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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. | 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. | ||
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 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. | 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. | ||
==List of down throws== | ==List of down throws== |
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