Now, I dont know if its ever been noticed or mentioned before, so please don't flame or anything.
after messing around with marths downthrow, i noticed a few interesting things about it, so i came here to get some verification and further testing on it.
First off, On certain characters, its seems he can actually chaingrab his downthrow. Just downthrow, and immediately after do a slight dash in the opposite direction and re-grab. It doesnt seem to work at all on the heavy/middleweight characters, simply because of the lag after he finally throws them. On lighter characters, however, this throwing lag (both during and after they are released from the throw) is reduced, allowing marth to move and act sooner.
It doesnt work on all the lighter characters either, some of them simply go too far, regardless of percent.
I have yet to test all the characters, but so far it seems to work on fox, falco and squirtle the best. Ive tested many times, on level 9 computers, training, human and non training. Up until certain percents, it SEEMS inescapable, regardless of DI. However, you need to initiate really early, preferably below 10%, simply because you want to keep the knockback low through move decay. Higher than 10%, and generally they can spotdodge/shine before you get the grab off. Kind of like the forward throw.
As the percent climbs, the timing gets more strict, as they start to drift a bit farther away from you per throw. With perfect timing, you can get all of them to at least 20%. However, ive done it up to 30% before the knockback is too high and allows escape regardless.
The timing for initiating the dash grab is different for each character, and alters slightly as you chaingrab them.
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Alone, this doesnt seem too useful, especially since an early grab can already lead to a forward throw (one or two) => tippered forward smash, giving an easy 24% dmg.
What could make this a potentially good technique and option, is the fact that if you get the chaingrab up to and between 20-30%+, it immediately leads to a unstoppable tippered forward smash. The entire combo dealing a good 40-50% damage, with good knockback setting up ledgeguarding opportunities. Now, you have to buffer the forward smash so it comes out on the earliest possible frame. If you dont, it wont get out fast enough. The timing to buffer it changes depending on the character. In addition, should you fail the chaingrab at some point, if you get another grab before racking damage, you can still continue it or, depending on the damage you screwed up on, simply downthrow for the tippered forward smash (or even just a non tippered one).
On a bunch of characters the 0% grab to downthrow to forward smash works just like the forward throw one as well.
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Can anyone verify that this IS a true chaingrab, and if the combo from the downthrow to forward smash works? If not, how escapable is it? even if its not 100% guaranteed, it still seems quite reliable.
cheers ^_^
after messing around with marths downthrow, i noticed a few interesting things about it, so i came here to get some verification and further testing on it.
First off, On certain characters, its seems he can actually chaingrab his downthrow. Just downthrow, and immediately after do a slight dash in the opposite direction and re-grab. It doesnt seem to work at all on the heavy/middleweight characters, simply because of the lag after he finally throws them. On lighter characters, however, this throwing lag (both during and after they are released from the throw) is reduced, allowing marth to move and act sooner.
It doesnt work on all the lighter characters either, some of them simply go too far, regardless of percent.
I have yet to test all the characters, but so far it seems to work on fox, falco and squirtle the best. Ive tested many times, on level 9 computers, training, human and non training. Up until certain percents, it SEEMS inescapable, regardless of DI. However, you need to initiate really early, preferably below 10%, simply because you want to keep the knockback low through move decay. Higher than 10%, and generally they can spotdodge/shine before you get the grab off. Kind of like the forward throw.
As the percent climbs, the timing gets more strict, as they start to drift a bit farther away from you per throw. With perfect timing, you can get all of them to at least 20%. However, ive done it up to 30% before the knockback is too high and allows escape regardless.
The timing for initiating the dash grab is different for each character, and alters slightly as you chaingrab them.
==========================================================
Alone, this doesnt seem too useful, especially since an early grab can already lead to a forward throw (one or two) => tippered forward smash, giving an easy 24% dmg.
What could make this a potentially good technique and option, is the fact that if you get the chaingrab up to and between 20-30%+, it immediately leads to a unstoppable tippered forward smash. The entire combo dealing a good 40-50% damage, with good knockback setting up ledgeguarding opportunities. Now, you have to buffer the forward smash so it comes out on the earliest possible frame. If you dont, it wont get out fast enough. The timing to buffer it changes depending on the character. In addition, should you fail the chaingrab at some point, if you get another grab before racking damage, you can still continue it or, depending on the damage you screwed up on, simply downthrow for the tippered forward smash (or even just a non tippered one).
On a bunch of characters the 0% grab to downthrow to forward smash works just like the forward throw one as well.
==========================================================
Can anyone verify that this IS a true chaingrab, and if the combo from the downthrow to forward smash works? If not, how escapable is it? even if its not 100% guaranteed, it still seems quite reliable.
cheers ^_^