Marth uthrow followups on Captain Falcon

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║Frames of │... Damage │104W Frame ║║... Guaranteed followups on CF ......... │║

║. Hitstun │before hit │ advantage ║║.. (no DI) ..│ forward¹ DI │ backward DI │║

╟──────────┼───────────┼───────────╢╟─────────────┼─────────────┼─────────────┼╢

║...... 33 │....... −1 │....... −1 ║║.............│.............│.............│║

║...... 34 │.... 0 - 3 │........ 0 ║║.............│.............│.............│║

║...... 35 │.... 4 - 8 │........ 1 ║║.............│.............│.............│║

║...... 36 │.... 9- 12 │........ 2 ║║.............│.............│.............│║

║...... 37 │... 13- 17 │........ 3 ║║.............│.............│.............│║

║...... 38 │... 18- 21 │........ 4 ║║→B ..........│.............│.............│║

║...... 39 │... 22- 26 │........ 5 ║║→B ..........│ →B, ut ilt ..│←B...........│║

║...... 40 │... 27- 30 │........ 6 ║║→B, r egrab ..│ →B, ut .....│←B, T ut ......│║

║...... 41 │... 31- 35 │........ 7 ║║→B, r ..... ..│ →B, ut , ft ...│←B, T ut ......│║

║...... 42 │... 36- 40 │........ 8 ║║→B........ ..│ →B, ut , ft ...│←B, T D r , T fa , ft │║

║...... 43 │... 41- 44 │........ 9 ║║→B, bsu air ...│ →B, ut , ft ...│←B, T D r , T fa , ft │║

║...... 44 │... 45- 49 │....... 10 ║║→B, bsu , ut ...│ D →B, .. ft , FS │←B, T D r , T fa , ft │║

║...... 45 │... 50- 53 │....... 11 ║║→B, bsu , ut , b FS │ D →B, fa , ft ..│←B, T D r , T fa , ft │║

║...... 46 │... 54- 58 │....... 12 ║║→B, bsu , ut , b FS │ D →B, D fa , ft , FS │←B, T D r , T fa , ft │║

║...... 47 │... 59- 63 │....... 13 ║║→B, bsu , ut , FS │ D →B, D f u a ft , FS │←B, T D r , T fa , ft │║

║...... 48 │... 64- 67 │....... 14 ║║→B, ua , ut , FS │ D →B, D f u a ., FS │ D ←B, D f u a , FS │║

║...... 49 │... 68- 72 │....... 15 ║║.. ua , ut , b FS │ D →B, D f u a , D FS │ D ←B, D f u a , FS │║

║...... 50 │... 73- 76 │....... 16 ║║.. ua , ut , P FS │ D →B, D f u a , P FS │ D ←B, D f u a , P FS │║

║...... 51 │... 77- 81 │....... 17 ║║.. ua , ut , P FS │ D →B, D f u a ....│ D ←B, D f u a ...│║

║...... 52 │... 82- 85 │....... 18 ║║.. ua , ut , P FS │... D f u a ....│.... D f u a ...│║

║...... 53 │... 86- 90 │....... 19 ║║.. ua .......│... D f u a ....│.... D f u a ...│║

║...... 54 │... 91- 95 │....... 20 ║║.. ua .......│... D f u a ....│.... D f u a ...│║

║...... 55 │... 96- 99 │....... 21 ║║.. ua .......│... D f u a ....│.... D f u a ...│║

║...... 56 │.. 100-104 │....... 22 ║║.. ua .......│.............│.............│║

║...... 57 │...105-108 │....... 23 ║║.. ua .......│.............│.............│║

║...... 58 │...109-113 │....... 24 ║║.. ua .......│.............│.............│║

║...... 59 │...114-117 │....... 25 ║║ fj ua .......│.............│.............│║

║...... 60 │...118-122 │....... 26 ║║ fj ua .......│.............│.............│║

║...... 61 │...123-127 │....... 27 ║║ fj ua .......│.............│.............│║

║...... 62 │...128-131 │....... 28 ║║ fj ua .......│.............│.............│║

║...... 63 │...132-136 │....... 29 ║║ fj ua .......│.............│.............│║

║...... 64 │...137-140 │....... 30 ║║ fj ua .......│.............│.............│║





Spoiler: Screenshot for mobile browsing ╚══════════╧═══════════╧═══════════╝╚═════════════╧═════════════╧═════════════╧╝

Notes:

[Because one line and thus hitbox class includes a range of 4%, these are approximations and this chart is only accurate to 3%]

[when I run out of space, I leave out commas. This still keeps the individual actions separate; they don’t get combined or anything]

T indicates turning before doing the action mentioned afterwards.

D indicates dashing before doing the action mentioned afterwards.

P indicates pivoting (dash → turn) before doing the action mentioned afterwards. For no DI, it does not matter whether you start by dashing left or by dashing right. For DI left / right, you always need to dash in the direction your victim DI’d in.

B slashes into a long combo. Good DI (away or behind) escapes everything beyond the first slash, though. →B, ←B: Dancing Blade, the arrow indicates the necessary orientation. Depending on the victim’s DI, this can convert into subsequentB slashes into a long combo. Good DI (away or behind) escapes everything beyond the first slash, though.

r egrab: standing regrab for no DI, JC grab for forward / backward DI.

ut ilt: utilt, only mentioned when it lands a good hitbox. (For example, on no DI you can connect with it starting at 22%, but you only get the 45° knockback hitbox which has zero combo potential at low %. Things like this or jabs will be left out by me.)

fa ir: short hop tipper fair, good for starting combos against CF. At low %, DI away will escape most subsequent hits, though (due to his high fall acceleration).

f u a : Both tipper fair and tipper uair hit.

ua ir: short hop uair.

bsu air: backwards short hop instant uair. This needs frame perfection at 43 frames hitstun, no DI.

FS : tipper forward smash.

b FS : Backward fsmash (in the opposite direction you are facing during the uthrow animation).

D FS

: Dash fsmash

ft : forward tilt.

Full jump uair might combo even longer on no DI.

Edit: I can make gfycats of some followups and link them from the table. Please state requests like this: “44HS, no DI, Dancing Blade” or “40%, backward DI, regrab”. If you want to see more – eg the longest possible string from Dancing Blade if it isn’t DIed – please be very precise about what you want to see.If you have a decent PC (2.4 GHz dual-core with dedicated graphics card or better) you can also easily test things like this by yourself using Dolphin and a hacked Melee iso.

Edit2: Link to the first post about this with additional explanations and one large .gif: http://smashboards.com/threads/kada...data-application.337035/page-16#post-16603455