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Multi-hit throw: Difference between revisions

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!Damage
!Damage
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|rowspan="2"|{{SSBM|Bowser}}||Up throw||Bowser throws his foe upwards a short distance and on his shell, doing damage to them while spinning. Has set knockback and can chain grab fastfallers.||1% (hits 1-8), 2% (throw)
|rowspan="2"|{{SSBM|Bowser}}||Up throw||Bowser throws his foe upwards a short distance and on his shell, doing damage to them while spinning. Has set knockback and can [[chain grab]] fastfallers.||1% (hits 1-8), 2% (throw)
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|Down throw||Bowser throws his foe on the ground and lands on them with tremendous force. In the NTSC version of the game, the throw will not hit {{SSBM|Jigglypuff}} or {{SSBM|Mr. Game & Watch}}, but it will hit them in the PAL version.||12% (hit 1), 0% (throw)
|Down throw||Bowser throws his foe on the ground and lands on them with tremendous force. In the NTSC version of the game, the throw will not hit {{SSBM|Jigglypuff}} or {{SSBM|Mr. Game & Watch}}, but it will hit them in the PAL version.||12% (hit 1), 0% (throw)
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|rowspan="2"|{{SSBM|Fox}}||Forward throw||Punches the opponent forward. Despite its generally poor combo ability, it can [[chain grab]] some heavy characters. It is best used for forcing opponents offstage, setting up an [[edgeguard]].||4% (hit 1), 3% (throw)
|rowspan="3"|{{SSBM|Captain Falcon}}||Forward throw||Punches the opponent forward.||5% (hit 1), 4% (throw)
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|Down throw||Throws the opponent into the ground and shoots them with his [[Blaster]]. This throw does not make opponents bounce off the ground like most other down throwsbecause it sends them straight downward, meaning that it can [[meteor smash]] over the ledge if Fox's body is partially overlapping it. Useful for [[tech-chasing]] Can lead into up tilt or [[Reflector]].||1% (shots), 1% (throw)
|Back throw||Kicks the opponent behind him. Knockback is usually too high to follow-up on unless over a ledge.||5% (hit 1), 4% (throw)
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|Up throw||Punches the opponent upward. Can be used to either [[tech-chase]] or lead into various moves at low percentages, as the opponent usually falls straight down. At higher percentages, aerial follow-ups are easier to land.||4% (hit 1), 3% (throw)
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|rowspan="2"|{{SSBM|Fox}}||Forward throw||Punches the opponent forward. Despite its generally poor combo ability, it can chain grab some heavy characters. It is best used for forcing opponents offstage, setting up an [[edgeguard]].||4% (hit 1), 3% (throw)
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|Down throw||Throws the opponent into the ground and shoots them with his [[Blaster]]. This throw does not make opponents bounce off the ground like most other down throwsbecause it sends them straight downward, meaning that it can [[meteor smash]] over the ledge if Fox's body is partially overlapping it. Useful for tech-chasing. Can lead into up tilt or [[Reflector]].||1% (shots), 1% (throw)
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|rowspan="2"|{{SSBM|Jigglypuff}}||Forward throw||Puffs itself up and launches the opponent forward. Surprisingly high knockback compared to most throws in ''Melee'', it can be used to edgeguard, though not as reliably as its back throw. Second strongest forward throw in the game. The throw can KO opponents above 130% when used next to the ledge.||5% (hit 1), 7% (throw)
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|Down throw||Grinds the opponent with itself on the floor. Can combo into [[Rest]] against floaty characters.||1% (hits 1-4), 3% (hit 5), 2% (throw)
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|rowspan="4"|{{SSBM|Link}}||Foward throw||Kicks foe a short distance in front of him. Low knockback.||3% (hit 1), 3% (throw)
|rowspan="4"|{{SSBM|Link}}||Foward throw||Kicks foe a short distance in front of him. Low knockback.||3% (hit 1), 3% (throw)
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|Down throw||Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo with [[Spin Attack]] or up tilt.||2% (hit 1), 4% (throw)
|Down throw||Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo with [[Spin Attack]] or up tilt.||2% (hit 1), 4% (throw)
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|{{SSBM|Ness}}||Down throw||Slams the opponent on the ground and hits them with fire. Its low knockback allows a decent amount of follow-ups, including up aerial to KO.||1% (hits 1-5), 4% (throw)
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|rowspan="3"|{{SSBM|Pikachu}}||Forward throw||Places the opponent on its back and shocks them, sending them forward. Low knockback. The only use for this throw is to build damage if no other throw set-ups are available, which is a rare situation.||2% (hits 1-4), 2% (throw)
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|Up throw||Places the opponent on its head, then headbutts them upward. This throw can chain grab fastfallers. It is a useful combo move at high percentages, as it can easily lead into up smash or up aerial.||5% (hit 1), 5% (throw)
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|Down throw||Places the opponent on the ground, then jumps on them. This is a good move against lightweights at low percentages, as it can lead into up smash for a low percent KO. Easier to [[DI]] than its up throw.||5% (hit 1), 5% (throw)
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Revision as of 17:05, January 2, 2016

Bowser using his multi-hitting up-throw on Mario.

A multi-hit throw is a throw that does damage in multiple parts. Typically, this is accomplished with a hitbox that strikes the grabbed opponent before they are released. An obvious example is Bowser's up throw, where the opponent is slashed multiple times with Bowser's shell before they are actually thrown. Multi-hit throws typically result in a throw dealing less knockback for the same amount of damage (due to how the knockback formula operates), but have the advantage of still slightly damaging the opponent even if the user is interrupted by something else. Several multi-hit throws cannot be distinguished as being multi-hit without reducing the game speed, as their hitbox strikes a frame or two before the throw occurs, such as Captain Falcon's forward, back, and up throws in Melee.

As the first hits of a multi-hit throw are generally regular hitboxes, they are capable of hitting bystanders. Some throws are partially designed for this purpose; Bowser's down throw does all of its damage with a hitbox and none with the throw itself, meaning both the grabbed opponent and any bystanders take the same damage.

Certain special moves can be considered multi-hit throws, an example being Dark Dive. On the other hand, moves such as Chomp or Koopa Klaw are not, instead acting as throws with pummels.

Multi-hit throws whose animation speed is based on the opponent's weight run the risk of rounding causing one-frame hitboxes to appear and disappear without the game checking to see if anyone has been hit. As a result, some throws don't deal as much damage as they should on opponents of a specific weight. Examples include Bowser's down throw in NTSC Melee and Link's down throw in Brawl, the former of which misses its first hit when throwing Jigglypuff or Mr. Game & Watch, and the latter of which misses its first hit when throwing Jigglypuff.

List of multi-hit throws in Super Smash Bros. Melee

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Character Throw Description Damage
Bowser Up throw Bowser throws his foe upwards a short distance and on his shell, doing damage to them while spinning. Has set knockback and can chain grab fastfallers. 1% (hits 1-8), 2% (throw)
Down throw Bowser throws his foe on the ground and lands on them with tremendous force. In the NTSC version of the game, the throw will not hit Jigglypuff or Mr. Game & Watch, but it will hit them in the PAL version. 12% (hit 1), 0% (throw)
Captain Falcon Forward throw Punches the opponent forward. 5% (hit 1), 4% (throw)
Back throw Kicks the opponent behind him. Knockback is usually too high to follow-up on unless over a ledge. 5% (hit 1), 4% (throw)
Up throw Punches the opponent upward. Can be used to either tech-chase or lead into various moves at low percentages, as the opponent usually falls straight down. At higher percentages, aerial follow-ups are easier to land. 4% (hit 1), 3% (throw)
Fox Forward throw Punches the opponent forward. Despite its generally poor combo ability, it can chain grab some heavy characters. It is best used for forcing opponents offstage, setting up an edgeguard. 4% (hit 1), 3% (throw)
Down throw Throws the opponent into the ground and shoots them with his Blaster. This throw does not make opponents bounce off the ground like most other down throwsbecause it sends them straight downward, meaning that it can meteor smash over the ledge if Fox's body is partially overlapping it. Useful for tech-chasing. Can lead into up tilt or Reflector. 1% (shots), 1% (throw)
Jigglypuff Forward throw Puffs itself up and launches the opponent forward. Surprisingly high knockback compared to most throws in Melee, it can be used to edgeguard, though not as reliably as its back throw. Second strongest forward throw in the game. The throw can KO opponents above 130% when used next to the ledge. 5% (hit 1), 7% (throw)
Down throw Grinds the opponent with itself on the floor. Can combo into Rest against floaty characters. 1% (hits 1-4), 3% (hit 5), 2% (throw)
Link Foward throw Kicks foe a short distance in front of him. Low knockback. 3% (hit 1), 3% (throw)
Back throw Throws the opponent behind him and kicks them away. 3% (hit 1), 3% (throw)
Up throw Raises the opponent above him and slashes upward. Has below average knockback, allowing it to potentially combo into up tilt or up aerial. 4% (hit 1), 2% (throw)
Down throw Takes the opponent onto the ground and elbow drops them. Leaves foes wide open for a combo with Spin Attack or up tilt. 2% (hit 1), 4% (throw)
Ness Down throw Slams the opponent on the ground and hits them with fire. Its low knockback allows a decent amount of follow-ups, including up aerial to KO. 1% (hits 1-5), 4% (throw)
Pikachu Forward throw Places the opponent on its back and shocks them, sending them forward. Low knockback. The only use for this throw is to build damage if no other throw set-ups are available, which is a rare situation. 2% (hits 1-4), 2% (throw)
Up throw Places the opponent on its head, then headbutts them upward. This throw can chain grab fastfallers. It is a useful combo move at high percentages, as it can easily lead into up smash or up aerial. 5% (hit 1), 5% (throw)
Down throw Places the opponent on the ground, then jumps on them. This is a good move against lightweights at low percentages, as it can lead into up smash for a low percent KO. Easier to DI than its up throw. 5% (hit 1), 5% (throw)

List of multi-hit throws in Super Smash Bros. Brawl

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List of multi-hit throws in Super Smash Bros. 4

Character Throw Description Damage
Bowser Up throw Bowser throws the opponent slightly up, withdraws into his shell, and spins, damaging them against his spikes. Bowser's only real follow-up throw; it can true combo into a forward air at low percentages, though it is difficult to do so. 1% (hits 1-8), 2% (throw)
Charizard Down throw Charizard pins its opponent on the floor, and then breathes fire on them. Does poor damage, but has high knockback and can KO enemies at high percents. Deals severely reduced knockback as of the 1.0.8 update, which is a buff overall due to it becoming a combo starter. 1% (hits 1-5), 1% (throw)
Fox Back throw Fox throws his foe backwards and shoots them with three rapid shots from his blaster. 2% (throw), 2% (hits 1-3)
Up throw Fox throws his foe upwards and fires three rapid shots from his blaster. Can occasionally follow up into up aerial if the opponent's reaction is read. 2% (throw), 2% (hits 1-3)
Down throw Fox forces his foe onto the floor and fires four point-blank shots at them with his blaster. Can link into a neutral or forward air. 1.5% (Hits 1-4), 1% (throw)
Kirby Down throw Fury Stomp from the Suplex ability in Kirby Super Star. Throws the opponent onto the ground, then rapidly stomps on them several times, and then finishes with a jumping double foot stomp. 0.8% (hits 1-9), 1% (hit 10), 2% (throw)
Meta Knight Down throw Like Kirby's down throw, but slower: stomps on opponent multiple times, then ends by fall-crush-stomping down on them, excellent follow-up potential. Can link into an up smash, forward aerial, and occasionally even into a KO combo with Shuttle Loop if opponent DIs poorly. 0.5% (hits 1-9), 1% (hit 10), 2% (throw)
Mewtwo Forward throw Mewtwo telekinetically throws the opponent diagonally in the air before firing five small Shadow Balls at them. As of update 1.1.0, it is tied with Ganondorf's and max aura Lucario's forward throws as the most damaging forward throws in the game. However, the Shadow Balls can be reflected if the opponent wears a Franklin Badge. 3% (throw), 2% (hits 1-5)
Ness Down throw Ness throws his opponent onto the ground and scorches them with PK Fire. A good combo starter, with the most notable being his down throw to forward air. 0.6% (hits 1-5), 4% (throw)
Pac-Man Down throw Transforms into his ball form and chomps on the grounded enemy. It has combo potential, most notably being able to combo into a dash attack at low percentages. 1.5% (hits 1-3), 6% (throw)
Pikachu Forward throw Places the opponent on its back and shocks them, sending them forward. A multi-hit move. Can set up running up smashes and neutral aerials at very low percents. 2% (hits 1-4), 2% (throw)
Samus Up throw Samus holds the foe above her, then blasts them upwards with the Grapple Beam. Can combo into a Screw Attack at 0% against heavyweights, but otherwise sends opponents too high for followups. 1% (hits 1-5), 4% (throw)
Sonic Down throw Pins the enemy down, then Spin Dashes into them. Great for tech-chasing. Originates from Sonic the Fighters. 1% (hits 1-3), 4% (throw)
Zelda Down throw Forces her opponent under her and blasts it with fiery magic enegy from her hands, which launches them above her. A reliable combo starter, it can be followed up with a neutral aerial and, if timed precisely, an up aerial or a back aerial. At high percents, Zelda can follow it up with an up aerial or back aerial for a relatively secure KO. 1% (hits 1-4), 2% (throw)