Fox (SSBM)/Up throw

Overview
Fox throws the opponent up into the air, then shoots them with his Blaster. This throw can easily combo into an on several characters with different fall-speeds, a combo which can KO characters with low or close to low falling speeds at percentages as low as 65%, especially on stages with lower ceilings such as Yoshi's Story or Pokémon Stadium. The move can also combo into an or, especially against fastfallers; the latter is a KO option against fastfallers at percentages just above 100%. The throw can also chaingrab fastfallers to some extent (from around 10% to 40%), and it can lead straight into an up tilt, up smash, or up aerial at percentages starting with around 45%. This makes it one of Fox's main combo tools, aided by Fox's high speed making it easy to confirm into grabs from tech chases.

Chaingrab on fastfallers
Against Fox, up throw can chain into itself regardless of DI from 0-66% damage if the thrown character has a lower port number and from 0-54% damage if the thrown character has a higher port number than his opponent (both before unstale throw). If Fox has more damage and holds left or right, chaingrabbing is possible until 86%.

Against Falco, up throw can chain into itself regardless of DI from 0-81% damage if the thrown character has a lower port number and from 0-66% damage if the thrown character has a higher port number than his opponent (both before unstale throw). If Falco has more damage and holds left or right, chaingrabbing is possible until 103%.

For both of these, pivot or DD-JC (dash dance jump cancel) grabs are required during quite many percent ranges. The timing is somewhat lenient, though; most of the time, there are one or two frames of leniency.

Additionally, finishing with up smash is possible as well. The highest percentage this can still be done for no DI is 102 if the thrown Fox has the higher port number and 109 if the thrown Fox has the lower port number.

For both of these, executing it correctly (dash for 4-5 frames, pivot, charge up smash) makes it possible to get a guaranteed kill on any stage (even Dream Land N64) unless platforms interfere.

Other followups against fastfallers
Fox has a wealth of moves that he can confirm into from up throw, such as up tilt and all of his aerials. This enables him to opt for other combos, which can frequently lead into relatively easy reaction tech chases. As a rough guide:

- At around 20-40%, Fox can follow up an up throw that has not been DI'd with an up tilt, which will either combo into a grab, an aerial, or produce a tech chase scenario. This combo will work for a long time as long as they do not DI it, although at higher percents, it will typically not lead into especially long combos, serving instead as a good means to quickly combo the opponent offstage.

- Fox's will knock down at around 40%, which allows it to be a useful followup after up-throw when the opponent DIs in or away, easily leading to a tech chase, and therefore another grab.

- At around 50%, dash attack will knock down and leave fox with enough frame advantage to followup with a tech chase.

- From 68% onward, will knock down. This serves as one of Fox's easiest tech chase starters and his most reliable one at high percent, which makes it a good choice if the opponent is DI'ing combos in a way that makes it hard to true combo into an up smash, or if Fox is not successfully executing many edgeguards. It can also directly combo into up smash if the opponent DIs it in at higher percents.

Throw

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Laser

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Timing
The speed of this throw depends on the opponent's weight.

!Invincible
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 * rowspan=2|Min (Pichu)
 * rowspan=2|Min (Pichu)


 * rowspan=2|Baseline
 * rowspan=2|Baseline


 * rowspan=2|Max (Bowser PAL)
 * rowspan=2|Max (Bowser PAL)