This article or section may require a cleanup. The editor who added this tag believes this page should be cleaned up for the following reason: needs work; game-specific damage percents You can discuss this issue on the talk page or edit this page to improve it.
Down throw is a throw performed by pressing down on the control stick after having grabbed the enemy. They are usually more powerful but with less KO potential at small percentages but become good KO potential moves at high percents. These throws are typically used as combo-starters in Melee and tech-chase moves in Brawl by following their DI and predicting an air dodge or jump, and a few, like Sheik's and King Dedede's, can be used to chain throw. Down throw chain throws typically work only on floaty characters, who are generally more difficult to combo than fast-fallers; thus, they are highly valuable to any character. Other notable down throws include Captain Falcon's and Ganondorf's. Toon Link's down throw can set up for a barrage of b-airs followed by a d-air meteor smash. There are no down throws in the original Super Smash Bros.
Kirby: Performs Suplexes' Fury Stomp move from Super Star. Delivers 9 1% kicks leading up to him stomping on his opponent giving 3%. 12%.
Meta Knight: Quite similar to Kirby's except his stomp only give 2%. Can tech-chase by predicting the opponent's DI. 11%
King Dedede: Slams opponent on ground and sits on them. Arguably best chain grab in the game, can chain grab at any percents and can infinite/very small step chain grab or chain grab all chaingrabbable characters in walls or even if it isn't a chaingrabbable character, it is instead a great tech-chasing move by predicting their rolls/tech rolls. 8%.
Olimar: The pikmin that grabbed the opponent will slam him on the ground. Yellow pikmin: 8%, red: 9%, blue: 12%, purple: 8%, white: 6%. Has high KO potential with the purple Pikmin.
Captain Falcon: Slams opponent to the ground. A tech-chasing move by predicting their DI/jump/air dodge. 7%.
Pikachu: Slams the opponent with its head. Can chain grab in Brawl. 10%.
Squirtle: Sits on opponent. Strongest down throw in the game in terms of knockback, can KO at fairly low percents for being a throw. 7%.
Ivysaur: Ivysaur's vines throw the opponent to the ground. 10%
Charizard: Charizard uses Flamethrower on opponent giving 6 small 1% hits. Can KO at higher percents. 6%.
Ike: Throws opponent to the ground and then stomps on them. Can KO at very high percents. 6%.
Ness: Uses PK Fire on opponent with 5 1% hits and an ending 4%. 9%
Lucas: Places opponents down on ground with PSI powers. Opponents will then suffer pretty powerful vertical knockback and 7%
Mr. Game and Watch: Juggles opponent. A great tech-chasing move in Brawl by predicting the opponent's rolls, although not quite as good as Snake's. 6%.
Fox: Throws enemy to the ground and shoots 3 times each doing 3%.
Falco: In Brawl, it is an unescapable chain grab at lower percents, most characters can be chain grabbed until 42% with walking grab, dash grab and boost pivot grab (the last one at usually the 1st 2 throws) but it is significantly shorter on floaty characters and only walking grab works on them. To finish it Falco can either Dash Attack canceled Up Smash combo or Dair them to set-up an edge guarding (some characters can always survive it though). After chain grab range, it is a tech-chasing move. 9%.
Wolf: Throws opponent to the ground and delivers a scratch. A tech-chase move at lower percents and at higher percents it can set-up an edge guarding with the opponent at a low angle (he can tech the throw though). 12%.
Snake: Slowly puts the opponent down to the ground; the opponent is immobilized for a while as well. Arguably best tech-chasing move in the game, the opponent only has 5 options (roll behind which can be punished on reaction if Snake is standing, roll away, get-up without attacking, get-up attack or stay on the ground), every option the opponent has is risky and can set-up dangerous moves like Forward Tilt, regrab or Up Tilt (which can also hit after shielding their get-up attack), it is even more dangerous near the edges or in a small platform where they can't roll away. However, the effectivity it also depends on how good the opponent's rolls/get-up attack are. If used near the edges the opponent will fall, and if the opponent doesn't do anything it can set-up a knee hit of Forward Tilt or an Up Tilt. 12%.
Sonic: Spin Dashes on opponent first dealing 3 separate 1% hits then ending it with a 5%. 8%.