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PSA: Charizard players, please stop being distracted by the fact that Dthrow is now a combo throw.

Knee Smasher

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Using Fthrow or Bthrow to get someone off the stage and then edgeguarding them with Flamethrower (or a short-hope Nair or Fair if they try to recover high from low %) is still generally better. It deals about the same amount of damage as a Dthrow to most follow-ups, and also has two distinct advantages:

1. Fthrow/Bthrow to Flamethrower edgeguard works at pretty much any %, while Dthrow's follow-up is dependent on which character you're fighting against, the opponent's %, and Charizard's % (due to rage).
2. If you use Dthrow and then miss the follow-up, you have just dealt merely 6% damage to the opponent (not counting pummels). If you use Fthrow/Bthrow and miss the follow-up, you have just dealt 10% damage to the opponent (not counting pummels).

I am not saying Dthrow is definitely outclassed by Fthrow/Bthrow, but very often I see Charizard players wasting their grab and merely dealing 6% damage as a result because their follow-up doesn't connect in that specific situation, whereas Fthrow/Bthrow to Flamethrower edgeguard is tried and true and far more consistent/easier to perform.
 

MintyBreeze

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I think D-Throw would be better used at lower percents and when you're in the middle of the stage, since you wouldn't be able to set-up an edgeguard with any throw at those on most characters. As you said, all of Charizard's throws have their place, so it's up to us to use each of them effectively with our other moves and depending on the situation.
 

Steeler

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For me, it depends on the character and player. If it's harder for them to land on stage than recover, then dthrow is really nice for traps. I've started using dthrow into dash dsmash, which will outrange any aerial and catch airdodges. They have to jump or they will get hit. It's really scary trying to land against Charizard. Throwing out attacks is super risky because of grab/Fly/usmash out of shield, his jab is big and fast and very damaging for a jab, his utilt is very big and fast and disjointed (I am souring on usmash lately), and Rock Smash armor of course. You really only have to worry about them jumping away from you, which at the very least isn't going to threaten you and gives you another chance to punish them when they do come down from that.
 

Mightyno.M

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Um to add to this
I noticed that some Charizards that get a grab with their backs turned to the edge opt to either down throw still or regular back throw

Wouldn't the correct move be back throw to fair and then
edgeguard
 

#HBC | Red Ryu

Red Fox Warrior
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It depends where you are and what kind of follow-ups you have.

If they are at 0%, I'm pretty sure I would want to use Dthrow almost all of the time unless something might interfere with that.
 

Grizzlpaw

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Bthrow combos are better at 0%. Bthrow > follow up does more damage than Dthrow > follow up, and it's more likely to get them offstage for more free %.

Both Bhhrow and Dthrow can lead into extended combos at centre stage. Bthrow Fair > Regrab / Jab/ Usmash is a solid mixup at 0%

Dhtorw > Fair > Jab/Usmash/Regrab ect. can also work, but the combo still does less damage compared to bthrow.


The way I see it.

Bthrow/ Uthrow at low %. They do the most damage, and are reliable

Dthrow / Uthrow at mid%. Uthrow can lead onto blitz at mid %. Bthrow combos will no longer connect, however Dthrow combos will

Dthrow / Uthorw at High%. Dthrow can set up into kill moves at kill %. If they're in the 120-150% range, Uthrow can net the stock.

:006:
 

#HBC | Red Ryu

Red Fox Warrior
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Bthrow combos are better at 0%. Bthrow > follow up does more damage than Dthrow > follow up, and it's more likely to get them offstage for more free %.

Both Bhhrow and Dthrow can lead into extended combos at centre stage. Bthrow Fair > Regrab / Jab/ Usmash is a solid mixup at 0%

Dhtorw > Fair > Jab/Usmash/Regrab ect. can also work, but the combo still does less damage compared to bthrow.


The way I see it.

Bthrow/ Uthrow at low %. They do the most damage, and are reliable

Dthrow / Uthrow at mid%. Uthrow can lead onto blitz at mid %. Bthrow combos will no longer connect, however Dthrow combos will

Dthrow / Uthorw at High%. Dthrow can set up into kill moves at kill %. If they're in the 120-150% range, Uthrow can net the stock.

:006:
I've never done a Bthrow follow up, I'll try this out today.
 

Purple_Anteater

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Dthrow into Fair can also lead into flamethrower edge guards. Bthrow is a better option at low percents sometimes because it does more damage and combos into fair, and if they DI away preemptively from your Dthrow you can catch them DIing in with Bthrow. But yeah, at mid/high percents dthrow is generally a bad idea, its just basic character knowledge though. Zard's Dthrow is not as good as Luigi's for example.

Low percents = combo throw
Mid percents = stage control throw
High Percents = kill throw

Easy as that.
 
Last edited:

Swamp Sensei

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I personally like to mix up my throws.

So they DI the wrong way. :awesome:
 

Bloodcross

Smash Champion
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bthrow followups have been around before 1.0.8

just know the timing of your dash after the throw, since there's like... no end lag after bthrow.

i agree with pretty much everything here. but don't forget about your dragon rush followups out of bthrow and uthrow if you're in position to do so (because I do). and I just want to repeat what was already said - in a nutshell, the throw you choose is always situational in some way. every single throw zard has is very good, it's just a matter of picking which one to use. anteater has the right idea
 
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