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Flowcharts for up throw and down throw

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Jan 27th, 2017
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  1. Up throw:
  2. *At 0%
  3. At 0% Fox will not die to up throw Rest, meaning you have to do one of these other options instead. On Yoshi’s Story Fox will die to up throw rest however so you can do it on that stage at 0%
  4. No DI or slight DI, not under platform: SH Uair regrab
  5. No DI or slight DI, under platform: Waveland onto platform tech chase regrab or use and aerial of choice
  6. Full DI away, not towards a platform: Rising pound (No followup at 0%); Uair (No followup at 0); Aerial (Bair); Take stage control or a favorable position
  7. Full DI away, onto a platform: Aerial, no other reliable options
  8. *At 6-20%
  9. No or slight DI, not under platform: Jump Rest (if slight DI just move a bit towards them and rest, it’s guaranteed); Uair into Forward smash or Up smash, these combo into other aerials or rest, usually setting up for a lot of damage or an edgeguard/gimp (Refer to edgeguard flowchart)
  10. No or slight DI, under a platform: 50-50 Uair tech trap (the 50-50 is if they try to tech after you up throw them and you Uair them they can’t tech for another 30(?) frames, making them miss the tech. But, if they do wait for the Uair, they aren’t caught in the tech trap, meaning you can mix up by not doing the Uair and just Rest them when they miss the tech. There are other reactable options if they correctly guess the 50-50 however)
  11. Missed Tech: React Rest
  12. Tech in place: React Rest (you have to wait a bit longer than if they missed the tech, but you can wait for it and if they do tech in place you can react and Rest them, and if they miss the tech but you expected them to tech in place, you still have time to Rest them if you timed it properly)
  13. Tech roll away: Aerial them (usually Bair or Fair); Waveland onto the platform grab (have to read it since you can’t cover missed tech or tech in place if you choose this option)
  14. Tech roll in (towards or close to Jigglypuff): Wait for it and Rest (Usually can be covered along with tech in place and missed tech, depends on where exactly they land on the platform and what stage you are on)
  15. Full DI away, not towards a platform: 50-50 DI trap
  16. DI away after throw: Rising Pound into Rest; Rising Pound into Uair
  17. If you guess wrong here and they DI in but you still Rising Pound you can tech chase them onto a platform or onto the ground (they will tend to miss the tech so you can jab reset them usually)
  18. DI in after throw: Uair
  19. If you guess wrong here and they DI in but you still Uair (???????)
  20. Full DI away, onto a platform: Tech chase by wavelanding on the platform and regrab them; Tech chase Rest (can cover ¾ options most of the time, since you can cover missed tech, tech in place, and tech in OR tech away on most stages except for Dreamland, you can’t usually cover both of those tech options with Rest)
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  23. Down Throw:
  24. *At 0-14%
  25. No DI: Regrab (Rest won’t kill)
  26. DI in: Regrab (Rest won’t kill)
  27. DI out on stage: Tech chase (preemptively wavedashing beforehand works really well); Jab reset on missed tech; Dash attack; Fair
  28. DI out off stage: Fair; Set up for a gimp (Refer to edgeguard flowchart)
  29. *At 15-35%
  30. No DI: Rest
  31. DI in: Rest
  32. DI out on stage: Tech chase (preemptively wavedashing beforehand works really well); Jab reset on missed tech; Dash attack; Fair
  33. DI out off stage: Fair; Bait Side B and punish with Rest ; Set up for a gimp (Refer to edgeguard flowchart)
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