>>1900372
Grab frame data is global across all characters, so grab is naturally one of Fleet's faster grounded options. uthrow, fthrow, and bthrow all put your opponent in a disadvantageous position; fthrow and bthrow put them far offstage, while uthrow usually forces them to burn their double jump to avoid a follow-up. Either way, both of these situations are good for you and can lead to your opponent being knocked offstage without a double jump.
dthrow can also be good at certain %s for forcing tech chase situations where you can get a free fstrong. You can also punish tech in (off of dthrow or whatever else) with dair. You had a perfect opportunity to do it on the last stock of the Godai Delta replay. It's a very strong option as it's effectively a free reset into whatever you want.
The ol' jab-grab works well as Fleet because all of her other options out of jab are slow and unsafe. You can also consistently get grabs off of platform tech chases with waveland grab - whether you're covering platform with side special or not. Waveland grab is probably the best option that no one does at gold.
2.) You're repeatedly choosing options that sacrifice advantage when you have it. Most notably, please phase dash back fstrong out of your play. It's a slow, predictable, reactable option that will only catch people making mistakes. Case in point, in WebM-related every single dash back fstrong is the wrong option
>first one only hit Loxodont because he was mashing, he had ample time to shield
>second one sacrificed an opportunity to air-to-air with nair or bair
>third one was shield
>fourth one was luck