Super Smash Bros. series

Forward throw

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

The forward throw (前投げ, Front/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 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) and are generally the least useful throw for most characters, aside from setting up edgeguards.

Forward throws in Super Smash Bros

Similar to the back throw, the forward throw has high knockback and is a viable KO move near the edge for every character besides Jigglypuff and Captain Falcon. Many of these can be used to combo in the tent portion of Hyrule Castle.

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 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).
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 Pound, 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, though Kirby will always be KO'd first. 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. Can also hit an opponent into a Boomerang coming at them. 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 somewhat low horizontal knockback, at least compared to other throws. 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. 10%.
Captain Falcon Punches foe forward. Acts as a multi-hit throw. 5% then 4%.
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. 4% then 3%.
Fox Same as Falco's, but can't reliably chaingrab any characters unlike his. 4% then 3%.
Ganondorf Punches opponent forward. Consists of two hits. Can be used to set up edgeguarding situations at high percentages. 5% then 4%.
Ice Climbers Takes the opponent and swings their mallets in a bat-like way, launching the opponent forward. 6% then 5%.
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%.
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. 4% then 3%.
Luigi Spins opponent once, then throws them forward. Relatively weak but can be used to get the opponent offstage easily. 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. 3% (throw), 2% (Shadow Balls).
Mr. Game & Watch Juggles the opponent as a ball, then launches them forward. 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. 2% then 8%.
Pichu Puts opponent on its back, zaps them, then knocks them forward. 2% (hits 1-4 & throw), 1% recoil damage.
Pikachu Same as Pichu's, but it doesn't give recoil damage. 2% (hits 1-4 & throw).
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. 6% then 2%.
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. 2 hits of 3%.
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. 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%.
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 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. 10%.
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 lead into up aerial juggles, but it can be heavily DI'ed backwards. 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%.

Forward throws in Super Smash Bros. 4

Character Description Damage
Bayonetta Performs the Tetsuzanko technique, slamming into the opponent to knock them away. 7% (slam), 3% (throw)
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%.
Bowser Jr. Uppercuts opponent with Junior Clown Car's boxing glove. 3% then 6%.
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%.
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%.
Cloud Cloud kicks the opponent forward while doing a backflip. Low knockback. 4% then 3% (7% total)
Corrin Transforms he free arm and stabs the opponent with it, knocking them upwards away from him. 5% (first hit), 2% (throw)
Dark Pit Slashes the opponent with his blade. 6% then 4%.
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%.
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).
Dr. Mario Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding followup. 9%.
Duck Hunt Dog swings head forward and throws opponent. 8%.
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%.
Fox Punches his opponent forward. 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%.
Greninja Pushes opponent with one hand. 5%.
Ike Kicks the opponent forwards. Low base knockback and scaling. 7%.
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. 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%.
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. 10%.
Link Lets go of the opponent then kicks them forward, football punt style. 7%.
Little Mac Pulls back fist and overhand punches opponent. 4% then 4%.
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%+).
Lucas Telekinetically flings the opponent forwards. Can KO at high percentages. 10%.
Lucina Pushes opponent forward, tripping them with the leg. Same as Marth's. 4%.
Luigi Spins opponent once then throws them forward. 9%.
Mario It has low knockback scaling for a throw. It is mostly only used to get the opponent offstage. 8%.
Marth Pushes opponent forward, tripping them with the leg. Great for tech-chasing. Can also be used to setup a forward aerial combo. 4%.
Mega Man Throws opponent forward. 8%.
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%.
Mewtwo Throws its opponent diagonally forward and shoots 5 small Shadow Balls at the opponent 3% (throw), 2% (Shadow Balls).
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), 7% (White Pikmin), 7% (Purple Pikmin).
Pac-Man Thrusts opponent forward with his hand. 6%.
Palutena Throws opponent forward with magic while thrusting her chest forward. 9%.
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%.
Pikachu Places opponent on back, zaps them, then sends them forward. Useful for countering stale-move negation due to the multiple hits. 10%.
Pit Slashes the opponent with his blade. 6% then 4%.
R.O.B. Tosses opponent forward. Very quick, useful for getting the opponent offstage. 8%.
Robin Hits opponent with magic, sending them forward. 8%.
Rosalina & Luma Spins oppenent in front of her with magic and throws them. 9%.
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%.
Ryu The 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%.
Samus Flings opponent forward with her Grapple Beam. 9%.
Sheik Elbows the opponent with her left arm, punching them forward. 5% then 2%.
Shulk Hits opponent with an upward slash of the Monado. 3% then 8%.
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 juggles, but it can be heavily DI'ed backwards. 7%.
Toon Link Drops opponent quickly and shoulder tackles them forward. 7%.
Villager Swings net forward, throwing opponent. 9%.
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%.
Wii Fit Trainer Jumps up and spikes opponent like a volleyball. 3% then 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. 2% then 7%.

Lists of forward throws in Super Smash Bros. Ultimate

Character Description Damage
Bayonetta Performs a Tetsuzanko on the opponent. 7% (hit), 3% (throw)
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%
Bowser Jr. Throws an uppercut by using the Junior Clown Car. Can allow edgeguards. 3% (hit 1), 7% (throw)
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)
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%
Chrom Identical to Marth, but has the damage of Roy's. 5%
Cloud Kicks the opponent forward while doing a backflip. 4% (hit 1), 3% (throw)
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)
Daisy Identical to Peach's. 2% (hit 1), 8% (throw)
Dark Pit Identical to Pit's. 6% (hit 1), 4% (throw)
Dark Samus} Identical to Samus's. 10%
Diddy Kong Throws the opponent with one hand. 9%
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 techs DK's respective throw.

12% (forward, up), 13% (back), 11% (down)
Dr. Mario Identical to Mario's, but deals more damage. 9.4%
Duck Hunt The dog rears his head back before throwing them forward. 8%
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)
Fox Releases the opponent and quickly preforms a cross, launching them forward. 4% (hit), 3% (throw)
Ganondorf Lifts up the opponent and then performs an uppercut. KOs opponents at around 150% near the edge. 5% (hit 1), 8% (throw)
Greninja Shoves the opponent forward. 3.5% (hit 1), 4.5% (throw)
Ice Climbers The leader hits the opponent with their hammer, launching them forward. 3% (hit), 5% (throw)
Ike A front kick. Reliable at setting up edgeguards at high percents. 3.5% (hit 1), 4% (throw)
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)
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)
Isabelle Identical to Villager's. 9%
Ivysaur Holds the opponent in front of itself and headbutts them forward. The headbutt will damage any bystanders near Ivysaur. 10%
Jigglypuff Puffs up to launch the opponent in front of itself. Can be useful for setting up edgeguards. 5% (hit 1), 5% (throw)
Joker Tosses the opponent forward with a flourish of his arm. 8%
Ken Identical to Ryu's. 9%
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)
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)
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%
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)
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)
Lucario Shoves the opponent away. It is now a two-hit move, giving the move a collateral hitbox. 5% (hit), 3% (throw)
Lucas Identical to Ness, but deals less damage. 10%
Lucina Identical to Marth's. 4%
Luigi Uses his Poltergust G-00 to slam the opponent forward. Can set up edge-guards at high percents. 9%
Mario Spins the opponent once and throws them forward. Can create mixups at low percents. 8%
Marth An elbow strike. 4%
Mega Man Throws the opponent into the ground in front of him, bouncing them diagonally upwards. 8%
Meta Knight A bicycle kick. Can possibly set up edgeguards when near the edge. 6% (hit), 3% (throw)
Mewtwo Lifts the opponent up in a diagonal direction, then fires five Shadow Balls at them. Deals a high amount of damage if all of the Shadow Balls connect. 3% (hit 1), 2% (Shadow Balls)
Mii Brawler Performs a backhand on the opponent, launching them forward. KOs at around 144%. 9%
Mii Gunner Uses their cannon arm to punch them forward. 4% (punch), 3% (throw)
Mii Swordfighter Kicks the opponent forward. 3% (kick), 3% (throw)
Mr. Game and Watch Juggles the opponent and launches them forward. 8%
Ness Psychokinetically spins the opponent and then launches them in front of him. 11%
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)
Pac-Man Tosses the opponent at an awkward angle. 8%
Palutena Telekinetically pushes the opponent forward. 9%
Peach Toad appears and jumps forward to perform a leaping headbutt on the opponent. 2% (hit 1), 8% (throw)
Pichu Identical to Pikachu's, but causes recoil and deals more damage. 1.5% (hits 1-4), 6% (throw), 0.5% recoil
Pikachu Lays the opponent on top of it and electrocutes them. 2% (hits 1-5)
Piranha Plant Headbutts the opponent away. 3% (hit), 8% (throw)
Pit Slashes the opponent forward. Can set up edgeguards and KO middleweights at around 130% near edges. 6% (hit 1), 4% (throw)
Richter Identical to Simon's. 7%
Ridley Tosses the opponent forward with one arm. 9%
R.O.B. Tosses the opponent forward. 8%
Robin Magically throws the opponent in front of him. 8%
Rosalina & Luma Uses anti-gravity to float the opponent, and then throws them in front of herself. 9%
Roy A elbow strike. Identical to Marth's, but deals a bit more damage. 5%
Ryu The seoi nage. The throw can lead into a down aerial meteor smash at medium percentages. 9%
Samus Uses her Grapple Bream to twirl the opponent overhead, then quickly flings them forward. 10%
Sheik Elbows the opponent with her left arm, punching them forward. 5% (hit), 2% (throw)
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)
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%
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%
Sonic A stretch kick. Can be used for edgeguards, but does have KO potential at very high percents. 1% (hit 1), 6% (throw)
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)
Toon Link A shoulder tackle. 3% (hit), 4% (throw)
Villager Swings net overhead similar to its grab animation, tossing the opponent forward. 9%
Wario Launches the opponent forward with his behind. 12% (throw), 4% (collateral)
Wii Fit Trainer Serves the opponent like a volleyball. 3% (hit 1), 7% (throw)
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)
Yoshi Spits out the opponent in front of him, launching them forward. Can be used to KO near edges or maintain stage control. 9%
Young Link Identical to Link's, but deals a bit more damage. 3% (hit 1), 3% (throw)
Zelda Uses magic to spin the opponent and throws them in front of herself. Can be useful for setting up edgeguards. 10%
Zero Suit Samus Kicks the opponent away. 5% (hit), 4% (throw)

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).
  • 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.
  • 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 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.
  • Peach's forward throw in Melee is the strongest in that game, being able to KO at around 110% on most characters.
  • 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.
  • 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.
  • 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 Hammer. 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.
  • In the transition from Brawl to Smash 4, 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 Final Destination.
    • Similarly, 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.
  • 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.
  • 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.