Fox (SSBM)/Up throw: Difference between revisions

→‎Other followups against fastfallers: Encyclopedic tone issues here. "Blessing" is another overly-flowery word for a wiki, and second-person language is a big no-no.
No edit summary
(→‎Other followups against fastfallers: Encyclopedic tone issues here. "Blessing" is another overly-flowery word for a wiki, and second-person language is a big no-no.)
 
Line 16: Line 16:


===Other followups against fastfallers===
===Other followups against fastfallers===
Fox is blessed by 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:
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%, 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%, 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.
- 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.
Line 24: Line 24:
- 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 up smash, or if you are not successfully executing many edgeguards. It can also directly combo into up smash if the opponent DIs it in at higher percents.
- 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==