I basically asked a friend of mine, hotgarbage, to see if he could get frame advantage data for Ike's throws on Bowser at 0%, just to see what would come up comboability wise. Here's his data:
<HotGarbage> uthrow: -13 if he ads; +5 if he jumps
<HotGarbage> dthrow: +3 if he ad's; + 26 if he jumps
<HotGarbage> bthrow: +18
<HotGarbage> fthrow behaves the same as bthrow; but has a +13 adv
In case you are curious, this frame advantage becomes active from the moment that both characters can act, so this requires use of IASA frames. Bowser's frame is too large to jump and whatnot, so Fthrow and Bthrow place him onto the ground, whereas Up and Down Throw place him into the air, where the frame advantage differs depending on his action..
The general result of all this is:
-Up Throw is useless (
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
)
-If you read DI and play a guessing game, you can go Dthrow to Bair, Dthrow to Up Air, Dthrow to Nair and Aether (Which hits on frame 18).
- Forward and Back Throws can possibly chaingrab, depending on how far away Bowser is and whatnot.
-Bthrow to Dash attack is a true combo on Bowser at low percents (maybe on more characters, I only asked him to test Bowser).
What I am a bit more interested is whether or not you could possibly do something like:
Fthrow -> Dash -> Crouch Cancel -> Jab -> Grab -> Bthrow -> Dash -> Crouch Cancel -> Jab -> Grab
Repeat until Bowser is out of range. Dash Crouch Cancelled Jabs (DCCJs) I'm pretty sure take less than 13/18 frames to do and if I recall correctly jab 1 gives a 6 frame advantage and Ike's grab comes out on frame 6. Bowser can jump at the frame Ike is grabbing, but he's so big he'll be snagged anyways, no?
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On another note Dash CCed Jabs are a pretty good way to approach some characters, throwing it out there.
Opinions?