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[[File:Zelda down throw Brawl.jpg|thumb|250px|Zelda performs her down throw on R.O.B.]]
[[File:SSBU Mythra Down Throw.gif|thumb|250px|{{SSBU|Mythra}} performs her down throw on {{SSBU|Byleth}} in ''[[Super Smash Bros. Ultimate]]''.]]
A '''down throw''' ({{ja|下投げ|Shita nage}}, ''Down/lower/under throw''), commonly abbreviated as '''d-throw''', is a [[throw]] performed by pressing down on the control stick after having [[grab]]bed the enemy. Most of them throw the foe into the ground and bounce them at different angles depending on the character, and set up [[combo]]s better than other throws. Some also work as [[meteor smash]]es, such as {{SSBM|Fox}}'s in ''Melee'' and {{SSBB|Mr. Game & Watch}}'s in ''Brawl''.
[[File:Zelda down throw Brawl.jpg|thumb|250px|{{SSBB|Zelda}} performs her down throw on {{SSBB|R.O.B.}} in ''[[Super Smash Bros. Brawl]]''.]]
A '''down throw''' ({{ja|下投げ|Shita nage}}, ''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 [[grab]]bed the opponent. They were introduced in ''[[Super Smash Bros. Melee]]''; in the original ''[[Super Smash Bros.]]'', there were only [[forward throw]]s and [[back throw]]s. In the transition to ''Melee'', {{SSB|Captain Falcon}}'s previous forward throw became his down throw, and he instead received a new forward throw.


These throws are typically used to set up combos or tech-chase moves in both ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' by following their [[DI]] and predicting an [[air dodge]] or jump. Some such as {{SSBM|Sheik}}'s down throw in ''Melee'' and {{SSBB|King Dedede}}'s in ''Brawl'' are also notable for their chaingrabbing potential similar to some [[up throw]]s, allowing a [[zero-to-death]] against some characters. In ''[[Super Smash Bros. 4]]'', while chaingrabs do not exist, most characters' down throws are notorious for being able to set up true [[combo]]s into [[aerial attack]]s against foes until mid-high percents (depending on [[rage]]), particularly those of {{SSB4|Diddy Kong}} (prior to patch [[1.0.6]]) and {{SSB4|Luigi}} (prior to patch [[1.1.1]]).
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 grab]]s, most notably {{SSBM|Sheik}}'s in ''Melee'' and {{SSBB|King Dedede}}'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.


Of the four types of throws, down throws generally have the weakest [[knockback]] scaling, with the exception of some like {{SSBB|Lucas}}'s in ''Brawl'' and {{SSBB|Squirtle}}'s. Down throws do not exist in the original ''[[Super Smash Bros.]]''.
==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.


==List of down throws in ''[[Super Smash Bros. Melee]]''==
{| class="wikitable"
{|class="wikitable"
!Character
!Description
!Damage
|-
|-
|{{SSBM|Bowser}}|| Throws his foe on the ground and lands on them with tremendous force. Has extremely low knockback growth, not KOing even at 999%, so it is believed by most players to have [[set knockback]]. It is better used for racking up damage.|| 12%.
! Character !! Description !! Hitbox
|-
|-
|{{SSBM|Captain Falcon}}|| Takes foe and violently bashes them to the floor. Easily leads into his [[Raptor Boost|side special]], a tactic often used by CPUs. At low percentages, following his down throw and side special, an up smash or tilt is possible. At high percentages, it can follow into a neutral aerial or whatever, depending on the foe's DI reaction.|| 7%.
|[[Banjo]] & [[Kazooie]]||Banjo slams the opponent into the ground, [[Bury|burying]] them.||{{n|16}}
|-
|-
|{{SSBM|Donkey Kong}}|| Violently shoves the enemy to the ground.|| 7%.
|[[Bayonetta]]||Stomps the opponent with one heel.||{{y|16}}
|-
|-
|{{SSBM|Dr. Mario}}|| Looks to the front of the screen and slams his foe into the ground, flipping in the air and passing him/her through his legs. || 6%.
|[[Bowser]]||Performs a belly flop.||{{y|16}}
|-
|-
|{{SSBM|Falco}}|| Throws the opponent into the ground and shoots 4 times with his blaster. Can set up an up-tilt of predicted foe reaction an counter-attack is possible. It can also be used to start a shine combo. Like Fox, his down throw is not too useful due to it being easy to tech out of. Meteor smashes over a ledge if Falco grabs his opponent at the very edge of a platform, and the shots have the same properties as Fox's, though making foes flinch.|| 5 hits, 4% total.
|[[Bowser Jr.]]||Deploys a drill from below the [[Koopa Clown Car]] and rotates it onto the opponent on the ground, hitting multiple times.||{{y|16}}
|-
|-
|{{SSBM|Fox}}|| Throws the opponent into the ground and shoots 4 times with his blaster. Does not make opponents bounce off the ground like other down throws (except Falco) because it is a [[meteor smash]]. Not useful due to being able to tech out of it, but it has tech chase potential. Can lead into up-tilt or his Reflector. Meteor smashes over a ledge if his body is partially overlapping it, and in this case the shots also come at downward angles, though not dealing any knockback, and can also be [[Reflection|reflected]] or [[Absorption|absorbed]].|| 5 hits, 4% total.
|[[Byleth]]||Slams the opponent into the ground with a downward swing of the Sword of the Creator.||{{y|16}}
|-
|-
|{{SSBM|Ganondorf}}|| Takes foe and violently bashes them to the floor. Can set up juggling. It can also chain throw a variety of characters at low percentages and can chain throw fastfallers up to high percentages.|| 7%.
|[[Captain Falcon]]||Lifts the opponent overhead and slams them onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Ice Climbers}}|| Takes foe and slams them harshly into the ground. Only the lead Ice Climber attacks, though the foe is usually knocked right in front of the IC, leading into many quick combos.|| 6%.
|[[Charizard]]||Breathes fire at the opponent on the ground (akin to [[Flamethrower]]), hitting them multiple times.||{{y|16}}
|-
|-
|{{SSBM|Jigglypuff}}|| Grinds foe with itself on the floor.|| 6 hits, 10% total.
|[[Chrom]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Kirby}}|| Throws the opponent on the ground, then stands on the opponent, rapidly hitting the enemy many times with his feet. Only the final hit does damage. Has vertical knockback with weak growth.|| 8%.
|[[Cloud]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Link}}|| Brings foe down and tackles. Leaves foes wide open for a combo, such as his Spin Attack or up tilt.|| 2% then 4% (6% total).
|[[Corrin]]||Turns into dragon form and stomps the opponent with his front legs.||{{y|16}}
|-
|-
|{{SSBM|Luigi}}|| Looks to the front of the screen and slams his foe into the ground, sending the enemy upwards and slightly to the side, depending on the target's DI. Does not stun the opponent long enough to combo or chain grab.|| 7%.
|[[Daisy]]||Toad jumps and headbutts the opponent onto the ground.||{{y|16}}
|-
|-
|{{SSBM|Mario}}|| Looks to the front of the screen and slams his foe into the ground, flipping in the air and passing him/her through his legs. Can be a good chainthrow on certain characters.|| 6%.
|[[Dark Pit]]||Puts the opponent on the ground and stabs them with the Silver Bow.||{{y|16}}
|-
|-
|{{SSBM|Marth}}|| Hooks arm and drags to the floor sending the opponent backward. Sets up tipper forward smash at low percentages.|| 5%.
|[[Dark Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|-
|-
|{{SSBM|Mr. Game & Watch}}|| Juggles the enemy as a ball, then bounces opponent into the floor.|| 8%
|[[Diddy Kong]]||Throws the opponent onto the ground with a leapfrog-like maneuver.||{{n|16}}
|-
|-
|{{SSBM|Mewtwo}}|| Throws its enemy down and hits with its tail. Can chain grab.|| 6% then 5% (11% total).
|[[Donkey Kong]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Ness}}|| Throws the opponent downward, and hits the enemy with PK Fire. Has a decent amount of followups.|| 6 hits, 9% total.
|[[Dr. Mario]]||Slams the opponent onto the ground with both arms.||{{n|16}}
|-
|-
|{{SSBM|Peach}}|| Puts opponent down and sits on them. Can chain grab floaty characters, heavyweights, and fast fallers at high percentages. Other nearby enemies will be weakly meteor smashed by the throw, though strangely not receiving damage.|| 7%. 
|[[Duck Hunt]]||The dog slams the opponent onto the ground with his mouth.||{{n|16}}
|-
|-
|{{SSBM|Pichu}}|| Places the opponent on the ground, then jumps on and zaps them. No recoil damage to Pichu, even though it has an electric effect.||4% then 6% (10% total)
|[[Falco]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Puts the opponent on the ground and fires one shot at them from his Blaster, releasing them afterward.||{{y|16}}
|-
|-
|{{SSBM|Pikachu}}|| Places the opponent on the ground, then jumps on and zaps them. This is good for lower percent lightweights, as it will sometimes lead to an up smash; against fastfallers, it has chainthrow potential. More easily DIed than the up throw.||4% then 6% (10% total).
|[[Fox]]||Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward.||{{y|16}}
|-
|-
|{{SSBM|Roy}}|| Hooks arm and drags to the floor sending the opponent backward. || 6%.
|[[Ganondorf]]||Lifts the opponent overhead and slams them onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Samus}}|| Violently picks foe up with her Grapple Beam and slams them to the ground. Almost 100% of the time can use [[up tilt]] to punish nearly any opponent. This attack has a set knockback.|| 6%.
|[[Greninja]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Sheik}}|| Punches enemy to the ground. In the NTSC version, Sheik can chain grab or tech chase many characters to high percentages. When compounded with a forward tilt, the throw can also chainthrow Fox or Falco at or to high percentages.|| 5% then 3% (8% total).
|[[Hero]]||Performs a horizontal somersault and slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBM|Yoshi}}|| Spits the foe downwards, forcefully slamming him/her into the ground.|| 4%.
|[[Ice Climbers]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Lifts the opponent overhead and slams them onto the ground with one arm.<br/>{{GameIcon|SSBU}} Faces the screen and lifts the opponent overhead with both arms, them slams them onto the ground.||{{n|16}}
|-
|-
|{{SSBM|Young Link}}|| Very suddenly grounds the foe and tackles them.|| 2% then 4% (6% total).
|[[Ike]]||Slams the opponent onto the ground with one arm, then performs a [[Wikipedia:Professional wrestling attacks#Knee drop|knee drop]].||{{y|16}}
|-
|-
|{{SSBM|Zelda}}|| Drops foe and zaps them, then sends foe behind her with weak knockback.|| 5 hits, 9% total.
|[[Incineroar]]||Performs a {{s|wikipedia|chokeslam}}.||{{n|16}}
|}
 
==List of down throws in ''[[Super Smash Bros. Brawl]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSBB|Bowser}}|| Body slams the opponent. Has set knockback.|| 12%.
|-
|{{SSBB|Captain Falcon}}|| Slams opponent to the ground. A tech-chasing move by predicting their DI/jump/air dodge.|| 7%.
|-
|{{SSBB|Charizard}}|| Charizard uses Flamethrower on opponent giving 5 small 1% hits and a last hit of 3%. Can KO at higher percents.|| 9% total.
|-
|{{SSBB|Donkey Kong}}|| Violently slams opponent to the ground. Sets up a forward tilt and can chain grab at lower percents.||4% then 3% (7% total).
|-
|{{SSBB|Diddy Kong}}|| Jumps and throws opponent on the ground.|| 9%.
|-
|{{SSBB|Falco}}||Throws enemy to the ground and shoots 4 times. It is an unescapable chain grab at lower percents, most characters can be chain grabbed until 42% with walking grab, dash grab, and boost pivot grab (the last one at usually the 1st 2 throws), but it is significantly shorter on floaty characters and only walking grab works on them. To finish it Falco can either [[Dash attack canceled up smash]] combo or down aerial them to set up an edge guarding (though some characters can always survive it or SDI the down aerial's knockback back onto the stage). After chain grab range, it is a tech-chasing move.||5 hits, 9% total.
|-
|{{SSBB|Fox}}|| Throws enemy to the ground and shoots 4 times.||5 hits, 9% total.
|-
|{{SSBB|Ganondorf}}|| Throws his opponent violently on the ground. Good tech-chasing move at lower percents.|| 7%.
|-
|{{SSBB|Ice Climbers}}|| Spins and then throws the enemy to the ground. Can be used to chain grab infinitely with good timing if both Ice Climbers participate.|| 6%.
|-
|{{SSBB|Ike}}|| Throws opponent to the ground and then stomps on them. Can KO at very high percents.||4% then 2% (6% total).
|-
|{{SSBB|Ivysaur}}|| Ivysaur's vines throw the opponent to the ground.|| 10%
|-
|{{SSBB|Jigglypuff}}|| Rolls on its opponent.|| 4% then 6% (10% total).
|-
|{{SSBB|King Dedede}}|| Slams opponent on ground and sits on them looking front. Arguably one of the best chain grabs in the game: can grab all chaingrabbable characters in walls or even if it isn't a chaingrabbable character, it is instead a great tech-chasing move by predicting their rolls/tech rolls.||5% then 3% (8% total).
|-
|{{SSBB|Kirby}}|| Performs Suplex's Fury Stomp move from ''Kirby Super Star''. Delivers 9 1% kicks leading up to him stomping. Can chain grab fast-fallers at low damages.|| 12% total.
|-
|{{SSBB|Link}}|| Throws opponent to the ground while doing a spinning body slam, then jabs opponent with his elbow. Can be used to chaingrab at lower percentages.||3% then 4% (7% total).
|-
|{{SSBB|Lucas}}|| Places opponents down on ground with PSI powers. Opponents will then suffer pretty powerful vertical knockback. Strongest down throw in ''Brawl''.|| 10%.
|-
|{{SSBB|Lucario}}|| Throws opponent to the ground.|| 10%.
|-
|{{SSBB|Luigi}}|| Slams opponent to the ground.|| 6%.
|-
|{{SSBB|Mario}}|| Slams opponent to the ground.|| 6%.
|-
|{{SSBB|Marth}}|| Throws opponent to the ground.|| 5%.
|-
|{{SSBB|Meta Knight}}|| Fury Stomps the opponent 8 times for 1% each kick, then performs a finishing stomp. Can tech-chase by predicting the opponent's DI.|| 11% total.
|-
|{{SSBB|Mr. Game & Watch}}|| Juggles opponent, then throws him/her straight down. A great tech-chasing move by predicting the opponent's rolls, and a successful read can lead to a regrab or one of Mr. Game & Watch's powerful smash attacks for a KO. While it is a great tech-chasing move, the move can be [[tech]]ed as soon as the throw has ended, unlike Snake's down throw, which sends the victim directly into a fallen position, giving Mr. Game & Watch less time to react to his opponent's actions.|| 6%.
|-
|{{SSBB|Ness}}|| Uses [[PK Fire]] on opponent with 5 1% hits and an ending 4%.|| 9% total.
|-
|{{SSBB|Olimar}}|| The [[Pikmin]] that grabbed the opponent will slam him on the ground.|| Yellow Pikmin: 8%, Red: 9%, Blue: 12%, Purple: 8%, White: 6%. All do 1% at first, then the rest as another hit.
|-
|{{SSBB|Peach}}|| Sits on opponent. Can be used to chaingrab on lower percentages.|| 7%.
|-
|{{SSBB|Pikachu}}|| Slams the opponent. A notable chain grab.||4% then 6% (10% total).
|-
|{{SSBB|Pit}}|| Slams opponent to the ground, then slashes.|| 5% then 1% (6% total).
|-
|{{SSBB|R.O.B.}}|| Drills the opponent to the ground.|| 10%, no damage is done until the release.
|-
|{{SSBB|Samus}}|| Slings opponent over her head then slams them down.|| 6%.
|-
|{{SSBB|Sheik}}|| Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection.||4% then 2% (6% total).
|-
|{{SSBB|Snake}}|| Slowly puts the opponent down to the ground, leaving the opponent immobilized for a while. One of the best tech-chasing moves in the game. While lying on the ground, the opponent has five options: roll behind, which can be punished on reaction if Snake is standing; roll away; get-up without attacking; get-up attack; or stay on the ground. Every option the opponent has is risky and can set up dangerous moves like forward tilt, regrab or up tilt (which can also hit after shielding their get-up attack) that can deal a lot of damage, lead to another tech-chase, or a KO. The tech-chase is even more dangerous near the edges or on a small platform where the victim can't roll away as far from Snake. The effectiveness also depends on how good the opponent's rolls and get-up attacks are. If used near the edges the opponent will fall, and if the opponent doesn't do anything it can set up a knee hit of forward tilt or an up tilt|| 12%.
|-
|{{SSBB|Sonic}}|| Spin Dashes on opponent first dealing 3 separate 1% hits then ending it with a 5%|| 8% total.
|-
|{{SSBB|Squirtle}}|| Sits on opponent. Second strongest down throw in the game in terms of knockback, can KO at fairly low percents for being a throw.||4% then 3% (7% total).
|-
|{{SSBB|Toon Link}}|| Throws opponent to the ground doing a spinning body slam afterwards jabbing opponent with his elbow. Can be used to chaingrab at lower percentages a bit faster than Links.|| 7%.
|-
|{{SSBB|Wario}}|| Sits on opponent looking to the front of the screen. Can be used to chaingrab characters like Donkey Kong and Falco, but it is extremely hard to master because it requires a turn-around grab buffering has set knockback.||4% then 3% (7% total).
|-
|{{SSBB|Wolf}}|| Throws opponent to the ground and delivers a scratch. A tech-chase move at lower percents and at higher percents it is a semi-spike that can set up an edge guarding with the opponent at a low angle (he can [[tech]] the throw though).||7% then 3% (10% total).
|-
|{{SSBB|Yoshi}}|| Spits opponent into the ground.|| 4%.
|-
|{{SSBB|Zelda}}|| Throws opponent on the ground and shocks them with magic. Can be used to set up a [[Lightning Kick]]. It can also stage spike certain characters, such as Falco, King Dedede, Ganondorf, and Lucario. Even if they survive or tech out of stage spike, she can set up an early edge guard.|| 5 hits, 10% total.
|-
|{{SSBB|Zero Suit Samus}}|| Slams opponent on ground and stomps on them with one foot.||5% then 2% (7% total).
|}
 
==List of down throws in ''[[Super Smash Bros. 4]]''==
{|class="wikitable"
!Character
!Description
!Damage
|-
|{{SSB4|Bayonetta}}||Stomps on the opponent.||3% (stomp), 5% (throw)
|-
|{{SSB4|Bowser}}|| Body slams the opponent, sending them in a horizontal angle.||12%.
|-
|{{SSB4|Bowser Jr.}}|| Drills opponent on the ground. 8 small hits that give 1% every 2 hits, then a 4% finishing blow. Prior to update [[1.0.4]] in ''Smash 3DS'' it dealt 2 more hits (10 in total), resulting in more damage.||8%.
|-
|{{SSB4|Captain Falcon}}|| Slams opponent onto the ground.||6%.
|-
|{{SSB4|Charizard}}|| Charizard uses Flamethrower on opponent giving 5 small 1% hits and a last hit of 3%. It used to be a kill throw. From version [[1.0.8]] onward, the knockback was significantly reduced, now it can combo into an up smash (at low percentages) or forward air. And since the update {{SSB4|1.1.0}}, it can combo into up air or [[Fly]] at kill percentages.||9% total.
|-
|{{SSB4|Cloud}}|| Forcefully slams the opponent onto the ground, sending them behind him. Low base knockback and Cloud's primary combo throw, as it can lead into a reversed tilt or [[Cross Slash]] until middle percents. Surprisingly, this is also his strongest throw at high percents due to high knockback growth, although it cannot KO until 215%.||7%.
|-
|{{SSB4|Corrin}}|| Throws the opponent to the ground and assumes dragon form, body-slamming them and reverting back to human form. ||6.5% (body slam), 3% (throw)
|-
|{{SSB4|Dark Pit}}||Same as Pit's.||2% then 4%.
|-
|{{SSB4|Diddy Kong}}|| Jumps and throws opponent on the ground. Can infamously follow up with up air, or other aerial attacks such as forward air. As of version 1.0.8, though, its followup potential has been reduced.||7%.
|-
|{{SSB4|Donkey Kong}}|| Violently slams opponent onto the ground.||4% then 3% (7% total).
|-
|{{SSB4|Dr. Mario}}|| Visually the same as Mario's, though it has higher base knockback and a less horizontal angle, allowing better followups into aerials. ||6%.
|-
|{{SSB4|Duck Hunt}}|| Slams opponent into the ground.||5%.
|-
|{{SSB4|Falco}}||Holds the enemy on the ground and shoots them once, launching at a horizontal angle. Can lead into an up smash for KOing or a dash attack if the enemy doesn't [[tech]].||2 hits, 5% total.
|-
|{{SSB4|Fox}}|| Holds the enemy on the ground and shoots 4 times. Can lead into a forward air or up air depending on the foe's reaction.||4 hits, 7% total.
|-
|{{SSB4|Ganondorf}}|| Throws his opponent violently on the ground. Can true combo into neutral air, up air or [[Wizard's Foot]].|| 7%.
|-
|{{SSB4|Greninja}}||Throws opponent onto the ground with one hand, launching them at a low height in front of Greninja. In version {{SSB4|1.1.0}}, this move has reduced ending lag, giving it some more followups (though not true combos) depending on the foe's reaction.||5%.
|-
|{{SSB4|Ike}}|| Throws opponent onto the ground and then stomps them. Can combo into [[Aether]] at low percents, as well as neutral air and up air until mid percents.||4% then 2% (6% total).
|-
|{{SSB4|Jigglypuff}}|| Rolls on opponent.||4% then 6% (10% total).
|-
|{{SSB4|King Dedede}}|| Violently slams his opponent on the ground with one hand. Can combo into neutral or forward air.||6%.
|-
|{{SSB4|Kirby}}|| Performs the Suplex ability's Fury Stomp move from ''Kirby Super Star''. Delivers 9 kicks of 1% damage each, finishing with him stomping. ||10.2% total.
|-
|{{SSB4|Link}}|| Throws opponent to the ground while doing a spinning body slam, then falls on the opponent with his elbow. It used to launch foes behind Link, but from version 1.0.8 onwards it instead throws them at a straight vertical angle, allowing him to combo into an up tilt at low percentages.||2  hits of 3% (6& total).
|-
|{{SSB4|Little Mac}}||Slams opponent's head into ground with both hands. Can combo into [[Rising Uppercut]] until ridiculously high percents if the opponent doesn't [[DI]], upwards of 200% on some characters.||4% then 5% (9% total).
|-
|{{SSB4|Lucario}}||Lifts the opponent up into the air before slamming them back into the ground. Damage and knockback scale with [[Aura]].||4% (0%), 7% (50%), 8% (100%), 10% (150%), 11% (190%+).
|-
|{{SSB4|Lucas}}||Psychokinetically throws the opponent into the ground. It causes much less knockback than in ''Brawl'', no longer being a KO throw, but providing many new combo options, leading into up tilt or any aerial except back air. The throw now shows foes as being [[buried]] before releasing them.||6.5%.
|-
|{{SSB4|Lucina}}||Same as Marth's.||5%.
|-
|{{SSB4|Luigi}}|| Ground-Pounds the opponent. Notorious for being one of the (if not the) most powerful down throws in ''Smash 4'' in terms of combo potential, being able to combo into up tilt, up smash, any aerial, [[Luigi Cyclone]] or even [[Super Jump Punch]]; even at high percentages it can lead into an up air or Luigi Cyclone for KOing. It also enables Luigi to perform a pseudo-chaingrab in certain characters by hitting them with his forward air twice, causing them to land on the ground, then grabbing them again and repeating the process.||6%.
|-
|{{SSB4|Mario}}|| Slams opponent to the ground. Has quite low base knockback in comparison to other down throws. This move can infamously combo into a multitude of up tilts, followed up by two up aerials and a Super Jump Punch if the foe's DI is read properly. Even though some characters can land and shield after some up tilts, Mario can grab them again, down throw and continue the combo. At mid to high percentages it can still combo into an up aerial or Super Jump Punch.||5%.
|-
|{{SSB4|Marth}}|| Throws opponent into to the ground, launching them upwards. Can combo into back air or tipped up air at low percentages, depending on the foe's reaction.||5%.
|-
|{{SSB4|Mega Man}}||Throws opponent into the ground using Super Arm. Can combo into forward air.||4%.
|-
|{{SSB4|Meta Knight}}|| Fury Stomps the opponent 8 times for 0.5% each kick, then performs a finishing stomp that deals 3%. Can combo into [[Shuttle Loop]] as well as all of his aerials, pivot Forward Smash, Up Smash, [[Mach Tornado]], and [[Drill Rush]] at low percents.||7.5% total.
|-
|{{SSB4|Mewtwo}}|| Throws the opponent down and hits them with its tail.||4% then 5% (9% total).
|-
|{{SSB4|Mii Brawler}}|| Drags the opponent towards the screen, then karate chops them. Can combo into any of the Mii Brawler's aerials except down air, and into any of his/her up specials: notably, [[Helicopter Kick]] can KO foes at early percentages if the throw is used near edges.|| 6%.
|-
|{{SSB4|Mii Gunner}}|| Throws opponent onto the ground with one arm, similarly to Marth's down throw.||5%.
|-
|{{SSB4|Mii Swordfighter}}|| Slams opponent onto the ground, then stomps on them, similarly to Ike's down throw. Can combo into up air.||4%.
|-
|{{SSB4|Mr. Game & Watch}}|| Juggles opponent, then throws them straight down. One of the down throws with the strongest followup potential, being able to combo into almost all of his moves except down smash, depending on the foe's falling speed and weight: it can also be followed up with a number 9 [[Judge]] or full [[Oil Panic]] to KO at surprisingly early percentages.||6%.
|-
|{{SSB4|Ness}}|| Jumps and throws [[PK Fire]] on opponent with 5 hits of 1% each and a final one dealing 4%. Can combo into forward or up air.||9% total.
|-
|{{SSB4|Olimar}}|| The [[Pikmin]] that grabbed the opponent slams them on the ground. Can combo into neutral or forward air.||Yellow: 8%, Red: 9%, Blue: 12%, Purple: 8%, White: 6%. All do 1% at first, then the rest as another hit.
|-
|{{SSB4|Pac-Man}}||Shoves opponent to the ground and bites them in his classic Pac-Man form, launching the foe horizontally for [[tech-chase]]s. Can be followed up with a dash attack or key if the foe doesn't tech.||3 hits of 1%, then 6% (9% total).
|-
|{{SSB4|Palutena}}||Shoves opponent onto the ground with one hand. An easily guaranteed followup into forward air starting at 0% damage, and can then combo into up air at higher percents.||5%.
|-
|{{SSB4|Peach}}|| Sits on the opponent, sending them behind Peach. Can combo into forward tilt, back aerial or [[Peach Parasol]] at low percentages.||1% then 7% (8% total).
|-
|{{SSB4|Pikachu}}|| Slams the opponent. Can combo into up air.||4% then 6% (10% total).
|-
|{{SSB4|Pit}}|| Slams opponent onto the ground, then slashes. Can combo into up smash at low percents, then into forward or up air.||5% then 1% (6% total).
|-
|{{SSB4|R.O.B.}}|| Drills the opponent on the ground. Can notoriously combo opponents into up air even at high percents.||10%, no damage is done until the release.
|-
|{{SSB4|Robin}}||Moves his/her hand towards the ground, throwing the opponent onto it using magic. As of version {{SSB4|1.1.0}} its base knockback has been reduced, allowing it to combo into an up tilt.||6%.
|-
|{{SSB4|Rosalina & Luma}}|| Slams opponent onto the ground using gravitational power.||9%.
|-
|{{SSB4|Roy}}|| Slams the opponent onto the ground. Can combo into forward or up tilt at low percentages, then into an aerial attack or [[Blazer]] (the latter being more dependent on the foe's reaction).||5%.
|-
|{{SSB4|Ryu}}|| Punches opponent onto the ground with his fist. Can combo into up air.||5% then 4% (9% total).
|-
|{{SSB4|Samus}}|| Slings opponent over her head then slams them down. Can combo into forward air or up air.||6%.
|-
|{{SSB4|Sheik}}|| Throws the enemy down to the ground and flips into an axe kick at the enemy's midsection. Can combo into any of her aerials except down air, depending on the thrown character: notably, up air allows Sheik to perform a pseudo-chaingrab by using the down throw, landing all hits of the up air except the last hit, then grabbing the foe again for another down throw as they are launched down.||4% then 2% (6% total).
|-
|{{SSB4|Shulk}}||Holds the opponent on ground, then thrusts the Monado into them, launching them at a [[semi-spike]] angle. Becomes the strongest down throw in ''Smash 4'' with the [[Monado Arts|Smash Art]] activated.||3% then 4% (7% total).
|-
|{{SSB4|Sonic}}|| Spin Dashes on the opponent, hitting them repeatedly, then sends them at a low semi-spike angle, allowing tech-chases into a dash attack or [[Spin Dash]]/[[Spin Charge|Charge]].||7% total.
|-
|{{SSB4|Toon Link}}|| Throws opponent to the ground doing a spinning body slam afterwards falling on his opponent with his elbow.|| 7%.
|-
|{{SSB4|Villager}}||Hits the net against the ground, throwing the opponent.||6%.
|-
|{{SSB4|Wario}}|| Pounds the opponent looking to the front of the screen, sending them behind him.||4% then 3% (7% total).
|-
|{{SSB4|Wii Fit Trainer}}|| Slams opponent into ground with both hands through both legs.||7%.
|-
|{{SSB4|Yoshi}}|| Spits opponent into the ground. Can true combo into up air by instantly using Yoshi's two jumps.||4%.
|-
|{{SSB4|Zelda}}|| Throws opponent on the ground and burns them using [[Din's Fire]]. Can combo into neutral air, back air and up air.||5 hits, 6% total.
|-
|{{SSB4|Zero Suit Samus}}|| Slams opponent on ground, lifts one leg up and steps on them. Can combo into up smash, forward air, back air, up air or [[Boost Kick]].||5% then 2% (7% total).
|}
 
==List of down throws in ''[[Super Smash Bros. Ultimate]]''==
{|class="wikitable"
|-
!Character
!Description
!Damage
|-
|{{SSBU|Bayonetta}}||Stomps on the opponent.||3% (stomp), 5% (throw)
|-
|{{SSBU|Bowser}}||Does a body slam onto the opponent. It doesn’t have much utility, because of its high knockback and low knockback scaling.||10% (hit 1), 4% (throw)
|-
|{{SSBU|Bowser Jr.}}||Uses his Junior Clown Car to violently drill his opponent into the ground.||0.5% (hits 1-5), 4% (throw)
|-
|{{SSBU|Captain Falcon}}||Takes the opponent and slams them into the ground with one of his arms. A well-known combo starter for Captain Falcon; however, it’s been made less reliable with its decreased base knockback and increased knockback scaling, which hinders its combo potential. Regardless, it can still combo into neutral aerial at 0%, and up aerial and forward aerial.||6%
|-
|{{SSBU|Charizard}}||Uses Flamethrower on the grounded opponent. Allows combos into up smash at low percents, and a neutral or forward aerial at mid percents.||1% (hits 1-5), 1% (throw)
|-
|{{SSBU|Chrom}}||Identical to Roy's.||5%
|-
|{{SSBU|Cloud}}||Slams the opponent to the ground with a one-handed body slam. Cloud's only reliable combo throw because of its low base knockback.||7%
|-
|{{SSBU|Corrin}}||Pins the opponent to the ground, then turns into their dragon form and body slams them.||6.5% (hit 1), 3% (throw)
|-
|{{SSBU|Daisy}}||Identical to Peach's, but she pulls out a Blue Toad instead of a red one.||1% (hit 1), 7% (throw)
|-
|{{SSBU|Dark Pit}}||Identical to Pit's.||2% (hit 1), 4% (throw)
|-
|{{SSBU|Dark Samus}}||Identical to Samus.||8%
|-
|{{SSBU|Diddy Kong}}||Jumps and throws the opponent on the ground. Can lead into Diddy's aerial attacks, most noticeably his up aerial.||7%
|-
|{{SSBU|Donkey Kong}}||Slams the opponent onto the ground. Launches opponents horizontally||7%
|-
|{{SSBU|Dr. Mario}}||Identical to Mario's, but deals a bit more damage.||5.8%
|-
|-
|{{SSBU|Duck Hunt}}||The dog sways its head downward and slams the opponent onto the ground. Can combo into its aerials at mid to high percentages.||5%
|[[Inkling]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|Falco}}||Lies the opponent onto the ground and then fires a point blank shot from his blaster. Combos into his forward tilt, up smash, and his neutral and forward aerials.||2% (throw), 3% (Blaster shot)
|[[Isabelle]]||Slams the opponent onto the ground with her net.||{{n|16}}
|-
|-
|{{SSBU|Fox}}||Slams the opponent into the ground and fires three rapid shots from his blaster. Can be used to follow into every aerial besides down aerial from low to mid percents depending on opponent’s DI.||2% (blaster shots), 1% (throw)
|[[Ivysaur]]||Slams the opponent onto the ground with its vines.||{{n|16}}
|-
|-
|{{SSBU|Ganondorf}}||Throws the opponent down to the ground. Can be followed into his aerials and [[Wizard Foot]] at 0% to medium percentages.||7%
|[[Jigglypuff]]||Puts the opponent on the ground and rolls on them.||{{y|16}}
|-
|-
|{{SSBU|Greninja}}||Slams the opponent onto the ground. A useful combo starter of Greninja's, being able to combo into a forward smash and [[Shadow Sneak]] at low percentages.||12%
|[[Joker]]||Slams the opponent on the ground with a flourish of his arm.||{{n|16}}
|-
|-
|{{SSBU|Ice Climbers}}||The leader grabs the opponent over their head with both hands and then slams them onto the ground. No longer has as much utility as their previous one, due to the removal of [[chain grab|chain grabbing]].||6%
|[[Kazuya]]||Performs the Stonehead.||{{y|16}}
|-
|-
|{{SSBU|Ike}}||Slams the opponent down to the ground, then stomps on them. Can be used to combo into a variety of moves such as up tilt, Aether, and every aerial besides down aerial.||3% (hit 1), 4% (throw)
|[[Ken]]||Puts the opponent on the ground and punches them down.||{{y|16}}
|-
|-
|{{SSBU|Incineroar}}||A chokeslam. Has combo potential during low percentages, being able to follow into a forward smash, forward aerial, and [[Darkest Lariat]].||9%
|[[King Dedede]]||{{GameIcon|SSBB}} Sits on the opponent.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Jumps and slams the opponent onto the ground with one arm.||{{GameIcon|SSBB}} {{y|16}}<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSBU|Inkling}}||Slams the opponent head-first into the ground. Allows combos into forward and down tilt.||7%
|[[King K. Rool]]||Performs a {{iw|wikipedia|piledriver|professional wrestling}}.||{{n|16}}
|-
|-
|{{SSBU|Isabelle}}||Identical to Villager's||6%
|[[Kirby]]||Puts the opponent on the ground and repeatedly kicks them at an extremely fast rate.||{{y|16}}
|-
|-
|{{SSBU|Ivysaur}}||Uses its vines to hold the opponent above itself and slam them into the ground while doing a frontflip. Can start combos into up aerial or Vine Whip at high percents.||7%
|[[Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|-
|{{SSBU|Jigglypuff}}||Pins the opponent to the ground and then rolls on them.||12%
|[[Little Mac]]||Performs a [[Wikipedia:Professional wrestling attacks#Double axe handle|double axe handle]] swing against the ground.||{{y|16}}
|-
|-
|{{SSBU|Joker}}||Magically slams the opponent onto the ground while posing and flourishing his left arm, sending the opponent bouncing upwards. An effective combo starter that can combo into aerials. It can also initiate long combo strings of falling up aerial's looping hits into grab, or Grappling Hook into followups.||7%
|[[Lucario]]||Lifts the opponent overhead and slams them onto the ground with both arms.||{{n|16}}
|-
|-
|{{SSBU|Ken}}||Identical to Ryu's, but deals less damage.||3% (hit; throw)
|[[Lucas]]||{{GameIcon|SSBB}} Piledrives the opponent onto the ground using PSI.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Piledrives the opponent onto the ground using PSI, aesthetically [[bury]]ing them before they are released.||{{n|16}}
|-
|-
|{{SSBU|King Dedede}}||Uses one hand to slam the opponent face-first onto the ground. It can combo into his aerials at low to medium percents.||6%
|[[Lucina]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|King K. Rool}}||Performs a piledriver and slams the opponent into the ground, burying them in the process. Has the most versatility out of K. Rool's throws, being able to follow into forward tilt, up tilt, and be a KO option with forward and down smash at high percentages.||5%
|[[Luigi]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Slams the opponent onto the ground with both arms.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Performs a {{s|mariowiki|Ground Pound}}.||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} {{n|16}}<br/>{{GameIcon|SSBU}} {{y|16}}
|-
|-
|{{SSBU|Kirby}}||The Fury Stomp from the Suplex ability. Kirby performs a series of downward kicks on the opponent. Kirby's most damaging throw that can be made useful for damage racking.||0.8% (hits 1-9), 1% (hit 10), 2% (throw)
|[[Mario]]||Slams the opponent onto the ground with both arms.||{{n|16}}
|-
|-
|{{SSBU|Link}}||Throws the opponent down to the ground and then falls on the opponent with a elbow drop. It has vertical knockback, allowing him to his up tilt, up smash, and up aerial.||3% (hit 1), 3% (throw)
|[[Marth]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|Little Mac}}||Puts the opponent onto the ground, and slams them with both his arms. Its increased knockback makes it harder to lead it into combos.||4% (hit), 3% (throw)
|[[Mega Man]]||Slams the opponent onto the ground with the Super Arm.||{{n|16}}
|-
|-
|{{SSBU|Lucario}}||Lifts the opponent above his head before slamming them into the ground. Can combo into three forward aerials during low to mid percentages.||7%
|[[Meta Knight]]||Puts the opponent on the ground and repeatedly kicks them at a fast rate.||{{y|16}}
|-
|-
|{{SSBU|Lucas}}||Telekinetically slams the opponent’s head into the ground.||11%
|[[Mewtwo]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|-
|{{SSBU|Lucina}}||Identical to Marth's.||4%
|[[Mii Brawler]]||Puts the opponent on the ground and performs a karate chop.||{{y|16}}
|-
|-
|{{SSBU|Luigi}}||{{s|mariowiki|Ground Pound}}s the opponent. The move is one of, if not the best combo starter of Luigi's, due to its ability to follow up into many of his moves, most noticeably his up tilt, aerials, and [[Super Jump Punch]].||3% (hit 1 and throw)
|[[Mii Gunner]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|Mario}}||Slams the opponent to the ground. It can be followed up with a variety of Mario's moves, including up tilt, up aerial, and [[Super Jump Punch]].||5%
|[[Mii Swordfighter]]||{{GameIcon|SSB4}} Slams the opponent onto the ground with one arm, then performs a knee drop.<br/>{{GameIcon|SSBU}} Slams the opponent onto the ground with one arm.||{{y|16}}
|-
|-
|{{SSBU|Marth}}||Throws the opponent to the ground with one of his arms, and it launches them upwards. Depending on DI, it can combo into a back aerial or tippered up aerial at low to mid percents.||4%
|[[Min Min]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|-
|-
|{{SSBU|Mega Man}}||Throws the opponent downward with his Super Arm.||4.5%
|[[Mr. Game & Watch]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}} Juggles the opponent as a ball from front to behind, then launches the opponent towards the ground.<br/>{{GameIcon|SSB4}}{{GameIcon|SSBU}} Juggles the opponent as a ball from back to front, then drops them on the ground, which launches them upward.||{{n|16}}
|-
|-
|{{SSBU|Meta Knight}}||Performs Fury Stomp from Kirby's Suplex ability, but it is weaker compared to Kirby's down throw. Can combo into his aerials, up smash, and [[Shuttle Loop]].||0.5% (hits 1-9), 1% (hit 10), 2% (throw)
|[[Mythra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|-
|{{SSBU|Mewtwo}}||Throws the opponent down to the ground and then strikes them with its tail.||4% (hit 1), 5% (throw)
|[[Ness]]||Puts the opponent on the ground and unleashes fire on them from his index fingers (akin to [[PK Fire]]), hitting them multiple times.||{{y|16}}
|-
|-
|{{SSBU|Mii Brawler}}||Karate chops the opponent into the ground. Can combo into aerials and up special moves. However, it doesn’t have as much reliably as it did in ''Smash 4'' due to its increased knockback growth.||2% (chop), 4% (throw)
|[[Olimar]]||{{GameIcon|SSBB}}{{GameIcon|SSB4}} The Pikmin grabbing the opponent slams onto them.<br/>{{GameIcon|SSBU}} The Pikmin grabbing the opponent leap a short distance upward with them, then fall back down and slam them onto the ground.||{{y|16}}
|-
|-
|{{SSBU|Mii Gunner}}||Slams the enemy onto the ground. Allows more consistent aerial combos with its  slightly reduced ending lag.||7%
|[[Pac-Man]]||Puts the opponent on the ground and bites them three times in his Classic Form.||{{y|16}}
|-
|-
|{{SSBU|Mii Swordfighter}}||Slams the opponent onto the ground.||2% (slam), 2% (throw)
|[[Palutena]]||Telekinetically slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSBU|Mr. Game and Watch}}||Juggles the opponent and drops them into the ground. Due to the attack's increased knockback, it has worse follow-up potential compared to previous games. However, due to this, it gives down throw more KO potential.||4%
|[[Peach]]||{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}} Slams her butt down on the opponent.<br/>{{GameIcon|SSBU}} Toad jumps and headbutts the opponent onto the ground.||{{y|16}}
|-
|-
|{{SSBU|Ness}}||Pins the opponent to the ground, jumps up and scorches them with [[PK Fire]]. A very noticeable combo starter of Ness, having the ability to follow up into his neutral aerial, forward aerial and up aerial.||0.5% (hits 1-3), 1.5% (hit 4), 4% (throw)
|[[Pichu]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|-
|{{SSBU|Olimar}}||The Pikmin grab the opponent and slam them to the ground.||Red: 1.2% (slam), 6.7% (throw) (3 Pikmin) / 1.1% (slam), 6.1% (throw) (2 Pikmin) / 1% (slam), 5.5% (throw) (1 Pikmin) Yellow: 1.2% (slam), 8.4% (throw) (3 Pikmin) / 1.1% (slam), 7.7% (throw) (2 Pikmin) / 1% (slam), 7% (throw) (1 Pikmin) Blue: 1.2% (slam), 14.2% (throw) (3 Pikmin) / 1.1% (slam), 13% (throw) (2 Pikmin) / 1% (slam), 11.8% (throw) (1 Pikmin) White: 1.2% (slam), 8.4% (throw) (3 Pikmin) / 1.1% (slam), 7.7% (throw) (2 Pikmin) / 1% (slam), 7% (throw) (1 Pikmin) Purple: 1.2% (slam), 8.4% (throw) (3 Pikmin) / 1.1% (slam), 7.7% (throw) (2 Pikmin) / 1% (slam), 7% (throw) (1 Pikmin)
|[[Pikachu]]||Slams its tail down on the opponent from a somersault.||{{y|16}}
|-
|-
|{{SSBU|Pac-Man}}||Changes into his Classic Form and chomps on the opponent four times. Due to the throw's faster execution, it can be easier to use to set up tech-chases.||1.5% (hits 1-3), 6% (hit 4)
|[[Piranha Plant]]||Puts the opponent on the ground and bites them twice.||{{y|16}}
|-
|-
|{{SSBU|Palutena}}||Telekinetically lifts the opponent, before slamming them down to the ground. Can combo into any of her aerials, depending on the opponent’s DI.||5%
|[[Pit]]||Puts the opponent on the ground and stabs them with the Palutena Bow.||{{y|16}}
|-
|-
|{{SSBU|Peach}}||Puts the opponent to the ground, and Toad appears to headbutt the opponent into the ground. Has more combo potential compared to her previous throw.||1% (hit 1), 7% (throw)
|[[Pyra]]||Puts the opponent on the ground and stabs them with the Aegis.||{{y|16}}
|-
|-
|{{SSBU|Pichu}}||Similar to Pikachu's, but deals more damage.||8%
|[[R.O.B.]]||Turns the opponent upside down and drills them onto the ground.||{{n|16}}
|-
|-
|{{SSBU|Pikachu}}||Slams its body on the opponent that’s on the ground. Can start combos into every aerial besides down aerial.||5%
|[[Richter]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|Piranha Plant}}||Pins the opponent to the ground and bites them twice. It can combo into an aerial at low percents, or a dash attack based on the opponents DI.||2.5% (hits 1-2), 3% (throw)
|[[Ridley]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|Pit}}||Slams the opponent onto the ground, then slashes their back. Pit's best combo starter, as it can combo in a up smash at low percents, and into aerials besides down aerial during high percents.||2% (hit 1), 4% (throw)
|[[Robin]]||Slams the opponent onto the ground using magic.||{{n|16}}
|-
|-
|{{SSBU|Richter}}||Identical to Simon's.||8%
|[[Rosalina]] & [[Luma]]||Telekinetically slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSBU|Ridley}}||Violently slams the opponent onto the ground. Allows combos into an up-angled forward role or down tilt at low percents. It can also be followed by every aerial besides down aerial at low to mid percents.||7%
|[[Roy]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|R.O.B.}}||[[Bury|Buries]] the opponent by drilling them into the ground by their head.||5%
|[[Ryu]]||Puts the opponent on the ground and punches them down.||{{y|16}}
|-
|-
|{{SSBU|Robin}}||Slams the opponent onto the ground by using magic. No longer has any effective follow-ups due to its increased knockback.||6%
|[[Samus]]||Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground.||{{n|16}}
|-
|-
|{{SSBU|Rosalina & Luma}}||Gravitationally slams the opponent down to the ground.||9%
|[[Sephiroth]]||Telekinetically slams the opponent to the floor.||{{n|16}}
|-
|-
|{{SSBU|Roy}}||A one-armed body slam. Roy's most useful throw as it can follow into a forward or up tilt at low percents.||5%
|[[Sheik]]||Puts the opponent on the ground and performs an axe kick from a somersault.||{{y|16}}
|-
|-
|{{SSBU|Ryu}}||Pins the opponent to the ground and strikes them with a punch. Allows follow-ups into his aerial attacks and Shoryuken until mid percents.||5% (hit), 4% (throw)
|[[Shulk]]||Puts the opponent on the ground and stabs them with the Monado.||{{y|16}}
|-
|-
|{{SSBU|Samus}}||Uses her Grapple Beam to swing the opponent over her head, then slam them onto the ground. A potent combo starter for Samus that follows into dash attack at low percents, and aerials at mid to high percents.||8%
|[[Simon]]||Slams the opponent onto the ground with one arm.||{{n|16}}
|-
|-
|{{SSBU|Sheik}}||Lays the opponent to the ground, and then performs a somersault axe kick.||3% (hit and throw)
|[[Snake]]||Slowly puts the opponent on the ground, leaving them [[Floor recovery|knocked down]].||{{n|16}}
|-
|-
|{{SSBU|Shulk}}||Thrusts his Monado down to stab the pinned opponent. When Buster Art is activated, it gives the move more combo and/or KO potential.||3% (hit 1), 4% (throw)
|[[Sonic]]||Rolls onto the opponent on the ground, hitting them multiple times.||{{y|16}}
|-
|-
|{{SSBU|Simon}}||Grabs the opponent by the neck, and then slams them to the ground. Allows follows into his forward smash, forward tilt at 0%, and even set up tech rolls with [[Axe]].||8%
|[[Sora]]||Rears back and slams the opponent onto the ground.||{{n|16}}
|-
|-
|{{SSBU|Snake}}||Gently puts the opponent onto the ground, leaving them helpless for a while. Depending on the opponent's percent, Snake can use this throw for tech-chases or follow-ups.||9%
|[[Squirtle]]||Sits on the opponent.||{{y|16}}
|-
|-
|{{SSBU|Sonic}}||Pins the opponent onto the ground and then Spin Dashes on top of them. Useful for tech-chasing and edge-guards due to its semi-spike properties.||1% (hits 1-3), 5% (throw)
|[[Steve]]||(No Anvil) Slams the opponent onto the ground with one arm.<br/>(Anvil) Slams the opponent onto the ground with one arm and drops an anvil on them.||(No Anvil){{n|16}}<br/>(Anvil){{y|16}}
|-
|-
|{{SSBU|Squirtle}}||Puts the opponent to the ground to slam them with its shell. Combos into his forward, up and down aerials.||2% (hit 1), 5% (throw)
|[[Terry]]||Leaps and performs a neckbreaker throw. ||{{n|16}}
|-
|-
|{{SSBU|Toon Link}}||Identical to Link's.||3% (hit), 4% (throw)
|[[Toon Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|-
|{{SSBU|Villager}}||Turns his/her net horizontally and slams it into the ground. Can combo into a forward tilt and aerials at low to mid percentages, but it’s not too reliable.||6%
|[[Villager]]||Slams the opponent onto the ground with his net.||{{n|16}}
|-
|-
|{{SSBU|Wario}}||Throws the opponent to the ground, and then sits on them.||11%
|[[Wario]]||Sits on the opponent.||{{y|16}}
|-
|-
|{{SSBU|Wii Fit Trainer}}||Slams the opponent onto the ground between both legs. Its decreased ending  lag gives it more follow-up potential.||7%
|[[Wii Fit Trainer]]||Slams the opponent onto the ground between both legs.||{{n|16}}
|-
|-
|{{SSBU|Wolf}}||Grabs the opponent by the head, then does a leaping somersault to violently slam the opponent to the ground. Can combo into dash attack, or even set up tech-chases.||8.5%
|[[Wolf]]||{{GameIcon|SSBB}} Puts the opponent on the ground, then somersaults backward and slashes them forward with one hand.<br/>{{GameIcon|SSBU}} Jumps and slams the opponent onto the ground with one arm.||{{GameIcon|SSBB}} {{y|16}}<br/>{{GameIcon|SSBU}} {{n|16}}
|-
|-
|{{SSBU|Yoshi}}||Spits the opponent down to the ground. Can follow into many of moves, including up tilt and Yoshi's aerials.||4%
|[[Yoshi]]||Spits the opponent against the ground.||{{n|16}}
|-
|-
|{{SSBU|Young Link}}||Identical to Link's.||6% (throw), 3% (collateral)
|[[Young Link]]||Puts the opponent on the ground and performs an elbow drop.||{{y|16}}
|-
|-
|{{SSBU|Zelda}}||Shoves the opponent underneath her and uses [[Din's Fire]] to burn the opponent. Can allow follow ups into her aerials.||1.5% (hits 1-4), 2% (throw)
|[[Zelda]]||Puts the opponent on the ground and kicks out magic energy at them, hitting multiple times.||{{y|16}}
|-
|-
|{{SSBU|Zero Suit Samus}}||Pins the opponent to the ground, lifts one of her legs up and slams it onto them. It no longer has as much combo utility due to the move’s increased ending lag.||4% (hit), 4% (throw)
|[[Zero Suit Samus]]||Puts the opponent on the ground and performs an axe kick.||{{y|16}}
|}
|}


==Notable down throws==
==Notable down throws==
*{{SSBB|Wolf}}'s down throw sends opponents in a [[semi-spike]] trajectory. At low percentages it is a useful tech chasing move, while at high percentages it is a deadly throw near a ledge.
*[[Fox]], [[Falco]] and [[Steve]]'s down throws are the only ones to release [[projectile]]s, 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 [[reflect]]ed and, in the case of Fox and Falco, [[absorb]]ed. 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 {{SSBU|Hero}} 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 [[Blaster (Fox)|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.
*{{SSBB|Lucas}} and {{SSBB|Squirtle}}'s down throws are the strongest in ''Brawl'' and are some of the strongest throws in the series.
*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 {{SSBB|Mr. Game & Watch}}'s down throw, which is an even more effective tech-chasing option. From ''Smash 4'' onward, no regular characters' down throws can meteor smash.
*{{SSBB|King Dedede}}'s down throw in ''Brawl'' is notable for its chain grabbing ability, it is the only throw that can chain grab at any percentage due to it having [[set knockback]]. It also allows wall [[infinite]]s.
*[[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.
*{{SSBB|Falco}}'s down throw in ''Brawl'' is also notable for the ability to chaingrab, as it can chain grab almost every character in the game.
*[[Ryu]] and {{SSBU|Ken}}'s down throws have 50 extra [[shield damage]] on their hitboxes, which causes them to instantly [[shield break|break shields]] of nearby opponents. Along with Marth and Lucina's fully charged [[Shield Breaker]], as well as the tipper of {{SSB4|Ganondorf}}'s [[Warlock Blade]], they are the only moves that deal 50 extra shield damage.
*{{SSBB|Snake}}'s down throw is arguably the best tech chasing move in ''Brawl''.
*[[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 [[mash]]es to escape. [[Lucas]]' down throw in ''Smash 4'' and ''Ultimate'' also buries opponents, but only during its animation; they are launched normally afterward.
*{{SSBB|Mr. Game & Watch}}'s down throw in ''Brawl'' [[meteor smash]]es opponents on the ledge and isn't too far behind Snake's for tech chasing.
*{{SSBM|Sheik}}'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 faller]]s, 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.
*{{SSBM|Sheik}}'s down throw in the NTSC version of ''Melee'' is also notable for its chain grabbing ability, as it can chain grab most characters in the game. She can chain grab some characters from zero-to-death.
*{{SSBB|Falco}}, {{SSBB|King Dedede}}, and {{SSBB|Wolf}}'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 [[infinite]]s.
*Most characters' down throws in ''Smash 4'' easily allow true combos into aerial attacks from low to mid percentages.
*{{SSBB|Lucas}} and {{SSBB|Squirtle}}'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.
*{{SSB4|Diddy Kong}}'s down throw in ''Smash 4'' is notable for being a direct combo into his [[up air]] or other aerials, even at high percents, on nearly any character. This potential to easily both combo and KO opponents has caused much controversy over the character. This combo became known as the "Hoo-Hah", due to {{sm|StaticManny}} shouting the phrase whenever it happened to {{sm|Hungrybox}} in [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] vs. {{sm|Player-1}} at [[Paragon Orlando 2015]]. However, patches [[1.0.6]] and [[1.0.8]] nerfed Diddy Kong's down throw and up air, decreasing its power and damage and increasing his down throw's knockback respectively so that it will be harder to perform the "Hoo-hah" combo.
**{{SSB4|Shulk}}'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 [[nerf]]ed, no longer KOing at the edge until around 170% even with the Smash Art's increased knockback multiplier.
*{{SSB4|Luigi}} and {{SSB4|Mr. Game & Watch}} in ''Smash 4'' have the down throws with the best combo potential, giving them a large amount 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 may lead to a OHKO in many scenarios if the result is 9.
***{{SSBU|Ivysaur}}'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.
*While {{SSB4|Shulk}}'s down throw has little notability without any [[Monado Arts]] activated, it becomes a very damaging combo throw at 0% with Buster active, being able to chain into a forward tilt, forward smash, dash attack or forward aerial; a Buster-boosted down throw to forward smash can rack up as much as 35% in 2 moves. With the Smash Art active, this becomes the strongest down throw in the game, even more so when using the custom [[Monado Arts#Customization|Hyper Monado Arts]].
*{{SSB4|Diddy Kong}}'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 {{sm|StaticManny}} shouting the phrase whenever it happened to {{sm|Hungrybox}} in [https://www.youtube.com/watch?v=yB-6oRB4ABo/ a set] vs. {{sm|Player-1}} at [[Paragon Orlando 2015]]. However, updates [[1.0.6]] and [[1.0.8]] severely [[nerf]]ed Diddy Kong, decreasing his down throw's combo potential and his up aerial's KO potential, effectively removing the setup.
*{{SSBU|King K. Rool}}’s down throw is notorious for the ability to bury the opponent for a short amount of time. Because of this, it can create follows up into many of his moves. The down throw to down smash combo has become somewhat of a meme in the Smash community.
*{{SSB4|Luigi}} and {{SSB4|Mr. Game & Watch}} 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.
*{{SSB4|Zero Suit Samus}}'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.
**{{SSB4|Mario}}'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==
==Trivia==
[[File:Brawl-Snake-DownThrow.gif|thumb|Exploiting a CPU with Snake's down throw]]
[[File:Brawl-Snake-DownThrow.gif|thumb|Exploiting a CPU with Snake's down throw]]
*In the NTSC version of ''Melee'', {{SSBM|Bowser}}'s down throw does no damage to {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}. This was changed for ''Melee''{{'}}s PAL release and for ''Brawl''. In ''Brawl'', {{SSBB|Jigglypuff}} is in a similar way unaffected by the first hit of {{SSBB|Link}}'s d-throw.
*In NTSC versions of ''Melee'', {{SSBM|Bowser}}'s down throw deals no damage to {{SSBM|Jigglypuff}} and {{SSBM|Mr. Game & Watch}}. 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.
**Similarly, when {{SSBB|Ness}} uses his down throw against Mr. Game & Watch in ''Melee'', only the last hit deals damage, so he only receives 4% damage.
**{{SSBB|Link}}'s down throw in ''Brawl'' has an identical issue, with the move's hitbox being skipped against {{SSBB|Jigglypuff}} and {{SSBB|Zero Suit Samus}}, 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%.
*No matter the level, a CPU attacked by Snake's down throw will always roll to the nearest ledge, instead of choosing another option. This makes it possible to infinite them using the move, or get a very easy KO with an up tilt.
**{{SSBM|Ness}}' 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 ''Melee'', as the first nine hits of {{SSBM|Kirby}}'s down throw are meteor smashes, KOing with it awards the Meteor Smash [[List of bonuses|bonus]], as well as other related, even though neither the final hit nor the throw itself are a meteor smash.
*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 {{SSBM|Kirby}}'s down throw are meteor smashes, KOing with it awards the Meteor Smash [[List of bonuses|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 {{SSBM|Peach}}'s down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.
**In spite of this, the first hit of {{SSBM|Peach}}'s down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.


{{Attacks}}
{{Attacks}}
[[Category:Game controls]]
[[Category:Game controls]]
[[es:Lanzamiento hacia abajo]]

Latest revision as of 20:44, August 15, 2023

Mythra performs her down throw on Byleth in Super Smash Bros. Ultimate.
Zelda performs her down throw on R.O.B. in Super Smash Bros. Brawl.

A down throw (下投げ, 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, Captain Falcon'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 Sheik's in Melee and King Dedede'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[edit]

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.

Character Description Hitbox
Banjo & Kazooie Banjo slams the opponent into the ground, burying them. No
Bayonetta Stomps the opponent with one heel. Yes
Bowser Performs a belly flop. Yes
Bowser Jr. Deploys a drill from below the Koopa Clown Car and rotates it onto the opponent on the ground, hitting multiple times. Yes
Byleth Slams the opponent into the ground with a downward swing of the Sword of the Creator. Yes
Captain Falcon Lifts the opponent overhead and slams them onto the ground with one arm. No
Charizard Breathes fire at the opponent on the ground (akin to Flamethrower), hitting them multiple times. Yes
Chrom Slams the opponent onto the ground with one arm. No
Cloud Slams the opponent onto the ground with one arm. No
Corrin Turns into dragon form and stomps the opponent with his front legs. Yes
Daisy Toad jumps and headbutts the opponent onto the ground. Yes
Dark Pit Puts the opponent on the ground and stabs them with the Silver Bow. Yes
Dark Samus Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground. No
Diddy Kong Throws the opponent onto the ground with a leapfrog-like maneuver. No
Donkey Kong Slams the opponent onto the ground with one arm. No
Dr. Mario Slams the opponent onto the ground with both arms. No
Duck Hunt The dog slams the opponent onto the ground with his mouth. No
Falco Super Smash Bros. MeleeSuper Smash Bros. Brawl Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward.
Super Smash Bros. 4Super Smash Bros. Ultimate Puts the opponent on the ground and fires one shot at them from his Blaster, releasing them afterward.
Yes
Fox Slams the opponent onto the ground with both arms and fires four rapid shots at them from his Blaster, releasing them afterward. Yes
Ganondorf Lifts the opponent overhead and slams them onto the ground with one arm. No
Greninja Slams the opponent onto the ground with one arm. No
Hero Performs a horizontal somersault and slams the opponent onto the ground with one arm. No
Ice Climbers Super Smash Bros. MeleeSuper Smash Bros. Brawl Lifts the opponent overhead and slams them onto the ground with one arm.
Super Smash Bros. Ultimate Faces the screen and lifts the opponent overhead with both arms, them slams them onto the ground.
No
Ike Slams the opponent onto the ground with one arm, then performs a knee drop. Yes
Incineroar Performs a chokeslam. No
Inkling Slams the opponent onto the ground with one arm. No
Isabelle Slams the opponent onto the ground with her net. No
Ivysaur Slams the opponent onto the ground with its vines. No
Jigglypuff Puts the opponent on the ground and rolls on them. Yes
Joker Slams the opponent on the ground with a flourish of his arm. No
Kazuya Performs the Stonehead. Yes
Ken Puts the opponent on the ground and punches them down. Yes
King Dedede Super Smash Bros. Brawl Sits on the opponent.
Super Smash Bros. 4Super Smash Bros. Ultimate Jumps and slams the opponent onto the ground with one arm.
Super Smash Bros. Brawl Yes
Super Smash Bros. 4Super Smash Bros. Ultimate No
King K. Rool Performs a piledriver. No
Kirby Puts the opponent on the ground and repeatedly kicks them at an extremely fast rate. Yes
Link Puts the opponent on the ground and performs an elbow drop. Yes
Little Mac Performs a double axe handle swing against the ground. Yes
Lucario Lifts the opponent overhead and slams them onto the ground with both arms. No
Lucas Super Smash Bros. Brawl Piledrives the opponent onto the ground using PSI.
Super Smash Bros. 4Super Smash Bros. Ultimate Piledrives the opponent onto the ground using PSI, aesthetically burying them before they are released.
No
Lucina Slams the opponent onto the ground with one arm. No
Luigi Super Smash Bros. MeleeSuper Smash Bros. Brawl Slams the opponent onto the ground with both arms.
Super Smash Bros. 4Super Smash Bros. Ultimate Performs a Ground Pound.
Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 No
Super Smash Bros. Ultimate Yes
Mario Slams the opponent onto the ground with both arms. No
Marth Slams the opponent onto the ground with one arm. No
Mega Man Slams the opponent onto the ground with the Super Arm. No
Meta Knight Puts the opponent on the ground and repeatedly kicks them at a fast rate. Yes
Mewtwo Slams its tail down on the opponent from a somersault. Yes
Mii Brawler Puts the opponent on the ground and performs a karate chop. Yes
Mii Gunner Slams the opponent onto the ground with one arm. No
Mii Swordfighter Super Smash Bros. 4 Slams the opponent onto the ground with one arm, then performs a knee drop.
Super Smash Bros. Ultimate Slams the opponent onto the ground with one arm.
Yes
Min Min Puts the opponent on the ground and performs an axe kick. Yes
Mr. Game & Watch Super Smash Bros. MeleeSuper Smash Bros. Brawl Juggles the opponent as a ball from front to behind, then launches the opponent towards the ground.
Super Smash Bros. 4Super Smash Bros. Ultimate Juggles the opponent as a ball from back to front, then drops them on the ground, which launches them upward.
No
Mythra Puts the opponent on the ground and stabs them with the Aegis. Yes
Ness Puts the opponent on the ground and unleashes fire on them from his index fingers (akin to PK Fire), hitting them multiple times. Yes
Olimar Super Smash Bros. BrawlSuper Smash Bros. 4 The Pikmin grabbing the opponent slams onto them.
Super Smash Bros. Ultimate The Pikmin grabbing the opponent leap a short distance upward with them, then fall back down and slam them onto the ground.
Yes
Pac-Man Puts the opponent on the ground and bites them three times in his Classic Form. Yes
Palutena Telekinetically slams the opponent onto the ground. No
Peach Super Smash Bros. MeleeSuper Smash Bros. BrawlSuper Smash Bros. 4 Slams her butt down on the opponent.
Super Smash Bros. Ultimate Toad jumps and headbutts the opponent onto the ground.
Yes
Pichu Slams its tail down on the opponent from a somersault. Yes
Pikachu Slams its tail down on the opponent from a somersault. Yes
Piranha Plant Puts the opponent on the ground and bites them twice. Yes
Pit Puts the opponent on the ground and stabs them with the Palutena Bow. Yes
Pyra Puts the opponent on the ground and stabs them with the Aegis. Yes
R.O.B. Turns the opponent upside down and drills them onto the ground. No
Richter Slams the opponent onto the ground with one arm. No
Ridley Slams the opponent onto the ground with one arm. No
Robin Slams the opponent onto the ground using magic. No
Rosalina & Luma Telekinetically slams the opponent onto the ground. No
Roy Slams the opponent onto the ground with one arm. No
Ryu Puts the opponent on the ground and punches them down. Yes
Samus Lifts the opponent overhead with the Grapple Beam extended, then slams them onto the ground. No
Sephiroth Telekinetically slams the opponent to the floor. No
Sheik Puts the opponent on the ground and performs an axe kick from a somersault. Yes
Shulk Puts the opponent on the ground and stabs them with the Monado. Yes
Simon Slams the opponent onto the ground with one arm. No
Snake Slowly puts the opponent on the ground, leaving them knocked down. No
Sonic Rolls onto the opponent on the ground, hitting them multiple times. Yes
Sora Rears back and slams the opponent onto the ground. No
Squirtle Sits on the opponent. Yes
Steve (No Anvil) Slams the opponent onto the ground with one arm.
(Anvil) Slams the opponent onto the ground with one arm and drops an anvil on them.
(No Anvil)No
(Anvil)Yes
Terry Leaps and performs a neckbreaker throw. No
Toon Link Puts the opponent on the ground and performs an elbow drop. Yes
Villager Slams the opponent onto the ground with his net. No
Wario Sits on the opponent. Yes
Wii Fit Trainer Slams the opponent onto the ground between both legs. No
Wolf Super Smash Bros. Brawl Puts the opponent on the ground, then somersaults backward and slashes them forward with one hand.
Super Smash Bros. Ultimate Jumps and slams the opponent onto the ground with one arm.
Super Smash Bros. Brawl Yes
Super Smash Bros. Ultimate No
Yoshi Spits the opponent against the ground. No
Young Link Puts the opponent on the ground and performs an elbow drop. Yes
Zelda Puts the opponent on the ground and kicks out magic energy at them, hitting multiple times. Yes
Zero Suit Samus Puts the opponent on the ground and performs an axe kick. Yes

Notable down throws[edit]

  • 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 Hero 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 Mr. Game & Watch'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 Ken'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 Ganondorf'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.
  • Sheik'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.
  • Falco, King Dedede, and Wolf'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.
  • Lucas and Squirtle'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.
    • Shulk'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.
      • Ivysaur'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.
  • Diddy Kong'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 StaticManny shouting the phrase whenever it happened to Hungrybox in a set vs. Player-1 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.
  • Luigi and Mr. Game & Watch 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.
  • Zero Suit Samus'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.
    • Mario'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[edit]

CPU's never seem to escape this.
Exploiting a CPU with Snake's down throw
  • In NTSC versions of Melee, Bowser's down throw deals no damage to Jigglypuff and Mr. Game & Watch. 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.
    • Link's down throw in Brawl has an identical issue, with the move's hitbox being skipped against Jigglypuff and Zero Suit Samus, 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%.
    • Ness' 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 Kirby'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 Peach's down throw is a meteor smash, but KOing a nearby character with it doesn't award the bonus.