Forward throw: Difference between revisions
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|{{SSBM|Bowser}}||Throws opponent forward with a long [[startup]]. Can act as a potential KO move at high percentages.||5-10%. | |{{SSBM|Bowser}}||Throws opponent forward with a long [[startup]]. Can act as a potential KO move at high percentages.||5-10%. | ||
|- | |- | ||
|{{SSBM|Captain Falcon}}||Punches foe forward. Oddly, has two hits | |{{SSBM|Captain Falcon}}||Punches foe forward. Oddly, has two hits. ||5% (first hit), 4% (second hit) 9% (total) | ||
|- | |- | ||
|{{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|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). | ||
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|{{SSBM|Zelda}}||Launches her opponent forward, with above average knockback.||12%. | |{{SSBM|Zelda}}||Launches her opponent forward, with above average knockback.||12%. | ||
|} | |} | ||
==Forward throws in ''[[Super Smash Bros. Brawl]]''== | ==Forward throws in ''[[Super Smash Bros. Brawl]]''== | ||
{|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left" | {|class="wikitable sortable" style="margin:1em auto 1em auto; text-align:left" |
Revision as of 16:49, November 4, 2013
The forward throw is a throw performed by pressing forward on the control stick after having grabbed the enemy. Forward throws are often used to knock away an opponent, or comboing. Some can even be used to chaingrab.
Forward throws in Super Smash Bros
Similar to the back throw, the forward throw has high knockback and is a viable KO move for every character besides Jigglypuff.
Character | Description | Damage |
---|---|---|
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%. |
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 on his back. However, foes will eventually automatically escape from his grasp. The throw has decent knockback. Can be used to perform the infinite throw trap. | 8% (carry), 8% (throw). |
Fox | Throws foe forward. Can chaingrab at very low percentages. A pretty decent KO throw when used near the edge at high percentages. | 12%. |
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 can easily lead into a Rest against fastfallers. | 14%. |
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. | 13%. |
Link | Violently kicks his foe forward with good power. Often throws the foe far enough to set up a quick Boomerang or Bomb-based edgeguard, or it can simply lead into an aerial combo at lower percentages. | 14%. |
Luigi | Same as Mario's, but can deal more damage. | 12-16%. |
Mario | Swings the foe once and tosses them in front of him. A good throw in terms of knockback. | 12%. |
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%. |
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%. |
Samus | Grabs opponent via Grapple Beam and tosses them forward with good power. | 12-16%. |
Yoshi | Reels back with opponent in mouth and throws them forward with decent horizontal knockback. | 9-12%. |
Forward throws in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Bowser | Throws opponent forward with a long startup. Can act as a potential KO move at high percentages. | 5-10%. |
Captain Falcon | Punches foe forward. Oddly, has two hits. | 5% (first hit), 4% (second hit) 9% (total) |
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). |
Dr. Mario | Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding followup. | 9%. |
Falco | Punches opponent forward. Can chaingrab floaty characters at low percentages. Generally used to get the opponent offstage. | 7%. |
Fox | Same as Falco's, but can't reliably chaingrab any characters unlike his. | 7%. |
Ganondorf | Punches opponent forward. Consists of two hits. Can be used to set up edgeguarding situations at high percentages. | 5% (first hit), 4% (second hit), 9% (total). |
Ice Climbers | Takes the opponent and swings their mallets in a Bat-like way, launching the opponent forward. Two indiscernable hits. | 11%. |
Jigglypuff | Puffs itself up slightly and launches opponent forward. Surprising knockback for a throw in Melee, can usually KO near the edge at around 130%, though its rather high ending lag limits followup options. | 12%. |
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 jumps before he lands. | 8%. |
Link | Kicks opponent a short distance in front of him. Pretty weak knockback. One apparent kick, but mysteriously, two hits. | 4% (first hit), 3% (second hit), 9% (total). |
Luigi | Spin opponent once then throws them forward. Relatively weak but can be used to get the opponent offstage easily. | 4-7%. |
Mario | Same as Luigi's, but deals more damage | 9%. |
Marth | Pushes opponent forward, tripping them with the leg. Extremely weak damage and knockback. | 4%. |
Mewtwo | Throws its opponent diagonally forward and shoots with multiple small Shadow Balls that can also be absorbed and reflected. | 9%. |
Mr. Game & Watch | Juggles the opponent as a ball, then launches them forward. | 4-8%. |
Ness | Throws the opponent forward. Very strong base knockback, but very low knockback scaling. | 11%. |
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. | 1-10%. |
Pichu | Puts opponent on its back, zaps them, then knocks them forward. | 9% damage to opponent, 1% recoil damage. |
Pikachu | Same as Pichu's, but it doesn't give recoil damage. | 9%. |
Roy | Knocks opponent forward very weakly. Can chaingrab certain heavyweights at very low percentages and can regrab into other throws. | 5%. |
Samus | Brings her opponent up with her Grapple Beam and launches them forward. | 9%. |
Sheik | Punches opponent forward. Low horizontal knockback and hitstun. | 8%. |
Yoshi | Spits opponent forward. | 6%. |
Young Link | Kicks opponent forward. Can chaingrab most heavyweights, or can simply lead into a followup such as a forward tilt. | 6%. |
Zelda | Launches her opponent forward, with above average knockback. | 12%. |
Forward throws in Super Smash Bros. Brawl
Character | Description | Damage |
---|---|---|
Bowser | Launches foe forward using his head. Decently low knockback; will rarely KO even when relatively close to a walk-off blast line. | 10%. |
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%. |
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%. |
Diddy Kong | Tosses opponent forward with decent knockback. Very similar animation to his back throw, but does more damage and less knockback. | 11%. |
Donkey Kong | Regardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and 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). |
Falco | Punches his opponent forward. | 7%. |
Fox | Same as Falco's. | 7%. |
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%. |
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 hopped forward aerial meteor smash, it can KO at 50%. | 8%. |
Ike | Kicks the opponent forwards. Low base knockback and scaling. | 6%. |
Ivysaur | Holds opponent in its vines and tosses them forward. | 8%. |
Jigglypuff | Puffs itself slightly, hitting the opponent forward. Low knockback, some ending lag. | 10%. |
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 Hammer. Can additionally chaingrab at low percentages, and also lead into an up aerial then a regrab. | 8%. |
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 DIs it the wrong way. Commonly used to get the opponent offstage after a down throw chaingrab across the stage. | 12%. |
Link | Lets go of the opponent then kicks them forward, football punt style. | 7%. |
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. | Template:AuraDamage. |
Lucas | Psychokinetically tosses opponent forward. | 10%. |
Luigi | Spins opponent once then throws them forward. Can chaingrab most characters at very low percentages on neutral stages. | 9%. |
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%. |
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%. |
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%. |
Mr. Game & Watch | Juggles the opponent as a ball and then launches them forward. | 8%. |
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 gimping or edgeguarding. | 11%. |
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). |
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 buffers a dash grab. | 2%, then 8%. |
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%. |
Pit | Slashes the opponent with his blade. Can chaingrab at very low percentages against heavier characters. | 10%. |
R.O.B. | Tosses opponent forward. Very quick, useful for getting the opponent offstage. | 10%. |
Samus | Flings opponent forward with her Grapple Beam. | 9%. |
Sheik | Elbows the opponent with her left arm, punching them forward. | 5% then 2%. |
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%. |
Sonic | Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can combo into up aerial juggles, but it can be heavily DI'ed backwards. Similar to Meta Knight's forward throw. | 9%. |
Squirtle | Puts opponent in front of it, then kicks them. | 9%. |
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%. |
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%. |
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%. |
Yoshi | Spits the opponent forward. | 7%. |
Zelda | Telekinetically twirls opponent and throws them forward. | 12%. |
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%. |
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 |