Fox (SSBM)/Up throw: Difference between revisions

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- At around 20-40%, you can follow up an up throw that hasn't been DI'd with an up tilt, which will either combo into a grab, an aerial, or produce a tech chase scenario. This combo will work for a long time as long as they don't DI it, although at higher percents it will typically not lead into especially long combos, serving instead as a good means to quickly combo the opponent offstage.
- At around 20-40%, you can follow up an up throw that hasn't been DI'd with an up tilt, which will either combo into a grab, an aerial, or produce a tech chase scenario. This combo will work for a long time as long as they don't DI it, although at higher percents it will typically not lead into especially long combos, serving instead as a good means to quickly combo the opponent offstage.
- Fox's {{mvsub|Fox|SSBM|neutral aerial}} will knock down at around 40%, which allows it to be a useful followup after up-throw when the opponent DIs in or away, easily leading to a tech chase, and therefore another grab.
- Fox's {{mvsub|Fox|SSBM|neutral aerial}} will knock down at around 40%, which allows it to be a useful followup after up-throw when the opponent DIs in or away, easily leading to a tech chase, and therefore another grab.
- At around 50%, dash attack will knock down and leave fox with enough frame advantage to followup with a tech chase.
- At around 50%, dash attack will knock down and leave fox with enough frame advantage to followup with a tech chase.
- From 68% onward, {{mvsub|Fox|SSBM|Forward Aerial}} will knock down. This serves as on of Fox's easiest tech chase starters and his most reliable one at high percent, which makes it a good choice if the opponent is DI'ing combos in a way that makes it hard to true combo into an upsmash, or if you are not successfully executing many edgeguards.
- From 68% onward, {{mvsub|Fox|SSBM|Forward Aerial}} will knock down. This serves as on of Fox's easiest tech chase starters and his most reliable one at high percent, which makes it a good choice if the opponent is DI'ing combos in a way that makes it hard to true combo into an upsmash, or if you are not successfully executing many edgeguards.


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