Hey guys, I'm back with some more info regarding info D-Throw -> F-Air while Speed Art is equipped. This time, I got through the entire cast regarding this combo, and I'll put the info right here. Please note that this is in Default Monado Arts, so I can only imagine what would happen in Hyper Speed. Anyway here's the list again, this time with the entire cast.
Speed: D-Throw -> Dash -> F-Air (Deals around 10 - 11%)
General Things about this combo:
1) Can set for other combos with Shulk (Art or no Art equiped). For Example: (Jump Art) FF N-Air -> F-Air -> Fair (Can chain 3 F-Airs depending on position and can KO around 75%)
2) A near universal combo. Works against the entire cast, with some noticeable traits.
- Combo tends to drop around 50% - 60% for a majority of the cast.
- You’re going to love heavy-weights with this combo, and hate floaty light-weights as a
side effect of this combo. (Very effective on Bowser, but not so much on Kirby…)
- Wario, Samus, and Rob are the only 3 who are prone to this combo at 0%.
- Kirby, Fox, and Jigglypuff are the only 3 who can get out of this combo early.
3) As long as you got room to run, you can land this combo until you hit the cap.
- And thanks to pivot-grabs, we don’t have to worry about foes lingering by the edge to stop this combo early.
4) Another reason to start with Speed in some match-ups. (Captian Falcon and King Dedede in particular)
5) It’s possible to land this if the foe goes off-stage, but it’s preferable to keep the foe on-stage at all times.
- (Some characters can get out o this combo early if they go off-stage, which I’ll try to keep track of and note down)
- Pivot-grabs are your friends here.
6) DI can screw us over with this combo, especially if you launch off-stage with D-Throw and they’re at a high percent. So take these numbers as something to consider while Speed Art is active.
Now with all that disclaimers away, let’s look at the numbers:
Mario (10% -60%)
Luigi (10% - 50%) -Luigi is someone who loves to drop out combos. He might be the hardest person to land this on besides floaty light-weights since he’s so weird about it….
Peach(15% - 60%) -Don’t launch Peach off-stage with D-throw if she’s at 50%
Bowser (10% - 70%) - You’re going to love doing this to heavy-weights.
Yoshi (10% - 60%) -Launching Yoshi off-stage with D-throw is a no-no at 60%
Rosalina (10% -50%) - Combo starts to get tougher to land at 40% (Off-stage or not)
Bowser Jr. (10% - 60%) - Can’t combo with F-Air if Jr. goes off-stage with D-Throw 40%
Wario (0% - 70%) - Wario doesn’t like this combo at all! Admitidly, getting this at 0% is tough, and might only be possible if Wario get’s launched off-stage.
Mr. Game & Watch (10% - 55%) - Can’t connect this if Game & Watch goes off-stage at 45%. You’ll barely make it at 55%.
Donkey Kong (10%- 70%)
Diddy Kong (10% - 50%) - Diddy is hard to hit with this combo… You have much easier time launching Diddy off-stage with D-throw.
Link (10% - 60%) - Gets tougher to hit off-stage around 55%
Zelda (10% - 55%)
Sheik (10% - 50%)
Gannondorf (10% - 55%) - You may have to do a full hop in order to get hit Gannon with F-air at 50%+
Toon Link (10% - 50%) - Off-stage cap is 45%
Samus (0% - 55%) - Yep, another person we can do this right off that bat.
ZSS (0% - 65%) - The DI is strong with this one. Off-Stage cap is around 45%.
Pit (10% - 70%) - It gets harder to land this at 60%. Maybe due to DI?
Palutena (10% - 50%)
Marth (10% - 70%) - Considering how Marth likes to space things out too, this is a nice reward for getting past his range with Speed. (Can’t land if Marth goes off-stage at 55%)
Ike (10% - 70%) - Get’s real tricky at higher percentages. (Particularly around 60%)
Robin ( 10% -70%) - 55% is the limit if D-throw knocks Robin off-stage.
- Fire Emblem Characters don't like to be thrown do they?
Kriby (10% - 40%) - If there’s one thing to say here, it’s that floaty-lightweights are terrible to do this with.
King Dedede (10% - 90% (!)) - Dedede starts resisting at around 70%, but it’s still do-able.
Meta Knight (15% - 65%) - I find this easier if you launch Meta Knight off-stage with D-Throw.
Little Mac (15% - 65%) - Little Mac’s size works to his advantage here. It’s pretty hard to land this combo with him. (Off-Stage limit is 45%)
Fox (20% - 40%) - Very short range to work with here. Fox has the same problem Little Mac has with this combo. (You can do this starting at 10%, but it’s so inconsistent, that I didn’t include it in the main data.)
Falco (10% - 70%) - Off-Stage limit is 50%
Pikachu (15% - 50%) - Off-Stage limit is 40%
Charizard (15% - 20% & 30%-60%) - Off-Stage limit is 50% (Very strict and can’t connect at 25% for some reason…
Lucario (15% - 60%)
Jigglypuff (10% - 40%) - Shouldn’t have to say it, but floaty light-weights love to mess with combos.
Greninja (15% - 55%)
Duck Hunt (10% - 50%)
Rob ( 0% - 65%) - Rob continues to be prone to combos… It’s something to work with considering how he’s got some good keep-away tactics. (And his great D-Smash)
Ness (15% - 55%) - Short guys are evil to this combo,but at least it works here as opposed to the Jump and Buster combos berserker01 & I tested earlier.
- For reference:
(Jump Art) FF N-Air -> U-Tilt -> Air-Slash (Deals around 25%)
(Buster Art) D-Throw -> D-Tilt (Deals around 19%)
- Give these two combos a shot, I’ve posted some data in this thread in case you’re interested.
Capitan Falcon (10% -70%) - Speed might not be such a bad idea in this match-up…
Villager (15% - 55%)
Olimar (15% -50%)
Wii Fit Trainer (15% - 50%) - For a tall character, the trainer can get out of this early.
Dr. Mario (15% - 65%) \
Dark Pit (10% - 70%) - The clones are exactly like their counterparts with this combo...
Lucina (10% - 70%) /
Vanilla Shulk (10% - 50%) - Can only report Vanilla results right now. Will try to update with other arts when I get the means to do so.
Pac-Man (10% - 60%)
MegaMan (10% -50%)
Sonic (10% - 55%)
That's all I got. Hope this helps out somehow.