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How to DI all throws in Smash 4

How to DI all throws in Smash 4

How to DI all throws in Smash 4

This will be a very useful guide on how to DI specific throws. For those of you who don’t know, DI, or directional influence, basically alters your trajectory (where you go) after taking a hit, or in this case, being thrown. Here I will explain how you should DI after the usual combo throws and kill throws of every character in the game. This can certainly turn the tide of the battle and against certain characters like Diddy Kong, it can be the difference between 6% or 29% (at least pre 1.0.6). DI’ing kill throws properly will save your life and DI’ing combo throws will keep you at a lower percent for longer.

I tested all of these without rage against Mario on FD, for forward and back kill throws I have the percent listed for both when I threw Mario from as close to the ledge as possible and from the middle of the stage. All kills percents are with no DI so the percents I say will have to be higher to kill you if you DI properly. For all forward or back kill throws you want to just DI towards the stage and down as well if you are sent off the screen and up but if it just sends you horizontally then only towards the stage. Also all up kill throws you want to DI so that your angle will be as diagonal as possible, as an example if Sonic f throws you (which KOs off the top) you want to DI away from Sonic since the throw also since you forward a little bit. A “C” in parentheses means combo throw, and a “K” means kill throw. If a character has multiple kill throws I will list them from best to worst.

I stress that it is VERY dangerous to air dodge to escape throw combos. You can get punished very hard for air dodging a throw, anyone who saw False’s Evo trailer knows that air dodging C. Falcon’s down throw can lead to a deadly dair. Honestly almost every character in the game can follow up a down throw with something especially if you air dodge, super down throw bros is a reality. On the stage I have even landed a Falcon Punch because I down threw, jumped forward while falcon punching, and then the lag of my opponent air dodging on the ground got me a free Falcon Punch. All I’m saying is that jumping is usually (but not always) the safer option.

If the person grabbing you is facing right and I say “DI in/back” then I mean DI to the left, and if I say “DI forward/away” I mean DI to the right. And for someone facing the left then blah blah you get it. I added each character’s weight after their name so you can get a sense of which characters are heavy in relation to Mario (who has a weight of 98), which is the character I was testing on. Also when Lucas gets released if someone comments on this or messages me then I will add him since I will most likely forget otherwise. This doesn’t really have to do with DI’ing throws, but whenever I see a professional player get a grab when they have a kill throw opportunity, they just take the kill throw instead of taking a few confirmed pummels and then throwing before the move can be mashed out of in order to unstale a couple moves.

One more thing you can learn from this guide is knockback scaling (or knock back growth, KBG for short), which is the amount of knockback given for each percent increase. As a very rough and unprecise example, let’s say Bowser’s f smash has a base knockback of 10, and knockback scaling of 1 per every 1% on the opponent. So at 0% Bowser will send the opponent 10 units, at 1% 11 units, and at 10% 20 units. Now let’s say Luigi’s f smash has a base knockback of 5 but knockback scaling of 2 per every one percent. At 0% it will send them 5 units, at 1% 7 units, and at 10% 25 units. This obviously not exactly how it works in the game, but you get the picture. While reading this guide you may notice that some percents just don’t line up, and this is likely the case. You can see it pretty clearly when comparing the kill percents for Rosalina’s forward and back throws. Now her back throw kills from the edge of the stage when the opponent is at 165%, and her forward throw kills from the same place at 180%. However, when I tested these throws from the middle of the stage, they both killed when the opponent was at 240%. This shows that while back throw most likely has higher base knockback, forward throw has higher knockback scaling. So you can see that when at low percent back throw might be the better kill option, if you get into the higher percent ranges forward throw will most likely surpass it (her up throw kills at 200% so you should just use that but you get my point).

Finally, I by no means main every character in the game. I did test all of these out and did my best but if you see your main has a certain throw missing from this list then please let me know. You can kind of tell which characters I play more than others since they have the longest explanations for how to DI their throws, so also let me know if I missed something important in the explanations that could help people out.

  • Bayonetta (84)-
    • Up Throw (C)
      • The most common follow up for this is an up b at low-mid percent, and up air at high percent. If you get baited into air dodging then that can be punished with a Ryu-side b which destroys stocks so don’t do that.
    • Down Throw (C)
      • Common follow ups are d tilt, f tilt, jab, or grounded side b at low percent or an aerial/jump side b at mid percent. If they go for d tilt then DI upwards but otherwise you can go with old reliable, DI away. At higher percent they may go for down throw into double jump up air which kills so be wary of that. I didn’t really go into detail here because you can just watch this video which explains throw follow ups pretty well.
    • Forward Throw (K)
      • Kills at about 120% from the edge of the stage.
      • Kills at about 200% from the middle of the stage.
  • Bowser (130)-
    • Up Throw (C)
      • Wow what a buff this move got. It’s pretty dangerous at low percent, most anything you do leads to a ton of damage. A common follow up is nair, since Bowser can land many hits of it for lots of damage. To avoid this you can try a DI mix up of DI’ing behind, but at low percents Bowser can get a bair instead which has crazy damage. At high percents DI’ing behind Bowser as an attempted mix up usually doesn’t work because that sends you right above him which makes it easier to follow up so. Even though his up air starts in front of him and ends behind him DI’ing away, up, or up and away is usually the better choice as opposed to DI’ing back.
    • Back Throw (K)
      • Kills at about 110% from the edge of the stage.
      • Kills at about 170% from the middle of the stage.
    • Forward Throw (K)
      • Kills at about 110% from the edge of the stage.
      • Kills at about 170% from the middle of the stage.
  • Bowser Jr. (115)-
    • Forward Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away if you want. After about 30% it doesn’t even really work anymore.
    • Down Throw (C)
      • Some Bowser Jr. mains will try to follow up a down throw with a fair but this literally only works if you DI towards them at least with Mario. It can work at low percents as well if you are beefy like Ganon so just DI up and away.
    • Back Throw (K)
      • Kills at about 130% from the edge of the stage.
      • Kills at about 195% from the middle of the stage.
  • Captain Falcon (104)-
    • Forward Throw (C)
      • Common follow ups are dash attack or a short hop aerial at low percents. Works best out of a dash grab, typically DI up if you want to avoid a dash attack and for fast fallers you can try DI’ing down to try to tech before he can get a follow up.
    • Down Throw (C)
      • At low percents I would DI down and away because Falcon players typically want to follow up a down throw with a nair or fair. If you DI down and away they can pretty much only hit you with a dash attack at least at low percent, so don’t do it every time if you’re playing an adept Falcon. Aside from low percent usually DI away or possibly mix it up with down and away. Also, beware the knee… try not to get dash grabbed if at all possible.
    • Back Throw (K)
      • Kills at about 115% from the edge of the stage.
      • Kills at about 190% from the middle of the stage.
    • Forward Throw (K)
      • Kills at about 140% from the edge of the stage.
      • Kills at about 225% from the middle of the stage.
    • Up Throw (K)
      • Kills at about 190% (DI forward is better than DI back)
  • Charizard (116)-
    • Down Throw (C)
      • DI away. At very low percent, DI in as a mix up.
    • Back Throw (C)
      • Combos to fair/side b/dash attack so DI up and back and jump away.
    • Up Throw (K)
      • Since this throw has Charizard jumping high and then slamming back down, it kills earlier if you use it below or on a platform. Kills at about 100% on the middle platform on Battlefield and at 120% for either of the side platforms. Kills at 125% without any platforms on FD and 130% on BF.
    • Forward Throw (K)
      • Kills at about 120% from the edge of the stage.
    • Back Throw (K)
      • Kills at about 130% from the edge of the stage.
  • Cloud (100)-
    • Down Throw (C)
      • Common follow ups include turn around jab, side b, and f tilt at low percent, and any aerial at higher percent. At low percent DI down and shield unless your character is super floaty. At mid-high percent DI behind Cloud.
    • Up Throw (K)
      • Kills at about 200% (DI forward)
  • Corrin (98)-
    • Up and down throw will only combo if you have terrible DI so just DI away and Corrin shouldn’t get any throw combos on you.
    • Up Throw (K)
      • Kills at about 150%
    • Down Throw (K)
      • Kills a little bit later than up throw, Corrin players may use it if they stale up throw, DI is the same so don’t worry. (DI forward is better than DI back for survival on both down and up throw)
  • Dark Pit (96)-
    • Down Throw (C)
      • DI up & away but if they follow up with an up smash while you are at low percent, then during your next stock when you are at low percent DI up only to try and escape the up smash. Also if they follow up with a nair at low percent you can actually punish this since it has some ending lag. At higher percent when they can only follow up with an up air then DI up only.
    • Forward Throw (K)
      • Kills at about 115% from the edge of the stage. Basically, don’t neutral get up into shield against a Pit player.
      • Kills at about 180% from the middle of the stage.
  • Diddy Kong (93)-
    • Forward Throw (C)
      • Most common follow up is a short hop fair at low percent. Be wary, since this can lead into a regrab. You should DI down if you aren’t a floaty and try to shield at very low percent, and when your percent gets to around 25ish just DI away. At mid-high percent Diddy’s rarely use this in favor of up throw.
    • Down Throw (C)
      • Pretty much just always DI up and back. If you DI forward and they don’t expect it then you can even get a punish if they whiff an up air by using a bair. Finally, if they use the down throw with their back to the edge, a Diddy can jump up and down air you to your doom so be wary of air dodging in that situation and make sure to react quickly.
    • Up Throw (C)
      • DI up and if you want to get really technical if you know that your opponent’s fair or bair is stale then DI up and to the side that will force them to use the stale move. At higher percent just DI up to escape any follow up. At high percents, some Diddy's will up throw then jump up and hope you air dodge so they can get an up air, if you predict this will happen then use a dair! Moves that come out on early frames may beat out a follow up but don't get predictable. If the Diddy player predicts your move they can wait and then punish.
    • Back Throw (K)
      • Kills at about 130% from the edge of the stage.
      • Kills at about 200% from the middle of the stage
    • Forward Throw (K)
      • Kills at about 145% from the edge of the stage.
      • Kills at about 215% from the middle of the stage.
  • Donkey Kong (122)-
    • Forward Throw (C)
      • If DK does a forward throw which picks up the opponent, then jumps, and up throws in the air, he can jump again and get an up air so DI up and either to the left or right. At lower percent sometimes DK’s will go for a fair or nair so that they don’t stale their up air. Finally, don’t let this happen.
    • Down Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away if you want, this one almost never comes up
    • Forward Throw (K)
      • If DK does a forward throw, jumps offstage, followed by a down throw, this can kill you in the early 100s depending on weight and how far they go out so try to mash out as fast as you can and DI towards the stage if you don’t get out in time.
    • Back Throw (K)
      • Kills at about 115% from the edge of the stage.
      • Kills at about 175% from the middle of the stage.
  • Dr. Mario (98)-
    • Down Throw (C)
      • DI up and away at low percent, away only at mid-high percent. If they go for up tilts then aways DI up and away and if they always go for up b then always DI away with no up. If you aren’t sure then stick with what I put in the first sentence. Watch out for fair around 70ish percent and don’t let this happen.
    • Back Throw (K)
      • Kills at about 120% from the edge of the stage.
      • Kills at about 180% from the middle of the stage.
  • Duck Hunt (91)-
    • Down Throw (C)
      • DI up & away, maybe mix up with down & away.
    • Forward Throw (C)
      • For this one DI away to avoid the most common follow ups, dash attack and short hop fair. Even close to the edge this still sometimes works so be careful of that.
    • Forward Throw (K)
      • Kills at about 185% from the edge of the stage.
    • Up Throw (K)
      • Kills at about 205% (DI forward is slightly better than DI back)
  • Falco (82)-
    • Down Throw (C)
      • Falco players usually follow up a down throw with a dash attack or rar bair so at low percent DI away and at mid-high percent DI up and away. Falco can down throw<rar bair<re-grab at low percent on some characters, especially fast fallers. If you miss the tech in that situation the re-grab can be replaced with a f tilt jab lock, so watch out for both of those setups. If you get grabbed near the edge of the stage and Falco is facing inwards he can repeat this 3 times for around 50%, so try not to fall into that and DI well. Falco also has a deadly combo that is down throw<full hop<rar up air<DJ bair. This works at a very specific percent range (around 60-80%) depending on character and while it isn’t used too much be sure to avoid it. Finally, watch this to see a very damaging combo Falco has off of down throw involving nair. Try to SDI the way Falco is facing, or if he has a lot of forward momentum then try DI'ing to his back.
    • Forward Throw (C)
      • For this throw be sure to tech the landing or jump away because you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away is the best option here. At low percent it doesn't even launch you hard enough that you will need a tech so focus on DI. Falco can forward throw into a laser jab lock as well so jump away or don’t miss your techs. Lastly, if he f throws you offstage then fires two lasers, the first one will usually hit you and if you double jump immediately on reaction the second laser will take your second jump. Just be aware of this because if it happens and you don’t react fast enough then you may find yourself without a stock.
    • Up Throw (C)
      • DI up and either to the left or right mixing up left & right to avoid an up throw follow up. At 75% or so just DI up to avoid anything or pick a side to try and avoid the laser. Don’t let this happen either.
    • Back Throw (K)
      • Kills at about 125% from the edge of the stage )if laser hits). You might want to DI either up or down to try and avoid the laser.
      • Doesn’t kill from the middle of the stage until around 270% since Falco throws them too far for the laser to hit at which point up throw kills even without the laser hitting.
    • Up Throw (K)
      • Kills at about 175% (if laser hits) You should DI either left or right to try and avoid the laser.
  • Fox (79)-
    • Down Throw (C)
      • Fox players usually try to follow up down throw with a fair, so you can DI down and away to escape the fair. If you are light or they are a smart player who will follow up a down throw on a heavy character with a dash attack, then DI up and away. If they land the fair follow up then while you are getting hit by the multiple hits of the fair DI up and away to try and escape the up air that will come after this (this only matters at low percent or for heavy characters, typically the fair hits them too high for an up air follow up at anything after 20ish%). Also at mid percent rar bair becomes more common so DI away and try to escape. At mid-high percents just DI away since you can usually act before Fox reaches you.
    • Forward Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. If you miss your tech Fox can do a running pivot f tilt<up tilt<up air which is guaranteed and does 31% so each time you tech think about how much percent you just saved. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away if pretty good here. At low percent it doesn't even launch you hard enough that you will need a tech so focus on DI. This is very similar to Falco’s f throw.
    • Forward Throw (K)
      • Kills at about 185% from the edge of the stage.
      • Kills at about 265% from the middle of the stage.
  • Ganondorf (113)-
    • Down Throw (C)
      • DI up & away at low percent, away only at mid-high. Common follow ups include short hop nair, sh up air, and down b.
    • Back Throw (K)
      • Kills at about 135% from the edge of the stage.
      • Kills at about 195% from the middle of the stage.
  • Greninja (94)-
    • Down Throw (C)
      • Honestly isn’t confirmed since it is a while before you can act out of it but you can follow up with a f tilt, f smash, dash attack, d tilt, or fair depending on percent, however you can easily air dodge or jump out of it. Jump is more recommended since air dodges can be punished with up smash. DI away is best.
    • Up Throw (C)
      • Can be followed up with an up smash if an air dodge is read or an up air so DI up and jump away.
    • Forward Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away because since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away if you want. At low percent it doesn't even launch you hard enough that you will need a tech so don’t worry about it. Similar to Fox/Falco’s f throw.
    • Up Throw (K)
      • Kills at 165% (DI back is slightly better than DI forward since this sends at a 93 degree angle)
  • Ike (107)-
    • Down Throw (C)
      • DI up & away at low percent, up only at mid-high. Mix up with DI back to cause Ike to miss the common fair follow up. Sometimes can follow up with a footstool into dair lock but this is super uncommon and hard to land.
    • Up Throw (C)
      • Same as down throw, but this works longer.
    • Down Throw (K)
      • Kills at about 180%, DI as if it were an up throw.
  • Jigglypuff (68)-
    • Up Throw (C)
      • If you are playing with customs and Jigglypuff is using leaping rest as her down b then up throw combos into it. DI either left or right to avoid it but don’t get predictable. You can DI upwards as well if you want to try to get above the rest altogether.
    • Jigglypuff’s throws are the terrible for killing. They won’t kill even when the opponent is at 300%, best is up throw but it is still very bad.
  • King Dedede (119)-
    • Down Throw (C)
      • DI up & away at low percent, away only at mid-high. May try the Sheik-esque pseudo-chain grab with a falling up air. So watch out for that. Common follow ups are rar bair, nair, fair, and up air.
    • Up Throw (C)
      • DI up & in at low percent, up only at mid-high.
    • Forward Throw (K)
      • Kills at about 150% from the edge of the stage.
      • Kills at about 230% from the middle of the stage.
    • Back Throw (K)
      • DI to DDD’s back unless he grabs you near the ledge in that case DI towards the stage and slightly down.
      • Kills at about 150% from the edge of the stage.
      • Kills at about 190% from the middle of the stage.
  • Kirby (79)-
    • Forward Throw (C)
      • Common follow ups are fair and dair which leads into a re-grab
    • Back Throw (C)
      • With Kirby you can immediately bair out of a back throw. When testing this I managed to land the sour spot on a Ganondorf and the sweet spot on a Bowser both registering as a true combo, but couldn’t land anything on Mario, so apparently the heavier you are the more likely you will get hit by this. Any character with a weight less than Mario you should be fine but perhaps DI to Kirby’s back with heavier characters. I also got it to sweetspot on Ness while he was at 54%... maybe my friend was DI’ing towards me?
    • Back Throw (K)
      • Kills at about 125% from the edge of the stage.
      • Kills at about 175% from the middle of the stage.
    • Up Throw (K)
      • Since this throw has Kirby jumping high and then slamming back down, it kills earlier if you use it below or on a platform. Kills at about 125% on the middle platform on Battlefield and at 140% for either of the side platforms. Kills at 145% without any platforms on FD and 160% on BF.
  • Link (104)-
    • Down Throw (C)
      • This sends you above Link so you want to DI up. If you should DI up and to Link’s back since the usual follow ups (up tilt and up smash) start at the front of Link and end in the back so you would get a few extra frames to escape the move. Some Links will try for up air at higher percent which kills so beware of that.
    • Up Throw (C)
      • Combos into up tilt or up smash on heavy characters, it works on Ganondorf better than Mario, so DI’ing upwards is more important if your character is heavy.
    • Up Throw (K)
      • Kills at about 165%
  • Little Mac (82)-
    • Down Throw (C)
      • DI up & away, this one doesn’t even combo that well but thought I’d put it. Little Mac has trash aerials (except nair if used right) so even if you fail you’ll only get like 2 damage. It can combo into Mac’s up b as well especially if your opponent jumps or runs up a bit first so watch out for that. If they do go for the up b then DI away to try to avoid it. Also sorta combos into side b at low percent on heavies so be aware of that
    • Forward Throw (C)
      • Mostly just combos into dair lock or dash attack if you miss your tech and don’t jump. Just know that it’s an option and don’t fall into it and you’ll be fine. Most dangerous at the lowest possible percent that it sends you into free fall which differs based on character. Sends into free fall at 29% with no rage on Mario for a reference point.
    • Back Throw (C)
      • Same as f throw. Sends into free fall at 14% with no rage on Mario for a reference point.
    • Back Throw (K)
      • Kills at about 135% from the edge of the stage.
      • Kills at about 190% from the middle of the stage.
  • Lucario (99)-
    • Up Throw (C)
      • DI up and either to the left or right, mix it up doing up and left sometimes and up and right other times or they will catch on to which way you DI. Usually stick to up and back though since a common follow up at low percent is jump fair<DJ fair<up air. Lucario's occasionally use down throw instead but in most cases up throw is strictly better.
    • At 0% Lucario has practically nothing since this pokémon relies on aura so much, so no kill throws really work that well. Forward and back throws might kill, but while I was testing even at 220% throws didn’t kill so it might be a while before Lucario is killing anyone with a throw when he is at 0% damage. With 100% damage on Lucario, a back throw killed Mario at 175ish% from the edge of the stage which still isn’t anything to be proud of. Also Lucario’s pummel is so fast that when he is at 0% some of the hits do no damage.
  • Lucas (94)-
    • Down Throw (C)
      • Without DI down throw sends you straight up at low percents which is what Lucas players are used to. DI away as a mix up or DI to Lucas’s back if you think they will read DI away. At higher percents the opposite is true. A down throw with no DI sends you up and a bit in front of Lucas so DI away to try and escape and to Lucas’s back for a mix up. If Lucas grabs you near the ledge he can down throw to bair so be careful of that and think about DI’ing away from the stage to avoid it. Finally be aware that at high percents down throw to up air will kill so try DI’ing up and away and jumping away. Also, if he follows up with a nair SDI away as fast as you can and you can occasionally escape it. If you ever down throw nair a lv 9 cpu as Lucas they will typically SDI it very well in my experience so you can look at that for reference. Also if they go for down throw<dair since dair is Lucas’ most damaging aerial SDI that in the opposite direction Lucas is traveling. Finally, if he lands the full dair on you above a platform be sure to tech is and try to escape his next attack or attack first.
    • Back Throw (K)
      • Kills at about 100% from the edge of the stage.
      • Kills at about 165% from the middle of the stage.
    • Up Throw (K)
      • Kills at about 145%
    • Forward Throw (K)
      • Kills at about 115% from the edge of the stage.
  • Lucina (90)-
    • Down Throw (C)
      • DI up and to Lucina’s back normally and to her front as a mix up. Also do not air dodge because if they up tilt then it basically forces you to air dodge, get hit, or jump away, and if you don’t do the latter, then you will either take the hit, or dodge the up tilt giving them a free grab from the landing lag after the air dodge letting them reset the combo. Also sometimes at higher percent she can down throw to a quick up b, so be aware of that and try to avoid it since it’s very punishable.
    • Forward Throw (C)
      • DI away always. This is dangerous because good DI for down throw is bad DI for f throw. The follow up is almost always a fair or sometimes a rar bair so don’t worry too much about what they’ll throw, just try to escape it.
    • Up Throw (K)
      • Kills at about 170% (DI back is better than forward)
  • Luigi (97)-
    • Down Throw (C)
      • DI up if they go for a dair follow up, in for fair follow up if you are at low percent, away is usually the safest overall DI though. I would say the first time you get grabbed at low just accept the combo, and watch out for the follow up that your opponent uses (still trying to escape if possible obviously. The next time you get grabbed, DI according to that follow up or predict what they will use next. Don’t get too predictable, the DI stated above is pretty much just if your opponent isn’t expecting DI, so make sure to mix it up and maybe DI up and in sometimes as well. Also if you plan on air dodging just be aware that you may eat an up b as a result. At 0% on some characters Luigi gets an up b so if you try to DI away but still get hit, DI the up down if possible and try to punish him for it.
    • Back Throw (K)
      • Kills at about 115% from the edge of the stage.
      • Kills at about 175% from the middle of the stage.
  • Mario (98)-
    • Down Throw (C)
      • DI up and away at low percent, away only at mid-high percent. If they go for up tilts then aways DI up and away and if they always go for up b then always DI away with no up. If you aren’t sure then stick with what I put in the first sentence. DI down and try to shield at low percent if your character is heavy or a fast faller.
    • Back Throw (K)
      • Kills at about 115% from the edge of the stage.
      • Kills at about 175% from the middle of the stage.
  • Marth (90)-
    • Down Throw (C)
      • DI up and to Marth’s back normally and to his front as a mix up. Also do not air dodge because if they up tilt then it basically forces you to air dodge, get hit, or jump away, and if you don’t do the latter, then you will either take the hit, or dodge the up tilt giving them a free grab from the landing lag after the air dodge letting them reset the combo. Also sometimes at higher percent he can down throw to a quick up b, so be aware of that and try to avoid it since it’s very punishable.
    • Forward Throw (C)
      • DI away always. This is dangerous because good DI for down throw is bad DI for f throw. The follow up is almost always a fair or sometimes a rar bair so don’t worry too much about what they’ll throw, just try to escape it.
    • Up Throw (K)
      • Kills at about 170% (DI back is better than forward)
  • Mega Man (102)-
    • Down Throw (C)
      • DI up & away, maybe mix up with down & away or back. Common follow ups are fair, rar bair and occasionally nair.
    • Back Throw (K)
      • Kills at about 125% from the edge of the stage.
      • Kills at about 190% from the middle of the stage.
    • Up Throw (K)
      • Kills at about 205%
  • Meta Knight (80)-
    • Down Throw (C)
      • DI away, maybe DI in at low percent for a mix
    • Forward Throw (C)
      • DI away at all percent, Meta Knight’s will typically use this if they get a dash grab at high percent since it leads into an up b so watch out for that. Can also follow up into a dash attack or short hop aerial at low percent.
    • Back Throw (K)
      • Kills at about 140% from the edge of the stage.
      • Kills at about 210% from the middle of the stage.
    • Up Throw (K)
      • Since this throw has Meta Knight jumping high and then slamming back down, it kills earlier if you use it below or on a platform. Kills at about 150% on the middle platform on Battlefield and at 170% for either of the side platforms. Kills at 170% without any platforms on FD and 185% on BF.
  • Mewtwo (74)-
    • Down Throw (C)
      • I would DI up and away MAYBE up and in. You can act very quickly out of this move so any quick aerial like Sheik’s fair and Luigi’s nair will beat out most if not all attempted follow ups.
    • Back Throw (K)
      • Kills at about 105% from the edge of the stage.
    • Up Throw (K)
      • Kills at about 135%
  • All following data on Miis was taken with mid weight and mid height Miis.
  • Mii Brawler (100)-
    • Down Throw (C)
      • DI up & in at low percent as a mix up, otherwise just DI up and away. Common follow ups are fair, up air, nair, and up b.
    • Forward Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away is the best. At low percent it doesn’t even send you hard enough that you will need a tech so don’t worry about it.
    • Forward Throw (K)
      • Kills at about 155% from the edge of the stage.
  • Mii Gunner (100)-
    • Forward Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away if you want. At low percent it doesn’t even send you hard enough that you will need a tech so don’t worry about it.
    • Up Throw/Down Throw (C)
      • I can kinda sorta maybe see these comboing into up air, so DI up and in for down throw and up only for up throw.
    • Up Throw (K)
      • Try to DI forward to avoid the laser, this might work with some characters but from my testing it seems that Mario always get hit with the laser at percent normally seen in a competitive match. If the laser hits it kills at about 190%
    • Back Throw (K)
      • If you DI up and forward, the laser shouldn’t hit at kill percent so this move won’t kill (at least with Mario). Otherwise it kills from the edge at about 170%
  • Mii Swordfighter (100)-
    • Down Throw (C)
      • DI up & in at low percent as a mix up, otherwise just DI up and away. And don’t let this happen to you.
    • Back Throw (K)
      • Kills at about 160% from the edge of the stage.
      • Kills at about 245% from the middle of the stage.
  • Mr. G&W (75)-
    • Down Throw (C)
      • DI away at low percent, jump away until they read the jump or you read them reading the jump… trust me I saw GimR do it (prof G&W player). He saw someone jump away from the down throw once, and the next time he down threw he read it and jumped after the opponent and nined them, so maybe the first time you jump away, don’t do it again the next time if you are fighting a smart player.
    • Down/Up Throw (K)
      • With proper DI, down throw kills Mario on FD at 266% while up throw kills at 260%. I could test on Bowser and Jiggs to see how weight affects which one kills better, but honestly I spent time labbing something that will probably never kill outside of sudden death so I thought I didn’t really have to test any more.
  • Ness (94)-
    • Down Throw (C)
      • Typically Di’ing up and towards Ness can avoid a fair follow up and leave him open to a fair from you. If they follow up with up air or nair or you are at mid percent or higher than DI up and away.
    • Back Throw a.k.a. the holy grail of all kill throws (K)
      • Kills at about 85% from the edge of the stage.
      • Kills at about 120% from the middle of the stage.
      • Kills at about 150% from opposite side of stage.
    • Ness might have other kill throws but they honestly don’t even matter. Also, look at this to learn how to DI this move.
  • Olimar (79)-
    • Down Throw (C)
      • DI up & away. DI down and in as a mix up. Fair and rar bair are common follow ups at mid percent, at low percent either double fair or d throw<fair<re-grab so watch out for that one and try to jump out if you can.
    • Up Throw (C)
      • Pretty much the same as an Ike up throw. Only works at low percent and gets largely outshadowed by down throw so don’t expect to see it often.
    • Back Throw (C)
      • While randomly testing I found that back throw has crazy low knockback at low percent so it can actually combo into f smash. Just be aware of it and if you see your opponent using it on you DI down and shield unless you’re super floaty in which case DI to Olimar’s back and jump out.
    • With Olimar, blue pikmin kill with throws immensely earlier than the other pikmin colors, and since the other colors don’t kill until 230% with any throw, kill percents shown are for blue pikmin only. For the other colors you shouldn’t worry too much about DI unless you are at insanely high percent.
    • Back Throw (K)
      • Kills at about 140% from the edge of the stage.
    • Up Throw (K)
      • Kills about 150%
    • Forward Throw (K)
      • Kills at about 155% from the edge of the stage but I don’t know why people would use it over up throw unless up throw is stale.
  • Pac-Man (95)-
    • Down Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away is the best option here. At low percent it doesn’t even send you hard enough that you will need a tech so focus on escaping a follow up by shielding, jumping away, etc.
    • Forward Throw (C)
      • Same DI as with down throw, although this is easier to escape.
    • Back Throw (K)
      • Kills at about 125% from the edge of the stage.
      • Kills at about 195% from the middle of the stage.
    • Up Throw (K)
      • Kills at about 200%, less situational than back throw.
  • Palutena (91)-
    • Down Throw (C)
      • DI up & away, maybe mix up with down & away. Watch out on heavy characters and fast fallers, she can down throw<fair<dair or just down throw<dair, especially if you air dodge so be wary, her dair comes out quickly. Another common combo is d throw<short hop/full hop (depending on percent) fair<fast fall<jab 1<re-grab, so try to DI out of that and is she lands the jab then fast fall and use your fastest move asap or jump away.
    • Back Throw (K)
      • Kills at about 130% from the edge of the stage.
      • Kills at about 200% from the middle of the stage.
    • Up Throw (K)
      • Kills at about 180%, less situational than back throw. (DI back is slightly better than DI forward)
  • Peach (89)-
    • Down Throw (C)
      • At low percent DI to Peach’s back to avoid a f tilt follow up and at mid-high percent DI back and up. Be sure to react quickly because at 70ish percent down throw<fair will kill early although it can be escaped.
    • Back Throw (K)
      • Kills at about 120% from the edge of the stage.
      • Kills at about 175% from the middle of the stage.
    • Forward Throw (K)
      • Kills at about 150% from the edge of the stage.
      • Kills at about 215% from the edge of the stage.
    • Up Throw (K)
      • Kills at about 200%
  • Pikachu (79)-
    • Down Throw (C)
      • DI up and away normally and at high percents, at low percent or the first time you get grabbed maybe go for a mix up with up and in. Watch for full hop<up air<falling fair<re-grab.
    • Forward Throw (C)
      • DI up & away at low percent, at higher percent away only. You can also DI away only at low percent if you want. Don’t miss your tech or you’ll likely get jab locked.
    • Up Throw (C)
      • Similar to Greninja’s up throw but with less BKB and more KBG so it combos better at early percents, mostly into one or two up airs or an up air into another aerial. At higher percents (80ish) a common Pikachu combo is up throw<down b but this is easily avoided with DI either left or right.
    • Up Throw (K)
      • Kills at about 195%
    • Back Throw (K)
      • Kills at about 170% from the edge of the stage.
  • Pit (96)-
    • Down Throw (C)
      • DI up & away but if they follow up with an up smash while you are at low percent the first time they down throw, then during your next stock when you are at low percent DI up only to try and escape the up smash. Also if they follow up with a nair you can actually punish this since it has some ending lag if they land while doing it. At higher percent when they can only follow up with an up air then DI up only.
    • Forward Throw (K)
      • Kills at about 115% from the edge of the stage. Basically, don’t neutral get up into shield against a Pit player.
      • Kills at about 180% from the middle of the stage.
  • R.O.B. (106)-
    • Up Throw (C)
      • DI up and away, R.O.B. can pretty much only follow this up with fair at low percent.
    • Down Throw (C)
      • DI up and either to the left or right, change up horizontal movement to avoid being read. Up air is the only follow up, so if you can think technically enough, if you’re at high but not super high percent and you know you’re going to get hit by an attack try to get hit by an up air so that you will live but it will stale.
    • Up Throw (K)
      • Kills at about 155% on FD. When used below a platform on Battlefield, Dreamland, Smashville, or Lylat it lands on the platform and kills earlier so the percents for those are below. Kills on Battlefield side platforms at 145%, Smashville’s platform at 135%, Town & City’s sideways moving platforms at 130%, Dreamland’s side platforms at 140%, Lylat’s side platforms at 140%, and Lylat’s middle platform at 135%. Also, if R.O.B. up throws you near the edge while the wind is blowing on Dreamland or when the Smashville/Town & City platform is moving inwards from offstage, he will suicide and you’ll both die.
    • Back Throw (K)
      • Kills at about 140% from the edge of the stage (only useful if up throw is stale)
  • Robin (95)-
    • Down Throw (C)
      • DI up & away, up and in for a mix up although that’s very risky since Levin up air comes for your soul at around 85%. Consider away only at high percent because you really don’t want to get hit by d throw<up air. Jabs, f tilt, and d tilt usually are the follow ups at low percent so if you get hit by the multi jabs be prepared to SDI out. At low percent fast fallers should DI down and shield which beats anything Robin can do besides nosferatu.
    • Back Throw (K)
      • Kills at about 125 from the edge of the stage.
      • Kills at about 185% from the middle of the stage.
  • Rosaluma (77)-
    • Up Throw (C)
      • DI up and away, the most common follow ups are up tilt/smash at low percent and up air at mid percent and higher.
    • Down Throw (C)
      • DI up & away, maybe mix up with down & away. The most used follow up is fair.
    • Back Throw (K)
      • Kills at about 140% from the edge of the stage.
    • Forward Throw (K)
      • Kills at about 150% from the edge of the stage.
    • Up Throw (K)
      • Kills at about 200%
  • Roy (95)-
    • Down Throw (C)
      • If they go for f smash/tilt follow ups then DI up, if they go for u smash/tilt follow ups then DI away, and at mid-high percent DI up & away. Also watch out for d throw<jab<re-grab.
    • Forward Throw (C)
      • DI away and don’t miss your tech. If you do, they can rar weak bair which jab locks at low percent. Most common follow ups are dash attack, short hop nair, and occasionally short hop fair.
    • Up Throw (K)
      • Kills at about 175% (DI back is better than forward)
  • Ryu (103)-
    • Down Throw (C)
      • Doesn’t combo too well after low percent, but when you are at low percent fair or up air are typical follow ups. DI up and away at low percent and away only at mid-high.
    • Down Throw (K)
      • Kills at about 190% (DI forward)
    • Up Throw (K)
      • Kills at about 195% (DI forward is better than back)
    • Back Throw (K)
      • Kills at about 160% from the edge of the stage
  • Samus (108)-
    • Down Throw (C)
      • DI up & away, maybe mix up with down & away. Usually will be followed up with fair or sometimes up air.
    • Up Throw (C)
      • This isn’t used all that often, stick to DI up and you should be fine.
    • Forward Throw (K)
      • Kills at about 180% from the edge of the stage.
    • Back Throw (K)
      • Kills at about 190% from the edge of the stage.
    • Up Throw (K)
      • Kills at 250% (I know, but better than forward/back throw if you can never get a grab near the edge of the stage)
  • Sheik (81)-
    • Down Throw (C)
      • This move got severely nerfed, but the DI stayed mostly the same. DI up and away, switch to up and back or back only as a mix up. Also don’t air dodge at higher percent since you typically don’t need to in order to avoid a follow up.
    • Forward Throw (C)
      • If they follow up with bouncing fish (down b), it is typically confirmed at low percent but at 30% or so you can DI up and in to avoid it. Certain characters like Luigi can avoid a forward throw to bouncing fish by DI’ing up and in even when they are at 0%. Smart Sheik players will typically only go for fair or up air after they know bouncing fish is not confirmed, so I would DI away or up and away, DI up and in for a mix up and up only at mid percents since this makes bouncing fish much harder to land.
    • Up Throw (C)
      • Not used too often, but can combo into an up air sometimes. Just DI up and away or up and in for a mix up.
    • Back Throw (C)
      • Sheik’s use this as a mix up when they’ve conditioned you to DI forward for forward and down throw. DI up is safe for all throws, but if you predict they will use this then DI up and back to avoid a follow up. Typical follow ups are bouncing fish, up air, and fair.
    • Kill Throws for Sheik are so bad, seriously if you ever get a kill with a throw using Sheik record it and show me.
  • Shulk (102)-
    • Keep in mind that when Shulk is in buster mode (purple), his throws don’t send you as far so you can be the victim of a combo even in your late percents although you won’t be killed as easily. Also when he is in speed mode he can follow up better off of forward and down throw and when in jump mode can follow up more easily off of up throw.
    • Up Throw (C)
      • Shulk can follow up with up tilt, up smash, and up b but these aren’t confirmed. DI up and jump away. Also at higher percent if he has jump active, Shulk can up throw<up air which kills fairly early but still isn’t true so DI upwards and escape if possible. Also, be aware that jumping away doesn’t necessarily mean you’re safe since if the Shulk player reads this they can just jump higher since they can go very high with jump monado on.
    • Forward Throw (C)
      • Can be followed up with fair and sometimes nair but only at low percent. DI away and try to not get hit by a second fair/nair or d tilt which leads into another aerial.
    • Down Throw (C)
      • Same as forward throw more or less. Only difference is that it works better at lower percents as opposed to higher and puts you into more hitstun.
    • Down Throw (K)
      • Kills at about 95% from the edge of the stage with smash monado (DI as if it were a forward throw)
      • Kills at about 150% from the edge of the stage without smash monado.
      • Kills at about 165% from the middle of the stage with smash monado.
    • Forward Throw (K)
      • Kills at about 115% from the edge of the stage with smash monado.
      • Kills at about 155% from the edge of the stage without smash monado.
      • Kills at about 185% from the middle of the stage with smash monado.
    • Back Throw (K)
      • Kills at about 105% from the edge of the stage with smash monado.
      • Kills at about 150% from the edge of the stage without smash monado.
      • Kills at about 170% from the middle of the stage with smash monado.
    • Up Throw (K)
      • Kills at about 225% with smash monado.
  • Sonic (94)-
    • Down Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing because since Sonic is so fast you can get punished for almost every get up option if it is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away or DI down so you can tech earlier.
    • Up Throw (C)
      • DI up & away at low percents but at about 35% or so (as a middleweight character) DI down and to either the left or right to avoid a follow up after Sonic uses up b. Anything higher than 50% you want to DI up and to either the left or right. Until a certain percent Sonic’s fair is confirmed from the up and his bair is sometimes confirmed. You usually want to DI up and forward trying to escape the fair but eating the fair is better than eating a bair. Only DI up and back if you know the fair is confirmed and the bair isn’t. You always want to go to the left or right since if you just DI up Sonic can jump and then up b to follow you and then use an up air which can kill.
    • Back Throw (K)
      • Kills at about 135% from the edge of the stage.
      • Kills at about 185% from the middle of the stage. (This percent is when Sonic is standing in the middle of the stage when he grabs the opponent not when his roll finishes in the middle of the stage)
    • Forward Throw (K)
      • Kills at about 175% (DI forward)
    • Up Throw (K)
      • Kills at about 190% (DI back is better than forward)
  • Toon Link (93)-
    • Up Throw (C)
      • Pretty much only combos into up air, and it isn’t true so just DI upwards and jump away and you should never take any damage to this.
    • Down Throw (C)
      • Has no confirmed follow ups unless you air dodge and they bair, f smash, etc. depending on percent however some Toon Link players go for it. This sends you behind Toon Link so you want to DI up and to his back.
    • Forward Throw (C)
      • For this one DI doesn’t matter too much, I would focus on teching the landing or jumping away since you can get punished if your get up option is read. Also mix up your techs (either roll forward, back, or in place) so you don’t get read on that either. DI away is best here.
    • Back Throw (K)
      • Kills at about 110% from the edge of the stage.
      • Kills at about 170% from the middle of the stage.
      • Also, look at this to learn how to DI this move.
    • Up Throw (K)
      • Kills at about 180%, less situational than back throw. (DI back is better than forward)
  • Villager (97)-
    • Down Throw (C)
      • DI up & away, mix up with down and away at high percent. Most common follow ups are nair and fair, both of which can lead into a fair at low enough percent so be aware of that.
    • Back Throw (K)
      • Kills at about 110% from the edge of the stage.
      • Kills at about 150% from the middle of the stage.
      • Also, look at this to learn how to DI this move.
  • Wario (107)-
    • Up Throw (C)
      • Nothing true, but will lead into an up air or up b at low percent if you don’t act out quickly. DI up or up and left/right.
    • Down Throw (C)
      • Combos into bike, especially if they use it to get you offstage and you don’t do anything. Otherwise DI up and to Wario’s back. Also if he hits you with weak dash attack it will jab lock if you miss your tech so watch out for that.
    • Forward Throw (K)
      • Kills at about 115% from the edge of the stage.
      • Kills at about 180% from the middle of the stage.
    • Up Throw (K)
      • Kills at about 210%
  • Wii Fit (96)-
    • Up Throw (C)
      • DI upwards, they can occasionally get a fair or up air off of this throw.
    • Down Throw (C)
      • Has no confirmed follow ups unless you air dodge and they bair, up air, etc. depending on percent however some Wii Fit players go for it. This sends you behind Wii Fit so you want to DI up and to his/her back and jump away.
    • Back Throw (K)
      • Kills at about 120% with deep breathing from the edge of the stage.
      • Kills at about 140% without deep breathing from the edge of the stage.
    • Forward Throw (K)
      • Kills at about 130% with deep breathing from the edge of the stage.
      • Kills at about 150% without deep breathing from the edge of the stage.
    • Up Throw (K)
      • Kills at about 155% with deep breathing.
      • Kills at about 185% without deep breathing.
  • Yoshi (104)-
    • Down Throw (C)
      • DI up and away or away only, maybe mix up with down and away.
    • Back Throw (K)
      • Kills at about 205% from the edge of the stage.
    • Forward Throw (K)
      • Kills at about 210% from the edge of the stage.
  • Zelda (85)-
    • Down Throw (C)
      • DI up and to Zelda’s back, you typically don’t want to go for a mix up unless you’re very sure they will mess up. At low percent watch for nair to fair/bair off of d throw which does a ton of damage but isn’t too difficult to escape. Also watch for d throw<up air at mid-high percent which has killing potential.
    • Back Throw (K)
      • Kills at about 115% from the edge of the stage.
      • Kills at about 185% from the middle of the stage.
    • Up Throw (K)
      • Kills at about 210%
  • ZSS (80)-
    • Down Throw (C)
      • Alternate between DI’ing up and in and up and away because while this throw does have a confirmed follow up if your opponent isn’t used to dealing with DI or you succeed and fake them out, you can even get a free punish if they whiff an up b trying to kill you. You can also DI down and away but typically only at low percent. At low percent ZSS players will usually use fair since up air isn't safe even on hit, and at kill percent they will go for rar bair or up air. Also, if you try to air dodge a second up air after a first one they can 50-50 you with down b which is devastating if used by the ledge so be aware of that. This combos into a footstool as well, but this is rarely seen and only leads into a dair. If they do land it though, DI the footstool to ZSS' back to try to avoid the dair.
    • Forward Throw (K)
      • Kills at about 200% from the edge of the stage.
    • Up Throw (K)
      • Kills at about 225%, less situational than forward throw.
    • Honestly don’t know why people would go for ZSS’s kill throws since her down throw to up air is confirmed and kills way before the 200’s.
I just felt like adding this on at the end because it came up while I was testing, these are the throws that will not kill in sudden death, tested in the same way as explained at the beginning, except on Bowser instead of Mario since he is the heaviest character. I thought this would be important to add for all you For Glory players since there are actually quite a few throws that won’t kill in sudden death, the place where almost every move is supposed to kill. In this section, when I say “(across stage)” after a certain throw, I mean if you go to one side of FD, and then throw Bowser towards the side of the screen opposite you, it won’t kill, but if you go to the edge and then throw to the closest side of the stage (either left side or right) then it will kill so you should stick with a more consistent throw option. If I just put the throw by itself in red that means it won’t kill regardless of positioning. The throws that don’t kill will be listed first in red, then the throw that kills the most reliably will be after in green.
  • Bayonetta-
    • Back Throw (across stage)
    • Down Throw
  • Bowser-
    • Down Throw (across stage)
    • Back Throw
  • Bowser Jr.-
    • Forward Throw (across stage)
    • Up Throw
  • Captain Falcon-
    • Down Throw
    • Forward Throw (with godlike DI, Bowser can survive if you throw him from all the way on the opposite side of the stage)
    • Up Throw
  • Charizard-
    • Forward Throw (with good DI Bowser can survive)
    • Anything but down throw
  • Dark Pit -
    • Down Throw
    • Back Throw (across stage)
    • Forward Throw
  • Diddy Kong-
    • Anything (but it looks funny seeing the hoo hah kill so that’s the best pick)
  • Donkey Kong-
  • If you want to go for style, then do a forward throw, walk off the stage, and then hold back towards the stage and press A to do a satisfying stage spike. For me, I say “Donkey Kong, Donkey Kong” as fast as I can after walking off the stage and then throw to get the timing right. (It’s kinda stupid but it works for me so hey) You want the opponent to hit about one Kong’s length below the lip of the stage. You will die afterwards since DK’s recovery is terrible and the opponent can tech it though, so be careful. After throwing you want to mash jump and then up b so you don’t die immediately. This does not work on stages with flat sides (at least on Bowser) since if you throw them too early they won’t hit the edge of the stage and if you throw them too late then you will die before they do. There is probably a better way to do this but I’m too lazy to figure it out, and if you care enough about it you’re probably a DK main who already knows the optimal way.
    • Down Throw (across stage)
    • Up Throw
  • Dr. Mario-
    • Down Throw
    • Forward Throw (across stage)
    • Back Throw
  • Duck Hunt-
    • Down Throw
    • Back Throw (across stage)
    • Forward Throw will not kill across stage if Bowser has good DI
    • Up Throw
  • Falco-
    • Down Throw (across stage)
    • Back Throw will not kill across stage if Bowser has good DI
    • Forward Throw (across stage)
    • Up Throw
  • Fox-
    • Down Throw
    • Back Throw (across stage)
    • Forward Throw (across stage)
    • Up Throw
  • Ganondorf-
    • Down Throw
    • Forward Throw will not kill across stage if Bowser has good DI
    • Up Throw
  • Greninja-
    • Down Throw
    • Back Throw (across stage)
    • Forward Throw
    • Up Throw
  • Ike-
    • Back Throw (across stage)
    • Forward Throw (across stage)
    • Down Throw
  • Jigglypuff-
    • Back Throw (across stage)
    • Forward Throw
    • Up throw
  • King Dedede-
    • Anything (forward throw is worst)
  • Kirby-
    • Ironically, Kirby, the third lightest character, can decimate Bowser with any of his throws from anywhere on the stage.
  • Link-
    • Down Throw
    • Up Throw
  • Little Mac-
    • Down Throw
    • Forward Throw (across stage)
    • Back Throw
  • Lucario-
    • Anything (shocking, I know)
  • Lucas-
    • Anything (although down throw is a bit iffy, be wary of shield Shulk)
  • Lucina-
    • Back Throw (across stage)
    • Forward Throw (across stage)
    • Up Throw
  • Luigi-
    • Anything
  • Mario-
    • Forward Throw (across stage)
    • Bowser survives down throw with good DI
    • Up Throw
  • Marth-
    • Back Throw (across stage)
    • Forward Throw (across stage)
    • Up Throw
  • Mega Man-
    • Anything (although forward throw is iffy across the stage)
  • Meta Knight-
    • Anything
  • Mewtwo-
    • Down Throw
    • Forward Throw (across stage)
    • Up Throw
  • Mr. G&W-
    • Anything (back and forward throw are iffy)
  • Ness-
    • Any Ness main who needs me to tell them anything about what to do when you get a grab in sudden death needs to go to the doctor more than M2K.
  • Olimar-
  • All throws will kill from anywhere on stage with blue pikmin. Red Pikmin have less throwing power than the other colors so they are in a different section
    • Red Pikmin
      • Down Throw
      • Back Throw (across stage)
      • Forward Throw (across stage)
      • Up Throw
    • White/Yellow/Purple Pikmin
      • Forward Throw (across stage)
      • Back Throw (across stage)
      • Up Throw
  • Pac-Man-
    • Down Throw (across stage)
    • Forward Throw (across stage)
    • Up Throw
  • Palutena-
    • Down Throw
    • Forward Throw (across stage)
    • Up Throw
  • Peach-
    • Down Throw (with godlike DI, Bowser can survive)
    • Up Throw
  • Pikachu-
    • Forward Throw (across stage)
    • Back Throw (with good DI Bowser can survive from across the stage)
    • Up Throw
  • Pit-
    • Down Throw
    • Back Throw (across stage)
    • Up Throw
  • R.O.B.-
    • Forward Throw will not kill across stage if Bowser has good DI
    • Down throw won’t kill Bowser with good DI
    • Up Throw
  • Robin-
    • Forward Throw
    • Back Throw
  • Rosaluma-
    • Anything (down throw is the weakest)
  • Roy-
    • Forward Throw
    • Down Throw
    • Back Throw
    • Up Throw
  • Ryu-
    • Forward Throw (across stage)
    • Anything else
  • Samus-
    • Back Throw (across stage)
    • Forward Throw (across stage)
    • Down Throw (with good DI Bowser can survive)
    • Up Throw
  • Sheik-
    • Up Throw
    • Back Throw
    • Forward Throw
    • Down Throw
  • Shulk-
    • All throws kill everywhere on stage even while in speed, jump, or shield mode.
  • Sonic-
    • Down Throw
    • Forward Throw
  • Toon Link-
    • Anything (forward throw is the weakest)
  • Villager-
    • Forward Throw
    • Back Throw
  • Wario-
    • Down Throw
    • Back Throw will not kill across the stage if Bowser has good DI
    • Up Throw
  • Wii Fit-
    • Anything, even if deep breathing isn’t activated all throws kill everywhere on the stage.
  • Yoshi-
    • None of Yoshi’s throws consistently kill in sudden death, some are situational though. Up and down throw will not kill Bowser at all.
    • Best throw is either forward or back depending on which way you are facing and which side of the stage you are closest to. You should throw your opponent towards the nearest blast zone in order to kill them, and if you get a grab in the middle of the stage then either works since they both have the same BKB and KBG.
  • Zelda-
    • Down Throw
    • Up Throw
  • ZSS-
    • Down Throw
    • Back Throw (across stage)
    • Forward Throw (across stage)
    • Up Throw
Applicable Games
Smash 3DS, Smash Wii U
Author
Showdow
Views
2,930
First release
Last update
Rating
4.91 star(s) 33 ratings

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Latest reviews

Very informative, and really long! 3 much words 5 me 0.o

Although some things showed you don't know the specific character very well, it was overall very well researched and written. Good Job!
One of the most important and most helpful resources I've seen on this site. The information is precise, comprehensive and conveyed in a TLDR-manner so you can even quickly look it up between games in a tournament.
Thank you very much for your this.
A well organized and concise (or at least concise in the sense of just saying the follow ups of throws and how to DI them) guide that helped me out quite a bit against certain characters.
A much needed resource, and updated recently too. One of the most important guides on this site.
Very good stuff, organized and condensed.
Zelda's upthrow is a combo throw on fastfallers at low percents, but that's probably not even worth adding.
Really helpful, thank you!
Good stuff to know when you want to really study a certain matchup that gives you trouble.

For Mega Man's Dthrow at low % it might be best to DI towards Mega Man to avoid the follow up Fair combo.
Showdow
Showdow
Thanks for the tip
I like it a lot
can help people if they are having trouble DI right or if they can't escape combos.
Showdow
Showdow
Glad I could help
This is amazing and super important for people to learn.
Another great guide.

Anyway, a peculiar thing I noticed when I did some lab testing with Robin and Ness is that when a victim is at very low percent, Ness' back throw is extremely weak, yet grows stronger as the opponent takes damage. With Robin however, he/she/it has one of the farthest back-throws with the opponent at 0%, yet doesn't kill until the high 150's.

I am well aware my main Robin is an infamous camper and such but this made me consider how projectile-heavy characters rely on zoning so much. I use back-throw with Robin to create a lot of distance and also deal some damage but I wonder if there are any other characters that rely on throws for zoning.

I thought this might be interesting to add.
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