Now that you've seen my clickbait title...
This is an informative post about Zelda's Dthrow > UAir combo, "Finger Bang"
Dat hoo-haa name right?
It is Zelda's hoo-haa's TRUE name.
Anyways....
Dthrow > UAir is a guaranteed combo
Zelda board commoner: "ehh, what?? :secretkpop:"
There's been plenty of argument as to whether this was so, or if was buffed to work in 1.1.5 (<nope). Basically, it is guaranteed. I briefly explained this a while ago, but I felt a detailed post on it could be neat for users.
--
Dthrow has 18F of endlag as of 1.1.5 (after being buffed from 27F of endlag prior to 1.0.4) using KuroganeHammer's Calculator, Dthrow's launcher hit is calculated to have 37F of hitstun at 4% for ALL characters, from Bowser to Jigglypuff. (Of course, when Dthrow is used at 0%, the first 4 hits will rack up 4% before the launcher hit occurs.)
That means:
Endlag ~ (final hitframe - (FAF -1)) ~ 51 - (70 - 1) = -18
Hitstun ~ (calculation) ~ 37
Hit Advantage ~ (hitstun + (-endlag)) ~ 37 - 18 = 19
So Dthrow has a 19F hit advantage at 0% on everyone. Or, to put it even more simply, Zelda has a short window of time where she can act before the opponent can, beginning even at 0%, and it's not too short that she can't get guaranteed hits off it.
Relevant Data: All character airdodge data [1.1.6] from KuroganeHammer
Every airdodge has a small vulnerable startup period bar Bayonetta. (However she will take half damage for any hit landed before frame 5, AKA at the very beginning of the animation.) It ranges from 1 vulnerable frame, to 3F. This effectively adds more frames to the hit advantage for Dthrow.
In simpler terms, the window of time she has where an opponent can't act is a tiny bit longer at all times than just a calculation of the target's damage alone, but it varies between characters.
For frame 2 airdodges, the hit advantage is raised to 20F, and +1 more frame for every frame later a character's airdodge invulnerability begins. (So 20-22 frames of hit advantage at 0%) Sort of repeating myself, but I just want this to be clear.
Zelda's jumpsquat is 6 frames, and her Up Aerial hits frame 14. So, for Dthrow to Up Aerial to be guaranteed, Zelda would need 20F of hit advantage--would you look at that! Zelda has a base hit advantage of exactly 20F vs almost everyone trying to airdodge at 0%!
Now, this means Dthrow to Up Air is guaranteed starting at 0% vs almost every character if you are frame perfect. Exactly frame perfect. You must jump (both SH > short hop and FH > full hop will do) immediately as soon as possible post-Dthrow, and then UAir the earliest possible frame after leaving the ground.
If you use C-stick set to smashes, this could be a little more difficult. If you're like me, you probably will accidentally do a JC Usmash about 384624598 times.
Note: By referencing Kuroganehammer's airdodge data, it gives you an idea of which MUs trying Dthrow > UAir would be an alright idea, and which ones are going to be hard to land Dthrow UAir.
Most airdodges are frame 3, and thus you get a 1F leeway to hit with UAir after Dthrow at 0%. A few characters allow Zelda 1 frame even more. (Only 6 characters) Finally, 18 characters will be extremely difficult to catch. (Unfortunately, several of these are difficult MUs for Zelda to boot.)
A few select characters are "special cases" concerning airdodges and difficulty landing UAir, in that all of them have options that initiate invincibility or "dodges" faster than their airdodge invincibility:
- Bayonetta's airdodge "Bat Within" can "dodge" attacks starting frame 1, but she will take half damage for any attack landed before frame 5. She will be put into a forced animation which will make it difficult or impossible for her to punish the UAir.
- Ryu has two options: Focus Attack, which has frame 1 armor versus a single hit, and Shoryuken, where simple usage has frame 3 invulnerability, and the super version has frame 1 invulnerability.
- Marth, Lucina, and Little Mac's aerial Up Specials all have frame 1 invulnerability.
These numbers effectively move their airdodge invulnerability up a couple frames, should they attempt to use these moves during a Dthrow > UAir. By 38F of hitstun, (1 additional frame) UAir will technically still be guaranteed versus all of these, but it will be extremely hard to do versus these specific cases. Duly note that Dthrow > NAir will be able to hit before these attacks can intercept at low percent when the UAir window is very tight. (It will also override Ryu's Focus Attack due to having multiple hits.) In addition, never forget that you can attempt reading any of these options, and punishing their freefall/endlag.
For landing UAir at 0%, you are effectively interrupting their airdodge animation. Now, this window is way too tight. Thankfully, due to knock back growth, (KBG) known by some as knock back scaling, the hitstun increases slowly, and slightly, as damage and KB rise.
Relevant Data: All character weight data [1.1.6] from KuroganeHammer
Many spoilers below this point reference the SSB4 cast's weight values for data regarding Dthrow > UAir. Now, these tables are only showing every 5 units of weight, but for characters that are not exactly at one of these numbers, rounding their weight upwards to the next 5 will generally give you the appropriate number/value, should you want to find out what the percent for a specific character is.
When the opponents receive just one more frame of htistun, (So, 38F of htistun) Zelda is technically able to land UAir BEFORE the target can act, so it's 100% guaranteed when frame perfect.
So, obviously, if you have to be frame perfect and immediately use j.UAir, then this means you don't have time to turn or dash backwards at low percent. So frame perfect Dthrow > UAir is guaranteed at low percents, if the opponent does NOT DI outward.
Now, let's be clear: Dthrow > NAir is guaranteed with a far larger guarantee window than UAir. At low percents, Zelda can still turn, or dash back and do a j.NAir, which people should be going for at the lowest percents anyways. Furthermore, outward DI makes it easy for Zelda to go for the more damaging front side loop hits of NAir. It simply should be said that NAir is a far better option until around 50% on all characters due to the higher chance of successfully landing. This also leaves UAir fresher--which could be useful, as seen later.
So, it's hard as heck to land UAir at low percent. But before you throw in the hat on UAir, I want to discuss something else:
Dthrow > UAir may actually work versus outward DI?
Ayy, look what we have here!
Yes. While most players, if not all, originally believed outward DI neutered Dthrow > UAir, it is in fact not a deterrent.
Best results if you perform a "perfect execution." Now, however, another input is added. As soon as possible post-Dthrow, Zelda must perform a dash backwards, (Relative to the direction Zelda was facing when you used Dthrow) and on frame 2~3 of the dash [Citation Needed] (So basically immediately for a normal human.) perform the perfectly executed j.UAir while moving backwards (Again relative). If you correctly executed this, Zelda will slide while performing her jumpsquat, and then she will leave the ground farther away (Closer to the target) then a stationary j.UAir (+moving backwards) after Dthrow.
With practice it can be performed, but I would comment that it is difficult to do without thorough practice. However, the reward has become evident as players perfect its usage.
Relevant Data: According to KuroganeHammer, hitstun can be interrupted on frame 41 (Think of it like a FAF/IASA of 41) In simple terms, hitstun has a cap-out point, where the effective hitstun no longer increases.
With that in mind, there is a cap on how much hitstun Zelda's Dthrow can yield while she can attempt UAir.
Note: Hitstun can be interrupted earliest (Frame 41) ONLY when jumps or airdodges are used. Other actions such as attacks and specials can only be used to interrupt hitstun on frame 45--so a bit later. Zelda and her targets should both keep that in mind.
After these percents listen in the spoiler, you are not getting any more bonus hitstun. However, now the total hitstun has increased. The hitstun 'cap' is 40F, (Airdodge can interrupt the hitstun after that) so the maximum hit advantage is 22 frames. However, then we get to add airdodge vulnerable startup, which raises the maximum hit advantage to 23-25 frames. (Barring the aforementioned "special case" of Bayonetta, whose window is only 22F should she use her frame 1 dodge-granting Bat Within. HOWEVER, other specials cases such as Lucina/Marth, Ryu, and Little Mac can only use their frame 1 invulnerability-granting specials after 4 more frames--as noted in the note above. Thus, one should refer to their airdodge frame data in this case.)
The percents at which hitstun caps off are of course NOT the maximum percents at which Zelda can reach with a FH UAir.
Back to the maximum hitstun number: 23-25F (Considering airdodge startup)
The aforementioned input execution that 'should' catch outward DI obviously takes a bit more than instant j.UAir's 20F. The dash turn at the beginning will add 2F for a perfectly executed followup. So DI following Dthrow with j.UAir can ONLY occur if the target takes enough hitstun to allow Zelda to add on the dash turn before the jumpsquat. So, you cannot follow Dthrow's outward DI with j.UAir until a certain percent versus most characters.
(A pretty interesting revelation imo. I hadn't thought of it until KuroganeHammer and SpaceJam released their SSB4 super calculator.)
Note: According to
Lavani
, as of 1.1.5, Zelda's improved UAir hitbox makes it possible to land UAir versus certain characters after an outward DI'ed Dthrow, without having to do a dash backwards. Simply moving backwards (relative) while jumping up will do. (So, I guess 1.1.5 DID do something for this combo, it just wasn't the reason Dthrow > UAir works alone.)
This means that versus certain characters, you can follow outward DI and land the UAir in only 20F, thus giving you a slightly larger window to land the UAir. This would also suggest that versus that same set of characters, Dthrow > UAir is guaranteed all the way from 0% to when it can KO.
Currently which characters can be hit by a non-dash back j.UAir even when DI'ing outward is not recorded.
Current testing suggests that the execution to land UAir without dashing backwards varies character-by-character. To catch some characters, Zelda would want to UAir as soon as possible after leaving the ground. In other cases, Zelda cannot land the UAir unless it is delayed by 1-2 frames. Delaying the UAir while still hitting them before they airdodge is equally difficult to a dash back j.UAir, and Zeldas would be better off attempting a dash back j.UAir.
When characters with frame 2 airdodges hit the hitstun cap, there will be a 1F leeway window for a perfectly executed dash back j.UAir followup. I would recommend this is the best percent at which Zelda can begin to follow outward DI and catch the UAir under normal circumstances. (See above note.)
Now, if we can follow outward DI at higher percents, then...Finger Banging people to death?? Yes. Unfortunately I have not collected percents for each character when Finger Bang will KO (And I'm not sure how I'd get it done considering outward DI...) But expect me to get on this someday! Because this is kind of a relevant Zelda deal.
Zelda's "Anger Issues," & how they affect Dthrow Combos
As you likely know, as a player's damage raises, their attacks will begin to do a little more KB than when they were at a fresh 0%. (We've dubbed it "rage.") This obviously affects Dthrow, and it does so mostly negatively regarding catching an UAir.
Primarily, high rage will cause the percent window during which the opponent will not fly too far from Dthrow to shrink. It is somewhat negligible at low rage, but at maximum rage, Dthrow may launch opponents too far for the followup even at low percent.
Through some calculations we can see what kind of effective knock back opponents will receive from a rage-boosted Dthrow.
As you can see, when Zelda's rage is too high, then Dthrow will knock opponents too far for low percent NAirs, and at higher percents, Zelda may lose the ability to Dthrow > UAir to KO.
However, as the knock back is increased by rage, the hitstun induced is increased as wwell, due to how hitstun calculation works.
Looking at the 100% rage numbers in the previous spoiler, it can be seen that on a target at 0%, they will already be at the Dthrow hitstun cap. So, firstly, you can already catch guaranteed Dthrow > UAir, and there is already enough hitstun to follow outward DI in cases where a dash back is required. The trade off is that they will be launched too far in almost half the time.
Knowing when Dthrow's hitstun reaches 40F is very important for knowing when a dash back j.UAir to follow outward DI will be guaranteed versus an opponent.
Alternative options out of Zelda's Dthrow
WIP. As mentioned, NAir is one option, honestly the BnB option, and easier to land than UAir until high percents.
BAir is also a riskier option that can lead to an immense 20% hit. It works at its best versus outward DI, and is an interesting alternative choice at medium-higher percent. It has merits versus heavy and large opponents, who can even be hit with BAir sweetspotted at KO percents, as well as opponents who simply don't airdodge, expecting one of her guaranteed options only to be surprised by a LK to the face. However it takes a lot of practice, and is reliant on a tiny sweetspot for best results.
Honestly what would the other ones be called? UAir is "Finger Bang." I suppose "hyrule hoo haa" can be used after all for NAir.
----
We need to optimize our meager options as Zeldas, one of which is Dthrow. If we can really be catching KO followups guaranteed off of a grab and DI read, we should be taking that, because we can't sit around all battle praying someone actually gets hit by Usmash or Elevator. (Especially considering the massive amount of "anti-tech" against Elevator, most of which is hella easy to do, even by accident, while the "anti-anti tech" for FW, such as following DI, is freakin' hard to perfect.)
I feel like it's extremely important to recognize here at the end that this requires some actual skill to land. If you tell people about this, MAKE SURE to mention it ain't dumb and easy like hoo-haa, ding-dong (DK?), or Bowser's Uthrow. Because the LAST THING WE NEED is this being misunderstood as silly, uniquely good, or overpowered, and then it gets bopped by Sakurai should patches somehow happen again.
Also we technically had this ever since Dthrow had its endlag reduced in 1.0.4. Patch 1.1.5 just made it a bit better.
somethingsomething will add things and fix other things.

This is an informative post about Zelda's Dthrow > UAir combo, "Finger Bang"
Dat hoo-haa name right?

Anyways....
Dthrow > UAir is a guaranteed combo
Zelda board commoner: "ehh, what?? :secretkpop:"
There's been plenty of argument as to whether this was so, or if was buffed to work in 1.1.5 (<nope). Basically, it is guaranteed. I briefly explained this a while ago, but I felt a detailed post on it could be neat for users.
--
Dthrow has 18F of endlag as of 1.1.5 (after being buffed from 27F of endlag prior to 1.0.4) using KuroganeHammer's Calculator, Dthrow's launcher hit is calculated to have 37F of hitstun at 4% for ALL characters, from Bowser to Jigglypuff. (Of course, when Dthrow is used at 0%, the first 4 hits will rack up 4% before the launcher hit occurs.)
That means:
Endlag ~ (final hitframe - (FAF -1)) ~ 51 - (70 - 1) = -18
Hitstun ~ (calculation) ~ 37
Hit Advantage ~ (hitstun + (-endlag)) ~ 37 - 18 = 19
So Dthrow has a 19F hit advantage at 0% on everyone. Or, to put it even more simply, Zelda has a short window of time where she can act before the opponent can, beginning even at 0%, and it's not too short that she can't get guaranteed hits off it.
Relevant Data: All character airdodge data [1.1.6] from KuroganeHammer
Every airdodge has a small vulnerable startup period bar Bayonetta. (However she will take half damage for any hit landed before frame 5, AKA at the very beginning of the animation.) It ranges from 1 vulnerable frame, to 3F. This effectively adds more frames to the hit advantage for Dthrow.
In simpler terms, the window of time she has where an opponent can't act is a tiny bit longer at all times than just a calculation of the target's damage alone, but it varies between characters.
For frame 2 airdodges, the hit advantage is raised to 20F, and +1 more frame for every frame later a character's airdodge invulnerability begins. (So 20-22 frames of hit advantage at 0%) Sort of repeating myself, but I just want this to be clear.
Zelda's jumpsquat is 6 frames, and her Up Aerial hits frame 14. So, for Dthrow to Up Aerial to be guaranteed, Zelda would need 20F of hit advantage--would you look at that! Zelda has a base hit advantage of exactly 20F vs almost everyone trying to airdodge at 0%!
Now, this means Dthrow to Up Air is guaranteed starting at 0% vs almost every character if you are frame perfect. Exactly frame perfect. You must jump (both SH > short hop and FH > full hop will do) immediately as soon as possible post-Dthrow, and then UAir the earliest possible frame after leaving the ground.
If you use C-stick set to smashes, this could be a little more difficult. If you're like me, you probably will accidentally do a JC Usmash about 384624598 times.
Note: By referencing Kuroganehammer's airdodge data, it gives you an idea of which MUs trying Dthrow > UAir would be an alright idea, and which ones are going to be hard to land Dthrow UAir.
Frame 2 Airdodges

















Frame 3 Airdodges

































Frame 4 Airdodges






*Special Cases*





Frame 3 Airdodges
Frame 4 Airdodges
*Special Cases*
Most airdodges are frame 3, and thus you get a 1F leeway to hit with UAir after Dthrow at 0%. A few characters allow Zelda 1 frame even more. (Only 6 characters) Finally, 18 characters will be extremely difficult to catch. (Unfortunately, several of these are difficult MUs for Zelda to boot.)
A few select characters are "special cases" concerning airdodges and difficulty landing UAir, in that all of them have options that initiate invincibility or "dodges" faster than their airdodge invincibility:
- Bayonetta's airdodge "Bat Within" can "dodge" attacks starting frame 1, but she will take half damage for any attack landed before frame 5. She will be put into a forced animation which will make it difficult or impossible for her to punish the UAir.
- Ryu has two options: Focus Attack, which has frame 1 armor versus a single hit, and Shoryuken, where simple usage has frame 3 invulnerability, and the super version has frame 1 invulnerability.
- Marth, Lucina, and Little Mac's aerial Up Specials all have frame 1 invulnerability.
These numbers effectively move their airdodge invulnerability up a couple frames, should they attempt to use these moves during a Dthrow > UAir. By 38F of hitstun, (1 additional frame) UAir will technically still be guaranteed versus all of these, but it will be extremely hard to do versus these specific cases. Duly note that Dthrow > NAir will be able to hit before these attacks can intercept at low percent when the UAir window is very tight. (It will also override Ryu's Focus Attack due to having multiple hits.) In addition, never forget that you can attempt reading any of these options, and punishing their freefall/endlag.
For landing UAir at 0%, you are effectively interrupting their airdodge animation. Now, this window is way too tight. Thankfully, due to knock back growth, (KBG) known by some as knock back scaling, the hitstun increases slowly, and slightly, as damage and KB rise.
Relevant Data: All character weight data [1.1.6] from KuroganeHammer
Many spoilers below this point reference the SSB4 cast's weight values for data regarding Dthrow > UAir. Now, these tables are only showing every 5 units of weight, but for characters that are not exactly at one of these numbers, rounding their weight upwards to the next 5 will generally give you the appropriate number/value, should you want to find out what the percent for a specific character is.
The next bonus frame of hitstun is yielded after the noted percents VS the weights listed. THIS, is the percent when you grab the target, NOT after Dthrow hits 1-4. DK has a weight of 122, but applies to 120 weight. Jigglypuff has a weight of 68, but applies to 70 weight.
WEIGHT|USE DTHROW @ THIS % AND ON
130|14%
120 + DK|13%
115|13%
110|12%
105|12%
100|11%
95|11%
90|11%
85|10%
80|10%
75|9%
70 + Jigglypuff|9%
130|14%
120 + DK|13%
115|13%
110|12%
105|12%
100|11%
95|11%
90|11%
85|10%
80|10%
75|9%
70 + Jigglypuff|9%
When the opponents receive just one more frame of htistun, (So, 38F of htistun) Zelda is technically able to land UAir BEFORE the target can act, so it's 100% guaranteed when frame perfect.
So, obviously, if you have to be frame perfect and immediately use j.UAir, then this means you don't have time to turn or dash backwards at low percent. So frame perfect Dthrow > UAir is guaranteed at low percents, if the opponent does NOT DI outward.
Now, let's be clear: Dthrow > NAir is guaranteed with a far larger guarantee window than UAir. At low percents, Zelda can still turn, or dash back and do a j.NAir, which people should be going for at the lowest percents anyways. Furthermore, outward DI makes it easy for Zelda to go for the more damaging front side loop hits of NAir. It simply should be said that NAir is a far better option until around 50% on all characters due to the higher chance of successfully landing. This also leaves UAir fresher--which could be useful, as seen later.
So, it's hard as heck to land UAir at low percent. But before you throw in the hat on UAir, I want to discuss something else:
Dthrow > UAir may actually work versus outward DI?

Ayy, look what we have here!
Yes. While most players, if not all, originally believed outward DI neutered Dthrow > UAir, it is in fact not a deterrent.
Best results if you perform a "perfect execution." Now, however, another input is added. As soon as possible post-Dthrow, Zelda must perform a dash backwards, (Relative to the direction Zelda was facing when you used Dthrow) and on frame 2~3 of the dash [Citation Needed] (So basically immediately for a normal human.) perform the perfectly executed j.UAir while moving backwards (Again relative). If you correctly executed this, Zelda will slide while performing her jumpsquat, and then she will leave the ground farther away (Closer to the target) then a stationary j.UAir (+moving backwards) after Dthrow.
With practice it can be performed, but I would comment that it is difficult to do without thorough practice. However, the reward has become evident as players perfect its usage.
Relevant Data: According to KuroganeHammer, hitstun can be interrupted on frame 41 (Think of it like a FAF/IASA of 41) In simple terms, hitstun has a cap-out point, where the effective hitstun no longer increases.
With that in mind, there is a cap on how much hitstun Zelda's Dthrow can yield while she can attempt UAir.
At the percents listed, when Dthrow is used, the matching weight will take 40F of hitstun. Hitstun is airdodge interruptable after 40F of hitstun, should the KB calculate to >40F of hitstun. So this is effectively the hitstun cap. Once again, DK has a weight of 122, but applies to 120 weight. Jigglypuff has a weight of 68, but applies to 70 weight.
WEIGHT|HITSTUN CAPS @ THIS %
130|51%
120 + DK|49%
115|48%
110|46%
105|45%
100|44%
95|43%
90|41%
85|40%
80|39%
75|38%
70 + Jigglypuff|36%
130|51%
120 + DK|49%
115|48%
110|46%
105|45%
100|44%
95|43%
90|41%
85|40%
80|39%
75|38%
70 + Jigglypuff|36%
Note: Hitstun can be interrupted earliest (Frame 41) ONLY when jumps or airdodges are used. Other actions such as attacks and specials can only be used to interrupt hitstun on frame 45--so a bit later. Zelda and her targets should both keep that in mind.
After these percents listen in the spoiler, you are not getting any more bonus hitstun. However, now the total hitstun has increased. The hitstun 'cap' is 40F, (Airdodge can interrupt the hitstun after that) so the maximum hit advantage is 22 frames. However, then we get to add airdodge vulnerable startup, which raises the maximum hit advantage to 23-25 frames. (Barring the aforementioned "special case" of Bayonetta, whose window is only 22F should she use her frame 1 dodge-granting Bat Within. HOWEVER, other specials cases such as Lucina/Marth, Ryu, and Little Mac can only use their frame 1 invulnerability-granting specials after 4 more frames--as noted in the note above. Thus, one should refer to their airdodge frame data in this case.)
The percents at which hitstun caps off are of course NOT the maximum percents at which Zelda can reach with a FH UAir.
At the percent listed, for the matching weight, Dthrow sends the opponent too high for UAir to land. Note, these are fully data calculated percents, and in game, Zelda can continue to land UAIr slightly past this. These numbers can be considered "safe" percent caps. Duly note, that if the opponent didn't DI and is at this cap, they are already past the point where Dthrow > UAir will KO them with no rage considered. DK has a weight of 122, but applies to 120 weight. Jigglypuff has a weight of 68, but applies to 70 weight.
WEIGHT|UAIR 'CANNOT' REACH @ THIS %
130|126%
120 + DK|121%
115|118%
110|115%
105|112%
100|110%
95|107%
90|104%
85|101%
80|98%
75|96%
70 + Jigglypuff|92%
130|126%
120 + DK|121%
115|118%
110|115%
105|112%
100|110%
95|107%
90|104%
85|101%
80|98%
75|96%
70 + Jigglypuff|92%
Back to the maximum hitstun number: 23-25F (Considering airdodge startup)
The aforementioned input execution that 'should' catch outward DI obviously takes a bit more than instant j.UAir's 20F. The dash turn at the beginning will add 2F for a perfectly executed followup. So DI following Dthrow with j.UAir can ONLY occur if the target takes enough hitstun to allow Zelda to add on the dash turn before the jumpsquat. So, you cannot follow Dthrow's outward DI with j.UAir until a certain percent versus most characters.
(A pretty interesting revelation imo. I hadn't thought of it until KuroganeHammer and SpaceJam released their SSB4 super calculator.)
Note: According to

This means that versus certain characters, you can follow outward DI and land the UAir in only 20F, thus giving you a slightly larger window to land the UAir. This would also suggest that versus that same set of characters, Dthrow > UAir is guaranteed all the way from 0% to when it can KO.
Currently which characters can be hit by a non-dash back j.UAir even when DI'ing outward is not recorded.
Current testing suggests that the execution to land UAir without dashing backwards varies character-by-character. To catch some characters, Zelda would want to UAir as soon as possible after leaving the ground. In other cases, Zelda cannot land the UAir unless it is delayed by 1-2 frames. Delaying the UAir while still hitting them before they airdodge is equally difficult to a dash back j.UAir, and Zeldas would be better off attempting a dash back j.UAir.
When characters with frame 2 airdodges hit the hitstun cap, there will be a 1F leeway window for a perfectly executed dash back j.UAir followup. I would recommend this is the best percent at which Zelda can begin to follow outward DI and catch the UAir under normal circumstances. (See above note.)
Now, if we can follow outward DI at higher percents, then...Finger Banging people to death?? Yes. Unfortunately I have not collected percents for each character when Finger Bang will KO (And I'm not sure how I'd get it done considering outward DI...) But expect me to get on this someday! Because this is kind of a relevant Zelda deal.
Zelda's "Anger Issues," & how they affect Dthrow Combos
As you likely know, as a player's damage raises, their attacks will begin to do a little more KB than when they were at a fresh 0%. (We've dubbed it "rage.") This obviously affects Dthrow, and it does so mostly negatively regarding catching an UAir.
Primarily, high rage will cause the percent window during which the opponent will not fly too far from Dthrow to shrink. It is somewhat negligible at low rage, but at maximum rage, Dthrow may launch opponents too far for the followup even at low percent.
Through some calculations we can see what kind of effective knock back opponents will receive from a rage-boosted Dthrow.
These numbers measure, at varying rage levels, what damage from a no rage Dthrow would be needed to match a Dthrow used at 0%, for those amounts of rage. So at 103%, Bowser (130 weight) will take as much KB from no rage Dthrow as he would from a maximum rage Dthrow at 0%.
WEIGHT|0%|50%|100%|150%
130|0%|10%|56%|103%
120|0%|9%|54%|98%
115|0%|9%|52%|95%
110|0%|9%|51%|93%
105|0%|8%|50%|91%
100|0%|8%|49%|89%
95|0%|8%|47%|86%
90|0%|8%|46%|84%
85|0%|7%|45%|82%
80|0%|7%|43%|80%
75|0%|7%|42%|77%
70|0%|6%|41%|75%
130|0%|10%|56%|103%
120|0%|9%|54%|98%
115|0%|9%|52%|95%
110|0%|9%|51%|93%
105|0%|8%|50%|91%
100|0%|8%|49%|89%
95|0%|8%|47%|86%
90|0%|8%|46%|84%
85|0%|7%|45%|82%
80|0%|7%|43%|80%
75|0%|7%|42%|77%
70|0%|6%|41%|75%
As you can see, when Zelda's rage is too high, then Dthrow will knock opponents too far for low percent NAirs, and at higher percents, Zelda may lose the ability to Dthrow > UAir to KO.
However, as the knock back is increased by rage, the hitstun induced is increased as wwell, due to how hitstun calculation works.
Looking at the 100% rage numbers in the previous spoiler, it can be seen that on a target at 0%, they will already be at the Dthrow hitstun cap. So, firstly, you can already catch guaranteed Dthrow > UAir, and there is already enough hitstun to follow outward DI in cases where a dash back is required. The trade off is that they will be launched too far in almost half the time.
For each weight, and matching column, the numbers listed record what percents, with varying rage levels, opponents for that weight will reach Dthrow's hitstun cap when Dthrow is used. (See: "hitstun cap," for cap percents at no rage.) So Bowser (130 weight) will hit 40F of hitstun at 51% (0% rage), 37% (50% rage), 13% (75% rage), and will already hit the cap at 0% by 100% rage.
General: the hitstun will already be at maximum versus an opponent at 0% at around 80-90% rage.
WEIGHT|50%|75%|100%
130|37%|13%|0%
120|35%|12%|0%
115|34%|12%|0%
110|33%|12%|0%
105|32%|11%|0%
100|31%|11%|0%
95|30%|10%|0%
90|29%|10%|0%
85|28%|10%|0%
80|27%|9%|0%
75|27%|9%|0%
70|26%|8%|0%
General: the hitstun will already be at maximum versus an opponent at 0% at around 80-90% rage.
130|37%|13%|0%
120|35%|12%|0%
115|34%|12%|0%
110|33%|12%|0%
105|32%|11%|0%
100|31%|11%|0%
95|30%|10%|0%
90|29%|10%|0%
85|28%|10%|0%
80|27%|9%|0%
75|27%|9%|0%
70|26%|8%|0%
Knowing when Dthrow's hitstun reaches 40F is very important for knowing when a dash back j.UAir to follow outward DI will be guaranteed versus an opponent.
Alternative options out of Zelda's Dthrow
WIP. As mentioned, NAir is one option, honestly the BnB option, and easier to land than UAir until high percents.
BAir is also a riskier option that can lead to an immense 20% hit. It works at its best versus outward DI, and is an interesting alternative choice at medium-higher percent. It has merits versus heavy and large opponents, who can even be hit with BAir sweetspotted at KO percents, as well as opponents who simply don't airdodge, expecting one of her guaranteed options only to be surprised by a LK to the face. However it takes a lot of practice, and is reliant on a tiny sweetspot for best results.
Honestly what would the other ones be called? UAir is "Finger Bang." I suppose "hyrule hoo haa" can be used after all for NAir.
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We need to optimize our meager options as Zeldas, one of which is Dthrow. If we can really be catching KO followups guaranteed off of a grab and DI read, we should be taking that, because we can't sit around all battle praying someone actually gets hit by Usmash or Elevator. (Especially considering the massive amount of "anti-tech" against Elevator, most of which is hella easy to do, even by accident, while the "anti-anti tech" for FW, such as following DI, is freakin' hard to perfect.)
I feel like it's extremely important to recognize here at the end that this requires some actual skill to land. If you tell people about this, MAKE SURE to mention it ain't dumb and easy like hoo-haa, ding-dong (DK?), or Bowser's Uthrow. Because the LAST THING WE NEED is this being misunderstood as silly, uniquely good, or overpowered, and then it gets bopped by Sakurai should patches somehow happen again.
Also we technically had this ever since Dthrow had its endlag reduced in 1.0.4. Patch 1.1.5 just made it a bit better.

somethingsomething will add things and fix other things.
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