Luigi (SSB4)/Down throw
Overview
Luigi forces his opponent on the floor and Ground Pounds them. Depending on percentage, this throw can be followed up by up tilt, any smash attack, any aerial attack, Luigi Cyclone or Super Jump Punch. It serves as Luigi's starting move for some of his most powerful KO combos.
Update history
In earlier versions of the game, Luigi's down throw functioned identically to its Brawl counterpart, which made it an incredible combo tool. It could easily combo at any percent, leading into KO confirms which worked at an extremely wide percent range in earlier Wii U versions (mainly with Luigi Cyclone).
The throw was less egregious in early 3DS versions as it was possible to LSI the throw, along with any vertical launching followups (such as Luigi Cyclone, neutral aerial and Super Jump Punch). This gave the opponent more counterplay against the throw, as they had more freedom with their DI. Luigi still had guaranteed followups out of the throw for a long period of time, he just had to be more weary of the opponent's DI. This also made down throw noticeably less deadly at higher percents as Luigi's down throw Cyclone combo KOed significantly later and had a much smaller guaranteed KO window overall. LSI down was used on the down throw before the KO window while LSI up was used after the KO window to ensure the best survival against down throw cyclone. Despite this, down throw Cyclone was still a powerful tool Luigi had as it could lead to a guaranteed KO at the right percents and if the opponent DIed the down throw wrong at the wrong percent, they could easily get KOed in a scenario where it could have been avoided. Against LSI down (which would be used to avoid Down Throw Cyclone KOes at lower percents), Luigi could also easily set up down throw back air, which could be a KO confirm at high enough percents. This could be avoided with LSI up and DI away but this would set up into Down Throw cyclone, which would be guaranteed and KO earlier due to the unfavourable DI on the down throw.
Update 1.0.4 (and all Wii U versions) changed the DI system so down throw and Luigi's other vertical launching followups could no longer be LSIed. This notably benefitted down throw as it overall made Luigi's followups more reliable as the opponent had less freedom with their DI and most notably, it made down throw Cyclone an even deadlier KO setup. Down throw Cyclone did not lead to KOes against Mario with good DI in early 3DS versions until over 140% but in early Wii U versions, it could KO Mario as low as 110% and the combo would still be guaranteed until well over 200%. Factors such as platforms and rage could allow the throw to KO even earlier and this was naturally even more devastating with the removal of LSI against vertical launching moves in 1.0.4/Wii U.
Update 1.1.1 however noticeably increased the throw's knockback, greatly hindering its ability to lead into KO moves. Despite this, it still has incredible combo potential at low percents and it is overall still Luigi's most useful throw.
- Down throw has less base knockback but much more knockback scaling (75 (base), 30 (scaling) → 55/83). While this does improve its followup potential at lower percents, it also removes Luigi's most notable follow-ups at higher percents (very few moves are now only semi-guaranteed KO set-ups).
Throw data
ID | Damage | Angle | BK | KS | FKV | Bone | FFx | Type | Effect | Sound | |
---|---|---|---|---|---|---|---|---|---|---|---|
0 | 6% | Forwards | 55 | 83 | 0 | 0 | 1.0x | None | |||
1 | 3% | Forwards | 40 | 100 | 0 | 0 | None | None |
Timing
The speed of this throw depends on the opponent's weight.
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Invincible | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 | 1-18 |
Throw | 14.93 | 15.5 | 15.6 | 15.79 | 15.98 | 16.08 | 16.17 | 16.27 | 16.46 | 16.56 | 16.94 | 17.04 | 17.14 | 17.33 | 17.42 | 17.52 | 17.62 | 17.71 | 17.81 | 17.9 | 18 | 18.19 | 18.29 | 18.38 | 18.58 | 18.67 | 18.77 | 19.25 | 19.54 | 19.83 | 20.11 | 20.88 |
Interruptible | 33.77 | 35.12 | 35.35 | 35.8 | 36.25 | 36.48 | 36.7 | 36.93 | 37.38 | 37.61 | 38.51 | 38.74 | 38.97 | 39.42 | 39.64 | 39.87 | 40.1 | 40.32 | 40.55 | 40.77 | 41 | 41.45 | 41.68 | 41.9 | 42.36 | 42.58 | 42.81 | 43.94 | 44.62 | 45.3 | 45.97 | 47.78 |
Animation length | 38.68 | 40.24 | 40.5 | 41.02 | 41.54 | 41.8 | 42.06 | 42.32 | 42.84 | 43.1 | 44.14 | 44.4 | 44.66 | 45.18 | 45.44 | 45.7 | 45.96 | 46.22 | 46.48 | 46.74 | 47 | 47.52 | 47.78 | 48.04 | 48.56 | 48.82 | 49.08 | 50.38 | 51.16 | 51.94 | 52.72 | 54.8 |
Min (Jigglypuff) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Baseline | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Max (Bowser) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lag time |
Vulnerable |
Invincible |
Throw point |
Interruptible |
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