Hinichii.ez.™
insincere personality
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Is up throw to down b a thing against fast fallers? Got one er two of those off on a fox and it felt good, real, good..
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um... it works at kill percents on virtually every character, almost regardless of DI. and if they DI so that you can't combo it, then they are probably in a techchase situation or offstage (fastfaller/midweight, DI down and away), or are a floaty DI'ing up and in to the point that shuttle loop or nair combos and kills. i don't think i've seen uthrow reliably combo into anything before, which is why i don't use it and believe it is still his worst throw overall.The reason is probably that d-throw doesn't lead to anything at 80-100% if their DI is correctly, up-throw is the better choice.
Also if you do IDCape at low percents most don't like it because it doesn't combo more and in average you can get more percent with a well executed tech-chase.
Still, I would recommend d-throw -> IDCape if the opponent is close to the edge because there is more edgeguarding potential in it than in a f-tilt/regrab. D-smash is often still the prefered choice but if the opponent covers this option you should go for the down-b
The thing about up-throw is that DI out can lead to c-stick DCape, DI in to up-b or back air in most cases and every other DI into easy followups. It is obvious MK's up-throw is slow enough for the opponent to always get the right DI which makes the percentage window a bit smaller but still it is a reliable throw. DI away -> techroll away leads to neutral game mostly after a d-throw at high percents. OK, you might have a slight positional advantage (centerstage or sth. similar) in many cases but d-throw isn't the best throw always, especially not at high percents. Why go for a slight advantage when you could go for a combo. I partially agree with the offstage part, in some cases f-throw can also be taken into consideration but if you are looking for an offstage followup d-throw is superior to u-throw, maybe best together with grab release against some charactersum... it works at kill percents on virtually every character, almost regardless of DI. and if they DI so that you can't combo it, then they are probably in a techchase situation or offstage (fastfaller/midweight, DI down and away), or are a floaty DI'ing up and in to the point that shuttle loop or nair combos and kills. i don't think i've seen uthrow reliably combo into anything before, which is why i don't use it and believe it is still his worst throw overall.
The DI trap part is true and actually the best option at percents where up-throw doesn't lead to anything.Conditioning your opponent into thinking you will basically always use Dthrow makes Fthrow and Bthrow super hard DI traps, which is one of the primary reasons I use it. Optimal DI for Dthrow is generally the worst possible DI for Bthrow, and optimal DI for Bthrow is the worst possible DI for Fthrow. If you condition your opponent into believing you will always Dthrow except near the edge (where dthrow would force an edgeguard situation), where you will use Bthrow to attempt to extend the techchase (with techchase DI on Bthrow - down/away - MK can still cover all options on most characters), then when you Fthrow at the edge that one time at kill percents, they will be DI'ing perfectly for a kill followup. Fthrow is impossible to DI on reaction, Bthrow is difficult to, and obviously Dthrow is very easy to. These three throws perfectly create a horrid DI trap if you condition your opponent well or cycle through the throws reasonably.
MK literally can cover all tech options completely on reaction and I do this consistently in tournament, with the system I outlined in my previous post. If they tech away, MK can dash/continue dashing (depending on if you walked for an ftilt or dashed for a crouch > dtilt) and regrab with ease. At high percents, if they DI away and tech away you can simply run the entire way and crouch > Dsmash or instant dimensional cape; no tech option truly resets to neutral against a MK player who can techchase properly.
I am not going for a "slight advantage", I'm going for a very much extended techchase that ends in death for my opponent. What I don't understand is why other MK players go for "guaranteed damage" when a techchase is several times more guaranteed damage if you can consistently react to what your opponent does. Meta Knight is faster than Melee Sheik, has a longer dash dance, has more range, has more reliable combos into grab, and has more dangerous DI traps when utilizing multiple throws. If Melee Sheik thrived off techchasing, how is it remotely possible that MK can't?
Lawn Chair + Chess vs Mewtwoking + ArmadaThe DI trap part is true and actually the best option at percents where up-throw doesn't lead to anything.
I also agree with the part about techchasing, probably I misunderstood your first post in some way, all options can be covered on like 90% of the cast.
A lot of characters have + frames on shield but MK can't do anything with it all he can do is crossup or run away.There's a couple of things I wouldn't mind getting nerfed on MK.
I think bair recovers a little too quickly on the ground, it's a strong aerial with a lot of shield stun/push, it doesn't need to recover that fast. It's even on shield when l-canceled, +4 on shield when auto canceled.
Too strongIf you drop perfectly you have 30 frames of invincibility. From my tests a perfect waveland touches the stage at at frame 9 so you are left with 10 frames of special landing animation and have still 11 frames left:
F-tilt (3) and Dash attack (4) is easily doable.
D-smash (6), d-tilt (6), up-tilt (if you ever need it in that moment lol; 7), up-smash (8) affords some precision.
Nair (inner 7; outer 9), up-air (9), fair(10), Cape(7) and up-b(8) afford great precision