Down throw

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File:Dt.jpg
Zelda performs her down throw on ROB.

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 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

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  • Mario: Slams opponent to the ground. 6%.
  • Luigi: Slams opponent to the ground. 6%.
  • Dr. Mario: Slams opponent to the ground. 6%.
  • Peach: Sits on opponent. 7% and it can be used to chaingrab on lower percentages.
  • 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: Throws opponent on the ground. 9%.
  • Yoshi: Spits opponent on the ground. 4%.
  • Wario: Sits on opponent. 7% and it 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.
  • Link: Throws opponent to the ground doing a spinning body slam afterwards jabbing opponent with his elbow. 7% and it can be used to chaingrab at lower percentages.
  • Zelda: Throws opponent on the ground and shocks them with magic 5 times each doing 2%. Can be used to set up a Forward or Backward Air. 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. In Melee, it can chain grab and in Brawl, it is a good tech-chasing move at lower percents. 7%.
  • Young Link: Very suddenly grounds the foe and tackles them. 6%.
  • 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, upon the slash 2% when the opponent is knocked to the air 4%. 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%.
  • Kirby: Performs Suplexes' Fury Stomp move from Super Star. Delivers 9 1% kicks leading up to him stomping on his opponent giving 3%. 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. Arguably best chain grab in the game, can chain grab at any percents and can infinite/very small step chain grab or chain 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 3 times each doing 3%. In Melee, it is a Meteor Smash when used on the edge. 9%.
  • Falco: Exactly like Fox's in Melee. Like Fox's, it can also Meteor Smash if used in the edge. In Brawl, 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 (some characters can always survive it though). After chain grab range, it is a tech-chasing move. 9%.
  • Wolf: Throws opponent to the ground and delivers a scratch. A tech-chase move at lower percents and at higher percents it can set up an edge guarding with the opponent at a low angle (he can tech the throw though). 12%.
  • Captain Falcon: Slams opponent to the ground. A tech-chasing move by predicting their DI/jump/air dodge. 7%.
  • Pikachu: Slams the opponent with its head. Can chain grab in Brawl. 10%.
  • Mewtwo: Mewtwo throws its enemy down and hits with its tail. 11%
  • Pichu: Launches foe to floor and zaps them. 14%
  • Squirtle: Sits on opponent. Second strongest down throw in the game in terms of knockback, can KO at fairly low percents for being a throw. 7%.
  • Ivysaur: Ivysaur's vines throw the opponent to the ground. 10%
  • Charizard: Charizard uses Flamethrower on opponent giving 6 small 1% hits. Can KO at higher percents. 6%.
  • Lucario: Throws opponent to the ground. 10%.
  • Jigglypuff: Rolls on opponent. 10%
  • Marth: Throws opponent to the ground. 5%
  • Roy: Tosses the foe to the ground. 6%
  • Ike: Throws opponent to the ground and then stomps on them. Can KO at very high percents. 6%.
  • Ness: Uses PK Fire on opponent with 5 1% hits and an ending 4%. 9%
  • Lucas: Places opponents down on ground with PSI powers. Opponents will then suffer pretty powerful vertical knockback and 7%. Strongest down throw in Brawl.
  • Mr. Game & Watch: Juggles opponent. A great tech-chasing move in Brawl by predicting the opponent's rolls, although not quite as good as Snake's. 6%.
  • Snake: Slowly puts the opponent down to the ground the opponent is immobilized for a while as well. Arguably best tech-chasing move in the game, the opponent only has 5 options (roll behind which can be punished on reaction if Snake is standing, roll away, get-up without attacking, get-up attack or stay on the ground), every option the opponent has is risky and can set up dangerous moves like Forward Tilt, regrab or Up Tilt (which can also hit after shielding their get-up attack), it is even more dangerous near the edges or in a small platform where they can't roll away. However, the effectivity it also depends on how good the opponent's rolls/get-up attack are. If used near the edges the opponent will fall, and if the opponent doesn't do anything it can set up a knee hit of Forward Tilt or an Up Tilt. 12%.
  • Sonic: Spin Dashes on opponent first dealing 3 separate 1% hits then ending it with a 5%. 8%.

Trivia

  • In the NTSC version of Melee, Bowser's down throw does no damage to Jigglypuff, but this was changed for Melee's PAL release and for Brawl.

See also