Forward throw: Difference between revisions

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[[Image:Forward_Throw.gif|frame|[[Kirby (SSBB)|Kirby]]'s forward throw in ''[[Brawl]]''.]]
[[Image:Forward_Throw.gif|frame|[[Kirby (SSBB)|Kirby]]'s forward throw in ''[[Brawl]]''.]]


The '''Forward throw''' is a [[throw]] performed by pressing forward on the control stick after having [[grab|grabbed]] the enemy.  Most forward throws have neither the power nor the comboability to be very useful.
The '''forward throw''' is a [[throw]] performed by pressing forward on the control stick after having [[grab|grabbed]] the enemy.  Most forward throws have neither the power nor the comboability to be very useful.
{{incomplete
==Forwards throws in ''[[Brawl]]''==


[[Mario (SSBB)|Mario]]: Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9%.


'''Forwards Throws in Brawl'''
[[Luigi (SSBB)|Luigi]]: Luigi spins once with his victim and throws them forward. 9%.
----


[[Peach (SSBB)|Peach]]: Peach winds up and slaps the opponent away. Decent knockback and the strongest of Peach's throws, though it rarely KOs. Can chaingrab heavies at low percentages provided that one buffers a dash grab. A hit of 2%, then 8%.


[[Mario]]:Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9%.
[[Bowser (SSBB)|Bowser]]: Launches foe forward using his head. Decent knockback, but will rarely KO. 10%.


[[Luigi]]:Luigi spins once with his victim and throws them forward. 9%.
[[Donkey Kong (SSBB)|Donkey Kong]]: Reardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.If the character breaks free, it will do 6%, if while carrying do a F-Throw or a B-Throw, it will do 8%. Performing a U-Throw, 7%, and a D-Throw, 6%.


[[Peach]]:Peach winds up and slaps the opponent away. Decent knockback and the strongest of Peach's throws, though it rarely KOs. Can chaingrab heavies at low percentages provided that one buffers a dash grab. A hit of 2%, then 8%.
[[Diddy Kong (SSBB)|Diddy Kong]]: Tosses opponent forward.Strongest throw. 11%.


[[Bowser ]]:Launches foe forward using his head. Decent knockback, but will rarely KO. 10%.
[[Yoshi (SSBB)|Yoshi]]: Spits the opponent out. 7%.


[[Donkey Kong]]:Reardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.If the character breaks free, it will do 6%, if while carrying do a F-Throw or a B-Throw, it will do 8%. Performing a U-Throw, 7%, and a D-Throw, 6%.
[[Wario (SSBB)|Wario]]: Spins the foe around and throws him/her forward. The lighter the character the faster he spins them. The best throw for racking up damage. Usually starts KO at about 150% on lighter characters near the edge with good DI. Identical to Mario and Luigi's back throw, except the spun opponent doesn't hurt other foes.12%.


[[Diddy Kong]]:Tosses opponent forward.Strongest throw. 11%.
[[Link (SSBB)|Link]]: Lets go of foe then kicks them, football punt style. Does 7% damage.


[[Yoshi]]:Spits the opponent out. 7%.
[[Zelda (SSBB)|Zelda]]: Telekinetically twirls opponent and throws them forward. Does 12%.


[[Wario]]:Spins the foe around and throws him/her forward. The lighter the character the faster he spins them. The best throw for racking up damage. Usually starts KO at about 150% on lighter characters near the edge with good DI. Identical to Mario and Luigi's back throw, except the spun opponent doesn't hurt other foes.12%.
[[Sheik (SSBB)|Sheik]]: Sheik elbows the enemy with her left arm. 5%, then 2%.


[[Link]]:Lets go of foe then kicks them, football punt style. Does 7% damage.
[[Ganondorf (SSBB)|Ganondorf]]: Punches his opponent forward. High damage for a throw and good power. 13%.
 
[[Zelda]]:Telekinetically twirls opponent and throws them forward. Does 12%.
 
[[Sheik]]:Sheik elbows the enemy with her left arm. 5%, then 2%.
 
[[Ganondorf]]:Punches his opponent forward. High damage for a throw and good power. 13%.
   
   
[[Toon Link]]:Drops opponent quickly and shoulder tackles them forward. 7% damage.  
[[Toon Link (SSBB)|Toon Link]]: Drops opponent quickly and shoulder tackles them forward. 7% damage.  


[[Samus]]:Flings forward with her Grapple Beam.9%.
[[Samus (SSBB)|Samus]]: Flings forward with her Grapple Beam.9%.


[[Zero Suit Samus]]:Hits opponent forward with gun. Deals 2% then 7% damage, total of 9%. Can chain grab most characters at low percents.
[[Zero Suit Samus (SSBB)|Zero Suit Samus]]: Hits opponent forward with gun. Deals 2% then 7% damage, total of 9%. Can chain grab most characters at low percents.
   
   
[[Pit]]:Slashes the opponent. Can chaingrab at very low percentages against heavier characters. Does 10%.
[[Pit (SSBB)|Pit]]: Slashes the opponent. Can chaingrab at very low percentages against heavier characters. Does 10%.


[[Ice Climbers]]:Hit with hammer. If the player walks slightly forward with the partner climber before using, he/she can grab the enemy again right after they use the attack, making this a chain grab. If used near the edge and combined with their partner using a short hop then forward air, it can kill at 50%. The throw does 8%.
[[Ice Climbers (SSBB)|Ice Climbers]]: Hit with hammer. If the player walks slightly forward with the partner climber before using, he/she can grab the enemy again right after they use the attack, making this a chain grab. If used near the edge and combined with their partner using a short hop then forward air, it can kill at 50%. The throw does 8%.


[[R.O.B.]]:Tosses opponent forward. Does 10%.
[[R.O.B. (SSBB)|R.O.B.]]: Tosses opponent forward. Does 10%.


[[Kirby]]:Pile Driver" from Kirby's Suplex ability in Kirby Super Star and Backdrop from "Adventure". Kirby rises slowly in the air, while flipping, then slams the opponent down. Incredible combo potential. This move can lead into combos dealing up to 45% or higher depending on the character's weight and falling speed. Does 8% damage.
[[Kirby (SSBB)|Kirby]]: Pile Driver" from Kirby's Suplex ability in ''[[Kirby Super Star]]'' and Backdrop from "Adventure". Kirby rises slowly in the air, while flipping, then slams the opponent down. Incredible combo potential. This move can lead into combos dealing up to 45% or higher depending on the character's weight and falling speed. Does 8% damage.


[[Meta Knight]]:Kicks the opponent in front of him. A very fast throw. 8-10% damage.
[[Meta Knight (SSBB)|Meta Knight]]: Kicks the opponent in front of him. A very fast throw. 8-10% damage.


[[King Dedede]]:Hits opponent with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO at the end of his d-throw chain throw at very high percentages if opponents DI it the wrong way when trying to escape the grab. Does 12% damage.
[[King Dedede (SSBB)|King Dedede]]: Hits opponent with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO at the end of his d-throw chain throw at very high percentages if opponents DI it the wrong way when trying to escape the grab. Does 12% damage.
   
   
[[Olimar]]:Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it has a very high knockback for a throw. Red: 6%, Blue: 13%, Yellow: 7%, White: 6%, Purple: 7%.
[[Olimar (SSBB)|Olimar]]: Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it has a very high knockback for a throw. Red: 6%, Blue: 13%, Yellow: 7%, White: 6%, Purple: 7%.


[[Fox]]:Punches the opponent forward. 7% damage.
[[Fox (SSBB)|Fox]]: Punches the opponent forward. 7% damage.
   
   
[[Falco]]:Punches his opponent forward. 7% damage. Same as Fox.
[[Falco (SSBB)|Falco]]: Punches his opponent forward. 7% damage. Same as Fox.


[[Wolf]]: Uppercuts his opponent forward. This throw can be used to pseudo chain throw some characters, such as Fox, at very low percentages by buffering a dash forward. It may also be followed up with a f-smash, DACUS, or RAR bair. Does 7% damage.
[[Wolf (SSBB)|Wolf]]: Uppercuts his opponent forward. This throw can be used to pseudo chain throw some characters, such as Fox, at very low percentages by buffering a dash forward. It may also be followed up with a f-smash, DACUS, or RAR bair. Does 7% damage.


[[Captain Falcon]]:Punches the enemy and sends them forward. Can be followed by a dashing up smash for a KO, and the throw itself has some KO power at high percents. Can also be followed with his dash attack, or even a Falcon Kick at mid percents. Can be used to pseudo-chain throw the opponent at very low percentages due to Captain Falcon's dashing speed. Leads into aerial follow ups near the ledge. 4%, then 5% damage.
[[Captain Falcon (SSBB)|Captain Falcon]]: Punches the enemy and sends them forward. Can be followed by a dashing up smash for a KO, and the throw itself has some KO power at high percents. Can also be followed with his dash attack, or even a Falcon Kick at mid percents. Can be used to pseudo-chain throw the opponent at very low percentages due to Captain Falcon's dashing speed. Leads into aerial follow ups near the ledge. 4%, then 5% damage.


[[Pikachu]]: Places opponent on back and electrocutes them forward. Can chain throw almost all characters. 10% damage. Good for countering Stale Move Negation because it hits multiple times.
[[Pikachu (SSBB)|Pikachu]]: Places opponent on back and electrocutes them forward. Can chain throw almost all characters. 10% damage. Good for countering Stale Move Negation because it hits multiple times.


[[Charizard]]:Grabs opponent in jaws, spins them, then releases them in front of itself. A pseudo-chain throw on many characters at near-0% percents. Does 10% damage.
[[Charizard (SSBB)|Charizard]]:Grabs opponent in jaws, spins them, then releases them in front of itself. A pseudo-chain throw on many characters at near-0% percents. Does 10% damage.


[[Ivysaur]]:Grabs opponent with vines and tosses them forward. Does 8% damage.
[[Ivysaur (SSBB)|Ivysaur]]: Grabs opponent with vines and tosses them forward. Does 8% damage.


[[Squirtle]]: Puts its opponent in front of it, then kicks them. Does 9% damage.
[[Squirtle (SSBB)|Squirtle]]: Puts its opponent in front of it, then kicks them. Does 9% damage.


[[Lucario]]: Uses Aura to blast opponent forward. Good horizontal knockback at higher damages. Lucario's fastest throw. Does 14% at 170% where it caps. Can be an effective KO move at high percentages on the edge. Excellent to put room between Lucario and opponent to provide breathing space. When at max power, this is the strongest forward throw in the game. Initial damage is 7% and does 14% at 170% where it caps.
[[Lucario (SSBB)|Lucario]]: Uses Aura to blast opponent forward. Good horizontal knockback at higher damages. Lucario's fastest throw. Does 14% at 170% where it caps. Can be an effective KO move at high percentages on the edge. Excellent to put room between Lucario and opponent to provide breathing space. When at max power, this is the strongest forward throw in the game. Initial damage is 7% and does 14% at 170% where it caps.


[[Jigglypuff]]:Puffs once, hitting opponent forward. Low knockback. Does 10% damage.
[[Jigglypuff (SSBB)|Jigglypuff]]: Puffs once, hitting opponent forward. Low knockback. Does 10% damage.


[[Marth]]:Grabs and pushes forward, tripping with the leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed F-smash at 0% on most characters, on some characters it can hit with the tipper for more damage. Can also be used to set-up a fair combo. Does 4%.
[[Marth (SSBB)|Marth]]: Grabs and pushes forward, tripping with the leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed F-smash at 0% on most characters, on some characters it can hit with the tipper for more damage. Can also be used to set-up a fair combo. Does 4%.


[[Ike]]:Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.
[[Ike (SSBB)|Ike]]: Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.


[[Ness]]:Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. The opposite of his back throw, it has very high base knockback but very low knockback scaling. It changes from Ness' best throw to his worst as the enemy's damage increases. 11%.  
[[Ness (SSBB)|Ness]]: Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. The opposite of his back throw, it has very high base knockback but very low knockback scaling. It changes from Ness' best throw to his worst as the enemy's damage increases. 11%.  


[[Lucas]]:Psychokinetically tosses opponent ahead. 10% damage.
[[Lucas (SSBB)|Lucas]]: Psychokinetically tosses opponent ahead. 10% damage.
   
   
[[Mr.Game & Watch]]:He juggles the enemy as a ball and then the enemy is launched forward. 8% damage.
[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]: He juggles the enemy as a ball and then the enemy is launched forward. 8% damage.


[[Snake]]:Flips them over and drops them (scoop slam). A strong throw, although slightly weaker than his back throw but like his back throw, it can KO at higher percents if the opponent doesn't DI. Does 9% damage.
[[Snake (SSBB)|Snake]]: Flips them over and drops them (scoop slam). A strong throw, although slightly weaker than his back throw but like his back throw, it can KO at higher percents if the opponent doesn't DI. Does 9% damage.


[[Sonic]]:Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up Air juggles, but it can be heavily DI'ed backwards. 9% damage. Similar to Meta Knight´s forward throw.
[[Sonic (SSBB)|Sonic]]: Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up Air juggles, but it can be heavily DI'ed backwards. 9% damage. Similar to Meta Knight´s forward throw.


==See Also==
==See Also==

Revision as of 12:15, October 9, 2010

Kirby's forward throw in Brawl.

The forward throw is a throw performed by pressing forward on the control stick after having grabbed the enemy. Most forward throws have neither the power nor the comboability to be very useful. {{incomplete

Forwards throws in Brawl

Mario: Mario spins around once then throws his opponent in front of him. It has low knockback scaling even for a throw. It is mostly only used to get the opponent off the edge. 9%.

Luigi: Luigi spins once with his victim and throws them forward. 9%.

Peach: Peach winds up and slaps the opponent away. Decent knockback and the strongest of Peach's throws, though it rarely KOs. Can chaingrab heavies at low percentages provided that one buffers a dash grab. A hit of 2%, then 8%.

Bowser: Launches foe forward using his head. Decent knockback, but will rarely KO. 10%.

Donkey Kong: Reardless of the opponent's size, DK heaves the opponent onto his back, just like carrying a crate or a barrel. Can be released and regrabbed if he can react quicker, being an infinite on Lucas and Ness when turn releasing and turn grabbing. Donkey Kong is unable to use his forward throw on enemies in the Subspace Emissary, making him the only character unable to use one of his standard throws for said reason. If the input for the forward throw is used, he will use his up throw instead.If the character breaks free, it will do 6%, if while carrying do a F-Throw or a B-Throw, it will do 8%. Performing a U-Throw, 7%, and a D-Throw, 6%.

Diddy Kong: Tosses opponent forward.Strongest throw. 11%.

Yoshi: Spits the opponent out. 7%.

Wario: Spins the foe around and throws him/her forward. The lighter the character the faster he spins them. The best throw for racking up damage. Usually starts KO at about 150% on lighter characters near the edge with good DI. Identical to Mario and Luigi's back throw, except the spun opponent doesn't hurt other foes.12%.

Link: Lets go of foe then kicks them, football punt style. Does 7% damage.

Zelda: Telekinetically twirls opponent and throws them forward. Does 12%.

Sheik: Sheik elbows the enemy with her left arm. 5%, then 2%.

Ganondorf: Punches his opponent forward. High damage for a throw and good power. 13%.

Toon Link: Drops opponent quickly and shoulder tackles them forward. 7% damage.

Samus: Flings forward with her Grapple Beam.9%.

Zero Suit Samus: Hits opponent forward with gun. Deals 2% then 7% damage, total of 9%. Can chain grab most characters at low percents.

Pit: Slashes the opponent. Can chaingrab at very low percentages against heavier characters. Does 10%.

Ice Climbers: Hit with hammer. If the player walks slightly forward with the partner climber before using, he/she can grab the enemy again right after they use the attack, making this a chain grab. If used near the edge and combined with their partner using a short hop then forward air, it can kill at 50%. The throw does 8%.

R.O.B.: Tosses opponent forward. Does 10%.

Kirby: Pile Driver" from Kirby's Suplex ability in Kirby Super Star and Backdrop from "Adventure". Kirby rises slowly in the air, while flipping, then slams the opponent down. Incredible combo potential. This move can lead into combos dealing up to 45% or higher depending on the character's weight and falling speed. Does 8% damage.

Meta Knight: Kicks the opponent in front of him. A very fast throw. 8-10% damage.

King Dedede: Hits opponent with hammer. A fast throw with high knockback for a throw, though it is weaker than his back throw. Does occasionally KO at the end of his d-throw chain throw at very high percentages if opponents DI it the wrong way when trying to escape the grab. Does 12% damage.

Olimar: Pikmin leaps into the air, latches onto the opponent, and then pushes itself off. With Blue Pikmin, it has a very high knockback for a throw. Red: 6%, Blue: 13%, Yellow: 7%, White: 6%, Purple: 7%.

Fox: Punches the opponent forward. 7% damage.

Falco: Punches his opponent forward. 7% damage. Same as Fox.

Wolf: Uppercuts his opponent forward. This throw can be used to pseudo chain throw some characters, such as Fox, at very low percentages by buffering a dash forward. It may also be followed up with a f-smash, DACUS, or RAR bair. Does 7% damage.

Captain Falcon: Punches the enemy and sends them forward. Can be followed by a dashing up smash for a KO, and the throw itself has some KO power at high percents. Can also be followed with his dash attack, or even a Falcon Kick at mid percents. Can be used to pseudo-chain throw the opponent at very low percentages due to Captain Falcon's dashing speed. Leads into aerial follow ups near the ledge. 4%, then 5% damage.

Pikachu: Places opponent on back and electrocutes them forward. Can chain throw almost all characters. 10% damage. Good for countering Stale Move Negation because it hits multiple times.

Charizard:Grabs opponent in jaws, spins them, then releases them in front of itself. A pseudo-chain throw on many characters at near-0% percents. Does 10% damage.

Ivysaur: Grabs opponent with vines and tosses them forward. Does 8% damage.

Squirtle: Puts its opponent in front of it, then kicks them. Does 9% damage.

Lucario: Uses Aura to blast opponent forward. Good horizontal knockback at higher damages. Lucario's fastest throw. Does 14% at 170% where it caps. Can be an effective KO move at high percentages on the edge. Excellent to put room between Lucario and opponent to provide breathing space. When at max power, this is the strongest forward throw in the game. Initial damage is 7% and does 14% at 170% where it caps.

Jigglypuff: Puffs once, hitting opponent forward. Low knockback. Does 10% damage.

Marth: Grabs and pushes forward, tripping with the leg. Great for tech-chasing and can chain throw heavy/fast falling characters at 0% for up to usually four throws maximum and set-up a guaranteed F-smash at 0% on most characters, on some characters it can hit with the tipper for more damage. Can also be used to set-up a fair combo. Does 4%.

Ike: Ike throws opponent forwards while kicking them. Can chain grab in walls. 6% damage.

Ness: Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. The opposite of his back throw, it has very high base knockback but very low knockback scaling. It changes from Ness' best throw to his worst as the enemy's damage increases. 11%.

Lucas: Psychokinetically tosses opponent ahead. 10% damage.

Mr. Game & Watch: He juggles the enemy as a ball and then the enemy is launched forward. 8% damage.

Snake: Flips them over and drops them (scoop slam). A strong throw, although slightly weaker than his back throw but like his back throw, it can KO at higher percents if the opponent doesn't DI. Does 9% damage.

Sonic: Kicks opponent diagonally upward using a straight up kick (like a vertical split). Can follow with Up Air juggles, but it can be heavily DI'ed backwards. 9% damage. Similar to Meta Knight´s forward throw.

See Also

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