what seem to be the best followups to grabs? I get a lot of dashgrabs on people, and generally defer to upthrow and occasional to a quick down-throw to Fsmash, but is there any guaranteed or extremely reliable followups I should practice?
upthrow to upair is deadly when it works, but I think either im slightly slow with it or just bad with it
Uthrow -> Uair is a true combo from ~20% to ~90% on most of the cast (all but Bowser, Luigi and maybe Yoshi for some reason) but you have to be very fast with your inputs. It's really easy from ~20% to ~60% but after that you have to start using double jump Uair and it gets harder to true combo, especially online. If people try to jump or attack out you can still go for Uthrow Uair because it will work just fine, but if they start airdodging out there are various followups at different percents.
- Around 60% you can stay grounded, charge an Usmash and smack them with about 20% damage for airdodging.
- After about 70% you should full hop, wait for the airdodge, then Uair and fastfall. They should get hit by Uair and be dragged down. You can follow up with Utilt, Usmash and tons of other grounded moves when you land.
- If you're falling ballsy, you can jump above them and Dair the ending lag of their airdodge to spike them forcefully. Dair, Dair, Fair/Bair deals copious amounts of damage and can even take good players by surprise. Uair spiking is more reliable though.
- Uthrow stops allowing for easy Uair followups at around 95% but if they continue to airdodge, up to about 105% you can full hop, wait, then double jump Uair to catch the end of their airdodge. This will often net you kills off the top.
- Past 105% Greninja doesn't really have any throw combos or setups that aren't easy to get out of. However if people continue to spam airdodge, Dthrow -> Usmash can frame trap the airdodge ending lag for the kill on floaties. If you're fighting someone who falls faster so they airdodge into the ground, just walk forward after Dthrow and Fsmash their landing lag.
===============================================================================================
Incidentally here is some stuff about Greninja's Uthrow and its uses as a kill throw. We all know it's pretty strong, but exactly how strong is this throw? I wanted to find out. All %s were tested using Mario on Final Destination.
- Greninja's standard Uthrow with no staling or freshness bonus (so training mode Uthrow) kills Mario at 168% on FD with perfect DI. With no DI it kills Mario at 164%. So DI barely affects this throw's kill potential.
- Greninja's Uthrow has a launch angle of 93 degrees which is almost straight up (90 degrees), meaning perfect survival DI is horizontally behind Greninja (horizontal forward DI makes Mario die 1% earlier). Vertical vectoring has been removed but horizontal vectoring is still in the game, which makes horizontal kill moves easier to survive.
- Only 3 throws are always better at killing regardless of DI. These are Mewtwo's Uthrow, ROB's Uthrow and Ness' backthrow. These throws will get kills more easily than Greninja's every time. Every other throw in the game is worse at least some (usually most) of the time.
- Additionally Luigi's Dthrow -> Down B is guaranteed regardless of DI and kills around the same percents as Mewtwo's Uthrow. So overall only 4 characters have categorically better kill potential from throws.
- There are 2 more Uthrows that can be stronger than Greninja's, which are WFT's Uthrow with Deep Breathing active (kills at 159% with no DI) and Olimar's Uthrow with a blue pikmin (kills at 147% with no DI). Whilst stronger than Greninja's Uthrow they are less reliable, particularly WFT's Uthrow because you just have to avoid getting grabbed for 7 seconds.
- Link's, Marth's and Greninja's Uthrows are the same strength in practical terms. Greninja's is the strongest overall but only by around 2%. Link's Uthrow is weird, it will kill some opponents 1-2% earlier than Greninja's but will kill others 1-2% later. Doesn't seem to be related to weight because Greninja's kills Jigglypuff AND Bowser earlier, yet Link's kills Mario earlier. Probably related to fall speed and gravity. Weird. Anyway, doesn't really matter, they're basically the same strength.
tl;dr In terms of guranteed kill throws, Greninja's Uthrow is 5th-7th best in the game depending on your opinion of Olimar and WFT's throws. Personally I think Greninja's Uthrow is better than WFT's, but I'm not sure about Olimar. But I hear you asking, what about horizontal kill throws? Don't a lot of characters have back throws that will easily kill before Greninja's Uthrow?
- Greninja's Uthrow is a vertical kill move and thus kills Mario from anywhere on FD at 168%. However various characters have Bthrows (Bowser, Charizard, Sonic, Toon Link) that will kill earlier than Greninja's Uthrow near the ledge, and some have Fthrows (Wario, Pit, Bowser) that can also kill earlier near the ledge. At first it seems as though these throws are better or just as good as Greninja's Uthrow even midscreen.
- In reality, DI/vectoring has a massive effect on these throws because they are horizontal kill moves. Note that DI/vectoring does not really affect Ness' Bthrow because it's just that strong lol.
- Take Sonic's Bthrow for example. It seems as though it will kill at 168% from way over half of FD away from the ledge, and will usually kill earlier than that, making it better than Greninja's Uthrow almost all the time. However, with good DI/vectoring (basically hold horizontally towards the stage) Sonic's Bthrow actually won't kill reliably at 168% until he's about a quarter of the stage away from the ledge. And that's only because the animation makes him roll back towards the blastline.
- Let's use another example. Bowser's Bthrow seems to kill at 168% easily from midscreen. However, with good DI/vectoring, it won't kill until a whopping 194% midscreen! To kill someone with good DI at 168% Bowser needs to be no more than around 1/6th away from the ledge. You can easily measure 1/6th using the stone panels on Omega Temple by the way, but I've done it so you don't have to lol.
- Wario's Fthrow is a brutal throw that will kill early near the ledge with no DI. However, with good DI, you can easily survive into the 150s. To kill someone with good DI before 168% Wario needs to be no more than 1/6th away from the ledge.
So again, the tl;dr is that whilst some Bthrows and Fthrows are better at killing than Greninja's Uthrow, they have to be used very close to the ledge (no more than 1/4 - 1/6th of the stage away in almost every case) to kill someone with good DI earlier than Greninja's Uthrow. I already touched on the fact that good DI barely affects Greninja's Uthrow because it's a vertical kill move. We can see here the power that horizontal vectoring still has in this game. The perfect way to DI these throws is usually to hold horizontally towards the stage and
slightly downwards (so between right and down-right if you're being thrown to the left), but simply holding horizontally is generally fine. Good opponents are going to know how to DI Bthrows and Fthrows properly which makes Greninja's Uthrow better in the majority of situations.
Killing Fthrows are IMO better than killing Bthrows because killing Bthrows are a lot more telegraphed; you need to be close the ledge and have your back to the ledge and you can't really kill from a dashgrab. Obviously Ness' is the exception because it just kills from anywhere. Killing Fthrows can be used from a dashgrab, are harder to predict and are basically more consistent.
Overall, my ranking of kill throws would be as follows:
Tier 1
Ness' Bthrow, Mewtwo's Uthrow
Luigi's Dthrow -> Down B
ROB's Uthrow
Inconsistent Tier
Olimar's blue pikmin Uthrow
WFT's Deep Breathing Uthrow
Tier 2 (EDIT: Decided to move Lucina here, but please note her Uthrow is always 1-2% weaker than Marth's)
Greninja's Uthrow
Link's Uthrow
Marth's Uthrow
Lucina's Uthrow
Charizard's Dthrow/Bthrow, Bowser's Fthrow/Bthrow (they can choose which direction to throw you in, thus have better kill throws around half the time factoring in DI)
Toon Link's Bthrow (it's really strong lol, better than those above it almost half the time but still susceptible to DI)
Characters with powerful Fthrows (e.g. the Pits, Wario, I think that might be it though)
Tier 3
Characters with slightly weaker Uthrows (e.g. Meta Knight, Falco, Shulk's Smash Dthrow)
Characters with powerful Bthrows (e.g. Sonic, DK, Mega Man)
Characters with DI-able kill combos from a throw (Pikachu's Uthrow Thunder, Zelda and Sheik's Hoo Hahs, Diddy's Uthrow Uair and maybe Hoo Hah, you have to respect the confirms but they're not hard to avoid)
Tier 4
Everyone else
In conclusion, relative to the rest of the cast Greninja's Uthrow is a stellar kill throw with DI taken into account. I definitely think Greninja has a better kill throw than those with only a strong Bthrow sans Ness and Toon Link, because DI can have such a strong effect on horizontal throws. Greninja's Uthrow is not always the strongest, but it is a more reliable kill throw than most of the other powerful throws in this game whatever the direction. I hope some of you found this analysis useful and can appreciate Greninja's Uthrow being a better kill throw than we probably thought.
NB: This is
purely a ranking of kill throws and their potency. I haven't taken into account each character's individual strengths and weaknesses that make their kill throws relatively better or worse because it just muddies the waters. For example Link and Toon Link have good KO ability with Uthrow and Bthrow respecitvely but their grabs suck, so they're not going to land their kill throws too often. Bowser has relatively good KO ability with Fthrow and Bthrow but you're unlikely to live until 168% vs Bowser anyway so his kill throws don't usually matter. Greninja has one of the best dashgrabs in the game which makes nabbing an Uthrow kill all the more easy. I am aware that these differences exist between the characters but as I said, this is an objective ranking taking into account the power of the throws and nothing else.