D
Deleted member
Guest
Yes im doin a series of these threads about certain moves that i think are either underused, underappreciated, or not used as well as they could be.
Now, i just started using dthrow due to the fact that it does a measly 4 damage, and i didnt know any good follow ups. Uairing never works against anyone decent, and most other things just didnt seem worth it. After all, bthrow and fthrow do 8 and allow you to get space to camp some moar. How wrong i was.
Most of this stuff applies up to around 50%
Lets look at all of the followups we have:
1. Uair. Its really predictable but if you bait and airdodge it could work. Not my prefered followup usually.
2. Usmash (at low percents). Many are decieved by how much foward range it has, so you can charge it and try and nab them when they dont expect the hitbox to go quite so far forward.
3. Regrab. This is the main thing i like about dthrow. It makes it very dangerous if your opponent doesnt know how to handle it, and even if they do, its gonna give them trouble. The main way to regrab is run behind and pivot grab, however you can run forward and do a standing grab if they expect that.
4. Nothing. See their reaction so next time you will be able to act accordingly.
Alone, all of these follow ups are easily countered after the first time. Together, your opponent will need to struggle to read which option you are going to do.
I wish i had vids but ill write out an application that i did:
Burntsocks vs Mogx(best kirby on the west coast):
First stock: Hes spacing bairs and i go for a grab and luckily get it. Dthrow, he tries to bair me , run behind and pivot grab, he tries to dair this time, empty short hop to standing grab, dthrow, he jumps away, rising uair.
Hooray. Please dont be limited by this either, experiment w/ your own followups.
Now, i just started using dthrow due to the fact that it does a measly 4 damage, and i didnt know any good follow ups. Uairing never works against anyone decent, and most other things just didnt seem worth it. After all, bthrow and fthrow do 8 and allow you to get space to camp some moar. How wrong i was.
Most of this stuff applies up to around 50%
Lets look at all of the followups we have:
1. Uair. Its really predictable but if you bait and airdodge it could work. Not my prefered followup usually.
2. Usmash (at low percents). Many are decieved by how much foward range it has, so you can charge it and try and nab them when they dont expect the hitbox to go quite so far forward.
3. Regrab. This is the main thing i like about dthrow. It makes it very dangerous if your opponent doesnt know how to handle it, and even if they do, its gonna give them trouble. The main way to regrab is run behind and pivot grab, however you can run forward and do a standing grab if they expect that.
4. Nothing. See their reaction so next time you will be able to act accordingly.
Alone, all of these follow ups are easily countered after the first time. Together, your opponent will need to struggle to read which option you are going to do.
I wish i had vids but ill write out an application that i did:
Burntsocks vs Mogx(best kirby on the west coast):
First stock: Hes spacing bairs and i go for a grab and luckily get it. Dthrow, he tries to bair me , run behind and pivot grab, he tries to dair this time, empty short hop to standing grab, dthrow, he jumps away, rising uair.
Hooray. Please dont be limited by this either, experiment w/ your own followups.