Multi-hit throw: Difference between revisions

7,714 bytes added ,  2 years ago
m (Removed disambig links and fixed others. Removed pointless rowspans)
Line 248: Line 248:


==List of multi-hit throws in ''[[Super Smash Bros. Ultimate]]''==
==List of multi-hit throws in ''[[Super Smash Bros. Ultimate]]''==
{{incomplete}}
{{incomplete|needs any missing throws}}
{|class="wikitable"
{|class="wikitable"
!Character
!Character
Line 254: Line 254:
!Description
!Description
!Damage
!Damage
|-
|{{SSBU|Samus}}||[[Up throw]]||Samus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups.||5% (hit 1), 7% (throw)
|-
|{{SSBU|Dark Samus}}||[[Up throw]]||DarkSamus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups.||5% (hit 1), 7% (throw)
|-
|-
|{{SSBU|Kirby}}||[[Down throw]]||Fury Stomp from the Suplex ability in Kirby Super Star. Throws the opponent onto the ground, then rapidly stomps on them several times, and then finishes with a jumping double foot stomp.||1.2% (Hits 1-10), 2.4% (throw)
|{{SSBU|Kirby}}||[[Down throw]]||Fury Stomp from the Suplex ability in Kirby Super Star. Throws the opponent onto the ground, then rapidly stomps on them several times, and then finishes with a jumping double foot stomp.||1.2% (Hits 1-10), 2.4% (throw)
|-
|-
|rowspan="2"|{{SSBU|Fox}}||[[Back throw]]||Fox throws his foe backwards and shoots them with three rapid shots from his {{b|Blaster|Fox}}.||2.4% (throw), 2.4% (hits 1-3)
|rowspan="4"|{{SSBU|Fox}}||[[Forward throw]]||Releases the opponent and quickly performs a cross, launching them forward. It can be used for tech chasing at mid percentages or putting the opponents offstage. Fox's strongest throw, but fails to KO Mario until around 212% at the very edge of [[Final Destination]].||4% (hit), 3% (throw)
|-
|[[Back throw]]||Fox throws his foe backwards and shoots them with three rapid shots from his {{b|Blaster|Fox}}.||2% (throw), 2% (Blaster shots)
|-
|[[Up throw]]||Fox throws his foe upwards and fires three rapid shots from his blaster. Can occasionally follow up into up aerial if the opponent's reaction is read.||2% (throw), 2% (Blaster shots)
|-
|[[Down throw]]||Fox forces his foe onto the floor and fires four point-blank shots at them with his blaster. Can link into a neutral or forward air.||2% (Blaster shots), 1% (throw)
|-
|{{SSBU|Pikachu}}||[[Forward throw]]||Lays the opponent on its tail and shocks them.||3% (hit 1), 5% (throw)
|-
|{{SSBU|Ness}}||[[Down throw]]||Throws the opponent onto the ground and scorches them with PK Fire.||0.5% (hits 1-3), 1.5% (hit 4), 4% (throw)
|-
|rowspan="2"|{{SSBU|Bowser}}||[[Up throw]]||Bowser throws the opponent slightly up, withdraws into his shell, and spins, damaging them against his spikes. Bowser's only real follow-up throw; it can true combo into a forward air at low percentages, though it is difficult to do so.||0.5% (hits 1-7), 2% (hit 8), 4% (hit 9), 2% (throw)
|-
|[[Down throw]]||Places the opponent on the ground and body slams them. It deals 14%, making it among the most damaging throws in the game. Its high base knockback, low knockback scaling, and high ending lag prevent it from having any follow-ups. However, the very high damage and base knockback make it a good mix up and an option to send opponents offstage.||10% (hit 1), 4% (throw)
|-
|{{SSBU|Zelda}}||[[Down throw]]||Forces her opponent under her and blasts it with fiery magic enegy from her hands, which launches them above her. A reliable combo starter, it can be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. At high percents, Zelda can follow it up with an up aerial or back aerial for a relatively secure KO.||1.5% (hits 1-4), 2% (throw)
|-
|rowspan="2"|{{SSB4|Mewtwo}}||[[Forward throw]]||Telekinetically lifts the opponent diagonally in the air before firing five shadow balls at them. It deals 13% if all hits connect, making it among the most damaging throws in the game. However, the Shadow Balls can be reflected by a {{SSBU|Hero}} with [[Bounce]] or any opponent wearing a [[Franklin Badge]], and other nearby opponents with reflectors and/or absorption moves can choose to intercept it, while opponents can also DI to avoid some of the projectiles at higher percentages and mitigate the throw's damage. While it does not possess any true follow-ups, it has relatively low endlag and leaves the opponent in a favorable position to cover their options with a running up tilt, dash attack, back aerial, etc.||3% (throw), 2% (Shadow Balls)
|-
|[[Down throw]]||Telekinetically slams the opponent to the ground, and then somersaults in order to strike them with its tail. It can combo into up tilt at low percentages, and forward aerial at mid-high percentages, which can KO reliably at around 80%-130% depending on the opponent's weight and size. The aforementioned follow-ups are susceptible to DI, although its quick startup is difficult to react to, and it can be used as a mixup to forward throw. At mid to high percentages, it can force the opponent onto a platform if used below one, leading to a tech-chase situation where Mewtwo can potentially follow up with an aerial, up smash, or even [[Disable]] with the right read.||4% (hit 1), 5% (throw)
|-
|rowspan="4"|{{SSBU|Meta Knight}}||[[Forward throw]]||A bicycle kick. Unlike in SSB4, it can no longer combo due to changes to traction.||6% (hit), 3% (throw)
|-
|[[Back throw]]||Teleports behind the opponent and then slashes their back, launching them away.||7% (hit), 3% (throw)
|-
|[[Up throw]]||The Air Drop from [[Kirby]]'s {{s|wikirby|Ninja}} ability. Unlike Kirby's up throw, the impact does not have an aesthetic explosion.||10% (throw), 7% (collateral)
|-
|[[Down throw]]||Like Kirby's down throw, but slower: stomps on opponent multiple times, then ends by fall-crush-stomping down on them, excellent follow-up potential. Can link into an up smash, forward aerial, and occasionally even into a KO combo with [[Shuttle Loop]] if opponent DIs poorly.||0.5% (hits 1-9), 1% (hit 10), 2% (throw)
|-
|rowspan="2"|{{SSBU|Charizard}}||[[Up throw]]||Jumps up before doing a powerful suplex, akin to Kirby and Meta Knight's up throws. It is one of the strongest throws in the game without DI, but its mostly vertical, yet more horizontal angle than other up throws allows for the victim to apply both optimal DI and LSI against the move. This weakens it to an extent where middleweights can survive it up to around 160% without rage. The throw's poor knockback for its archetype can be alleviated by being used under a high platform. Resembles the Pokémon move Seismic Toss.|| 8% (hit 1), 3% (throw)
|-
|[[Down throw]]||Charizard pins its opponent on the floor, and then breathes fire on them. Does poor damage, but has high knockback and can KO enemies at high percents.||1% (hits 1-5), 1% (throw)
|-
|{{SSBU|Sonic}}||[[Down throw]]||Pins the enemy down, then Spin Dashes into them. Great for tech-chasing. Originates from Sonic the Fighters.||1% (hits 1-5), 1% (throw)
|-
|{{SSBU|Pac-Man}}||[[Down throw]]||Changes into his Classic Form and chomps the opponent four times, with the last hit dealing low knockback. Sends at a low angle for techchases, but has very high ending lag. Sends at a good angle for Key if it was charged prior.||1.5% (hits 1-3), 6% (hit 4)
|-
|rowspan="5"|{{SSBU|Kazuya}}||[[Forward throw]]||Kicks the opponent in the face before striking them with his heel, throwing them in the process. It deals decent knockback for a throw, although it doesn't KO middleweights until around 170%.||2% (throw), 10% (beam)
|-
|[[Back throw]]||Grabs his opponent by the leg and slams them on the floor behind him. Deals high damage, but lacks KO potential until about 190%.||14% (hit 1), 0% (throw)
|-
|-
|[[Up throw]]||Fox throws his foe upwards and fires three rapid shots from his blaster. Can occasionally follow up into up aerial if the opponent's reaction is read.||2.4% (throw), 2.4% (hits 1-3)
|[[Up throw]]||Throws the opponent upwards, then transforms into his devil form and shoots a beam diagonally upwards at them. Does not cause a camera angle change in 1v1s unlike his other throws. The beam can hit other opponents in addition to the one being thrown. However, but can be reflected if the opponent wears a [[Franklin Badge]] or by {{SSBU|Hero}} if [[bounce]] is active. It is Kazuya's strongest throw, reliably KOing middleweights at the ledge at around 145% (or around 170% anywhere else) due to its knockback and angle, and making it one of the strongest up throws in the game.||2% (throw), 10% (beam)
|-
|-
|{{SSBU|Pikachu}}||[[Forward throw]]||Lays the opponent on its tail and shocks them.||2,4% (throw), 2.4% (hits 1-4)
|[[Down throw]]||A headbutt. Kazuya's only combo throw, having followups into Flash Tornado, both variants of Wind God Fist, and Tsunami Kick. It has low hitstun, so other followups usually require a read or reaction.||7% (hit 1), 1% (throw)
|-
|-
|{{SSBU|Ness}}||[[Down throw]]||Throws the opponent onto the ground and scorches them with PK Fire.||0.6% (hits 1-3), 1.8% (hit 4), 4.8% (throw)
|[[Gates of Hell]]||Bends the opponent's back, then kicks them away. Done by inputting ↘ ↓ ↘ before pressing the grab button. It sends opponents behind Kazuya and it is extremely damaging for a throw (24% total), and is technically the strongest throw in the game that isn't a special move. In addition to its high damage, it sends the opponent at a deep semi-spike angle with good knockback, making it excellent against foes with poor recoveries. However, as it sends behind Kazuya, this requires him to face away from a ledge to send his opponent offstage. Based on Kazuya's command grab from Tekken 5 onwards.||10% (hit 1), 13% (hit 2), 1% (throw)
|}
|}


5,521

edits