(I see discuss Dthrow, but I'm gonna dab back into Uthrow because I didn't give a proper rating of it)
TL;DR Uthrow is decent early percent. It's best to use with
Jump + Rage accumulated, then
Buster at mid percents, then
Speed at early percents.
Disclaimer: IMO.
Uthrow
Overall:



1/2
(Surprised by the rating eh? Well honestly Uthrow isn't that bad, since it's quite decent)
翔:




1/2
(Until now, I'm realizing that Jump art Uthrow can true combo into Air Slash or the more-known Uair)
疾:



1/2
(Unlike other arts, you can use Speed to juggle an opponent with Utilts, frame-trap Nairs, etc.)
盾:


1/2
(Despite of Shield's horrible everything-speed & damage decrease, this is the only throw you can follow-up with)
斬:



(It's so good you force your opponent to use a midair jump. Otherwise, their airdodge means suicide)
撃:

(Because this is unexplored & that the damage decrease makes it very petty especially since you don't have that many combo setups to begin with)
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I can see why this throw is not used very much. In fact, this throw may have been on the same level of usage as much as Fthrow, but we know better by now that Uthrow isn't that bad. Uthrow:
- is a rarely used throw for some good reasons. However, it's got potential especially with true combo'ing into Air Slash.
- is tied for Shulk's least damage-dealing throw. (Both Uthrow & Dthrow deal 3 + 4 = 7% in Vanilla)
- ties for having the least amount of BKB for Shulk's throws. (Fthrow & Uthrow tie for 60 BKB)
- has the highest amount of lag. (Bthrow has 24, while Uthrow has 25 frames of lag after it's second hitbox)
- has the highest amount of Total frames. (47 Total frames)
- possesses the greatest Maximum Vertical Range with the second hit. (The second hit's apex range almost rivals Usmash)
- has an 88° knockback angle. (This can be ideal for Uair, Air Slash, or Fair's startup)
- has the second highest KBG. (This especially can be ideal for Uair or Air Slash at higher percents to make them true)
Despite the amount of bulletins, it's overall mixed because Uthrow in most cases with whichever art is better off used at later percents for more usage from the move. On one hand, you do deal a lot of BKB which theoretically should combo into Utilt or Air Slash at lower percents, right? Unfortunately that's wrong due to Uthrow possessing a lot of lag resulting in having a lot of Total frames while doing less hitstun than one wished it could. However, you can make use of Uthrow at any percents as long as you have a certain art active.
Early percents
There are 3 - 4 things the opponent can choose from when getting Uthrown:
- Airdodge
- Jump away
- Contest with a move
- Holding shield (only on platform stages)
These are their only options, & the one thing that Uthrow does beautifully more than Fthrow Bthrow or Dthrow in most cases is forcing the opponent to expend their midair jump(s). Airdodging is the absolute worst option to opt for since it will cost them a heavy punish of some kind for airdodging to the ground & suffering the 22 frames of landing lag. Additionally, when playing on platform stages such as BF, an Uthrow at early percents under a platform will have the opponent taking hitstun & then land on the platform, which is ideal for Utilts or Uair pressuring shield. However, without platforms involved, a character with a fast frame get-off-me move fast fallen or not can contest Shulk's endlag should you do this at very early percents. This usually happens to Shulks in
Buster that think they can cheese with Utilt strings when they forget to realize
Buster reduces knockback dealt despite of the higher damage dealt. So in this case as
Buster Shulk, you're better off holding shield to bait out the fast-frame option & shield grab, something else, or try the rare Air Slash challenge to clash & trade hits for the price of suffering RCO lag for Air Slash getting interrupted & then mash UpB to try getting another first hit of Air Slash sourspot leading into the second hit for a massive amount of ~23.1% early on. Otherwise,
For
Speed Shield &
Smash, damage reduction is going to be a given, so you can't confirm a true combo into Air Slash. Perhaps
Speed Uthrow can at a mid to high-mid percentage range, & rarely
Smash Uthrow on a very few amount of characters possessing a lot of fall speed, but that's still a poor result of damage albeit grants stage control when it works. For
Speed Uthrow you'll focus more on the fact that you force the midair jump & then punish their landing, especially if performed on a character that already has a bad time landing anyway.
Perfect pivoted Utilt,
frame-trapping Nair, or following their midair jump with a jumping setup despite of the jump height decrease won't be too much of a setback.
Shield Uthrow isn't great, but in the case that you use
Shield early on & get a grab, it's not a bad idea to
Uthrow because you have the easiest time going for followups unlike
Fthrow Bthrow or
Dthrow used more for stage-controlling.
Smash Uthrow deals enough hitstun & knockback to create the early tumble state, but don't let this fool you into thinking you can true combo at early percents with
Utilt or
Air Slash since you'll most likely force out their midair jump. Maybe there's a way to combo, but this is unexplored afaik.
Middle to Later percents
From here on, there are only two things the opponent can choose from when getting Uthrown most of the time:
- Airdodge
- Jump away
- Tech-in place, tech roll left, or tech roll right (only on platform stages like BF / Miiverse or Dreamland 64)
At this point, not even the fastfest frame options could contest Shulk because most of Shulk's moves are disjointed & long-ranged thus beating out their options. Although, moves used to escape from the situation such as ZSS' Flip Jump or a move like Sonic's Spring could perhaps work. But starting around the mid-range to high percents, you can true combo Uthrow > Air Slash with Vanilla or
Jump more reliably than
Jump art's Uthrow > Uair even if you MABD the art in order to increase the jump height of your SH or FH. While
Speed &
Shield don't decrease the height of Air Slash, their reduced damage multipliers make the true combo potential of Uthrow into Air Slash questionable.
Smash Uthrow > Air Slash could be more of a true combo at later percents especially with Rage effect accumulated, but this is also unexplored afaik. Additionally, the opponent can tech on a platform if they were just over the height of an upper leveled platform such as the one of BF, Miiverse, SV, T&C, & Dreamland 64. so just get the read on where they go & pressure their limited options with yours in this Advantage.
Starting at later percents, Uthrow's KBG shows only to perform better the higher their percentage rises. From here,
Jump art becomes the best art for Uthrow since you get true combo potential with
Air Slash or good 50/50s with
Uair or
Fair. During this, the opponent cannot easily jump away from the
Uair or
Fair because they either die off the ceiling from
Uair, or
Fair ladder combo'd to a likely kill near the corner. This is usually when the opponent opts for airdodge against the aerial followup in case it doesn't true combo, but even so the airdodge can be answered with a mixup option like
Back Slash,
Dair, delayed
Uair, or a patient waited option like
Air Slash from the ground. And remember,
Jump art loves accumulated Rage effect as
Jump art tends to perform much better with Rage in its game-play than any other art. So even if
Jump Uthrow > whatever doesn't true combo before, it can definitely true combo with Rage accumulated for sure, since y'know,
Jump art doesn't change damage or knockback. So ultimately, Uthrow is the best throw when Rage applies.
Kill potential?
There is none. Uthrow is by far our worst kill throw. If you get a hancock kill thanks to Uthrow, it's because
Monado Smash was active & you toyed around with their life only to keep them alive until ~250% to disrespect them.