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Throw

Revision as of 14:22, December 31, 2016 by EXemplary Logic (talk | contribs) (moving c:[Game Controls] to c:[Game controls])
Fox's back throw in Melee.
Kirby throwing Mario in Brawl.
This article is about throws performed from a grab. For information about throwing items, see Item throw.

A throw (投げ) is an attack, performed while a character grabs the target, that ends the grab. Throws appear in all installments of the Super Smash Bros. series. In Super Smash Bros., two types of throws can be performed by pressing left or right on the Control Stick when grabbing the enemy. Beginning in Super Smash Bros. Melee, the player can also press up or down on the control stick, triggering two other throws. The main purpose of throws in general is to either start combos or create space between the user and their opponent.

Throws cannot be escaped once started, with the exception of Donkey Kong's cargo throw and Kirby's forward and back throws in Melee. All throws grant eight invincibility frames to the thrower when started (only in SSB, Melee and SSB4). Beginning in Melee, some throws have their speeds affected by the grabbed enemy's weight. An easy example is comparing Mario's back throw speed against both Bowser and Jigglypuff; the latter is thrown about twice as fast.

A general rule of throws is that characters that rely on supernatural powers (Lucario, Ness, Mewtwo, Zelda, and Lucas) have better throwing abilities than characters that don't. However, this often refers merely to the damage or knockback inflicted by the throws, as weak throws tend to be useful for starting combos, and can sometimes even lead into other KO moves.

Appearances

In Super Smash Bros.

Throws in Super Smash Bros. are usually attacks of high knockback. However, throws often have low knockback scaling, and as such are poor KO moves. Because of this, they are often followed up with edgeguarding techniques. The main exception to this is Captain Falcon and Jigglypuff, whose forward throws are both used for combos and have very little knockback growth.

In Super Smash Bros. Melee

In Melee, throws in general inflict much less damage and knockback. Many throws, usually the newly-introduced up and down throws, have the capacity to combo into subsequent attacks, including grabs; repeatedly using throws that lead into another grab is known as chain grabbing.

In Super Smash Bros. Brawl

In Brawl, like in Melee, many throws can still be followed up with other attacks, and chaingrabs are still fairly frequent, as seen in Falco and King Dedede's down throw combos. However, due to the ability to act out of hitstun, guaranteed throw combos are now only possible at low percentages and with throws that inflict low enough knockback, making KO setups out of throws less common than in Melee. Additionally, some throws that used to KO in Melee such as Jigglypuff and Peach's forward throws have been nerfed in power.

In Super Smash Bros. 4

Throws have not changed much since Brawl other than an overall damage nerf. However, chaingrabbing has effectively been removed, as characters now have a 60 frame period in which they cannot be regrabbed. Also, throws have been rebalanced in terms of knockback. Characters who had weak throws (like Marth and Zero Suit Samus) had their throws' knockback heavily increased, although this also weakens their followups after a grab. On the other hand, the removal of hitstun canceling gives many new followup options out of a throw to characters like Luigi, Mr. Game & Watch, Sheik and Sonic.

Gallery

Types

See also