NOTE: this information has been tested, but by hand in UnclePunch. I'm also a dunce with messy writing. So, basically, I'm pretty sure this is all correct but you shouldn't take it as gospel. Notes On Throws: - I think it's wisest to assume that the enemy knows your throw animations. Mix-up between Uthrow/Bthrow and Dthrow/Fthrow, since they have identical animations. But if you try mixup between Uthrow/Dthrow, say, then you are relying on the ignorance of your opponent. EDIT: I'm not confident if this is true - it's the kind of SmashBoards knowledge that often isn't quite right and I've heard others dispute it. Take with a grain of salt! - If you can get a pummel, you can get any throw, guaranteed! Downthrow is easiest since you can buffer it on the C-stick, but for every other throw you have a 3-frame window after the END of your pummel animation to input the throw. Two caveats: - I would only use this to bridge particularly tough %s in a combo, since 3 frames is a decently tight window. - The start-up of your pummel is quite slow (13f from when you pressed A, so maybe 15 frames into grab), meaning that this probably isn't reliable from like 0-10% against good mashers. Reaction Tech-Chase (RTC) regrab with GnW??? - I believe this to be possible, based on TAS and math, but it's one of the things I'm least confident in. - The basic method is the same as in Gravy's reddit post "20GX on Luigi": input your jump by muscle memory before your reaction is over, then input a wavedash + direction (rolls), WD down (miss tech), or JC grab as necessary - WD down must be followed by very quick actions and reactions to catch their option out of MissTech. If possible you may just want to hit them with up-b (guaranteed) or DownAir (not guaranteed). - You must have perfect or near-perfect wavedash notches to catch tech rolls. - All these factors mean that, IMO, the RTC is possible but not consistent for a well-practiced human. Avoid it unless it's the best or only combo extender you have available. FD VS. SPACIES Upthrow chaingrab: True on Falco until at least 28% True on Fox until at least 20% but probably ~28. At 15% and above the regrab window is pretty tight, practice the timing on your grabs. It is useful to learn to pivot grab or at least dashdance JC grab to catch ambiguous DI. At 28%: Pummel -> Upthrow IF DI HARD AWAY: Regrab -> Pummel -> Fthrow/Dthrow DI mixup IF YOU TRICK THEIR DI: Regrab IF THEY DI FOR THE CORRECT THROW: Wavedash to their landing place and reaction techchase regrab (hard) IF SLIGHT OR NO DI: Uptilt MOST DI: Regrab IF SDI UP: IF NEAR LEDGE: Nair them offstage -> edgeguard IF CENTRAL IN STAGE: Deep upair juggle or platform TC IF HARD DI TO THE SIDE: IF YOU HIT THEM LATE IN UTILT: Dash JC regrab IF YOU HIT THEM EARLY IN UTILT: WD -> RTC regrab Now you have them in grab at 43-45%, you can go for optimal or safe: OPTIMAL: Pummel -> buffered Dthrow chaingrab! All DI can be caught and the reactions are quite viable. Full DI on the first couple Dthrows might be unreactable in spite of being possible to grab frame-wise. I've gotten this fairly consistently though, so I THINK it's possible. If you really want, you could always do Dthrow -> WD -> RTC regrab but I doubt it's any easier. SAFE: Upthrow combos to Utilt, which then combos to Fair, Bair, Uair, and/or Nair. This is easier and more consistent than the previous option, but ends the combo at as little as ~65%. This guarantees that any grab will be viable for Dthrow CG to death, but requires you to win neutral again (with grab or otherwise) to close the stock. DThrow is DEFINITELY reactable from ~65%-95% - at these percents a well-practiced player should pretty much never mess it up. At 100% (Fox) or 110% (Falco): Pummel -> Dthrow -> Fsmash - The Fsmash IS GUARANTEED and WILL KILL, but if they hard DI it may require a pivot or run-cancel.