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How to DI all throws in Smash 4

How to DI all throws in Smash 4

Very informative, and really long! 3 much words 5 me 0.o

Although some things showed you don't know the specific character very well, it was overall very well researched and written. Good Job!
One of the most important and most helpful resources I've seen on this site. The information is precise, comprehensive and conveyed in a TLDR-manner so you can even quickly look it up between games in a tournament.
Thank you very much for your this.
A well organized and concise (or at least concise in the sense of just saying the follow ups of throws and how to DI them) guide that helped me out quite a bit against certain characters.
A much needed resource, and updated recently too. One of the most important guides on this site.
Very good stuff, organized and condensed.
Zelda's upthrow is a combo throw on fastfallers at low percents, but that's probably not even worth adding.
Really helpful, thank you!
Good stuff to know when you want to really study a certain matchup that gives you trouble.

For Mega Man's Dthrow at low % it might be best to DI towards Mega Man to avoid the follow up Fair combo.
Showdow
Showdow
Thanks for the tip
I like it a lot
can help people if they are having trouble DI right or if they can't escape combos.
Showdow
Showdow
Glad I could help
This is amazing and super important for people to learn.
Another great guide.

Anyway, a peculiar thing I noticed when I did some lab testing with Robin and Ness is that when a victim is at very low percent, Ness' back throw is extremely weak, yet grows stronger as the opponent takes damage. With Robin however, he/she/it has one of the farthest back-throws with the opponent at 0%, yet doesn't kill until the high 150's.

I am well aware my main Robin is an infamous camper and such but this made me consider how projectile-heavy characters rely on zoning so much. I use back-throw with Robin to create a lot of distance and also deal some damage but I wonder if there are any other characters that rely on throws for zoning.

I thought this might be interesting to add.
Its a great guide at escaping grabs, and reminded me that DIing away, or in the direction the grab throws go helps at times
Essential guide! I think Rob's back throw is worth adding. I have noticed it kills at the edge of stages fairly well.
Showdow
Showdow
Thanks man, got it in. I think I left it out before since his up throw killed way earlier but now that the update came out it has a bit more of a use.
Very nice. I like how easy it was to read and the explainations clarified any misconpections I had.
For Zamus, if you DI away, it makes it harder to hit Uair, and if they don't run far enough before jumping, or don't double-jump on high percents, they can whiff their Uair
Showdow
Showdow
Thanks man
a little all over the place in your writing but a good charachter display at the bottom.
Showdow
Showdow
What do you mean all over the place?
Wow, this is an amazing reference to have. Big thanks for compiling and tidying all this data!
Good, this a staple guide. A must read for those who want to get better.
Can't stop laughing at ness' SD kill throw section
Showdow
Showdow
Yeah I enjoyed writing that one, especially since I didn't have to research anything for it.
Very well detailed. Great guide indeed! I'll put some of these to the test and definitely use them in battle.
Showdow
Showdow
Feels nice to get reviews that don't say "You need to make paragraphs"
Good guide, shows how to escape the throws. The list of non-kill SD throws was nice too. Thanks for the warning!
Showdow
Showdow
Glad you liked it, I will be adding Miis very soon as well.
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