Down Throw

89 fighters75 changed by HDRThrowsinternal throwlw
Banjo & Kazooie hdr
buddy
21675°6080–274922
Bayonetta hdr
bayonetta
31580°25175–233916
Bowser hdr
koopa
31435°6080–376023
Bowser Jr. hdr
koopajr
314275°30 fixed––506414
Byleth hdr
master
31274°50150–134027
Captain Falcon hdr
captain
21762°7534–184022
Charizard hdr
plizardon
31variesvariesvariesvaries–426220
Chrom vanilla
chrom
21580°6590–164327
Cloud vanilla
cloud
217122°40110–183214
Corrin hdr
kamui
31968°75101–275023
Daisy hdr
daisy
315145°4570–273710
Dark Pit hdr
pitb
31468°7777–163620
Dark Samus hdr
samusd
21886°6570–213817
Diddy Kong hdr
diddy
217115°7553–223513
Donkey Kong hdr
donkey
21745°4545–194526
Dr. Mario hdr
mariod
21785°7637–173821
Duck Hunt hdr
duckhunt
21580°9040–214019
Falco hdr
falco
21350°60110–334613
Fox vanilla
fox
21160°85100–345016
Ganondorf hdr
ganon
21776°7545–203717
Greninja hdr
gekkouga
21565°6073–163822
Hero hdr
brave
21676°7760–193314
Ice Climbers hdr
iceclimber
21672°45120–375619
Ike hdr
ike
314120°7060–406020
Incineroar hdr
gaogaen
21968°50–7047–24339
Inkling hdr
inkling
31668°6090–143319
Isabelle hdr
shizue
21685°7274–183113
Ivysaur hdr
pfushigisou
21775°60100–193516
Jigglypuff hdr
purin
31672°8040–628523
Joker hdr
jack
21779°5595–234118
Kazuya hdr
demon
31180°50135–355419
Ken hdr
ken
31670°6964–194122
King Dedede hdr
dedede
31236°84 fixed––264418
King K. Rool hdr
krool
2110270°3030–324816
Kirby hdr
kirby
412270°30 fixed––587113
Link hdr
link
31343°58100–244622
Little Mac hdr
littlemac
31435°3575–164024
Lucario hdr
lucario
21780°10030–285123
Lucas hdr
lucas
217110°8555–224624
Lucina vanilla
lucina
214100°9557–164024
Luigi hdr
luigi
31765°7530–264115
Mario hdr
mario
21690°60100–183719
Marth hdr
marth
214130°6550–164125
Mega Man hdr
rockman
21677°6880–173518
Meta Knight hdr
metaknight
51232°7560–597920
Mewtwo hdr
mewtwo
31576°6864–183719
Mii Brawler hdr
miifighter
31661°6654–204323
Mii Gunner hdr
miigunner
218102°6055–194425
Mii Swordfighter hdr
miiswordsman
31280°75115–163418
Min Min hdr
tantan
31475°9068–163923
Mr. Game & Watch hdr
gamewatch
218270°30 fixed––314413
Mythra hdr
elight
31370°7590–254621
Ness hdr
ness
41480°8068–275225
Olimar vanilla
pikmin
51-495.660°6060–305020
Pac-Man hdr
pacman
31632°6530–345420
Palutena hdr
palutena
21573°9030–203919
Peach hdr
peach
317110°6545–436219
Pichu hdr
pichu
Uncharged · +1 stance
31-133Sakurai40100–194021
Pikachu hdr
pikachu
31577°6080–194425
Piranha Plant hdr
packun
51384°41163–315726
Pit vanilla
pit
31470°8060–163216
Pyra hdr
eflame
31680°85115–254621
R.O.B. hdr
robot
21790°7563–506616
Richter hdr
richter
21865°7064–244016
Ridley hdr
ridley
21775°5098–223614
Robin hdr
reflet
21682°50108–183820
Rosalina & Luma vanilla
rosetta
21970°9035–133623
Roy hdr
roy
21669°6592–164125
Ryu hdr
ryu
31670°6964–194122
Samus vanilla
samus
21874°6075–213817
Sephiroth hdr
edge
21967°7760–304010
Sheik hdr
sheik
31345°8060–254621
Shulk hdr
shulk
31460°85108–254217
Simon hdr
simon
21868°8065–244016
Snake vanilla
snake
219270°00–35427
Sonic hdr
sonic
31520°7535–426220
Sora hdr
trail
21578°7574–193516
Squirtle hdr
pzenigame
314130°6550–264822
Steve hdr
pickel
21870°6068–203010
Terry hdr
dolly
2111112°10025–234825
Toon Link vanilla
toonlink
314110°60110–245026
Villager vanilla
murabito
21670°7860–183113
Wario hdr
wario
21450°5565–305121
Wii Fit Trainer vanilla
wiifit
21780°7566–245026
Wolf vanilla
wolf
218.544°5065–264115
Yoshi vanilla
yoshi
21480°10025–184426
Young Link hdr
younglink
313108°5070–284820
Zelda hdr
zelda
312104°7585–517120
Zero Suit Samus hdr
szerosuit
31270°6878–184123

One row per fighter, so a multi-hit move shows only its first hitbox here — Hits says how many it has, and the fighter's own page lists them all. On shield is frame advantage: −7 means the defender acts seven frames before you, so anything faster than that punishes. Aerials are measured against landing lag and assume you land on the hitting frame; everything else against the move's first actionable frame. Throws and command grabs show no figure, because those hits land on an opponent already held and never meet a shield. Release stands where Startup does on every other move: a throw's hit is registered on frame 1 and dealt later, so the frame it lets go is the only timing it has. Throw release endlag stands where Land lag does, since a throw never lands — it is FAF minus release, the frames you spend recovering after the opponent is already flying. Anything marked with a dotted underline has more to it than the one number — hover or tap it for the rest. Clicking anywhere in the Fighter cell opens the ACMD script their version of the move is read from; clicking the name itself goes to their page.

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.