kong | Throws the opponent onto the ground with a leapfrog-like maneuver. | |
Donkey Kong | Slams the opponent onto the ground with one arm. | |
Dr. Mario | Slams the opponent onto the ground with both arms. | |
Duck Hunt | The dog slams the opponent onto the ground with his mouth. | |
Falco | Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward. Puts the opponent on the ground and fires one shot at them from his Blaster, releasing them afterward. |
|
Fox | Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward. | |
Ganondorf | Lifts the opponent overhead and slams them onto the ground with one arm. | |
Greninja | Slams the opponent onto the ground with one arm. | |
Hero | Performs a horizontal somersault and slams the opponent onto the ground with one arm. | |
Ice Climbers | Lifts the opponent overhead and slams them onto the ground with one arm. Faces the screen and lifts the opponent overhead with both arms, them slams them onto the ground. |
|
Ike | Slams the opponent onto the ground with one arm, then performs a knee drop. | |
Incineroar | Performs a chokeslam. | |
Inkling | Slams the opponent onto the ground with one arm. | |
Isabelle | Slams the opponent onto the ground with her net. | |
Ivysaur | Slams the opponent onto the ground with its vines. | |
Jigglypuff | Puts the opponent on the ground and rolls on them. | |
Joker | Slams the opponent on the ground with a flourish of his arm. | |
Ken | Puts the opponent on the ground and punches them down. | |
King Dedede | Sits on the opponent. Jumps and slams the opponent onto the ground with one arm. |
|
King K. Rool | Performs a piledriver. | |
Kirby | Puts the opponent on the ground and repeatedly kicks them at an extremely fast rate. | |
Link | Puts the opponent on the ground and performs an elbow drop. | |
Little Mac | Performs a double axe handle swing against the ground. | |
Lucario | Lifts the opponent overhead and slams them onto the ground with both arms. | |
Lucas | Piledrives the opponent onto the ground using PSI. Piledrives the opponent onto the ground using PSI, aesthetically burying them before they are released. |
|
Lucina | Slams the opponent onto the ground with one arm. | |
Luigi | Slams the opponent onto the ground with both arms. Performs a Ground Pound. |
|
Mario | Slams the opponent onto the ground with both arms. | |
Marth | Slams the opponent onto the ground with one arm. | |
Mega Man | Slams the opponent onto the ground with the Super Arm. | |
Meta Knight | Puts the opponent on the ground and repeatedly kicks them at a fast rate. | |
Mewtwo | Slams its tail down on the opponent from a somersault. | |
Mii Brawler | Puts the opponent on the ground and performs a karate chop. | |
Mii Gunner | Slams the opponent onto the ground with one arm. | |
Mii Swordfighter | Slams the opponent onto the ground with one arm, then performs a knee drop. Slams the opponent onto the ground with one arm. |
|
Mr. Game & Watch | Juggles the opponent as a ball from front to back, then slams them onto the ground. | |
Ness | Puts the opponent on the ground and unleashes fire on them from his index fingers (akin to PK Fire), hitting them multiple times. | |
Olimar | The Pikmin grabbing the opponent slams onto them. The Pikmin grabbing the opponent leap a short distance upward with them, then fall back down and slam them onto the ground. |
|
Pac-Man | Puts the opponent on the ground and bites them three times in his Classic Form. | |
Palutena | Telekinetically slams the opponent onto the ground. | |
Peach | Slams her rear down on the opponent. Toad jumps and headbutts the opponent onto the ground. |
|
Pichu | Slams its tail down on the opponent from a somersault. | |
Pikachu | Slams its tail down on the opponent from a somersault. | |
Piranha Plant | Puts the opponent on the ground and bites them twice. | |
Pit | Puts the opponent on the ground and stabs them with the Palutena Bow. | |
R.O.B. | Turns the opponent upside down and drills them onto the ground. | |
Richter | Slams the opponent onto the ground with one arm. | |
Ridley | Slams the opponent onto the ground with one arm. | |
Robin | Slams the opponent onto the ground using magic. | |
Rosalina & Luma | Telekinetically slams the opponent onto the ground. | |
Roy | Slams the opponent onto the ground with one arm. | |
Ryu | Puts the opponent on the ground and punches them down. | |
Samus | Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground. | |
Sheik | Puts the opponent on the ground and performs an axe kick from a somersault. | |
Shulk | Puts the opponent on the ground and stabs them with the Monado. | |
Simon | Slams the opponent onto the ground with one arm. | |
Snake | Slowly puts the opponent on the ground, leaving them knocked down. | |
Sonic | Rolls onto the opponent on the ground, hitting them multiple times. | |
Squirtle | Sits on the opponent. | |
Toon Link | Puts the opponent on the ground and performs an elbow drop. | |
Villager | Slams the opponent onto the ground with his net. | |
Wario | Sits on the opponent. | |
Wii Fit Trainer | Slams the opponent onto the ground between both legs. | |
Wolf | Puts the opponent on the ground, then somersaults backward and slashes them forward with one hand. Jumps and slams the opponent onto the ground with one arm. |
|
Yoshi | Spits the opponent against the ground. | |
Young Link | Puts the opponent on the ground and performs an elbow drop. | |
Zelda | Puts the opponent on the ground and kicks out magic energy at them, hitting multiple times. | |
Zero Suit Samus | Puts the opponent on the ground and performs an axe kick. |
Notable down throws
- Fox and Falco's down throws are the only ones to release projectiles, in the form of lasers that can be reflected and absorbed. Unlike their back throws and up throws, the lasers are fired at point blank and before the opponent is released (rather than after), making their down throws behave more normally, although this still means a thrown opponent wearing a Franklin Badge (or Hero with Bounce activated) will cause the lasers to hit Fox/Falco instead of the opponent, and interrupt the throw in Falco's case.
- In Melee, both characters' throws also meteor smash opponents onto the ground with extremely high base knockback, making them useful for tech-chasing, and allowing them to KO opponents off the edge if they fail to meteor cancel. In Brawl, they instead launch at a horizontal angle, and the meteor smash property is possessed by Mr. Game & Watch's down throw, which is an even more effective tech-chasing option. From Smash 4 onward, no regular characters' down throws can meteor smash.
- Snake's down throw uses a unique "down" effect, laying the opponent down on the ground immediately after the throw with no knockback. It also has very low ending lag, and thus functions as an extremely potent tech-chasing option, most notably in Brawl where Snake can regrab the opponent and repeatedly use the throw. In Ultimate, how long the opponent lays down on the ground before they can get up is proportional to their percentage, giving it guaranteed KO setups at very high percents.
- Ryu and Ken's down throws have 50 extra shield damage on their hitboxes, which causes them to instantly break shields of nearby opponents. Along with Marth and Lucina's fully charged Shield Breaker, as well as the tipper of Ganondorf's Warlock Blade, they are the only moves that deal 50 extra shield damage.
- King K. Rool's down throw, as well as R.O.B.'s in Ultimate and Banjo & Kazooie's, are the only throws in the series that bury opponents. This gives them a different followup dynamic from other down throws, which largely depends on how fast the victim mashes to escape. Lucas' down throw in Smash 4 and Ultimate also buries opponents, but only during its animation; they are launched normally afterwards.
- Sheik's down throw in the NTSC version of Melee is notable for its chain grabbing ability, which works on most characters in the game up to high percentages, and can even lead to a zero-to-death against fast fallers, although it requires proper tech-chasing and following the opponent's DI. In the PAL version of the game, it launches at a more horizontal angle, severely hindering its chain grabs.
- Falco, King Dedede, and Wolf's down throws in Brawl are all notable for their chain grabbing potential. Falco and Wolf's can chain grab the entire cast from low to mid percents (moreso the former), while King Dedede's possesses set knockback, allowing it to chain grab a large part of the cast at any percentage and even possessing wall infinites.
- Lucas and Squirtle's down throws in Brawl are some of the strongest in the series, and among the few down throws that can KO reliably, doing so under 170% even with proper DI. In later games, they deal drastically less knockback that removes their KO potential, but the changes to hitstun canceling enable them to start combos at various percents.
- Shulk's down throw in Smash 4 is the strongest in the series with the Smash Monado Art activated, KOing at around 110% at the edge and 180% from center stage. In Ultimate, however, it has been greatly nerfed, no longer KOing at the edge until around 170% even with the Smash Art's increased knockback multiplier.
- Diddy Kong's down throw in Smash 4 is notable for easily comboing into aerial attacks against nearly any character, even at high percents, which originally allowed for a guaranteed KO setup into an up aerial. This ability to easily both combo and KO opponents initially created controversy over the character in competitive play, and the KO setup was infamously known as the "Hoo-Hah", due to StaticManny shouting the phrase whenever it happened to Hungrybox in a set vs. Player-1 at Paragon Orlando 2015. However, updates 1.0.6 and 1.0.8 severely nerfed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
- Luigi and Mr. Game & Watch in Smash 4 have the down throws with the best combo potential, giving them a large amount of combos in comparison to most other characters: Luigi's down throw can combo into up smash, any of his aerials, Luigi Cyclone and even Super Jump Punch to KO, while Mr. Game & Watch's can combo into jab, up tilt or up smash at low percents, then into any aerial, Fire, Oil Panic, or Judge - the last of which can lead to a one-hit KO if it rolls a #9.
Trivia
- In the NTSC version of Melee, Bowser's down throw does no damage to Jigglypuff and Mr. Game & Watch. This is due to the throw's hitbox not having its timing properly adjusted for weight-dependent speed, causing it to be completely skipped against characters with a weight value of 60. This was corrected in the PAL version of the game.
- Likewise, when Ness uses his down throw against Mr. Game & Watch in Melee, only the last hit affects him, so he only receives 4% damage. Additionally, in Brawl, Jigglypuff is unaffected by the first hit of Link's down throw.
- In Brawl, regardless of level, a CPU attacked by Snake's down throw will always roll to the nearest ledge, never choosing another option. This makes it possible to infinitely use the move on them and set up an easy KO afterwards.
- In Melee, as the first nine hits of Kirby's down throw are meteor smashes, KOing with it awards the Meteor Smash bonus, as well as other related, even though neither the final hit nor the throw itself are meteor smashes.
- In spite of this, the first hit of Peach's down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.
Attacks in the Super Smash Bros. series | |
---|---|
Standard ground attacks | Neutral attack · Dash attack |
Tilt attacks | Forward tilt · Up tilt · Down tilt · Crouching attack |
Smash attacks | Forward smash · Up smash · Down smash |
Aerial attacks | Neutral aerial · Forward aerial · Back aerial · Up aerial · Down aerial · Grab aerial · Glide attack |
Throws | Grab · Pummel · Forward throw · Back throw · Up throw · Down throw |
Get-up attacks | Floor attack · Edge attack |
Special moves | Neutral special move · Side special move · Up special move · Down special move · Command-input move · Final Smash |