Sheik (SSBM)/Down tilt: Difference between revisions
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{{ArticleIcons|ssbm=y}} | |||
[[File:SheikDTiltSSBM.gif|thumb|300px|Hitbox visualization showing Sheik's down tilt.]] | |||
==Overview== | ==Overview== | ||
Sheik does a low swipe with her foot. The move has medium [[range]] and fast [[startup]]. It is useful for extending [[combo]]s especially when used out of run. It is commonly used as a [[di]] mixup against opponents expecting a launcher like {{mvsub|Sheik|SSBM|forward aerial}} or {{mvsub|Sheik|SSBM|down smash}}. It can also be used for [[edgeguarding]] catching opponents drifting to the [[ledge]]. Lastly it can be used to hit crouching targets. | Sheik does a low swipe with her foot. The move has medium [[range]] and fast [[startup]]. It is useful for extending [[combo]]s especially when used out of run. It is commonly used as a [[di]] mixup against opponents expecting a launcher like {{mvsub|Sheik|SSBM|forward aerial}} or {{mvsub|Sheik|SSBM|down smash}}. It can also be used for [[edgeguarding]] catching opponents drifting to the [[ledge]]. Lastly it can be used to hit crouching targets. | ||
==Hitboxes== | ==Hitboxes== | ||
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|fkv=0 | |fkv=0 | ||
|r=937 | |r=937 | ||
| | |xpos=170 | ||
|bn=12 | |bn=12 | ||
|effect=Normal | |effect=Normal | ||
|slvl=M | |slvl=M | ||
|sfx=Kick | |sfx=Kick | ||
}} | }} | ||
{{MeleeHitboxTableRow | {{MeleeHitboxTableRow | ||
|id=1 | |id=1 | ||
|damage=8% | |damage=8% | ||
|angle= | |angle=90 | ||
|bk=35 | |bk=35 | ||
|ks=80 | |ks=80 | ||
|fkv=0 | |fkv=0 | ||
|r=1200 | |r=1200 | ||
| | |xpos=700 | ||
|bn=13 | |bn=13 | ||
|effect=Normal | |effect=Normal | ||
|slvl=M | |slvl=M | ||
|sfx=Kick | |sfx=Kick | ||
}} | }} | ||
|} | |} |
Latest revision as of 17:49, July 13, 2024
Overview[edit]
Sheik does a low swipe with her foot. The move has medium range and fast startup. It is useful for extending combos especially when used out of run. It is commonly used as a di mixup against opponents expecting a launcher like forward aerial or down smash. It can also be used for edgeguarding catching opponents drifting to the ledge. Lastly it can be used to hit crouching targets.
Hitboxes[edit]
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | ||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 8% | 0 | 35 | 80 | 0 | 3.659922 | 12 | 0.66402 | 0.0 | 0.0 | Kick | ||||||
1 | 0 | 8% | 0 | 35 | 80 | 0 | 4.6872 | 13 | 2.7342 | 0.0 | 0.0 | Kick |
Timing[edit]
Hitbox | 5-8 |
---|---|
Interruptible | 28- |
Animation length | 29 |
Lag time |
Hitbox |
Interruptible |
|