Editing Ice Climbers (SSBU)/Down throw

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==Overview==
==Overview==
The leader of the duo hoists the target overhead, jumping into the air for a moment and slamming the target into the ground. Despite being made for starting combos, it's also got the best raw KO potential of their throws. (But even then, it won't take a stock until about 214%)
The leader of the duo performs a jumping {{s|wikipedia|powerbomb}}. Despite being made for starting combos, it has also got the best raw KO potential of their throws, capable of killing {{SSBU|Mario}} at around 190% with [[rage]]. Even without rage, it can still be useful as a last resort KO throw, killing middleweights at around 210% on Final Destination.


Down throw is able to combo into [[Ice Climbers (SSBU)/Forward tilt|forward tilt]] or [[Ice Climbers (SSBU)/Up smash|up smash]] at 0-8%, but where it truly shines is about 15% later, where it often leads to several [[Ice Climbers (SSBU)/Up aerial|up aerials]] and massive damage in the process. Down throw can additionally be strung with any of their other aerials (except for [[Ice Climbers (SSBU)/Down aerial|down aerial]]) up until high enough percents that they become kill confirms. (Except for [[Ice Climbers (SSBU)/Neutral aerial|Neutral aerial]]) Their down throw is an especially important combo starter for an isolated lead climber, since their other moves lose most of their combo potential without the help of a partner, and down throw provides the majority of a solo climber's kill confirms as well. At relatively high percents, a down throw can instead be followed up with a [[Ice Climbers (SSBU)/Down special|blizzard]] to catch opponents attempting to [[Air dodge|airdodge]] or [[Directional influence|DI]] to escape.
Down throw is able to combo into [[Ice Climbers (SSBU)/Forward tilt|forward tilt]], [[Ice Climbers (SSBU)/Forward smash|forward smash]] or [[Ice Climbers (SSBU)/Up smash|up smash]] at 0-8%, but where it truly shines is about 15% later, where it often leads to several [[Ice Climbers (SSBU)/Up aerial|up aerials]] for massive damage in the process. Additionally, down throw can be strung with one of their other aerials (excluding [[Ice Climbers (SSBU)/Down aerial|down aerial]]) up until high enough percents that they become KO confirms (excluding [[Ice Climbers (SSBU)/Neutral aerial|neutral aerial]]). Their down throw is an especially important combo starter for an isolated leading climber, since most of their other tools in their kit lose most of their combo potential without the assist of a partner, and down throw provides the most of a solo climber's KO confirms as well. At relatively high percents, a down throw can instead be followed up with a [[Ice Climbers (SSBU)/Down special|Blizzard]] to catch opponents attempting to [[air dodge]] or [[Directional influence|DI]] to escape.


When landing a grab while [[Desynching|desynced]], the partner can be made to buffer a smash attack as the leader throws the opponent, greatly enhancing their damage and launch power. Combining a down throw with a [[Ice Climbers (SSBU)/Down smash|down smash]] turns the otherwise combo-oriented throw into a kill move. However, it is rarely chosen over the other variants due to being one of the toughest to time and having inconsistent killpower, with a lackluster launch angle that's highly susceptible to [[Directional influence|DI]].
When landing a grab while [[Desynching|desynced]], the partner can be made to buffer a smash attack as the leader throws the opponent, strongly enhancing their damage output and launching power. Combining a down throw with a [[Ice Climbers (SSBU)/Down smash|down smash]] turns the otherwise combo-oriented throw into a KO move. However, it is overshadowed by the other variants due to being one of the toughest to time and having inconsistent KO power, with a lackluster launching angle that is purely susceptible to DI.


Overall, the Ice Climbers' down throw is by far their best, and usually the only one worth going for. While it doesn't benefit from [[Desynching|desync]] techs as much as the others, it doesn't really need to.
Overall, the Ice Climbers' down throw is by far their best and most greatest factor of their grab game, and is typically the only one worth going for due to its excellent combo ability and decent KO potential. While it does not benefit from [[desynching]] techniques as much as the other throws, it is not crucially required to.


==Throw Data==
==Throw Data==

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