Super Smash Bros. Melee

Sheik (SSBM)/Down throw: Difference between revisions

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In the NTSC version, the following characters can easily be chaingrabbed with the move from 0% to as high as 90%. Sheik [[hard counter]]s most of these characters, with the chaingrab being a big part as to why.
In the NTSC version, the following characters can easily be chaingrabbed with the move from 0% to as high as 90%. Sheik [[hard counter]]s most of these characters, with the chaingrab being a big part as to why.
*{{SSBM|Bowser}}
*{{SSBM|Bowser}}
*{{SSBM|Donkey Kong}}
*{{SSBM|Ganondorf}}
*{{SSBM|Ganondorf}}
*{{SSBM|Link}}
*{{SSBM|Link}}
Line 18: Line 17:
*{{SSBM|Yoshi}}
*{{SSBM|Yoshi}}
*{{SSBM|Young Link}}
*{{SSBM|Young Link}}
{{competitive expertise}}


==Throw data==
==Throw data==
===NTSC===
===NTSC===
====Hit 1====
====Hitbox====
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|19}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=98
|fkv=90
|r=1000
|r=1000
|bn=13
|bn=13
Line 45: Line 41:
|id=1
|id=1
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=98
|fkv=90
|r=1300
|r=1300
|bn=15
|bn=15
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}}
}}
|}
|}
====Throw====
====Throw====
{{MeleeThrowTableHeader}}
{{MeleeThrowTableHeader}}
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===PAL===
===PAL===
====Hit 1====
====Hitbox====
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|19}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=196
|fkv=100
|fkvbg=change
|fkvbg=buff
|r=1000
|r=1000
|bn=13
|bn=13
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|id=1
|id=1
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=196
|fkv=100
|fkvbg=change
|fkvbg=buff
|r=1300
|r=1300
|bn=15
|bn=15
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|damage=3%
|damage=3%
|angle=60
|angle=60
|anglebg=change
|anglebg=nerf
|bk=70
|bk=70
|ks=50
|ks=50
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====Summary====
====Summary====
*{{change|First hit's fixed knockback value changed from 98 (like most edge attacks) to 196 (like several strong fixed-knockback attacks); as part of a throw, this has no effect on the target, only bystanders.}}
*{{buff|The hitbox has increased set knockback (90 → 100), making it slightly more effective against bystanders.}}
*{{change|Throw angle changed from 80 to 60. By itself this is not a nerf, but it makes it significantly more difficult to follow up.}}
*{{nerf|The throw launches opponents at a lower angle (80° → 60°), significantly hindering its follow-up potential.}}


==Timing==
==Timing==

Latest revision as of 15:48, May 20, 2021

Overview[edit]

Sheik punches the opponent to the ground, dealing 8% damage and launching them up to the side slightly. It is very useful because of the guaranteed tech-chases it sets up against most characters in the game, as it enables Sheik to punish tech options, use a jab reset against missed techs to setup regrabs, and followup with various moves. On fastfallers, it can easily be compounded with moves such as a forward tilt to position opponents so that they can be regrabbed or comboed with other moves. On floaties, the move sets up a guaranteed forward aerial or up aerial, which can setup an easy KO at high percentages. Although the angle of the move is altered in the PAL version of the game so that less followups are possible, the move is still very useful against fastfallers.

Chaingrab data[edit]

In the NTSC version, the following characters can easily be chaingrabbed with the move from 0% to as high as 90%. Sheik hard counters most of these characters, with the chaingrab being a big part as to why.

Throw data[edit]

NTSC[edit]

Hitbox[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 5% 1 Sakurai angle 0 0 90 3.906 13 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 5% 1 Sakurai angle 0 0 90 5.0778 15 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Throw[edit]

Damage Angle BK KS FKV Effect
Throw 3% AngleIcon80.png 70 50 0 Normal (effect)
Release 3% Sakurai angle 40 100 0 Normal (effect)

PAL[edit]

Hitbox[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 5% 1 Sakurai angle 0 0 100 3.906 13 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick
1 0 5% 1 Sakurai angle 0 0 100 5.0778 15 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Kick

Throw[edit]

Damage Angle BK KS FKV Effect
Throw 3% AngleIcon60.png 70 50 0 Normal (effect)
Release 3% Sakurai angle 40 100 0 Normal (effect)

Summary[edit]

  • Buff The hitbox has increased set knockback (90 → 100), making it slightly more effective against bystanders.
  • Nerf The throw launches opponents at a lower angle (80° → 60°), significantly hindering its follow-up potential.

Timing[edit]

The speed of this throw is constant regardless of the opponent's weight.

Invincible 1-8
Hitbox 31-35
Throw 36
Animation length 57
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(HitboxThrowS).png FrameIcon(LagThrowE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png
FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Invincible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Invincibility
Invincible
ThrowThrow
Throw point