I don't know if one exists already, but someone mentioned in another thread that they'd like to see grab percents for punishes on whatever characters. I want this guide to eventually be quite thorough, but for now, it will just have some rough numbers that I know off the top of my head. Post any corrections or other options that you know of as well as for characters that are not listed here.
I realised it was not mentioned, but all these numbers apply before you execute the throw. I think that was fairly obvious, though, since it is the easiest way to interpret and apply the numbers.
Fox/Falco
0-16: down throw and hope for a tech chase. Up throw will not knock them down and I'm pretty sure they can just fall down and shine you.
17-35: up throw and then down smash. It is important to always hold up because if they don't DI, you have to up-tilt them instead. You might have to walk a bit towards them after the throw, but it is quite easy once you get the hang of it. If there is a platform above, it sets up the tech chase because it knocks them down.
36-50: up throw into dash attack/nair (or up-tilt when they don't DI). Then try to figure out what to do after the attack lands. I find the dash attack doesn't lead to anything if they DI it away, but it at least can put them on a platform or gain you a ton of stage control.
51-95: up throw into up air. You have to run before jumping and I think you short hop at the lower range and then you have to full jump at the higher range.
96-105: up throw into running full jump down air. If they don't DI, you have to full jump, double jump down air. This is a very solid killing combo on FD and pokemon stadium.
106-125: up throw into running double jump forward air. Double jump up air if they don't DI. This will at least launch them off stage for the edge guard, but this damage window tends to be worse than slightly above it or slightly below it.
126+: down throw into up-b. Make sure to turn around before you up-b if they DI behind you (at least when they are at lower damage). Link's up-b hits slower behind him and I think DIing behind him on the down throw makes them land a little sooner.
Captain Falcon
Pretty much the same as spacies, but you have to add around 10% for all the windows. I don't think up-throw into dair connects on him, but I haven't really tried it. At lower damage, his tech is slow enough that you can actually fairly easily chain grab him the same way Shiek does. It's just really dangerous if you miss.
It is notable that bair often combos directly into a grab on falcon. It is a combination of his weight and fall speed. It should work up until around 40-50, and sometimes you can land a bair off of an up-throw. Note that this will not work if they crouch cancel, so it should only truly be considered when they are in the air when your bair lands or as some sort of read, which I don't recommend.
Peach
0-50: down-throw into up-tilt into up-air or fair (depends how they DI). If they DI the down throw and up-tilt in the same direction, you can't get a true combo except at some specific percents. You may get the best results by sharking under them since Peach has poor options in that position.
41-95: down-throw into up-air. You don't get any more off of it directly, but they are way in the sky and you will have a bomb before they get back down.
96-105: down-throw into down-air. It is often instant death. I don't know if it's guaranteed off of DI behind, though.
106+: down-throw into up-air. At around 135, it will just kill them outright. At some point, you have to dash in the direction they DI and then do the up-air. You don't need to full jump until stupidly high damage, so don't worry about that for the most part. Alternatively, nair is an okay option since it puts them off stage.
Marth
I thought the grab followups were the same for Marth and Peach, but they are actually quite different for the lower damages. An important point to note is that Peach has short range, so you can outspace her attack options with your sword. Marth, on the other hand, makes jumping follow ups really bad if they are not true combos (or nearly true combos).
0-50: down-throw and either up-tilt or turn around d-smash. If he DIs all the way behind you, he will hit the ground before the back end of the up-tilt will hit. Turning around and then up-tilting will cause the up-tilt to miss in this case because it has short range on the front side of it. You need to turn around down-smash him in this case.
Off of either, you should fish for either more up-tilts (if he DIs bad - inwards) or dash attacks (he DIs away - you should aim to ASDI down as well so that he can't pull you off the ground). Aim for early hits with the dash attack so that it at least trades with stuff like dair.
51-95: down-throw into up-air or fair/nair (up-air leads to more juggling and damage building, fair / nair leads to edge guard situations - choose based on stage positioning mostly).
96-105: down-throw dair. I find it really hard to do if he DIs behind you in this case, but I think it might be guaranteed. You have to be quick though.
106+: down-throw up-air or fair/nair. Basically the same as 51-95. Keep in mind that down-throw up-air will kill at around 130 or so on most stages, so you should go for that once he starts getting to higher percents.
Shiek - Note that these numbers are more rough since I haven't had the time to test them out thoroughly.
0-29: down-throw and tech chase. I don't know the exact percent - I would guess about 17% - but you can up throw for a tech chase on platforms. You should aim to tech chase with up-airs since they tack on a lot of damage and the sweetspot hit I don't think is crouch cancellable at this damage.
I'll have to experiment more, but I think up-throw up-tilt might connect or force a jump between 20 and 30 damage.
30-70: up-throw into up-air. You can also connect down-throw down-smash at almost exactly 30 damage, but having Shiek in the air is better. I feel like it is not a true combo a lot of the time, but the opportunity gained by having her in the air is pretty big.
There's a big overlap of things that connect from around 30 - 100. You can also do down-throw up-tilt for most or all of this percent range. I haven't mapped out what I think is the best to do, but up-throw up-air tends to be quite effective.
70-100: down-throw up-b seems to connect. I am not certain if they can DI to go as upwards as possible to escape, but I feel like they can. You may be able to connect a dair if they do that, though.
100+: down-throw up-air or nair. This will be dependent on how close they are to the ledge (nair if it will hit them directly off stage) and how low the ceiling is on the particular stage.
Anyway, I will add more to this later and hopefully make it a bit cleaner/accurate. I'll try to check in on this every once in a while.
I realised it was not mentioned, but all these numbers apply before you execute the throw. I think that was fairly obvious, though, since it is the easiest way to interpret and apply the numbers.
Fox/Falco
0-16: down throw and hope for a tech chase. Up throw will not knock them down and I'm pretty sure they can just fall down and shine you.
17-35: up throw and then down smash. It is important to always hold up because if they don't DI, you have to up-tilt them instead. You might have to walk a bit towards them after the throw, but it is quite easy once you get the hang of it. If there is a platform above, it sets up the tech chase because it knocks them down.
36-50: up throw into dash attack/nair (or up-tilt when they don't DI). Then try to figure out what to do after the attack lands. I find the dash attack doesn't lead to anything if they DI it away, but it at least can put them on a platform or gain you a ton of stage control.
51-95: up throw into up air. You have to run before jumping and I think you short hop at the lower range and then you have to full jump at the higher range.
96-105: up throw into running full jump down air. If they don't DI, you have to full jump, double jump down air. This is a very solid killing combo on FD and pokemon stadium.
106-125: up throw into running double jump forward air. Double jump up air if they don't DI. This will at least launch them off stage for the edge guard, but this damage window tends to be worse than slightly above it or slightly below it.
126+: down throw into up-b. Make sure to turn around before you up-b if they DI behind you (at least when they are at lower damage). Link's up-b hits slower behind him and I think DIing behind him on the down throw makes them land a little sooner.
Captain Falcon
Pretty much the same as spacies, but you have to add around 10% for all the windows. I don't think up-throw into dair connects on him, but I haven't really tried it. At lower damage, his tech is slow enough that you can actually fairly easily chain grab him the same way Shiek does. It's just really dangerous if you miss.
It is notable that bair often combos directly into a grab on falcon. It is a combination of his weight and fall speed. It should work up until around 40-50, and sometimes you can land a bair off of an up-throw. Note that this will not work if they crouch cancel, so it should only truly be considered when they are in the air when your bair lands or as some sort of read, which I don't recommend.
Peach
0-50: down-throw into up-tilt into up-air or fair (depends how they DI). If they DI the down throw and up-tilt in the same direction, you can't get a true combo except at some specific percents. You may get the best results by sharking under them since Peach has poor options in that position.
41-95: down-throw into up-air. You don't get any more off of it directly, but they are way in the sky and you will have a bomb before they get back down.
96-105: down-throw into down-air. It is often instant death. I don't know if it's guaranteed off of DI behind, though.
106+: down-throw into up-air. At around 135, it will just kill them outright. At some point, you have to dash in the direction they DI and then do the up-air. You don't need to full jump until stupidly high damage, so don't worry about that for the most part. Alternatively, nair is an okay option since it puts them off stage.
Marth
I thought the grab followups were the same for Marth and Peach, but they are actually quite different for the lower damages. An important point to note is that Peach has short range, so you can outspace her attack options with your sword. Marth, on the other hand, makes jumping follow ups really bad if they are not true combos (or nearly true combos).
0-50: down-throw and either up-tilt or turn around d-smash. If he DIs all the way behind you, he will hit the ground before the back end of the up-tilt will hit. Turning around and then up-tilting will cause the up-tilt to miss in this case because it has short range on the front side of it. You need to turn around down-smash him in this case.
Off of either, you should fish for either more up-tilts (if he DIs bad - inwards) or dash attacks (he DIs away - you should aim to ASDI down as well so that he can't pull you off the ground). Aim for early hits with the dash attack so that it at least trades with stuff like dair.
51-95: down-throw into up-air or fair/nair (up-air leads to more juggling and damage building, fair / nair leads to edge guard situations - choose based on stage positioning mostly).
96-105: down-throw dair. I find it really hard to do if he DIs behind you in this case, but I think it might be guaranteed. You have to be quick though.
106+: down-throw up-air or fair/nair. Basically the same as 51-95. Keep in mind that down-throw up-air will kill at around 130 or so on most stages, so you should go for that once he starts getting to higher percents.
Shiek - Note that these numbers are more rough since I haven't had the time to test them out thoroughly.
0-29: down-throw and tech chase. I don't know the exact percent - I would guess about 17% - but you can up throw for a tech chase on platforms. You should aim to tech chase with up-airs since they tack on a lot of damage and the sweetspot hit I don't think is crouch cancellable at this damage.
I'll have to experiment more, but I think up-throw up-tilt might connect or force a jump between 20 and 30 damage.
30-70: up-throw into up-air. You can also connect down-throw down-smash at almost exactly 30 damage, but having Shiek in the air is better. I feel like it is not a true combo a lot of the time, but the opportunity gained by having her in the air is pretty big.
There's a big overlap of things that connect from around 30 - 100. You can also do down-throw up-tilt for most or all of this percent range. I haven't mapped out what I think is the best to do, but up-throw up-air tends to be quite effective.
70-100: down-throw up-b seems to connect. I am not certain if they can DI to go as upwards as possible to escape, but I feel like they can. You may be able to connect a dair if they do that, though.
100+: down-throw up-air or nair. This will be dependent on how close they are to the ledge (nair if it will hit them directly off stage) and how low the ceiling is on the particular stage.
Anyway, I will add more to this later and hopefully make it a bit cleaner/accurate. I'll try to check in on this every once in a while.
Last edited: