Peach (SSB4)/Down throw
Overview[edit]
Peach puts her opponent lying face-down on the ground and sits on them.
Peach's down throw deals 8% damage total and has low knockback, being her only throw that cannot KO at reasonable percents. Its knockback is low to the point that it cannot reliably KO middleweights and heavyweights during Sudden Death. However, its low knockback and mostly vertical launch angle allows Peach's down throw to act as a reliable combo starter.
At 0% to roughly 15% (depending on the opponent's weight, falling speed, and Peach's rage), Peach's most reliable follow up attack from her down throw is her forward tilt.
Roughly between 15% to 75%, Peach can follow up with her back aerial. However, the timing is incredibly strict at the very low end of this range. As the opponent's damage increases, the timing gets more lenient but her down throw will start to launch opponents further away. At this damage range, Peach's down throw will send opponents into tumble and she must react accordingly to her opponents DI. If the opponent DIs away from Peach, then she needs to drift towards them to land her back aerial. If the opponent DIs upwards and towards Peach, then they will be launched at a near vertical angle and Peach's back aerial may not connect. In this situation, Peach can use her neutral aerial or up tilt as a follow up attack.
At around 30% to 45%, if the opponent DIs upwards and towards Peach and is also a fast-faller, then it is possible to land her sweetspotted up smash. This option is risky as Peach must immediately buffer her up smash for it to be a true combo in this niche situation.
Starting roughly from 75% and above, Peach will no longer be able to follow up from her down throw if the opponent DIs away. As her throw's animation takes 43 frames until the opponent is launched, it is extremely unlikely that the opponent either doesn't DI at all, or DIs upwards and towards Peach. Even in the case that the opponent does not input any DI, Peach's down throw will begin to send opponents too far away to reliably follow up with her back aerial. The only situation where Peach can follow up from her down throw is if her opponent intentionally chooses to DI upwards and towards her. Up until roughly 110%, Peach can follow up with either her up aerial or up special. After 110%, only her up special can combo from her down throw. After roughly 140%, Peach's down throw will send opponents too far away for follow ups regardless of the opponent's DI.
Throw and hitbox data[edit]
Hitbox[edit]
Throw[edit]
| ID | Damage | Angle | BK | KS | FKV | Bone | FFx | Type | Effect | Sound | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 7% | Forwards | 60 | 60 | 0 | 0 | None | ||||
| 1 | 3% | Forwards | 40 | 100 | 0 | 0 | None | ||||
Timing[edit]
| Invincibility | 1-18 |
|---|---|
| Hitbox | 33-35 |
| Throw Release | 43 |
| Interruptible | 65 |
| Animation length | 79 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
Interruptible |
|