G13_Flux
Smash Lord
- Joined
- Jan 1, 2013
- Messages
- 1,076
dthrow does the same stuff that bthrow does except at higher percents or on floatier people. my recomendation is a dash attack or DACUS of these throws, since they lead directly to vertical juggles that can allow u work the opponent off stage either way or just kill them vertically. if u get just before the threshold of these throws not comboing anymore (the percent past which the opponent can escape form mostly anything) then a side b will work if u can get the kill, or a running uair will work to set up for side b (if u wanna get them closer to the edge before landing the kill) or set up into other stuff. uthrow, will do what these throws do as well except on fastfallers and with not as much horizontal KB, which means it can be a CG or it will set up straight into a shine, utilt, or upsmash (since at low percents, a dthrow or bthrow on fastfallers only sets up a tech chase). the fsmash follow up actually does have some use when covering quick range that would otherwise be unable to be followed up on, or it can just push the opponent right off the stage, at the mercy of wolfs great edge guarding, but the use is situational and i generally always follow up with something that can lead to more combos.
also, fthrows only use IMO is when ur right on the edge and wanna keep the opponent off it. it sends them almost at a semi spike angle which is great for setting up gimps and taking stocks. it is very useful, but only in this situation.
also, fthrows only use IMO is when ur right on the edge and wanna keep the opponent off it. it sends them almost at a semi spike angle which is great for setting up gimps and taking stocks. it is very useful, but only in this situation.