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Forward throw: Difference between revisions

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


[[Meta Knight (SSBB)|Meta Knight]]: Kicks the opponent in front of him. A very fast throw. 8-10% damage. Great for setting up aerial combos and finishers as it sends an opponent at a diagnol angle.
[[Meta Knight (SSBB)|Meta Knight]]: Kicks the opponent in front of him. A very fast throw. 8-10% damage. Great for setting up aerial combos and finishers as it sends an opponent at a diagonal angle.


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

Revision as of 06:01, December 24, 2011

Kirby's forward throw in Super Smash Bros. Brawl.

The forward throw is a throw performed by pressing forward on the control stick after having grabbed the enemy. Forward throws are often used to knock away an opponent, or comboing. Some can even be used to chaingrab.

An icon for denoting incomplete things.

Forward throws in Super Smash Bros

Similar to back throw, it has high knockback and viable KO moves (except Jigglypuff).

Mario: Swings the foe once and tosses them in front of him. A good throw in terms of power. 12%.

Luigi: Just like Mario, only it deals 12-16% damage.

Donkey Kong: Holds his opponent on his back, dealing 8%. He can then move around before throwing them forward for another 8%. This throw is based on his ability in Donkey Kong Country to effortlessly carry barrels on his back. However, foes will eventually automatically escape from his grasp. The throw has good knockback, although it can be DI'd. Can be used to perform the infinite throw trap (covered below).

Yoshi: Reels back with opponent in mouth and throws them forward with good horizontal knockback. 9-12%.

Link: Violently kicks his foe forward with good power. Often throws the foe far enough to set up a quick boomerang or bomb-based edgeguard, or simply one of Link's aerials. 14%.

Samus: Grabs opponent via Grapple Beam and tosses him/her forward with good power. 12-16%.

Kirby: Jumps high in the air, similar to a warpstar, and slams down. One of the few forward throw to launch foes upward. Has very high knockback, but low knockback scaling, meaning that it does not KO until 120% for most characters. 13%.

Fox: Throws foe forward. A good KO throw. 12%.

Captain Falcon: Slams the opponent down in front of him. Having very low knockback for a grab, this can be used to start aerial chains. 11%.

Pikachu: Grabs the foe, flips and releases them. Average knockback. 9-12%.

Jigglypuff: Sends opponents straight up. This is both a blessing and a curse as the attack rarely KO and can't set up for edgeguards, but at low percentages, it can be useful for combos. 14%.

Ness: Takes foe, lifts them with PSI, and twirls them whilst launching them forward for great power. High Knockback. 16%.

Forward throws in Super Smash Bros. Melee

Bowser: Throws his foe forward. Kills at high percents. 5-10%.

Captain Falcon: Punches foe forward. Oddly, has two hits, the first hit doing 5% damage, second 4%. Total 9%.

Donkey Kong: Picks the opponent up. If up and A are pressed, tosses foe upward and does 7%. If down and A are pressed, throws the opponent like a bowling ball, 6% damage. If the directional button is pushed in the direction behind and A is pressed, tosses opponent behind him for 8%. If the direction button is pushed in the direction in front of DK and A is pressed, launches foe in front of him for 8% damage.

Dr.Mario: Spins opponent once, and tosses them forward with decent knockback. Good for an edgeguarding follow up. 9%.

Falco: Punches opponent forward. Can chaingrab floaty characters at low percentages. 7%.

Fox: Just like Falco, only it can chaingrab some heavy characters.

Ganondorf: Punches foe in front. Two hitboxes, does 5% then another 4%, adding up to 9%. Can be used to set up edgeguarding situations at high percentages.

Ice Climbers: Takes the foe and swings their mallets in a Bat-like way, launching the foe forward. 11% in two indiscernable hits.

Jigglypuff: Puff itself up and launches foe in front. Surprising knockback for a throw of Melee, can lead into an edgeguard kill near the ledge. 12%.

Kirby: Kirby does a suplex, hitting the opponent on the ground. Can be used to Kirbycide.

Link: Kicks foe a short distance in front of him. Pretty weak knockback. One apparent kick, but two mysterious hitboxes. 4% first hitbox, 3% second. Total 9%.

Luigi: Spin opponent once. Relatively weak but can be used near the ledge to set up Luigi's enemy for an edge-guard.

Mario: Same as Luigi.

Marth: Grabs and pushes forward, tripping with the leg. 4%.

Mewtwo: Throws its foe diagonally forward and shoots with multiple small Shadow Balls. 9%.

Mr. Game & Watch: Juggles the opponent as a ball, then launches the opponent forwards. 4-8%.

Ness: Throws the opponent forward. Is stronger at lower percents, but weaker at higher percent. 11%.

Peach: Slaps her foe in front of her. Very high knockback when opponent is above 100%, this is Peach's strongest throw and it is the strongest forward throw in Melee. It can KO opponent at 110%, if used near the edge. 1-10%.

Pichu: Puts foe on its back and zaps him or her. 9% damage to foe, 1% recoil damage.

Pikachu: Just like Pichu, but it doesn't give recoil damage.

Roy: Knocks opponent forward. Can chain-grab certain heavyweights at very low percents. 5%.

Samus: Brings her foe up with her Grapple Beam and launches them forward. 9%.

Sheik: Launches her foe forward. Low horizontal knockback and hitstun. 8%.

Yoshi: Spits foe out. 6%.

Young Link: Kicks foe forward. Can chaingrab against heavy foes, or can simply lead into a combo or follow-up attack. 6%.

Zelda: Launches her foe forward, above average power. 12%.

Forward throws in Super Smash Bros. Brawl

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

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

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

Diddy Kong: Tosses opponent forward. 11%.

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

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

Fox: Punches the opponent forward. 7% damage.

Ganondorf: Punches his opponent forward. High damage for a throw and good power. 13%. Consists of two hits similar to Captain Falcon's forward throw. Great options for spacing and countering Stale-move Negation.

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

Ike: Ike kicks the opponent fowards. Can chain grab in walls. 6% damage. Has low inital knockback and scaling.

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

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

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

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

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

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

Lucas: Psychokinetically tosses opponent ahead. 10% damage.

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

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

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

Meta Knight: Kicks the opponent in front of him. A very fast throw. 8-10% damage. Great for setting up aerial combos and finishers as it sends an opponent at a diagonal angle.

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

Ness: Psychokinetically swings his opponent in a small circle in front of himself before sending them off forward. The opposite of his back throw, it has very high base knockback but very low knockback scaling. It is often used along with down aerial for gimping. 11%.

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

Peach: Peach winds up and slaps the opponent away. Decent knockback and the strongest of Peach's throws, though it rarely KOs unless the opponent is above 161% if used near the ledge. Can chaingrab heavies at low percentages provided that one buffers a dash grab. A hit of 2%, then 8%.

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

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

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

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

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

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

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

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

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

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

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

Yoshi: Spits the opponent out of his mouth. 7%.

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

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

See also

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