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Is any non-dthrow moves good?

TheCommonSmasher

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Whenever people talk about throwing in this game. They are usually refering to Dthrows. Im wondering if any other throws have uses (other then M2'S UThrow and Ness and Sonics Bthrow)
 

tr3v

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Pikachu has a pretty useful uthrow that can combo into thunder as long as your opponent doesn't DI. Plus dThrow requires no DI to not get hit by thunder. So if you mix it up, thunder can be pretty easy to land.
 

TheCommonSmasher

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Pikachu has a pretty useful uthrow that can combo into thunder as long as your opponent doesn't DI. Plus dThrow requires no DI to not get hit by thunder. So if you mix it up, thunder can be pretty easy to land.
i was asking for NON-DownThrow throws
 

#HBC | Red Ryu

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Whenever people talk about throwing in this game. They are usually refering to Dthrows. Im wondering if any other throws have uses (other then M2'S UThrow and Ness and Sonics Bthrow)
Well, for combos Lucario's Uthrow can lead into uair better than his Dthrow at certain percentage.

For raw damage output, Uthrow and Bthrow are better. His command grab side B is also better for kills and can be a projectile.

Dthrow is a convo throw a lot more in this game, that much is certain but other throws are better for positioning.

Edit: for another, Charizard never will use Dthrow unless he wants to kill with it. It literally is outclassed by all his other throws except for that one fact that it can kill.
 
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AreJay25

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Quite a few characters get combos from different throws. For example, Falcon can use f-throw to combo at low percents.
 

Kofu

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Killing FThrows: :4bowser::4darkpit::4pit::4sonic::4wario2:
Killing UThrows::4greninja: :4link::4lucina::4marth::4metaknight::4rob::4olimar: (Blue Pikmin)
Killing BThrows: :4bowser::4dk::4kirby::4peach::4mewtwo::4tlink::4villager: (This list is actually a lot longer depending on rage and stage position)

And now other combo throws (that I'm aware of, there are probably others).

FThrow: :4charizard::4dk:(cargo UThrow):4duckhunt::4falco::4kirby::4lucina::4marth:
UThrow: :4diddy::4dk::4drmario::4greninja::4myfriends::4pikachu::4rob::rosalina:
BThrow: :4duckhunt:(?):4kirby::4wiifit:(?)

A lot of other throws have too high base knockback or last too long to get meaningful combos out of. Additionally, a lot of the other combo throws listed here stop working quickly (Kirby's come to mind) which is why they're not as well known.
 
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NotAnAdmin

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Kofu is right about Falco's fthrow.
At low percent you can manage a reflector toss or dash, but generally his dthrow is his best throw.
Falco also has a upthrow > up air > bair/fair follow-up at low or mid percent. Bthrow kills with rage at high percent as well.
 
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Killing FThrows: :4bowser::4darkpit::4pit::4sonic::4wario2:
Killing UThrows::4greninja: :4link::4lucina::4marth::4metaknight::4rob::4olimar: (Blue Pikmin)
Killing BThrows: :4bowser::4dk::4kirby::4peach::4mewtwo::4tlink::4villager: (This list is actually a lot longer depending on rage and stage position)

And now other combo throws (that I'm aware of, there are probably others).

FThrow: :4charizard::4dk:(cargo UThrow):4duckhunt::4falco::4kirby::4lucina::4marth:
UThrow: :4diddy::4dk::4drmario::4greninja::4myfriends::4pikachu::4rob::rosalina:
BThrow: :4duckhunt:(?):4kirby::4wiifit:(?)

A lot of other throws have too high base knockback or last too long to get meaningful combos out of. Additionally, a lot of the other combo throws listed here stop working quickly (Kirby's come to mind) which is why they're not as well known.
Ive survived Sonic's Fthrow up to around 170% though... Granted I was ROB, but still, the angle on that does not do it many favours.

Also none of WFTs throws true combo, though you can create frame traps.

Anyway the reason most of the time you see DThrows being discussed is because they are normally the most reliable and widespread combo throws (that and many "top tier" characters have comboing DThrows).

Also Charizards BThrow is pretty good, virtually no endlag. Its DThrow is a KOing throw too.
 
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Kofu

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Ive survived Sonic's Fthrow up to around 170% though... Granted I was ROB, but still, the angle on that does not do it many favours.

Also none of WFTs throws true combo, though you can create frame traps.

Anyway the reason most of the time you see DThrows being discussed is because they are normally the most reliable and widespread combo throws (that and many "top tier" characters have comboing DThrows).

Also Charizards BThrow is pretty good, virtually no endlag. Its DThrow is a KOing throw too.
Sonic's FThrow is still technically one of the strongest FThrows but you're not going to cheese out low percent kills with it by the ledge like the others thanks to its angle (maybe on platforms? IDK).
 

DairunCates

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Also none of WFTs throws true combo, though you can create frame traps.
It's worth noting that Uthrow is considered a kill move for WFT on some characters. With deep breathing on, it kills from around 148-170% against the light cast members, and considering how unsafe some of her kill options are, that's a fairly safe method against some characters. So, a lot of people use U-throw to create distance and get opponents directly above them (which is a position WFT GREATLY benefits from).

Other than that, for ones that haven't been mentioned. I know that Zelda's F-throw can also be a killing throw, and several characters actually benefit from grab releases (ie. not throwing at all). So, yeah. There's plenty of good non-dthrow throws.
 
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Sonic's FThrow is still technically one of the strongest FThrows but you're not going to cheese out low percent kills with it by the ledge like the others thanks to its angle (maybe on platforms? IDK).
yeah, 70b/100g is pretty crazy on a throw, but its launch angle holds it back. I mean, I don't think I've ever gotten KOd by Sonic's FThrow...

It's worth noting that Uthrow is considered a kill move for WFT on some characters. With deep breathing on, it kills from around 148-170% against the light cast members, and considering how unsafe some of her kill options are, that's a fairly safe method against some characters. So, a lot of people use U-throw to create distance and get opponents directly above them (which is a position WFT GREATLY benefits from).

Other than that, for ones that haven't been mentioned. I know that Zelda's F-throw can also be a killing throw, and several characters actually benefit from grab releases (ie. not throwing at all). So, yeah. There's plenty of good non-dthrow throws.
Whoops, yep, you're right, I forgot about UThrow. DBUThrow KOs around 160-170% in my experience with rage. Though I wouldn't say her KO options are all totally unsafe. With its 15% damage output, header will nearly always trade, so you'll still get the spike, and BAir comes out super quick (though its KOing hitbox goes away super quick too). Also DBSS is great, and FTilt gets an honourable mention.
 

DairunCates

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yeah, 70b/100g is pretty crazy on a throw, but its launch angle holds it back. I mean, I don't think I've ever gotten KOd by Sonic's FThrow...


Whoops, yep, you're right, I forgot about UThrow. DBUThrow KOs around 160-170% in my experience with rage. Though I wouldn't say her KO options are all totally unsafe. With its 15% damage output, header will nearly always trade, so you'll still get the spike, and BAir comes out super quick (though its KOing hitbox goes away super quick too). Also DBSS is great, and FTilt gets an honourable mention.
Oh absolutely. BAir is amazing for quick off-stage gimping/snapbacks that people don't see coming. Header is super hard to consistently hit with the spike with, but it'll almost never lose a trade. DBSS is just good, and Ftilt is the kill move non-WFT mains never see coming. The reason I mostly say they're unsafe is that a good player will powershield or air dodge most of those when you're on rushdown (especially if you activated DB and they're just now recovering). A lot of those can also be punished if they're blocked. Almost no one ever sees the quick throw kill coming due to her super awkward throw though. Also, if the Uthrow barely manages to avoid killing, you get two more chances for a kill in the form of an Uair on their way down and a quick Bair if they air dodge that.
 

ZephyrZ

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Charizard's d-throw is good for a very different reason then most; while most d-throws set up for combos, Charizard's has a good amount of kill power. Anyway, he B-throw and F-throw are great for stage control, and they are what Charizard is best using when the enemy isn't at KO%. They can set up for edge-guards, to.

Actually, that's the way many F-throws and B-throws work in general. They often may not combo as well, but they can potentially put your opponent in good position for edge guarding and help you retain stage control.
 
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warionumbah2

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All of MKs throws can combo into something. Up throw and back throw can kill.

Forward throw > down throw in terms of setting up shuttle loop for early reliable kills.

You see down throw used often because it can set up unavoidable combo's at mid percents and its simply easy to follow up as it is for the opponent to DI, scrubby MKs will use down throw at high percents.

Edit: The most important thing for MK is DAMAGE not stage control, maybe its good for other characters but for MK damage is no.1 in his priority list(or 0 to deaths).
 
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Mr. Potatobadger

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Shulk's Uthrow is a pretty good combo tool from low to mid-high percents. You usually have to make a read to follow up with it, but it's way better than his Dthrow.
 

Roukiske

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Rosalina's up-throw combos into up-tilt at low %. After that though it's pretty much down-throw. Some character highly benefit from you being directly above them, especially if your character doesn't have many aerial options against theirs. A good example would be Rosalina as well.

Throw's aren't just about damage and combos. Some throws can be used to maintain stage control, which is also important.
 

Mario766

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Ike has 4 good situational throws.

Back and Forward throws send enemies low and off stage, Up Throw combos later than Down Throw and can kill confirm. Down Throw combos at low-mid percents.
 

Sardonyx

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Zelda's back throw has more KB than her forward throw, and it's good at high percentages near the ledge as a solid kill option, or just generally putting your opponent offstage pretty far.
 

Amazing Ampharos

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Rosalina's up-throw combos into up-tilt at low %. After that though it's pretty much down-throw. Some character highly benefit from you being directly above them, especially if your character doesn't have many aerial options against theirs. A good example would be Rosalina as well.

Throw's aren't just about damage and combos. Some throws can be used to maintain stage control, which is also important.
Rosalina shouldn't be using much dthrow to combo. After the percent range of uthrow to utilt, you get uthrow to uair. If they're at too high of a damage for uthrow to uair, you won't be comboing anything and dthrow does less damage than her other throws so it's a bad choice in a non-combo situation. For a general "almost combo mix-up", uthrow generally creates better situations than dthrow anyway since all of Rosalina's up moves are completely ridiculous. Dthrow isn't useless; at certain percent ranges you catch people trying to DI an expected uthrow (or even reflexively trying to airdodge a fixed time after being throw to avoid the uair after the uthrow) but instead you did a dthrow and their improper defensive inputs actually trap them into eating fair. However, dthrow has the least utility out of Rosalina's throws, and she won't be using it a whole lot in general.

I've seen Sonic mentioned but I don't think he's been explained right yet. All four of Sonic's throws have purpose. Uthrow is his general best throw; he has true combos out of it at low to mid percents (usually uthrow to Spring Jump to fair), and even when the combos stop working, he gets some really nasty traps since the spring puts him in the percent position to bait out and punish airdodges (and his bair hits so hard). Dthrow essentially never guarantees anything but it does create a really strong tech chase and near edges can drop Sonic's foes below the plane of the stage which is really strong in general. Sonic uses the mix-ups from both uthrow and dthrow substantially when played right, but if one has to be the "winner", it's definitely up. Bthrow is mostly for kills or stage position of course (if you're in a position where bthrow can't kill, fresh uthrow and fthrow kill at similar percent ranges with uthrow usually winning out slightly), and fthrow is funny since it's mostly bad but Sonic actually has some good chases at otherwise awkward percent ranges with fthrow to Hammer Spin Dash jump cancel.

I actually notice a pattern on a lot of characters; dthrow is often the "obvious" set-up throw, but uthrow is often better for stronger players since the stuff it gives while harder to do is also harder to avoid. It's really character specific which throws are good and in which situations of course (there are characters like Luigi who really do almost all combos with dthrow), but I'll say this. At a high level almost every character makes substantial use out of at least three of their throws, and on average across the cast, dthrow is not a more useful throw than uthrow.
 
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