Wolf tech chase game is ridiculously good. Wolf players are ridiculously bad at it. Lets fix this.
Here is a spread sheet (also a WIP) of frame data for wolf's back/down throw tech chases on Fox.
Read it. The gist of it is that wolf's back throw is crazy good for tech chasing.
Before we go into details on tech chasing, first lets look at Fox's Tech Rolls.
Like all tech rolls, they last 40 frames, and have invincibility from frames 1-20. This is Fox's tech roll, (shoutouts to @Ripple for the amazing image resources to make this easy)
Its pretty average. short enough for Wolf to react to and chase down with another grab, dash attack, dacus, boost grab, run>dsmash, or running shine. With proper DI at 0%, wolf can follow DI away>tech away off of backthrow and regrab with plenty of leniency (was about 10 or so frames of leniency if you dash asap and keep running). Any other % or DI variable is easier for wolf to react to and chase down, so there's no excuse to drop a tech chase on fox.
now to wolf's throws, and why back throw is more reliable. Lets look at the throws themselves:
Back throw: 60 degrees launch, 20 frames recovery, 5% damage. 70 base KB, 58 Growth.
Down throw: 55 degrees 15 frames recovery 3% then 6% damage (2 hits) 70/50 base, 50/100 growth (not sure how KB stacking works for throws but it sends further)
Back throw has less Knockback and does less damage with a higher angle, causing the opponent to land closer to wolf and hit the ground later. Downthrow sends them further but with less frame advantage. Its pretty bad vs fox because he and other fast fallers land so quickly and far enough away that covering the tech options are harder. the extra damage is nice, and if you throw them into the corner with down throw you still have massive advantage.
However, the optimal throw Mix-ups on fox is the backthrow/upthrow mixup, platforms withstanding. Fox holding in to only get tech chases from Bthrow will get regrabbed on upthrow, or other juggle at %s before the chaingrab is guarenteed on perfect DI away. Poor DI on bthrow leads to pretty much anything you want.
When tech chasing in general, favor throwing them towards the corner. It gives them less tech options, and makes it easier to cover options on reaction with harder hitting moves. Backthrow is broken. those 4-5%s add up very quick off just regrabs. If they DI poorly or you get an opportunity to punish harder on reaction, you get more damage, easily leading into wolf's explosive punish game on fast fallers past low %s.
This thread is pretty unorganized right now. I'll work on cleaning it up and adding other characters to the list. Probably copy templates from shiek/falcon tech chase threads, and Add falco because he's harder to tech chase with his god tier tech roll distance.
Here is a spread sheet (also a WIP) of frame data for wolf's back/down throw tech chases on Fox.
Read it. The gist of it is that wolf's back throw is crazy good for tech chasing.
Before we go into details on tech chasing, first lets look at Fox's Tech Rolls.
Like all tech rolls, they last 40 frames, and have invincibility from frames 1-20. This is Fox's tech roll, (shoutouts to @Ripple for the amazing image resources to make this easy)

Its pretty average. short enough for Wolf to react to and chase down with another grab, dash attack, dacus, boost grab, run>dsmash, or running shine. With proper DI at 0%, wolf can follow DI away>tech away off of backthrow and regrab with plenty of leniency (was about 10 or so frames of leniency if you dash asap and keep running). Any other % or DI variable is easier for wolf to react to and chase down, so there's no excuse to drop a tech chase on fox.
now to wolf's throws, and why back throw is more reliable. Lets look at the throws themselves:
Back throw: 60 degrees launch, 20 frames recovery, 5% damage. 70 base KB, 58 Growth.
Down throw: 55 degrees 15 frames recovery 3% then 6% damage (2 hits) 70/50 base, 50/100 growth (not sure how KB stacking works for throws but it sends further)
Back throw has less Knockback and does less damage with a higher angle, causing the opponent to land closer to wolf and hit the ground later. Downthrow sends them further but with less frame advantage. Its pretty bad vs fox because he and other fast fallers land so quickly and far enough away that covering the tech options are harder. the extra damage is nice, and if you throw them into the corner with down throw you still have massive advantage.
However, the optimal throw Mix-ups on fox is the backthrow/upthrow mixup, platforms withstanding. Fox holding in to only get tech chases from Bthrow will get regrabbed on upthrow, or other juggle at %s before the chaingrab is guarenteed on perfect DI away. Poor DI on bthrow leads to pretty much anything you want.
When tech chasing in general, favor throwing them towards the corner. It gives them less tech options, and makes it easier to cover options on reaction with harder hitting moves. Backthrow is broken. those 4-5%s add up very quick off just regrabs. If they DI poorly or you get an opportunity to punish harder on reaction, you get more damage, easily leading into wolf's explosive punish game on fast fallers past low %s.
This thread is pretty unorganized right now. I'll work on cleaning it up and adding other characters to the list. Probably copy templates from shiek/falcon tech chase threads, and Add falco because he's harder to tech chase with his god tier tech roll distance.