SuSa
Banned via Administration
Okay, we have a moveset discussion, but throws are just to epic to wait for.
Obviously, 4 throws. That's just the order they appear in.....
Down Throw
Pro's:
Con's:
How to Tech Chase
Opponents mind set:
Tech chasing heavily relies on your opponent and their mind set. Out of experience, heres a few tips for tech chasing (your opponent is a factor, these will not always hold true. However, on the majority of players, they do 'hold true')
When facing the edge, and near the edge, your opponent will roll behind you, or do a get up attack. Depending on your opponents mindset (Defensive/Aggressive) will determine this the first time. Simply shielding limits every option they have if you have quick enough reflexes.
When facing the edge, but not within a roll of the edge, your opponent will try to roll away from you. This is because in most scenarios, rolling away is the safest option. Knowing its the safest option, actually makes it more dangerous. We expect you to go with the safest option if available. Just run forward and hope your opponent isn't aggressive.
After a roll, most opponents try rolling the opposite direction. After this doesn't work, most people try to 'mindgame' you by rolling the same way twice.
By shielding, if the opponent does a getup attack, you have a free ftilt (and in some cases, another grab). If they roll behind you, you can turn around and ftilt (or jab > ftilt ftilt). If they roll away, depending on which character, you have enough time to Boost Grab them, or dash attack them. If they roll behind you, you can also SH dair them.
The most important part of tech chasing however, is Keep An Eye On Your Opponent by watching what they do. Analyze them for a pattern. If they keep rolling away, stop shielding and run straight ahead to grab them.
Up Throw
Pro's:
Con's:
The Pseudo Tech Chase-
On heavier opponents, and fastfallers. You can Up throw > Dash away > Pivot Grab to regrab them. From here, you have 2 options.
1) Down Throw
2) Up Throw > Up Tilt
3) Up Throw > Predict opponents reaction > Regrab
1) Best choice
2) Personal choice if you're just bad at the down throw tech chase, or not in a real good spot to easily read your opponent.
3) Worst choice, I don't suggest this... however its interesting sometimes...
Why Uthrow?
Mixups. In some situations (lower enemy %'s) uthrow is better then both fthrow and bthrow. It also does more damage then either of those two. Sometimes you're facing an opponent who is hard to tech chase. In the uthrow, uthrow>utilt is guarenteed on basically the entire cast at 0% (or so I've seen and practiced) and sometimes uthrow>utilt>utilt, and on some characters uthrow>uthrow>utilt.
Because its guarenteed, it helps rack up 30-40% quickly. (It also puts your opponent above you, a really bad spot to be. You can punish most landings with a boost grab or a shield grab, then proceed with other throws)
Uthrow is only 'effective' at 0% to 20% (most of the cast). After that 20% (lol 1 ftilt basically) it loses its effectiveness.
This is when you decide, 30% from a uthrow combo, or 21% from a fresh ftilt?
It's also good mid-game, to freshen up your other moves, so long as the opponent just died.
I prefer doing uthrow at 0-15% (20% only for heavyweights/fastfallers), otherwise I choose dthrow (tech chase), or if I have c4/mines setup, I choose fthrow/bthrow.
Uthrow is **** though, because its a fantastic mixup, and places your opponent in the air, where there just another grab away.
My best "chaingrab" was 4 uthrows in a row, against an aggressive opponent.
For the "uthrow cg", any time after 0-3% requires you to shield in case they use an aerial, then you can just shield grab the aerial. - See how thats useful?
At 0% against some of the cast (heavyweights, only some of them) you can uthrow and they are left in stun until they touch the ground (or at least, from my testing they are). Snake has a 1 Jab Jab lock from this. If you can jab at the right moment in their "flop" animation, you do a FORCED GET UP. That means, they stand up without doing anything.
This forced standup leads to:
Uncharged Fsmash
Ftilt
Utilt
Free Grab
C4 Sticky
Jab
Dtilt
Dair
SH bair (through them)
Nikita?
Yah.. this can lead to a LOT. (my favorite is fsmash, especially near the edge <.<)
Thats why uthrow *****. Uthrow > jab > Fsmash is to good, lol
Bthrow:
~Coming Soon~
Fthrow:
~Coming Soon~
- Dthrow - 12%
- Uthrow - 11%
- Bthrow - 9%
- Fthrow - 10%
Obviously, 4 throws. That's just the order they appear in.....
Down Throw
Pro's:
- Sets up a 'tech' chase.
- Can lead to itself.
- Our most damaging throw
- Can lead to ftilt/dair/jab/utilt
Con's:
- If you misread your opponent, you risk being punished. (Often times just a get up attack, nothing big)
- It's so good, thats really its only con...
How to Tech Chase
Opponents mind set:
Tech chasing heavily relies on your opponent and their mind set. Out of experience, heres a few tips for tech chasing (your opponent is a factor, these will not always hold true. However, on the majority of players, they do 'hold true')
When facing the edge, and near the edge, your opponent will roll behind you, or do a get up attack. Depending on your opponents mindset (Defensive/Aggressive) will determine this the first time. Simply shielding limits every option they have if you have quick enough reflexes.
When facing the edge, but not within a roll of the edge, your opponent will try to roll away from you. This is because in most scenarios, rolling away is the safest option. Knowing its the safest option, actually makes it more dangerous. We expect you to go with the safest option if available. Just run forward and hope your opponent isn't aggressive.
After a roll, most opponents try rolling the opposite direction. After this doesn't work, most people try to 'mindgame' you by rolling the same way twice.
By shielding, if the opponent does a getup attack, you have a free ftilt (and in some cases, another grab). If they roll behind you, you can turn around and ftilt (or jab > ftilt ftilt). If they roll away, depending on which character, you have enough time to Boost Grab them, or dash attack them. If they roll behind you, you can also SH dair them.
The most important part of tech chasing however, is Keep An Eye On Your Opponent by watching what they do. Analyze them for a pattern. If they keep rolling away, stop shielding and run straight ahead to grab them.
Up Throw
Pro's:
- Can lead to itself on heavier characters, or aggressive opponents at low %'s
- Second most damaging throw
- Can lead to a 1 Jab Jab Lock, to a regrab or any punish move. (Good timing makes Fsmash work) -- Low %'s only
- Leads to utilt at lower %'s (which can sometimes lead to another aerial, but thats not guarented)
- Can lead to a c4 sticky (for the lulz)
Con's:
- If you misread your opponent, you risk eating an aerial to the face. If you're at a higher %, some aerials will kill you.
- Down Throw is better in nearly every way.
The Pseudo Tech Chase-
On heavier opponents, and fastfallers. You can Up throw > Dash away > Pivot Grab to regrab them. From here, you have 2 options.
1) Down Throw
2) Up Throw > Up Tilt
3) Up Throw > Predict opponents reaction > Regrab
1) Best choice
2) Personal choice if you're just bad at the down throw tech chase, or not in a real good spot to easily read your opponent.
3) Worst choice, I don't suggest this... however its interesting sometimes...
Why Uthrow?
Mixups. In some situations (lower enemy %'s) uthrow is better then both fthrow and bthrow. It also does more damage then either of those two. Sometimes you're facing an opponent who is hard to tech chase. In the uthrow, uthrow>utilt is guarenteed on basically the entire cast at 0% (or so I've seen and practiced) and sometimes uthrow>utilt>utilt, and on some characters uthrow>uthrow>utilt.
Because its guarenteed, it helps rack up 30-40% quickly. (It also puts your opponent above you, a really bad spot to be. You can punish most landings with a boost grab or a shield grab, then proceed with other throws)
Uthrow is only 'effective' at 0% to 20% (most of the cast). After that 20% (lol 1 ftilt basically) it loses its effectiveness.
This is when you decide, 30% from a uthrow combo, or 21% from a fresh ftilt?
It's also good mid-game, to freshen up your other moves, so long as the opponent just died.
I prefer doing uthrow at 0-15% (20% only for heavyweights/fastfallers), otherwise I choose dthrow (tech chase), or if I have c4/mines setup, I choose fthrow/bthrow.
Uthrow is **** though, because its a fantastic mixup, and places your opponent in the air, where there just another grab away.
My best "chaingrab" was 4 uthrows in a row, against an aggressive opponent.
For the "uthrow cg", any time after 0-3% requires you to shield in case they use an aerial, then you can just shield grab the aerial. - See how thats useful?
At 0% against some of the cast (heavyweights, only some of them) you can uthrow and they are left in stun until they touch the ground (or at least, from my testing they are). Snake has a 1 Jab Jab lock from this. If you can jab at the right moment in their "flop" animation, you do a FORCED GET UP. That means, they stand up without doing anything.
This forced standup leads to:
Uncharged Fsmash
Ftilt
Utilt
Free Grab
C4 Sticky
Jab
Dtilt
Dair
SH bair (through them)
Nikita?
Yah.. this can lead to a LOT. (my favorite is fsmash, especially near the edge <.<)
Thats why uthrow *****. Uthrow > jab > Fsmash is to good, lol
Bthrow:
~Coming Soon~
Fthrow:
~Coming Soon~