Forward throw: Difference between revisions
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==Notable forward throws== | ==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 [[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 | *[[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 ''Smash 64'') 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 '' | **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 ''Smash 64'', the opponent takes damage upon breaking free from it, which can be exploited for the [[infinite throw trap]] (this also works in ''Brawl'' against {{SSBB|Ness}} and {{SSBB|Lucas}}). Lastly, in ''Melee'', ''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 ''Smash 4'', 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 [[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 [[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. | ||
*{{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, | *{{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, making it a reliable combo starter, 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. | *[[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 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}}. | *[[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}}. | ||
**In ''Smash 64'', Ness' forward throw has lower base knockback but has much higher knockback scaling and damage dealing 16%. It is the strongest forward throw not only in the game, but the series being able to KO {{SSB|Mario}} at around 105% from the center of {{SSB|Dream Land}}. | |||
**[[Villager]] and [[Isabelle]]'s forward throws have similar properties, and are even weaker, failing to KO from center stage even at 999%. | **[[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 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. | *[[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. | ||
*{{SSBM|Peach}}'s forward throw in ''Melee'' is the strongest | *{{SSBM|Peach}}'s forward throw in ''Melee'' is the strongest in the game, 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''. | ||
*{{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. | *{{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. | ||
*[[Lucario]]'s forward throw in ''Brawl'' and ''Smash 4'' is the fastest throw in the series, releasing opponents as soon as [[frame]] 4. | *[[Lucario]]'s forward throw in ''Brawl'' and ''Smash 4'' is the fastest throw in the series, releasing opponents as soon as [[frame]] 4. |
Revision as of 18:22, October 26, 2019
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 | |
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Banjo & Kazooie | Banjo faces away and Kazooie kicks the opponent away with her talons. | ||
Bayonetta | Performs the Tetsuzanko technique. | ||
Bowser | Tosses the opponent with his head. | ||
Bowser Jr. | Punches the opponent away with a boxing glove from the Koopa Clown Car. | ||
Captain Falcon | Lifts the opponent overhead and slams them onto the ground with one arm. From Melee onward, this is Captain Falcon's down throw. Launches the opponent with a backhanded punch. |
| |
Charizard | Fully spins its head around with the grabbed opponent, then tosses them forward. | ||
Chrom | Launches the opponent with an elbow thrust. | ||
Cloud | Dropkicks the opponent, performing a backflip after launching them. | ||
Corrin | Transforms his free arm into a Dragon Fang spear and stabs the opponent with it. | ||
Daisy | Toad launches the opponent with a ramming headbutt. | ||
Dark Pit | Slashes the opponent with an upward swing of the Silver Bow. | ||
Dark Samus | Extends the Grapple Beam and lifts the opponent overhead, then tosses them. | ||
Diddy Kong | Lifts the opponent overhead and tosses them with both hands. | ||
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 ( onward): Heaves the opponent upward. Down: Hurls the opponent forward like a bowling ball. Performs a gorilla press slam. Performs a bear hug. |
||
Dr. Mario | Spins around once and tosses the opponent. | ||
Duck Hunt | The dog swings his head back and tosses the opponent. | ||
Falco | Punches the opponent away. | ||
Fox | Somersaults forward once and tosses the opponent. Punches the opponent away. |
| |
Ganondorf | Launches the opponent with a backhanded punch. Launches the opponent with an uppercut. |
||
Greninja | Tosses the opponent with both hands. Launches the opponent with a palm thrust. |
| |
Hero | Plunges his sword on the ground, lifts the opponent overhead and tosses them with both hands. | ||
Ice Climbers | Launches the opponent with a horizontal hammer swing. | ||
Ike | Kicks the opponent away. | ||
Incineroar | Spins the opponent around four times with both hands, then tosses them forward. | (collateral) | |
Inkling | Blasts the opponent away with the Splattershot, covering them in ink. | [1] | |
Isabelle | Tosses the opponent with her net. | ||
Ivysaur | Tosses the opponent forward with its vines. Headbutts the opponent away. |
| |
Jigglypuff | Spins once and tosses the opponent straight up with one arm. From Melee onward, this is Jigglypuff's up throw. Puffs up to launch the opponent. |
| |
Joker | Tosses the opponent with a flourish of his arm. | ||
Ken | Performs the seoi nage, a judo throw. | ||
King Dedede | Launches the opponent with an upward hammer swing. | ||
King K. Rool | Slams the opponent onto the ground with one hand. | (collateral) | |
Kirby | Leaps with the opponent to the top of the stage offscreen, then falls back down and slams them onto the ground, creating an explosion. From Melee onward, this is Kirby's up throw. Jumps with the grabbed opponent, somersaults forward, them slams them onto the ground, bouncing off after they are launched. |
||
Link | Kicks the opponent away. | ||
Little Mac | Launches the opponent with an overhead punch. | ||
Lucario | Quickly pushes the opponent away with an aura pulse. Blasts the opponent away with aura from its palms. |
| |
Lucas | Tosses the opponent with PSI. | ||
Lucina | Tosses the opponent forward between her legs. Launches the opponent with an elbow thrust. |
||
Luigi | Spins around once and tosses the opponent. Slams the opponent onto the ground with the Poltergust G-00. |
||
Mario | Spins around once and tosses the opponent. | ||
Marth | Tosses the opponent forward between his legs. Launches the opponent with an elbow thrust. |
||
Mega Man | Lifts the opponent overhead and tosses them with the Super Arm. | ||
Meta Knight | Launches the opponent with a backflip kick. | ||
Mewtwo | Tosses the opponent at a diagonal angle, then fires five small Shadow Balls at them. | ||
Mii Brawler | Launches the opponent with a backhand swipe. | ||
Mii Gunner | Punches the opponent away with the arm cannon. | ||
Mii Swordfighter | Kicks the opponent away. | ||
Mr. Game & Watch | Juggles the opponent as a ball from back to front, then tosses them. | ||
Ness | Twirls the opponent around once with PSI, then tosses them. | ||
Olimar | The Pikmin grabbing the opponent tosses them forward. The Pikmin grabbing the opponent slam them onto the ground in front of Olimar. |
||
Pac-Man | Shoves the opponent. | ||
Palutena | Telekinetically shoves the opponent. | ||
Peach | Slaps the opponent away. Toad launches the opponent with a ramming headbutt. |
||
Pichu | Zaps the opponent on its back, then launches them forward. Causes recoil damage to Pichu. | ||
Pikachu | Somersaults forward once and tosses the opponent. Zaps the opponent on its back, then launches them forward. |
| |
Piranha Plant | Headbutts the opponent away. | ||
Pit | Slashes the opponent with an upward swing of the Silver Bow. | ||
R.O.B. | Tosses the opponent with both hands. | ||
Richter | Spins around once and tosses the opponent. | ||
Ridley | Lifts the opponent overhead and tosses them with one hand. | ||
Robin | Tosses the opponent using magic. | ||
Rosalina & Luma | Telekinetically spins the opponent once, then tosses them. | ||
Roy | Tosses the opponent forward between his legs. Launches the opponent with an elbow thrust. |
||
Ryu | Performs the seoi nage, a judo throw. | ||
Samus | Extends the Grapple Beam and lifts the opponent overhead, then tosses them. | ||
Sheik | Launches the opponent with a shoulder ram. | ||
Shulk | Slashes the opponent with an upward swing of the Monado. | ||
Simon | Spins around once and tosses the opponent. | ||
Snake | Slams the opponent onto the ground. | ||
Sonic | Launches the opponent with a stretch kick. | ||
Squirtle | Dropkicks the opponent away. | ||
Terry | Unknown | ||
Toon Link | Launches the opponent with a shoulder ram. | ||
Villager | Tosses the opponent with his net. | ||
Wario | Spins the opponent around three times with both hands, then tosses them forward. Launches the opponent with a rear thrust. |
| |
Wii Fit Trainer | Serves the opponent like a volleyball. | ||
Wolf | Launches the opponent with a backhanded swipe. Slashes the opponent away with his free hand. |
||
Yoshi | Spits the opponent forward. | ||
Young Link | Kicks the opponent away. | ||
Zelda | Telekinetically tosses the opponent. | ||
Zero Suit Samus | Extends the Plasma Whip to zap the opponent, then releases them. Kicks the opponent away. |
Notes
- ^ 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 Smash 64) 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 Smash 64, the opponent takes damage upon breaking free from it, which can be exploited for the infinite throw trap (this also works in Brawl against Ness and Lucas). Lastly, in Melee, 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 Smash 4, 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, making it a reliable combo starter, 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.
- In Smash 64, Ness' forward throw has lower base knockback but has much higher knockback scaling and damage dealing 16%. It is the strongest forward throw not only in the game, but the series being able to KO Mario at around 105% from the center of Dream Land.
- 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 in the game, 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.
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 |