Editing Down throw

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{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}}
{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}}
[[File:SSBU Mythra Down Throw.gif|thumb|250px|{{SSBU|Mythra}} performs her down throw on {{SSBU|Byleth}} in ''[[Super Smash Bros. Ultimate]]''.]]
[[File:Zelda down throw Brawl.jpg|thumb|250px|{{SSBB|Zelda}} performs her down throw on {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]''.]]
[[File:Zelda down throw Brawl.jpg|thumb|250px|{{SSBB|Zelda}} performs her down throw on {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]''.]]
A '''down throw''' ({{ja|下投げ|Shita nage}}, ''Down/lower/under throw''; commonly abbreviated as '''d-throw''' or '''Dthrow''', and referred to as '''ThrowLw''' internally), is a [[throw]] performed by tilting the [[control stick]] down after having [[grab]]bed the opponent. They were introduced in ''[[Super Smash Bros. Melee]]''; in the original ''[[Super Smash Bros.]]'', there were only [[forward throw]]s and [[back throw]]s. In the transition to ''Melee'', {{SSB|Captain Falcon}}'s previous forward throw became his down throw, and he instead received a new forward throw.
A '''down throw''' ({{ja|下投げ|Shita nage}}, ''Down/lower/under throw''; commonly abbreviated as '''d-throw''' or '''Dthrow''', and referred to as '''ThrowLw''' internally), commonly abbreviated as '''d-throw''', is a [[throw]] performed by tilting the [[control stick]] down after having [[grab]]bed the opponent. They were introduced in ''[[Super Smash Bros. Melee]]''; in the original ''[[Super Smash Bros.]]'', there were only [[forward throw]]s and [[back throw]]s. In the transition to ''Melee'', {{SSB|Captain Falcon}}'s previous forward throw became his down throw, and he instead received a new forward throw.


Down throws typically depict the user slamming the victim onto the ground, bouncing them off at diverse vertical angles, and possess low [[knockback]] to the point of not KOing even in [[Sudden Death]], as well as having low [[ending lag]]. Because of this, they are excellent [[combo]] starters for several characters throughout all games, acting as the go-to throw when the opponent is at low to medium percentages or even high percentages depending on the specific down throw's combo potential. In ''Melee'' and ''[[Brawl]]'', many down throws can also be used for [[chain grab]]s, most notably {{SSBM|Sheik}}'s in ''Melee'' and {{SSBB|King Dedede}}'s in ''Brawl'', even leading to [[zero-to-death]] combos against some characters. However, despite their vertical launch angle and low knockback, some down throws possess too much ending lag to allow for any true combos, such as [[Toon Link]]'s, [[Zero Suit Samus]]'s in ''[[Ultimate]]'', and [[Duck Hunt]]'s, while still failing to KO at realistic percentages; such throws are generally considered useless and ignored in favor of the characters' other throws.
Down throws typically depict the user slamming the victim onto the ground, bouncing them off at diverse vertical angles, and possess low [[knockback]] to the point of not KOing even in [[Sudden Death]], as well as low [[ending lag]]. Because of this, they are excellent [[combo]] starters for several characters throughout all games, acting as the go-to throw when the opponent is at low to medium percentages or even high percentages depending on the specific down throw's combo potential. In ''Melee'' and ''[[Brawl]]'', many down throws can also be used for [[chain grab]]s, most notably {{SSBM|Sheik}}'s in ''Melee'' and {{SSBB|King Dedede}}'s in ''Brawl'', even leading to [[zero-to-death]] combos against some characters. However, despite their vertical launch angle and low knockback, some down throws possess too much ending lag to allow for any true combos, such as [[Toon Link]]'s, [[Zero Suit Samus]]'s in ''[[Ultimate]]'', and [[Duck Hunt]]'s, while still failing to KO at realistic percentages; such throws are generally considered useless and ignored in favor of the characters' other throws.


==List of down throws==
==List of down throws==
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|[[Min Min]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|[[Min Min]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|-
|-
|[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Juggles the opponent as a ball from front to behind, then launches the opponent towards the ground.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Juggles the opponent as a ball from back to front, then drops them on the ground, which launches them upward.||{{n|16}}
|[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Juggles the opponent as a ball from front to behind, then launches the opponent towards the ground after dropping them. Note: It [[meteor smash|meteor smashes]] the opponent in ''Brawl''.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Juggles the opponent as a ball from back to front, then drops them onto the ground at his side. Afther a short delay, launches them upwards.||{{n|16}}
|-
|-
|[[Mythra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|[[Mythra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
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|[[Squirtle]]||Sits on the opponent.||{{y|16}}
|[[Squirtle]]||Sits on the opponent.||{{y|16}}
|-
|-
|[[Steve]]||(No Anvil) Slams the opponent onto the ground with one arm.<br/>(Anvil) Slams the opponent onto the ground with one arm and drops an anvil on them.||(No Anvil){{n|16}}<br/>(Anvil){{y|16}}
|[[Steve]]||(No Anvil) Slams the opponent on the ground with his fishing rod.<br/>(Anvil) Slams the opponent on the ground with his fishing rod with a anvil dropping on them.||(No Anvil){{n|16}}<br/>(Anvil){{y|16}}
|-
|-
|[[Terry]]||Leaps and performs a neckbreaker throw. ||{{n|16}}
|[[Terry]]||Leaps and performs a neckbreaker throw. ||{{n|16}}
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*{{SSB4|Diddy Kong}}'s down throw in ''Smash 4'' is notable for easily comboing into aerial attacks against nearly any character, even at high percents, which originally allowed for a guaranteed KO setup into an up aerial. This ability to easily both combo and KO opponents initially created controversy over the character in competitive play and the KO setup was infamously known as the "Hoo-Hah", due to {{sm|StaticManny}} shouting the phrase whenever it happened to {{sm|Hungrybox}} in [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] vs. {{sm|Player-1}} at [[Paragon Orlando 2015]]. However, updates [[1.0.6]] and [[1.0.8]] severely [[nerf]]ed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
*{{SSB4|Diddy Kong}}'s down throw in ''Smash 4'' is notable for easily comboing into aerial attacks against nearly any character, even at high percents, which originally allowed for a guaranteed KO setup into an up aerial. This ability to easily both combo and KO opponents initially created controversy over the character in competitive play and the KO setup was infamously known as the "Hoo-Hah", due to {{sm|StaticManny}} shouting the phrase whenever it happened to {{sm|Hungrybox}} in [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] vs. {{sm|Player-1}} at [[Paragon Orlando 2015]]. However, updates [[1.0.6]] and [[1.0.8]] severely [[nerf]]ed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
*{{SSB4|Luigi}} and {{SSB4|Mr. Game & Watch}} in ''Smash 4'' have the down throws with the best combo potential, giving them a large number of combos in comparison to most other characters: Luigi's down throw can combo into up smash, any of his aerials, Luigi Cyclone and even Super Jump Punch to KO, while Mr. Game & Watch's can combo into jab, up tilt or up smash at low percents, then into any aerial, [[Fire]], [[Oil Panic]], or [[Judge]] - the last of which can lead to a [[one-hit KO]] if it rolls a #9.
*{{SSB4|Luigi}} and {{SSB4|Mr. Game & Watch}} in ''Smash 4'' have the down throws with the best combo potential, giving them a large number of combos in comparison to most other characters: Luigi's down throw can combo into up smash, any of his aerials, Luigi Cyclone and even Super Jump Punch to KO, while Mr. Game & Watch's can combo into jab, up tilt or up smash at low percents, then into any aerial, [[Fire]], [[Oil Panic]], or [[Judge]] - the last of which can lead to a [[one-hit KO]] if it rolls a #9.
**In ''Ultimate,'' Mr. Game & Watch's down throw was nerfed, receiving slightly higher knockback and endlag, although it still remains a reliable combo starter at low to mid percents and can one-hit KO into a #9 from Judge.
**In ''Ultimate,'' Mr. Game & Watch's down throw was nerfed, receiving slightly higher knockback and endlag, although it still remains a reliable [[combo]] starter at low-to-mid percents and can one-hit KO into a #9 from Judge, but this deprives its combo potential at mid-to-high precents. Despite this, down throw is Mr. Game & Watch's most strongest KO throw because of its increased knockback, being able to KO a handful of the playable cast at early as under 190%, significantlly outnumbering its con.
**In contrast to Mr. Game & Watch, Luigi's down throw was actually overall buffed, having slightly less endlag and knockback, and when combined with his faster jumpsquat, buffed aerials, and combo game, has become notorious for its ability to set up highly damaging combos and occasionally a [[zero-to-death]], as well as gaining several KO setups at high percents.
**In contrast to Mr. Game & Watch, Luigi's down throw was actually overall buffed, having slightly less endlag and knockback, and when combined with his faster jumpsquat, buffed aerials, and combo game, has become notorious for its ability to set up highly damaging combos and occasionally a [[zero-to-death]].
*{{SSB4|Zero Suit Samus}}'s down throw in ''Smash 4'' is notable for comboing into aerial attacks against nearly any characters until high percent. Particularly at certain percent it can lead into a potential low percent KO setup with her ladder combo, which is two up aerials into her Boost Kick depending on the stage and DI. In ''Ultimate'', the move deals more knockback and has much more ending lag, eliminating all of its combo and setup potential and making it go from one of her most useful moves to arguably her least useful, as it lacks any utility whatsoever.  
*{{SSB4|Zero Suit Samus}}'s down throw in ''Smash 4'' is notable for comboing into aerial attacks against nearly any characters until high percent. Particularly at certain percent it can lead into a potential low percent KO setup with her ladder combo, which is two up aerials into her Boost Kick depending on the stage and DI.
**{{SSB4|Mario}}'s down throw was similar to Zero Suit Samus's case as well. He can lead to combos like up-tilt in lower percent. If there any platforms there, he can do follow-ups like 2-4 up aerials finishing into his Super Jump Punch. This combo was used infamously in the ''Smash 4'' meta; which in ''Ultimate'' reduced his combo to become much harder to follow-up into up-tilt, although his combo potential into up-aerial from ''Smash 4'' is still a viable tool in the ''Ultimate'' Meta.
**{{SSB4|Mario}}'s down throw was similar to Zero Suit Samus's case as well. He can lead to combos like up-tilt in lower percent. If there any platforms there, he can do follow-ups like two-four up aerials and can finish into his Super Jump Punch. This combo was used infamously in the ''Smash 4'' meta; which in ''Ultimate'' reduced his combo to become much harder to follow-up into up-tilt, although his combo potential into up-aerial from ''Smash 4'' is still a viable tool in the ''Ultimate'' Meta.
*{{SSBU|Steve}}'s down throw in ''Ultimate'' can both either have an anvil dropping by or don't depending on the materials that he has.


==Trivia==
==Trivia==

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