B.A.M.
Smash Lord
Dont Move: a Dthrow Re-analysis

Introduction
Snake's Dthrow is one of the pinnacles of Snakes game. It can that sweet extra damage, or in the hands of a top Fox Hound member, a game ender. So I know my good friend Susa <3 compiled a dthrow chart ages ago to better the tech-chase game. Now the game has changed from then and so has snake's tech chasing. However theres seems to be more that needs to be tested. So I, along with some help from my fellow Labbies, am going to start retesting something and what they translate to in terms of covering options. If there is anything that you know that isnt documented in the OP of Susa's thread I would hope that you would place it in this thread so i can post it in the OP. I really wish I couldve gotten this done for Apex, as certain findings may prove VERY useful v. MK, however I still need to properly test how the info translate and how practical it can be in the right hands.
As the weeks progress, I will be filling this up with info found and tested.
New Info Tested by Xeylode!!!
You cannot jab and shield before Meta Knight hits you with an attack after Snake uses Dthrow.
However, MK cannot buffer the attack. You can buffer standing or rolling by keeping the control stick held in a direction. The Jab and shield trick will work if MK is just one frame off in trying to do the get-up attack the moment he can from a dthrow.
This is not one of those guarantee things, but since it cannot buffered, it must be mashed or timed which means there is room for error. And with having to time a one frame window, I would say this is a pretty solid method for covering 3 of meta knights options. Jab will hit if he does nothing. Jab will miss if he does the get-up attack or stand, then shield grab the attack or stand option. Covering rolls are useless with this method UNLESS AN OPPONENT IS IN THE CORNER. In these cases, this can cover virtually anything with the inclusion of bair and dair chases OoS. u can just react before shielding too.
Edit: it seems to be universal. Any character put into a DownWaitU (the animation Snake puts characters in after dthrow) cannot buffer a get-up attack.
This is the list of characters who dthrow -> buffered jab will work on given no option selected in the DownWaitU animation. If any of these characters have get-up attacks on frame 16 or higher, I think jab -> ftilt or Jab -> shield is a solid method against these characters. After that, it would be a matter of cover a roll or in place option.
Hidden Message Hide
DK
Wario
Bowser
Link
Rob
Kirby
MK
DDD
Wolf
Jiggs
Ike
G&W
Charizard
Ivy
Marth
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Some of the first info we were testing ( im sure a ton of you snakes know this already) is the punishing Marth's buffered froll. Marth has 2 frame less of invincibility on his start up. This allows us to do things like buffer ftilt him if we believe hes going for that option or waiting. However there is one problem
Ftilt 1
Base Damage: - All 8
Base Knockback – 32/32/1E
Knockback gain – 4B/64/4B
Weight Knockback – 14(only the hitbox that launches you)
Hitbox comes out at frame - 4
First IASA Frame – 11(for ftilt 2 ONLY)
Direction – 275(only the hitbox that launches you), 361
Total frames - 32
Miscellaneous – Only one of the hitboxes will launch you. That hitbox is IN one of the hitboxes that flinches you. Odd.
Hitbox duration - 2
Landing Lag -
Tripping rate(If any) – 0%
Hitlag multiplier – x1
SDI potential – x1
in other words if you wanted to block after ftilt, you would 21 frames to do so. So you could see how that ruins covering other options. However...........
Jab 1
Base Damage - 4
Base Knockback - 0
Knockback gain - 64
Weight Knockback – 1E/1E/14
Hitbox comes out at frame - 3
First IASA Frame – 6(for jab2 only)/16 (for everything else)
Direction -361/80/88
Total frames - 23
If you buffer a jab, you can not only punish a buffered froll and go into an ftilt or grab, but you gain enough time to deal with anything else, whether it be get up, get up attack, wait, etc.
Areas of interest
Snake always loves platform tech chasing.period. However for this particular MU dont be afraid to grab marth if your back is near the ledge. In this scenario you can effectively cover virtually any option with less reading needed. A scenario to consider: Marth is on the ledge, and due to a DS he has RCO lag. you have a nade in you hand walking backwards. Now if he attacks you he blows up. If he gets up, u can roll away and leave the nade for him to deal with. If he rolls, you dthrow him and tech chase or throw him back out there again to battle snakes great edgeguarding game. [/COLLAPSE]
As always, I would love ANY help the community can give, this isnt for me, I love the character to death but I definitely need to level mine up again before i take him to tournies. I want to see the Snake Community do well. So help if you can and thanks for reading!