Every IC that plays at the high level will know this situation I am about to describe because they will have lost grabs to mash outs over it:
You land a Popo Dash grab on your Meta Knight opponent, Nana whiffs, but because of some desync stuff, intentional or not, Nana is a few climbers length behind you. You go to do your P Dthrow > N Dthrow CG start up in order to get into your loops, but you DROP the N Dthrow regrab because Nana doesn't seem to walk far enough during the P Dthrow to be in the right space to regrab. You try to fix this by in the future by slowing down in the next situation you get to make sure Nana can walk far enough forward, however doing this gives your opponent to mash out. So you change you game plan to stop going for those rogue dash grabs.
Well I did some frame checking testing on the lightest (and thus most frame intensive) character Jigglypuff, and figured out the way around it.
In order to explain this, allow me to make a few relvant contextual notes:
- The longest you can go between grabbing and opponent and initiating a throw is 18 frames (it might be 19 and they can grab break on 20, but somewhat ironically and embarassingly one of my original lab projects was analyzing the grab break formula, but I have forgotten if they can break on frame 19 or 20, so just to illustrate the point that this is possible we will assume 18 frames.
- All of the ICs throw have various frame data
--Bthrow and Dthrow get slower as the character gets heavier. Fthrow doesn't change timing no matter the weight.
---Dthrow has the first regrabbable frame on frame 27 and the FAF on Frame 34
---Bthrow has the first regrabbable frame on 13* (*being that by a quick on Bthrow regrab with Nana pivot grab, Nana actually grabs on frame 15 because you need to allow for 5 frames of Nana delay, 1 frame for dash, 1 frame for pivot, and 8 frames for pivot grab to come out. This gives jiggs a hyper specific 1 frame window to P Bthrow N Regrab CG from standstill, which is unqiue to her, but that isn't the point of all of this)
---Fthrow has the first regrabble frame on 26 and the FThrow FAF is 50
Ok now that we got these preliminaries out of the way, the sauce is youll need to Nana Dash Grab. The range you move in 8 frames of dash grab start up is was more than walk standing grab.
So the startup will look like this in simple notation, I'll go into a framing map after:
P Dash Grab > N Whiff Dash Grab > Wait 18 frames druing which Nana is getting sync pulled closer > P D/Fthrow > buffer N Dash Grab out of Whiffed Dash Grab cool down
Frame Map this looks like
Frame 0: P Dash Grab Connect
Frame 5: N Dash Grab Whiffs
Frame 18: P F Throw or Dthrow begins
Frame 37: N Dash Grab FAF, N Buffer Dash Grab
Frame 44: P Fthrow Regrabble First Frame, N Dash Grab First Frame**
Frame 45: P Dthrow Regrabbable First Frame, N Dash Grab Second Frame**
**Even at higher percents for both Dthrow and Fthrow, you have at least 2 frame to make these connect, so technically you don't even have to buffer it. At 0% I was showing 6 Frames to regrab on Dthrow, so the range is somewhere between 2-6 frames.
At this point you have Nana in front of you kind of far away holding the opponent, which traditionally has not been ideal (even if it might now be optimal) so you have a couple of options at this point.
Assuming you have the stage to work with:
Dthrow with Nana - Dash/Run forward with Popo to regrab > Tripless / Mashless P Fthrow/Dthrow, N Bthrow Transition or P Bthrow Transition
Fthrow with Nana - Dash/Run forward with Popo to regrab > Tripless / Mashless P Bthrow/Dthrow, N Bthrow Transition
If you have been thinking through the frame data, you probably realize that Dthrow seems to be the superior throw to use because you get better frame advantage on cool down even if you consider the need to shield buffer (which isn't the case with all characters). However some people really like to Fthrow because the timing is constant so you do you.
I would caution on N Fthrow though because it might prevent P Bthrow from being mashless on many characters. Here is the issue:
Frame 0: P Grab of N Fthrow
Frame 18: P must Bthrow
Frame 24: N Fthrow FAF > N Dash
Frame 25: N Pivot
Frame 26: N Pivot Grab Initiate
Frame 31: P Bthrow Regrabbable
Frame 32: P Bthrow Regrabbable
Frame 33: Pivot Grab Out, P Bthrow Regrabbable
As you can see, it seems like it is possible to get a mashless Fthrow if you are just about frame perfect. However if you are non-perfect toward the quick side, you will likely whiff the grab. If you are non-perfect toward the late side, you risk being mashed. All of this done through Nana Delay and it's a recipe for mistakes in my opinion. To be honest, I'm not even 100% sure if the pivot grab will work because you notice the difference in frames between Popo starting Bthrow and when you start the your Nana pivot grab? It could be in this situation that Nana just dash grabs and whiffs the grab because of misspacing.
Compare this to a N Dthrow > P Regrab to P Bthrow:
Frame 0: P Grab of N Dthrow
Frame 8 : N Dthrow > Shield Buffer
Frame 16: Shield Buffer Drop FAF
Frame 18: P must Bthrow;
Frame 23: N Pivot
Frame 24: N Pivot Grab Initiate
Frame 31: P Bthrow Regrabbable
Frame 32: P Bthrow Regrabbable
Frame 33: Pivot Grab Out, P Bthrow Regrabbable
As you can see, Nana is in a actionable state at the end of when Popo needs to Bthrow. Probably much cleaner action overall! One of beauty's of the Dthrow variable cooldown in that as the Dthrow cooldown exceeds 10 frames, you no longer need to shield buffer with Nana unless you regrab late. But based on the frame map, you likely have some room to spare.
On some level I feel like both are a little too frame tight to rely on, with dthrow being better than fthrow. Some of it is a moot point because of the tripless/mashless transitions since that seems to be an option regardless of which route you take. But there may be situations where you don't have the option to tripless/mashless transition (or you don't know how) which brings us back to the topic at hand, and back to that situation where Nana is holding the opponent but you don't have much space (as in Nana is at the edge). Especially if the edge prevented Nana from sliding too far forward from you, you can do the Popo Dash Dance Pivot Grab conversion and then just walking Dthrow until you get to mashless loops.
Depending on the spacing, you could also do a straight tripless N Bthrow turnaround or even the P Dash Back Pivot Grab "Vinnie" Transition. I try to stay away from those if I can as they are both pretty strict in terms of spacing to work. But if you are good at those, then by all means go for it.