Fox (SSBM)/Up throw: Difference between revisions

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For both of these, executing it correctly (dash for 4-5 frames, pivot, charge up smash) makes it possible to get a guaranteed kill on any stage (even [[Dream Land N64]]) unless platforms interfere.
For both of these, executing it correctly (dash for 4-5 frames, pivot, charge up smash) makes it possible to get a guaranteed kill on any stage (even [[Dream Land N64]]) unless platforms interfere.
===Other followups against fastfallers===
Fox has a wealth of moves that he can confirm into from up throw, such as up tilt and all of his aerials. This enables him to opt for other combos, which can frequently lead into relatively easy reaction tech chases. As a rough guide:
- At around 20-40%, Fox can follow up an up throw that has not 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 do not 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.
- 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 one 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 up smash, or if Fox is not successfully executing many edgeguards. It can also directly combo into up smash if the opponent DIs it in at higher percents.


==Throw data==
==Throw data==