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Who's got the best throw?

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
Kill throw? It's got to be Lucas's uthrow. Doesn't matter where you are on the stage, much like the fox usmash it gives zero ****s.

Combo throw?
I dunno...ganon?
 

GMaster171

Smash Ace
Joined
Aug 26, 2012
Messages
676
Location
Halifax, NS
depends, in a vacuum, Ganon d-throw... but out of a vacuum, you see its on Ganon.

Id say Snake's uthrow or Falcon's d-throw tho
 

Soft Serve

softie
Premium
Joined
Dec 7, 2011
Messages
4,164
Location
AZ
2.1 Link Dthrow. chain grab everyone.

MK's up throw though. I dont know how useful it is with actual DI, but it looks like it gives you so many options to chase afterwards and combo.
 

Scythe

Smash Master
Joined
Dec 5, 2004
Messages
3,875
peach fthrow is pretty DIable
lucas fthrow is his most reliable kill move imo
 

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
Lucas's uthrow kills my Ness at 120% or so consistently. Am I DIing it wrong or something?
 

PrincessAzula

Smash Apprentice
Joined
Jun 14, 2013
Messages
78
Location
Dallas, TX
Lucas' uthrow, Zelda's bthrow, Peach's fthrow, Ness' bthrow, and Squirtle's dthrow (prone to DI) are all great kill throws.

The best throw to start a combo? Ganon's dthrow.
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
Lucas's U-throw sends at the steepest of angles such that your character relies entirely on his or her fall speed to combat it (FYI: It won't unless you're another fast faller)
Snake's U-throw is never useless at any percent.
DK's Cargo -> x variable


All other throws are basically irrelevant.
 

NightShadow6

Smash Journeyman
Joined
Feb 2, 2009
Messages
291
Location
WNY
Zard's downthrow man, all you need is a solid read. (Depending on character you can techchase into infinity)
 

Zolom

Smash Apprentice
Joined
Jan 16, 2013
Messages
75
Location
Murrieta, California
Mario's d-throw and u-throw are ridiculous. Calculating the percentage and fall speed of each character in accordance to whether to down or up throw, its very easy to chaingrab and combo. Other than that, DK... and yall know exactly what I'm talkin about.
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
It's kinda hard to say which throw is absolutely the best for KOs or combos. If I could group them, I'd say:
[collapse=Best for combos (regarding the char's moveset aka NOT in a vacuum)]
These are effective against pretty much everybody at some reasonable %
  • DK Cargo uthrow
  • Ganon dthow
  • Falcon dthrow
  • Sheik dthrow
  • Mario dthrow
  • ROB dthrow
  • Lucario dthrow
  • Fox uthrow
  • Link dthrow
  • Ness dthrow
  • Snake uthrow
  • Pit dthrow
  • ZSS dthrow
[/collapse]
[collapse=Pretty darn good at comboing]
These are still very solid, especially against FFers, but a litle trouble could be had if the opponent is a master of DI
  • Zard bthrow
  • DK uthrow
  • Falcon uthrow
  • Sheik bthrow
  • Mario uthrow
  • ROB uthrow
  • Lucario uthrow
  • Luigi dthrow
  • Luigi uthrow
  • Ivy dthrow
  • Lucas dthrow
  • Ness uthrow
  • Pika dthrow
  • One of Wolf's throws
  • Diddy dthrow
  • Diddy uthrow
  • Pit uthrow
  • ZSS uthrow
  • Bowser Klaw fthrow
[/collapse]
[collapse=Decent but lackluster for combos]
These throws CAN be extremely punishing on bad DI.....but they're hard to follow up on with good DI and they often give you a good amount of time to get your DI right
  • Bowser uthrow
  • Falco uthrow
  • Ike dthrow
  • Ike fthrow
  • Ike bthrow
  • Ike uthrow
  • Ivy uthrow
  • MK uthrow (don't question me on this)
  • Peach dthrow
  • Zelda dthrow
  • Squirtle uthrow
  • Sonic dthrow
  • Wario dthrow
[/collapse]
I purposefully avoided G&W, because I still have no idea what the heck his throws do. :facepalm:
[collapse=Excellent KO throw]
Kill early, hard to DI properly, accessible at most positions on-stage, etc.
  • Bowser Klaw bthrow
  • Lucas uthrow
[/collapse]
[collapse=Great KO throw]
Kill a little later, a bit easier to DI, usually involves being in a good situational spot like under a plaform or with your back to the closest ledge, etc.
  • Zard uthrow
  • DK bthrow
  • Ness bthrow
  • Peach fthrow
  • Squirt dthrow
[/collapse]
[collapse=Decent KO throw]
Take even longer to kill and are easier to DI, largely because they're slow and give you time to get it juuust right...
  • Mario bthrow
  • Luigi bthrow
  • Zelda bthrow
[/collapse]
[collapse=LAST RESORT KO throw]
Well.....these throws kill...eventually. I mean, these throws will kill most opponents between 150% and 200%, which means they can finally nab the KO if you're struggling after bringing your opponent to too high a % without killing him
  • Diddy uthrow
  • Ivy bthrow
  • DDD bthrow
  • DDD fthrow
  • Wario fthrow
  • Wario bthrow
  • Lucas fthrow (why would you wait for this?)
  • ROB uthrow
  • Snake uthrow
[/collapse]


Even this is terribly bad at representing the whole picture. I mean, Sheik doesn't have a KO throw, but why would she need one when she has two throws that combo into kill moves at practically every reasonable %? Perhaps the topic should be "Who has the best combination of thows?" The clear winners, of course, would probably be DK and Mario, seeing as how they both have FF CG throws (which automatically denote great combos out of those throws on FFers), good combo throw options on non-FFers (Mario even has a CG on some with dthrow), and decent kill throws that work as intended; they kill the opponent when he is too high in damage to try to combo into a kill move with a combo throw.

You can TOTALLY tell who's completely bored at his overnight work shift. :tired:
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,561
Mario's d-throw and u-throw are ridiculous. Calculating the percentage and fall speed of each character in accordance to whether to down or up throw, its very easy to chaingrab and combo. Other than that, DK... and yall know exactly what I'm talkin about.
I don't know what you could possibly be referring to :troll:
 

GMaster171

Smash Ace
Joined
Aug 26, 2012
Messages
676
Location
Halifax, NS
In a vacuum usually refers to removing all other factors when looking at something. Ganon's d-throw is a good example, as when you take nothing into consideration its probably one of the best throws in the game, in terms of comboing. However, you if you look at the fact you need to land a grab to get the throw, Ganon has a rather short grab range, and rather limited mobility making it harder to even get the throw.

"in a vacuum"=nothing but the thing in question
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
Cargo F-throw is also the one responsible for Fair kills at 60%, not U-throw.
I combo into fair, like, 90% of the time at kill %'s on more than half the cast with cargo uthrow. That includes at 60%. I think that cargo fthrow/bthrow > fair is more of a frame-trap than a combo, especially since the throw can be DI'd to escape. Cargo uthrow is practically guaranteed to combo regardless of DI, in my experience.

In a vacuum usually refers to removing all other factors when looking at something. Ganon's d-throw is a good example, as when you take nothing into consideration its probably one of the best throws in the game, in terms of comboing. However, you if you look at the fact you need to land a grab to get the throw, Ganon has a rather short grab range, and rather limited mobility making it harder to even get the throw.

"in a vacuum"=nothing but the thing in question
I agree with the definition of "in a vacuum" that you have in your last line, but I think that when you consider the rest of a char's moveset, you are no longer working 'within a vacuum'. In fact, I'm not even sure that the term can be applied logically at all to a comparison of combo throws, when the very concept of combos depends completely on the ability of the characters in question to combo. Character X could have a uthrow that launches you 50 ft into the air, but that throw could still end up being a great combo throw if said Character X has the ability to immediately follow it up with quick movement or a far-reaching move (look at Fox's uthrow). Basically, for us to even start comparing combo throws, we would need to look at throws in association with the rest of their chars' kits. I mean, most of us agree that DK has one of the best combo throws in the game, but how useful would it be if we gave it to, say, Marth? Therefore, I disagree with your application of the term to Ganon's dthrow. Even not in a vacuum, I think Ganon's dthrow is one of the best in the game when you consider the rest of Ganon's moveset, which is how I think the concept 'not in a vacuum' should be applied to specifically throws. What you are referring to is Ganon's grab game, which IMO, is a combination of the effectiveness of a char's throws with the ease with which said char can land grabs. Ganon's lackluster mobility and poor grab range give him a mediocre grab game, but once he lands that grab, his moveset and throws basically dictate that you're going to get hurt a LOT.....or you're going to die. That and he can CG, like, 75% of the cast.
 

Vashimus

Smash Master
Joined
Jan 1, 2013
Messages
3,308
Location
Newark, NJ
Why need a read when there are other characters with throws that lead directly into more confirmable kills?

Charizard has a balanced set of throws, but no way in hell is his D-throw better than, say, Falcon's.
Pre-down-smash nerf, he didn't even have to make a read. I used to ***** out d-throw like a hooker in Vegas.
 

bubbaking

Smash Hero
Joined
Mar 30, 2010
Messages
6,895
Location
Baldwin, NY, USA or Alexandria, VA, USA (Pick one)
Pre-down-smash nerf, he didn't even have to make a read. I used to ***** out d-throw like a hooker in Vegas.
Regarding each char's entire kit complimenting the throw (so NOT in a vacuum), 2.1 Zard's dthrow was actually better than Falcon's, IMO. Certain chars can at least DI Falcon's dthrow to avoid a knee. Zard's dthrow doesn't give a chance for anyone to DI and the IASA was so ridiculously early that it was a breeze to follow up with an easy combo into a kill move. On plats or near ledges, that was nearly a 100% guaranteed kill-setup. The current dsmash 'nerf' kinda screwed things up, but in reality, it was the 2.5b dthrow nerf that really hurt this set-up.
 

Burnsy

Smash Lord
Joined
Nov 4, 2012
Messages
1,167
Location
Phoenix, AZ
Now that I've been reminded of this thread, I will say that MK's uthrow is extremely easy to DI, and when DI'd properly at anything after low %'s, it barely follows up into anything at all. Even at low %'s, I think I'd rather dthrow for the tech-chase...

What is the best DI for uthrow? Does it send straight up?
 

Phaiyte

Smash Ace
Joined
Jul 6, 2010
Messages
932
D3's grab game is really good. DI doesn't matter, opponent doesn't matter, etc. Not one factor in the game that changes how good at least 3 of his throws are.

Down = sweet tech chases all day
Back/Foward = offstage fair chases all day
Up = really good for fast/mid fallers. nAir immediately and chase their DI with fairs.
 

foxygrandpa

Smash Journeyman
Joined
Jul 30, 2013
Messages
414
Location
Long Island
snakes up throw by far. Chain grab ability, leads into C4, and eventually can lead into a kill. On heavy characters like ganondorf, you can literally 0-death combo with one braindead grab combo. Not to mention he has an obnoxious grab range. I would have liked to see his grabs have good combo ability, but take more skill then just spamming upthrow.
Donkey Kong's in my opinion are pretty fair. He should have good stage control since his off the edge game is kind of transparent.
 
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