Super Smash Bros. Melee
Super Smash Bros. Brawl

Down throw

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

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

  • Mario: Throws his opponent on the ground. 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. 3-7%
  • 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 percentage. 3-7%
  • Bowser: Throws his foe on the ground and lands on them with tremendous force. 6%-12%
  • Donkey Kong: Violently shoves the enemy to the ground. 7%
  • Yoshi: Forcefully slams foe 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%. Total 6%
  • Zelda: Drops foe and zaps them, send foe behind her with weak knockback. 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, hitting the enemy with his feet. Only the final hit does damage. 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%
  • 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. 4%
  • 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 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%
  • Pichu: Launches foe to floor and zaps them. 14%
  • Jigglypuff: Grinds foe with itself on the floor. 8%
  • Marth: Hooks arm and drags to the floor sending the opponent backward. Set ups 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. 8%
  • 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

  • Mario: Slams opponent to the ground. 6%.
  • Luigi: 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. 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, 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%. 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 on his opponent giving 3%. 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. Arguably one of the 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%. 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%.
  • Wolf: Throws opponent to the ground and delivers a scratch. A tech-chase move at lower percents and at higher percents it is a semi-spike that 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. A notable chain grab. 10%.
  • 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%
  • 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 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%.

Notable Down Throws

  • Wolf's Down throw sends opponents in a semi spike trajectory. At low percentages it is a useful tech chasing move, while at high percentages it is a deadly throw near a ledge.
  • Lucas and Squirtle's Down throw are the strongest in the game and are some of the strongest throws in the game.
  • King Dedede's is notable for its chain grabbing ability, it is the only throw that can chain grab at any percentage due to it having set knockback.
  • Falco's down throw (in Brawl) is also notable for the ability to chaingrab, as it can chain grab almost every character in the game.
  • Snake's down throw is arguably the best tech chasing move in the game.
  • Mr. Game & Watch's down throw (in Brawl) meteor smashes opponents on the ledge and isn't too far behind Snake's for tech chasing.
  • Sheik's down throw (in NTSC Melee version) is also notable for its chain grabbing ability, as it can chain grab most characters in Melee. She can chain grab some characters from zero-to-death.

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