@Lord Renning
Mocha
you'll need an irl smash sidekick for results. o7
Basically the second person needs be at percents where FH NAir barely doesn't reach high/far enough. At these percents the Dthrow hit advantage will be at its "maximum," but still a relatively tight window. At this point us Zelda's still haven't researched how much we can do before a NAir that woud still be a guaranteed followup.
It probably should be tried with different characters, like Bowser vs Mario vs Peach, because they have differing weights/hurtboxes.
Basically the non-Zelda needs to just DI. What we'd be looking for is whether actually trying to DJ NAir and/or dashing backwards before the FH or DJ NAir can actually let Zelda catch people at later percents then a FH NAir does, and is still a true combo, or extremely close, also if it can help versus DI.
For testing to see if a DJ NAir can actually help, the target should be DIing inwards so thaat the foe flies slightly higher.
For testing the run in the opposite direction then FH or DJ NAir works, the target/sidekick should DI outwards, which we currently believe almost entirely neuters Dthrow followups.
For both of these, the person getting Dthrow'd should also be trying to buffer a jump or airdodge to escape, for best results on "true-ness" of the combo.
For now we basically want to find out if trying to sharpen or Dthrow reactions and continue scoring NAirs from Dthrow at later percents is worth it. Metagame optimization! Honestly Zelda's grab game gets a little stale once Dthrow doesn't follow up (Which isn't exactly an issue because our grab is pretty as it is.) but if we can make that stale period start later we'll take it!!
Please ask questions to clarify things because I may have been a bit messing w/ writing this. ^^'