Zapp Branniglenn
Smash Lord
Should not be in D, it has just 10 frames of endlag and does not send the victim very far. It's biggest issue is that it's a horizontal combo throw and Falco's movement stats are awful. DI away keeps you safe past 50 or so on most of the cast. As well as keeping you safe from aerial followups in general. Before that, there's Dthrow to Usmash and Dash attack if Falco knows your DI is consistently away. I'd say C because it's ruined by good players.
Should be C at the highest - in my opinion D. Same issue as Falco, but considerably worse. He has no guaranteed aerial followups on anybody DIing away from him, not even usual suspect, Sheik. He only has Dthrow to Dash attack at 0-10%. Remember that you can't buffer dash attack, but if you do perform it frame perfectly (instead of misinputting Ftilt or Fsmash), I think it's guaranteed on about half the cast at least.
Don't know what it's doing in B. It's well known this is not a combo throw, and it's Mewtwo's worst for damage. You're only free to attempt a followup just to force reactions from the opponent. In this regard, it's only as good as Fox or Clouds which also lack anything guaranteed but guessing games. Only has matchup relevance against Greninja, Yoshi, and Shield Shulk, who can escape Fthrow, but even then Bthrow fulfills the same niche because you have to be right at a ledge for that to kill earlier than Uthrow. I'm generally of the opinion that all throws that lack guaranteed combos deserve D and that you can move in others based on how bad their combo potentials are like:
I'm not impressed by the 11% combo of Dthrow to Nair that works exclusively at 0% on some characters who fail to DI. With proper DI behind Gunner, you're generally not in danger of getting trapped by Uair either when you air dodge. She won't catch up. Deserves D.
No combos, ties with cargo Dthrow for least damage. But Cargo Dthrow at least gets some use if you carry somebody off stage toward a blastzone. D.
Move down to C. A consistent combo exists, but it's mainly Dthrow to Uair, which is just 9%. You can get more damage than that with Fthrow.
Down to D. No combos, deals the same 7% damage all his throws deal. More endlag than Uthrow, even on light targets
Down to D. Comes extremely close to an Uair followup on sheiker characters, but it's not guaranteed.
I don't think this requires explanation at this point. Deserves D.
Also nothing going on.
Should move up to B. It is basically Ike's, but with one more frame of endlag. However, combo ranges are much more generous on Swordfighter because while it also has very high KBG, the launching hit is only half the damage. Of course, Ike doesn't care - Uthrow is his preferred combo throw. While I would claim that Swordfighter's is objectively better than Ike's I wouldn't call it a tier's worth of difference, and while neither character really has this happen in a real match, Ike's will kill off the top about 10% sooner than Swordfighter's. Swordfighter's Dthrow to Uair is 20% damage. It won't connect at high % ranges though, and the claim of Dthrow to Uair as a kill confirm I think is still largely in need of stress testing and hindered by the fact that Swordfighter's Uair is typically too staled for it to happen since it's the only move consistently comboing.
I'm generally happy with S and A. Maybe Metaknight and ROB need to switch spots, but it's a tough call. ROB's Uair is often too stale to kill when you need it because it's the only move of his that combos from dthrow. And I don't know the current verdict on how guaranteed Metaknight's ladder combo is and when. I think Mario could stand to drop to A, as opposed to Doc moving into A from B. Mario's doesn't suffer quite as bad as Falcon's from its weight dependency, but dying to a Dthrow combo should never happen due to smart stage picking and/or smart DI. Doc lacks the potential to carry people into the sky, as well as lacking Dthrow regrabs for massive damage at low percent. The big topic for him is Dthrow to Fair at around 60-70. It's wrongly assumed that, like Mario, you can DI away to avoid this, but that's wrong and kills a lot of ignorant opponents. Doc's air speed is worse, yes, but the throw has a higher angle. You want to mixup between toward and away DI since Fair is a very small hitbox, and the strong hit you want is not the first active frame. So being in range of the target is not enough, you need to be positioned just right to miss on the first active frame. As for who this is a true combo on, I think the consensus is, if you're as heavy as Diddy Kong, you can air dodge it, though that may not be 100% of the picture. It's also tested that Doc can frame trap some opponents that have managed to escape, but only if there's no platforms or ledge in the way. Dthrow to Fair stops being a concern altogether once they've accrued enough damage. 90 should be enough for even sheik, as Doc's jump height fails him. If they're high enough that you need to double jump, then it's already not guaranteed, because Fair needs to be buffered during jumpsquat. Doc's low to mid % combo game is also notably worse than Marios. While the attacks deal more damage individually, Uair can send them in the opposite direction if you hit them wrong. And if you want more than a single Uair, you want Doc moving at his maximum (slow) air speed - not gonna happen when they're DIing toward. Doc is most often at the mercy of the victim's choices compared to Mario who only needs to be in range of Uair. The best Doc gets is Dthrow to Uair to Up B, which is a ton of damage, but never a kill confirm.
Should be C at the highest - in my opinion D. Same issue as Falco, but considerably worse. He has no guaranteed aerial followups on anybody DIing away from him, not even usual suspect, Sheik. He only has Dthrow to Dash attack at 0-10%. Remember that you can't buffer dash attack, but if you do perform it frame perfectly (instead of misinputting Ftilt or Fsmash), I think it's guaranteed on about half the cast at least.
Don't know what it's doing in B. It's well known this is not a combo throw, and it's Mewtwo's worst for damage. You're only free to attempt a followup just to force reactions from the opponent. In this regard, it's only as good as Fox or Clouds which also lack anything guaranteed but guessing games. Only has matchup relevance against Greninja, Yoshi, and Shield Shulk, who can escape Fthrow, but even then Bthrow fulfills the same niche because you have to be right at a ledge for that to kill earlier than Uthrow. I'm generally of the opinion that all throws that lack guaranteed combos deserve D and that you can move in others based on how bad their combo potentials are like:
I'm not impressed by the 11% combo of Dthrow to Nair that works exclusively at 0% on some characters who fail to DI. With proper DI behind Gunner, you're generally not in danger of getting trapped by Uair either when you air dodge. She won't catch up. Deserves D.
No combos, ties with cargo Dthrow for least damage. But Cargo Dthrow at least gets some use if you carry somebody off stage toward a blastzone. D.
Move down to C. A consistent combo exists, but it's mainly Dthrow to Uair, which is just 9%. You can get more damage than that with Fthrow.
Down to D. No combos, deals the same 7% damage all his throws deal. More endlag than Uthrow, even on light targets
Down to D. Comes extremely close to an Uair followup on sheiker characters, but it's not guaranteed.
I don't think this requires explanation at this point. Deserves D.
Also nothing going on.
Should move up to B. It is basically Ike's, but with one more frame of endlag. However, combo ranges are much more generous on Swordfighter because while it also has very high KBG, the launching hit is only half the damage. Of course, Ike doesn't care - Uthrow is his preferred combo throw. While I would claim that Swordfighter's is objectively better than Ike's I wouldn't call it a tier's worth of difference, and while neither character really has this happen in a real match, Ike's will kill off the top about 10% sooner than Swordfighter's. Swordfighter's Dthrow to Uair is 20% damage. It won't connect at high % ranges though, and the claim of Dthrow to Uair as a kill confirm I think is still largely in need of stress testing and hindered by the fact that Swordfighter's Uair is typically too staled for it to happen since it's the only move consistently comboing.
Only on lightweights. Marth and Lucina do have Dthrow to reverse Up B consistently, but they need about 80% on the target, or they'll be at risk of a counterattack while they suffer free fall.Marth and Lucina get Uair/Bair at low percents, so I'm not entirely sure they should be in D tier. I'd be okay with them staying, though. Pit has a bunch of combos off Dthrow, so they should be moved up a tier.
/ D->C?
I'm generally happy with S and A. Maybe Metaknight and ROB need to switch spots, but it's a tough call. ROB's Uair is often too stale to kill when you need it because it's the only move of his that combos from dthrow. And I don't know the current verdict on how guaranteed Metaknight's ladder combo is and when. I think Mario could stand to drop to A, as opposed to Doc moving into A from B. Mario's doesn't suffer quite as bad as Falcon's from its weight dependency, but dying to a Dthrow combo should never happen due to smart stage picking and/or smart DI. Doc lacks the potential to carry people into the sky, as well as lacking Dthrow regrabs for massive damage at low percent. The big topic for him is Dthrow to Fair at around 60-70. It's wrongly assumed that, like Mario, you can DI away to avoid this, but that's wrong and kills a lot of ignorant opponents. Doc's air speed is worse, yes, but the throw has a higher angle. You want to mixup between toward and away DI since Fair is a very small hitbox, and the strong hit you want is not the first active frame. So being in range of the target is not enough, you need to be positioned just right to miss on the first active frame. As for who this is a true combo on, I think the consensus is, if you're as heavy as Diddy Kong, you can air dodge it, though that may not be 100% of the picture. It's also tested that Doc can frame trap some opponents that have managed to escape, but only if there's no platforms or ledge in the way. Dthrow to Fair stops being a concern altogether once they've accrued enough damage. 90 should be enough for even sheik, as Doc's jump height fails him. If they're high enough that you need to double jump, then it's already not guaranteed, because Fair needs to be buffered during jumpsquat. Doc's low to mid % combo game is also notably worse than Marios. While the attacks deal more damage individually, Uair can send them in the opposite direction if you hit them wrong. And if you want more than a single Uair, you want Doc moving at his maximum (slow) air speed - not gonna happen when they're DIing toward. Doc is most often at the mercy of the victim's choices compared to Mario who only needs to be in range of Uair. The best Doc gets is Dthrow to Uair to Up B, which is a ton of damage, but never a kill confirm.
Last edited: