Down throw

A down throw (, 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 grabbed the 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, '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 grabs, most notably 's in Melee and '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
Down 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.

Notable down throws

 * Fox, Falco and Steve's down throws are the only ones to release projectiles, with Fox and Falco doing so in the form of laser shots, and Steve doing so by dropping an anvil on the opponent; these projectiles can be reflected and, in the case of Fox and Falco, absorbed. Unlike other projectile throws, the projectiles for these down throws are fired at point-blank and before the opponent is released (rather than after), making the throws always fully connect, although this still means a thrown opponent wearing a Franklin Badge (or with Bounce activated) will cause the projectile to hit the thrower instead of the opponent, though Fox won't be interrupted since his laser shots cause no hitstun, similar to his neutral special. Steve's down throw will only use an anvil if he has enough iron, behaving like a normal throw and doing less damage otherwise.
 * In Melee, Fox and Falco's down throws also meteor smash opponents onto the ground with extremely high base knockback, making them useful for tech-chasing, and allowing them to KO opponents off the edge if they fail to meteor cancel. In Brawl, they instead launch at a horizontal angle, and the meteor smash property is possessed by 's down throw, which is an even more effective tech-chasing option. From Smash 4 onward, no regular characters' down throws can meteor smash.
 * Snake's down throw uses a unique "down" effect, laying the opponent down on the ground immediately after the throw with no knockback. It also has very low ending lag, and thus functions as an extremely potent tech-chasing option, most notably in Brawl where Snake can grab repeatedly the opponent and repeatedly use the throw. In Ultimate, how long the opponent lays down on the ground before they can get up is proportional to their percentage, giving it guaranteed KO setups at very high percents.
 * Ryu and 's down throws have 50 extra shield damage on their hitboxes, which causes them to instantly break shields of nearby opponents. Along with Marth and Lucina's fully charged Shield Breaker, as well as the tipper of 's Warlock Blade, they are the only moves that deal 50 extra shield damage.
 * King K. Rool's and Banjo & Kazooie's down throws, as well as R.O.B.'s in Ultimate, are the only throws in the series that bury opponents. This gives them a different followup dynamic from other down throws, which largely depends on how fast the victim mashes to escape. Lucas' down throw in Smash 4 and Ultimate also buries opponents, but only during its animation; they are launched normally afterward.
 * 's down throw in the NTSC version of Melee is notable for its chain grabbing ability, which works on most characters in the game up to high percentages, and can even lead to a zero-to-death against fast fallers, although it requires proper tech-chasing and following the opponent's DI. In the PAL version of the game, it launches at a more horizontal angle, severely hindering its chain grabs.
 * ,, and 's down throws in Brawl are all notable for their chain grabbing potential. Falco and Wolf's can chain grab the entire cast from low to mid percents (more so the former), while King Dedede's possesses set knockback, allowing it to chain grab a large part of the cast at any percentage and even possessing wall infinites.
 * and 's down throws in Brawl are some of the strongest in the series, and among the few down throws that can KO reliably, doing so under 170% even with proper DI. In later games, they deal drastically less knockback that removes their KO potential, but the changes to hitstun canceling enable them to start combos at various percents.
 * 's down throw in Smash 4 is the strongest in the series with the Smash Monado Art activated, KOing at around 110% at the edge and 180% from center stage. In Ultimate, however, it has been greatly nerfed, no longer KOing at the edge until around 170% even with the Smash Art's increased knockback multiplier.
 * 's down throw in Ultimate is the strongest in the game when Shulk Smash Monado Art was nerfed. His down throw can KO opponents around 160%; at lower percents, it can also combo efficiently.
 * '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 shouting the phrase whenever it happened to  in a set vs.  at Paragon Orlando 2015. However, updates 1.0.6 and 1.0.8 severely nerfed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
 * and 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 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.
 * '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.
 * '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.

Trivia

 * In NTSC versions of Melee, 's down throw deals no damage to and . This is because the throw is weight dependent, and its hitbox (which deals all the damage) is only active for one frame. The throw plays at a certain speed against Jigglypuff and Mr. Game & Watch (who both have a weight value of 60) where the frame the hitbox becomes active is completely skipped, causing the hitbox to never come out. The throw was made weight independent in the PAL version of the game, to prevent this issue from occuring.
 * 's down throw in Brawl has an identical issue, with the move's hitbox being skipped against and, due to their weight values (68 and 81 respectively) making the throw play at a speed where the frame the hitbox comes out is skipped. The throw only deals 4% damage to them, rather than 7%.
 * ' down throw in Melee also has an issue where its multi hits whiff against Mr. Game & Watch, although this is simply due to the fact that the hitboxes are too small to hit Mr. Game & Watch.
 * In Brawl, regardless of level, a CPU attacked by Snake's down throw will always roll to the nearest ledge, never choosing another option. This makes it possible to infinitely use the move on them and set up an easy KO afterward.
 * In Melee, as the first nine hits of 's down throw are meteor smashes, KOing with it awards the Meteor Smash bonus, as well as other related, even though neither the final hit nor the throw itself is a meteor smash.
 * In spite of this, the first hit of 's down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.

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