Rush 2112
Tag: 2112 (Twenty-one Twelve)
Ah yes, eventually people learn to jump away. I usually start by throwing a metal blade in their direction, sometimes Uair mostly to make them think they are in danger in the air. It's mostly to psyche them out cause I'm really waiting for them to approach the ground. Keep some distance, as some people like to attack as they land. I try to hit them just before they land, usually with a metal blade. Which can lead to another grab.What I noticed (at least with the people I played) is when I expect them to air dodge after dthrow, I stay on the ground so I can get them with another grab, but instead they jump away and its too late to land an upair (or at least hard to connect it). I tried short hopping after dthrow too psych them out, but they usually just jump away anyway. I've seen dthrow>fair >upair work, but the timing is tight and I'm not even sure the upair would hit if they dodged the fair.
I'll keep the second thing you said in mind though!
Also, if I notice them catching on to the dthrow, I'll start mixing it up with side throws. Sometimes they feel less in danger and don't jump out of it, making it a little easier to follow up. Oh and sometimes a quick dthrow can catch them off guard and they dont jump in time.