Up throw

An up throw (, Up/above/upper throw; commonly abbreviated as u-throw or Uthrow, and referred to as ThrowHi internally) is a throw performed by tilting the control stick up after grabbing an opponent. They were introduced in Super Smash Bros. Melee; in the original Super Smash Bros., there were only forward throws and back throws. In the transition to Melee, and 's previous forward throws became their up throws, and they instead received new forward throws. Due to their predominantly vertical knockback and generally moderate ending lag, up throws tend to be useful for starting combos and chain grabs, especially in Melee. Some also deal high enough knockback to KO opponents reliably, with a notable example being 's up throw. From Super Smash Bros. Brawl onward, the changes to vertical knockback and the addition of hitstun canceling have indirectly reduced their effectiveness; for a handful of characters, their up throw is their least useful throw, as it can neither start combos as effectively as their down throw (with some of them lacking any guaranteed followups), nor KO as reliably as their forward or back throw. However, some characters' up throws remain an important part of their kit, such as R.O.B.'s, 's in Smash 4, and Diddy Kong's in Smash 4 and Ultimate.

List of up throws
Up throws with hitboxes consist of two or more hits on the grabbed opponent (the hitbox, then the throw), and can affect other opponents near the thrower. Additionally, some up throws may possess a collateral hitbox, which affects nearby opponents but not the victim of the throw.

Notable up throws

 * Fox, Falco, Mii Gunner and Kazuya's up throws are the only ones to release projectiles, in the form of lasers that can be reflected and absorbed. Fox fires three lasers that cause no knockback, much like those of his neutral special; likewise, Falco in Melee and Brawl fires three lasers that cause weak knockback. In Smash 4 and Ultimate, Falco instead fires a single laser that deals much more knockback, and can be used to combo into aerial attacks at various percentages. Mii Gunner's up throw behaves similarly to Falco's, firing one laser in Smash 4 and two in Ultimate. Kazuya also fires a single laser and deals mostly diagonal knockback.
 * 's up throw in Melee is also notable for its immense combo potential, leading into an up aerial even at high percentages, which is prominently used as a KO setup. In latter games, however, it has completely lost this potential due to receiving more ending lag, as well as the changes to vertical knockback.
 * Kirby and Meta Knight's up throws, as well as Charizard's from Smash 4 onward, involve quickly dragging the opponent to the top blast line offscreen, then crashing down towards the spot where the throw was initiated. This behavior results in particular side effects: the user can land on platforms above them (except Kirby in Melee) and execute the throw at a higher position, allowing them to KO the opponent earlier; additionally, if they take damage from another source while they are at the top blast line (such as from a Gooey Bomb stuck to them, or throwing Link holding a that automatically detonates), both characters can get KO'd off the top blast line mid-throw.
 * R.O.B. and King K. Rool's up throws likewise cause both the thrower and victim to leave the ground, and can be used to land on platforms above them, but they only rise a set distance upward instead of all the way to the blast line.
 * Unlike other throws with hitboxes, Ryu and Ken's up throws produce their hitbox after the opponent is released; therefore, while it can affect both the victim and nearby opponents, it can never hit the former under normal circumstances. This hitbox also deals considerably more damage and knockback than the throw itself on the grabbed opponent.
 * Mewtwo's up throw is the strongest in the series, especially in Melee, where it can KO characters of average falling speed under 100%. In Smash 4 and Ultimate, it can KO most characters under 150% without rage.
 * Charizard's up throw in Smash 4 and Ultimate deals more knockback than Mewtwo's, KOing most characters under 140% from ground level, although due to its angle of 70°, DI has a much stronger effect on it, causing Mewtwo's to still be stronger overall. Nevertheless, it remains one of the strongest up throws in both games.
 * In Brawl, with the absence of Mewtwo, the strongest up throw is instead 's with purple Pikmin, KOing under 130%.
 * 's up throw in Melee is used to perform the space animal slayer, a deadly low percent KO setup on Fox and Falco. In later games, it no longer possesses any guaranteed followups, except the Leaping Rest custom down special in Smash 4 if equipped.
 * and 's up throws in Melee are useful for chain grabbing and starting combos on fast fallers at various percents, while they are also among the strongest up throws in the game, KOing characters of average falling speed under 180% and 160% respectively without DI. In later games, they can no longer be used for combos or chain grabs, but retain their utility as emergency KO moves at very high percents, a trait that also carries over to Lucina and Chrom.
 * 's up throw in Smash 4 is a defining part of his playstyle, possessing very low ending lag compared to others (11 frames) that allows it to combo into aerial attacks at nearly any percentage, most notably a neutral aerial at low to mid percentages to rack up large amounts of damage, and an up aerial at high percentages as a KO setup. In Ultimate, its combo potential has been significantly reduced to the point it can only lead into a forward or up aerial at low percentages, but as a partial tradeoff, it deals much more damage by itself.
 * Diddy Kong's up throw in Smash 4 and Ultimate is similar, possessing deceptively low ending lag (9 frames) that gives it immense combo potential, although it deals less damage and only has KO setups if initiated on a high enough platform.
 * 's up throw in Smash 4 can easily combo into any of his aerials from mid to high percentages if followed up with a Spring Jump, which can also be used as a KO setup if initiated on a high platform. Aside from this, it can combo into an up aerial at low percentages. In Ultimate, however, its ending lag has been increased, which in combination with the faster knockback physics drastically worsens its Spring Jump-based followups.
 * Kazuya’s up throw is his only throw that does not have the camera briefly shift to a unique angle in 1v1 matches.

Gallery of up throws in Brawl
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