EmptySky00
Banned via Warnings
- Joined
- Apr 15, 2012
- Messages
- 804
- 3DS FC
- 1263-6981-9999
Before I get into the raw data, I would like to first give an explanation of the dynamics of the chain grab.
Links dthrow as of 3.6 has a release point that is slightly behind him. This means that on no DI you need to do a turnaround grab. This requires you hold back for 1 frame before grabbing. The changed release point also means that DI back is more effective against his dthrow. DI back will almost always send them back enough that you will need to dash grab, which including the 2 frames for dash to begin puts it at frame 14. Characters also hit the ground slightly faster if they DI to the side, so that also makes the timing more strict. Note that dash grab will miss no DI and turn around grab will miss DI back. The opponent can also DI in front of you to throw you off further. Basically, at the lowest possible percent the chain grab works and for some time after you need perfect reaction and frame precision. This is even further complicated by the fact that Dthrow is weight dependent which means the perfect timing for everyone is going to be different.
DI effectively extends how long the chain grab lasts. So if you're being CG'd and are sure it no longer works, it might be best to go with no DI.
Another helpful resource involving Dthrow: http://smashboards.com/threads/the-empty-combo-links-dthrow-followups-and-when-they-work.401485/
This was made in 3.5 but the ranges for everyone who didn't have their weight changed such as Yoshi and ROB are exactly the same.
Links dthrow as of 3.6 has a release point that is slightly behind him. This means that on no DI you need to do a turnaround grab. This requires you hold back for 1 frame before grabbing. The changed release point also means that DI back is more effective against his dthrow. DI back will almost always send them back enough that you will need to dash grab, which including the 2 frames for dash to begin puts it at frame 14. Characters also hit the ground slightly faster if they DI to the side, so that also makes the timing more strict. Note that dash grab will miss no DI and turn around grab will miss DI back. The opponent can also DI in front of you to throw you off further. Basically, at the lowest possible percent the chain grab works and for some time after you need perfect reaction and frame precision. This is even further complicated by the fact that Dthrow is weight dependent which means the perfect timing for everyone is going to be different.
DI effectively extends how long the chain grab lasts. So if you're being CG'd and are sure it no longer works, it might be best to go with no DI.

Another helpful resource involving Dthrow: http://smashboards.com/threads/the-empty-combo-links-dthrow-followups-and-when-they-work.401485/
This was made in 3.5 but the ranges for everyone who didn't have their weight changed such as Yoshi and ROB are exactly the same.
Last edited: