Down throw
A down throw is a throw performed by pressing down on the control stick after having grabbed the enemy, which become good KO potential moves at high damage percentages.
These throws are typically used as combo-starters or tech-chase moves in Super Smash Bros. Melee and tech-chase moves in Super Smash Bros. Brawl by following their DI and predicting an air dodge or jump, and a few, like Sheik's and King Dedede's, can be used to chain throw. There are no down throws in Super Smash Bros..
Down throw chain throws typically work only on floaty characters, who are generally more difficult to combo than fast-fallers; thus, they are highly valuable to any character. Toon Link's down throw can set up for a barrage of back aerials followed by a down aerial meteor smash.
List of down throws in Super Smash Bros. Melee
Character | Description | Damage |
---|---|---|
Mario | Looks to the front of the screen and slams his foe into the ground, flipping in the air and passing him/her through his legs. Can be a good chainthrow on certain characters. | 6%. |
Luigi | Same as Mario's except it sends the enemy upwards and slightly to the side, depending on the target's DI and does not stun the opponent long enough to combo or chain grab. | 7%. |
Dr. Mario | Same as Mario's. | 6%. |
Peach | Puts opponent down and sits on them. Can chain grab floaty characters, heavyweights and fast fallers at high percentages. | 7%. |
Bowser | Throws his foe on the ground and lands on them with tremendous force. | 12%. |
Donkey Kong | Violently shoves the enemy to the ground. | 7%. |
Yoshi | Spits the foe downwards, forcefully slamming him/her into the ground. | 4%. |
Link | Brings foe down and tackles. Leaves foes wide open for a combo, such as his Spin Attack or up tilt. | Two hits, first does 2%, then 4%, for a total of 6%. |
Zelda | Drops foe and zaps them, send foe behind her with weak knockback. | 5 hits, total damage 9%. |
Sheik | Punches enemy to the ground. In the NTSC version, Sheik can chain grab or tech chase many characters to high percentages. When compounded with a forward tilt, the throw can also chainthrow Space Animals at or to high percentages. | 8%. |
Ganondorf | Takes foe and violently bashes them to the floor. Can set up juggling. It can also chain throw a variety of characters at low percentages and can chain throw fastfallers up to high percentages. | 7%. |
Young Link | Very suddenly grounds the foe and tackles them. | 6%. |
Samus | Violently picks foe up with her Grapple Beam and slams them to the ground. Almost 100% of the time can use Up tilt to punish nearly any opponent. This attack has a set knockback. | 6%. |
Ice Climbers | Takes foe and slams them harshly into the ground. Only the lead Ice Climber attacks, though the foe is usually knocked right in front of the IC, leading into many quick combos. | 6%. |
Kirby | Throws the opponent on the ground, then stands on the opponent, rapidly hitting the enemy many times with his feet. Only the final hit does damage. KOing a foe with this move awards the player the Meteor Smash bonus, even though it actually sends the opponent straight up. | 8% |
Fox | Throws the opponent into the ground and shoots him/her with his blaster. Does not make opponents bounce off the ground like other down throws (except Falco) because it is a meteor smash. Not useful due to being able to tech out of it, but it has tech chase potential. Can lead into up-tilt or his Reflector. Meteor smashes over a ledge if his body is partially overlapping it. | 5 hits, dealing 4% damage. |
Falco | Same as Fox's. Can set up an up-tilt of predicted foe reaction an counter-attack is possible. It can also be used to start a shine combo. Like Fox, his down throw is not too useful due to it being easy to tech out of. Meteor smashes over a ledge if Falco grabs his opponent at the very edge of a platform. | 5 hits, 4% damage. |
Captain Falcon | Same as Ganondorf's. Easily lead into his side special. At low percentages, following his down throw and side special, an up smash or tilt is possible. At high percentages, follow with an neutral aerial or whatever, depending on the foe's DI reaction. | 7%. |
Pikachu | Places the opponent on the ground, then jumps on and zaps them. This is good for lower percent lightweights, as it will sometimes lead to a up smash; against fastfallers, it has chainthrow potential. Easily DIed than the up throw. | 10%. |
Mewtwo | Mewtwo throws its enemy down and hits with its tail. Can chain grab. | 11%, has set knockback. |
Pichu | Launches foe to floor and zaps them. No recoil damage to Pichu, even though it has an electric effect. | 10% |
Jigglypuff | Grinds foe with itself on the floor. | 6 hits, total damage 10%. |
Marth | Hooks arm and drags to the floor sending the opponent backward. Sets up tipper forward smash at low percentages. | 5%. |
Roy | Same as Marth's. | 6%. |
Ness | Throws the opponent downward, and hits the enemy with PK Fire. Has a decent amount of followups. | 5 hits, total damage 9%. |
Mr. Game & Watch | Juggles the enemy as a ball, then launches the opponent downwards. | 4-8% |
List of down throw in Super Smash Bros. Brawl
Character | Description | Damage | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mario | Slams opponent to the ground. | 6%. | ||||||||||||||||
Luigi | Same as Mario's. | 6%. | ||||||||||||||||
Peach | Sits on opponent. Can be used to chaingrab on lower percentages. | 7% | ||||||||||||||||
Bowser | Body slams the opponent. | 12%. | ||||||||||||||||
Donkey Kong | Violently slams opponent to the ground. Set ups a Forward Tilt and can chain grab at lower percents. | 7%. | ||||||||||||||||
Diddy Kong | Jumps and throws opponent on the ground. | 9%. | ||||||||||||||||
Yoshi | Spits opponent into the ground. | 4%. | ||||||||||||||||
Wario | Sits on opponent looking to the front of the screen. Can be used to chaingrab characters like Donkey Kong and Falco, but it is extremely hard to master because it requires a turn-around grab buffering. | 7% | ||||||||||||||||
Link | Throws opponent to the ground doing a spinning body slam afterwards jabbing opponent with his elbow. Can be used to chaingrab at lower percentages. | 7% | ||||||||||||||||
Zelda | Throws opponent on the ground and shocks them with magic. Can be used to set up a Forward or Back Air. It can also stage spike certain characters, such as Falco, King Dedede, Ganondorf, and Lucario. Even if they survive or tech out of stage spike, she can set up an early edge guard | 5 hits, does 10%. | ||||||||||||||||
Sheik | Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection. | 6%. | ||||||||||||||||
Ganondorf | Throws his opponent violently on the ground. Good tech-chasing move at lower percents. | 7%. | ||||||||||||||||
Toon Link | Does the same motion as Link except a bit faster. | 7%. | ||||||||||||||||
Samus | Slings opponent over her head then slams them down. | 6%. | ||||||||||||||||
Zero Suit Samus | Slams opponent on ground and stomps on them with one foot. | 7%. | ||||||||||||||||
Pit | Slams to the ground, then slashes. | Total damage 6%. | ||||||||||||||||
Ice Climbers | Spins and then throws the enemy to the ground. Can be used to chain grab infinitely with good timing if both Ice Climbers participate. | 6%. | ||||||||||||||||
R.O.B. | Drills the opponent to the ground. | 10%. No damage is done until the release. | ||||||||||||||||
Kirby | Performs Suplexes' Fury Stomp move from Kirby Super Star. Delivers 9 1% kicks leading up to him stomping. Can chain grab fast-fallers at low damages. | 12%. | ||||||||||||||||
Meta Knight | Quite similar to Kirby's except his stomps only give 2% each. Can tech-chase by predicting the opponent's DI. | 11% | ||||||||||||||||
King Dedede | Slams opponent on ground and sits on them looking front. Arguably one of the best chain grabs in the game: can grab all chaingrabbable characters in walls or even if it isn't a chaingrabbable character, it is instead a great tech-chasing move by predicting their rolls/tech rolls. | 8%. | ||||||||||||||||
Olimar The Pikmin that grabbed the opponent will slam him on the ground. | Yellow pikmin: 8%, red: 9%, blue: 12%, purple: 8%, white: 6%. | |||||||||||||||||
Fox | Throws enemy to the ground and shoots 4 times. | 9%. | ||||||||||||||||
Falco | Exactly like Fox's. It is an unescapable chain grab at lower percents, most characters can be chain grabbed until 42% with walking grab, dash grab and boost pivot grab (the last one at usually the 1st 2 throws) but it is significantly shorter on floaty characters and only walking grab works on them. To finish it Falco can either Dash attack canceled up smash combo or down aerial them to set up an edge guarding (though some characters can always survive it or SDI the down aerial's knockback back onto the stage). After chain grab range, it is a tech-chasing move. | 9%.
Notable Down Throws
Trivia
|