The maturity level in this thread is lower than the high-jump bar at the Fat Olympics. Money!
Anyway, I just tested the FThrow lock on Corneria, Hyrule Temple, and Shadow Moses. It's legit, but, at best, highly situational. On Bowser, the heaviest character in the game, the lock was broken at ~45%. On Jiggs, the lock is pretty much useless. You can do two consecutive throws from 0%, but:
A) You'd never be able to get Jiggs there in the first place.
B) You'd ESPECIALLY never be able to get Jiggs there without inflicting any percent on it.
C) You're susceptible to Dair afterwards.
D) Seriously, you're NEVER going to get Jiggs there. EVER.
Most characters break out at around 40%, with some characters being able to break out earlier with quick moves like Sonic's UpB.
Of note is that you can conceivably start the chain with your back to the wall by doing a Bthrow first, since they won't have much (any) percent and will essentially land at your feet, allowing for a quick follow-up grab. This can be used as a surprise move. But, against a player who knows about this lock, this will provide them adequate time to jab before your grab, so it's not a "true" chain.
Second of note is that, since players are likely to be mashing the jump button to escape the chain, the final throw of the chain can often be followed with an UpB.
All in all, it's just another tidbit of info that makes Falcon suck slightly less, but it's still very, very situational. I definitely suggest against actively pursuing the move unless you know something special about your opponent. I give this advice as a Falco main, since otherwise, you may develop Falco Syndrome, where you protect the opponent's low percentage just so you can do the chainthrow.
Also, please stop using the word homie.
By the way, Banana, I just now realized you sent me a PM. I never, ever check those things. Sorry about that,