Before you read this wall of text, keep in mind that I always use the percent after the throw in my notation because uh.... That's the correct way to do it. So yah subtract 7 and that's the percent when fresh.



Alright, so I went back and checked this, and here's the carfax:



Uthrow fsmash works at 83% on neutral and 87% on in DI, 82% on slightly in. Kadano, I might be wrong on this slightly in figure. I used the notch to the left of up, I made an assumption that you were referring to that. Now, when I say "works," what I mean is, it hits them before they can tech and escape via intangibility. HOWEVER, they can technically shine out until 92%. At 92% Uthrow fsmash becomes a true combo, assuming they DI anywhere within range of fsmash. The thing is, if they attempt to shine out before 92, they need to shine literally frame perfectly, and I can tell from experience that this basically never happens. Also, if executed correctly, you will catch any attempt to jump out, making them even more dead.



Now, here's the stun scaling of our throws. This will make it a little easier if you decide to do further testing. I copied it directly from my notes, and I also list every character I double checked it with. Technically, I suppose it's possible that there's some char our throws scale differently on, but I doubt it. Anyways, here you are;



Sheik falcon Marth peach puff ganon fox falco uthrow



7-9:36



10-16:37



17-23:38



24-30:39



31-37:40



38-43:41



44-50:42



51-57:43



58-64:44



65-71:45



72-77:46



78-84:47



85-91:48



92-98:49



99-105:50



106-111:51



112-118:52



119-125:53



126-132:54



133-139:55



140-145:56



146-152:57



153-159:58





Puff peach falcon falco fox Ganon marth sheik dthrow



7-18:33



19-29:34



30-41:35



42-53:36



54-64:37



65-76:38



77-88:39



89-99:40



100-111:41



112-123:42



124-134:43



135-146:44



147-158:45