Pikachu (SSBB)/Down throw

Overview
Pikachu slams on top of its opponent. Deals 10% damage, with pretty low vertical knockback. It can be followed up with an, , or a if the opponent double jumps away. The throw is notable for being a highly effective chaingrab on certain characters. Many characters are able to escape after a few down throws by footstooling Pikachu, though it can 0-death, as his extremely fast falling speed acceleration makes him unable to escape the down throws until extremely high percentages, while an up smash to Thunderspike can easily be used before this is possible. This can also be performed on, , and by buffering the down throws. Additionally, a 0-death with buffered down throws to a Thunderspike can be used on and, though a fresh down throw must be used at 20%. This is usually done using two s→pummel→down throw. Lastly, can be 0-deathed with buffered down throws, but the requirements are extremely strict - not only does it require a fresh down throw at 23%, but it must also be done on the edge of the stage. Normally, Snake can pull out a Hand Grenade in one frame to stop the chaingrab, but if done on the edge, the grenade will fall off the stage, harming neither Pikachu or Snake.

On some characters, Pikachu can perform a 0-death combo by using down throw, up tilt, footstool jump into Quick Attack lock (with QAC) repeatedly, then a jab lock repeatedly to the edge of the stage. A or  can be used while the opponent is forced to get up to KO. This combo can be escaped with proper SDI.

Outside of chaingrabbing and the extremely advanced QAC lock followups, the throw is a rather useful combo move. At lower percentages, it can lead into an up tilt then aerials, and on many characters, it can lead into an up smash to Thunderspike at higher percentages.

Hitbox

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Throw

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Chaingrab details
Source:
 * Captain Falcon
 * 19-105%+regrab
 * D-throw x 14→grab
 * 7-26%+regrab
 * D-throw x 2→grab
 * Can escape any time with a footstool.
 * Falco
 * 19-100%+regrab
 * D-throw x 13→grab
 * Fox
 * 0-99%+regrab
 * D-throw x 17→grab
 * Ganondorf
 * 0-85%+regrab
 * D-throw x 14→grab
 * First two regrabs are escapable with a footstool.
 * 0-62%+regrab
 * D-throw x 9→grab
 * First four regrabs are escapable with a footstool.
 * 0-41%+regrab
 * D-throw x 5→grab
 * First four regrabs are escapable with a footstool.
 * 5-33%+regrab
 * D-throw x 3→grab
 * Can escape any time with a footstool.
 * 0-52%+regrab
 * D-throw x 7→grab
 * First three regrabs are escapable with a footstool.
 * 0-27%+regrab
 * D-throw x 3→grab
 * Can escape any time with a footstool.
 * Sheik
 * 19-105%+regrab
 * D-throw x 14→grab
 * Snake
 * 27-80%+regrab
 * D-throw x 7→grab
 * 3-22%+regrab
 * D-throw x 2→grab
 * Can escape any time with a footstool.
 * 7-26%+regrab
 * D-throw x 2→grab
 * Can escape any time with a footstool.
 * Wolf
 * 0-115%+regrab
 * D-throw x 3→pummel→d-throw x 14→grab
 * Can escape any time with a footstool.
 * 7-26%+regrab
 * D-throw x 2→grab
 * Can escape any time with a footstool.
 * Wolf
 * 0-115%+regrab
 * D-throw x 3→pummel→d-throw x 14→grab
 * D-throw x 3→pummel→d-throw x 14→grab

Followup data

 * angled up - 5 frames
 * Grab - 6 frames
 * - 6 frames
 * Neutral aerial - 7 frames
 * Reverse up tilt - 8 frames
 * Up smash - 9 frames
 * Up tilt - 9 frames