Super Smash Bros. Melee

Sheik (SSBM)/Down throw: Difference between revisions

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==Overview==
==Overview==
Sheik punches the opponent to the ground, dealing 8% damage and launching them up to the side slightly. In the NTSC version of the game, it can easily [[chaingrab]] most characters (including {{SSBM|Bowser}}, {{SSBM|Donkey Kong}}, {{SSBM|Ganondorf}}, {{SSBM|Link}}, {{SSBM|Mr. Game & Watch}}, {{SSBB|Ness}}, {{SSBM|Pichu}}, {{SSBM|Pikachu}}, {{SSBM|Roy}}, {{SSBM|Sheik}}, and {{SSBM|Young Link}} from as little as 0% to as high as 90%. Sheik [[hard counter]]s most of these characters for this reason, as the move can be followed up with a sweetspotted {{mvsub|Sheik|SSBM|up smash}} at KO percentages. When compounded with an {{mvsub|Sheik|SSBM|forward tilt}}, it can also chaingrab the [[space animal]]s at or to high percentages. Against other characters, it can reliably [[tech-chase]] to high percentages. However, in the [[PAL]] version, the throw's knockback was increased and so it cannot reliably chaingrab - however, it is still possible to followup with a {{mvsub|Sheik|SSBM|dash attack}}, which can lead into a {{mvsub|Sheik|SSBM|forward aerial}} for an [[edgeguard]].
Sheik punches the opponent to the ground, dealing 8% damage and launching them up to the side slightly. In the NTSC version of the game, it can easily [[chaingrab]] most characters (including {{SSBM|Bowser}}, {{SSBM|Donkey Kong}}, {{SSBM|Ganondorf}}, {{SSBM|Link}}, {{SSBM|Mr. Game & Watch}}, {{SSBB|Ness}}, {{SSBM|Pichu}}, {{SSBM|Pikachu}}, {{SSBM|Roy}}, {{SSBM|Sheik}}, and {{SSBM|Young Link}} from as little as 0% to as high as 90%. Sheik [[hard counter]]s most of these characters for this reason, as the move can be followed up with a sweetspotted {{mvsub|Sheik|SSBM|up smash}} at KO percentages. When compounded with an {{mvsub|Sheik|SSBM|forward tilt}}, it can also chaingrab the [[space animal]]s at or to high percentages. Against other characters, it can reliably [[tech-chase]] to high percentages. However, in the [[PAL]] version, the throw's knockback was increased, so it cannot reliably chaingrab - however, it is still possible to followup with a {{mvsub|Sheik|SSBM|dash attack}}, which can lead into a {{mvsub|Sheik|SSBM|forward aerial}} to [[edgeguard]].


{{competitive expertise}}
{{competitive expertise}}

Revision as of 00:34, July 2, 2014

Overview

Sheik punches the opponent to the ground, dealing 8% damage and launching them up to the side slightly. In the NTSC version of the game, it can easily chaingrab most characters (including Bowser, Donkey Kong, Ganondorf, Link, Mr. Game & Watch, Ness, Pichu, Pikachu, Roy, Sheik, and Young Link from as little as 0% to as high as 90%. Sheik hard counters most of these characters for this reason, as the move can be followed up with a sweetspotted up smash at KO percentages. When compounded with an forward tilt, it can also chaingrab the space animals at or to high percentages. Against other characters, it can reliably tech-chase to high percentages. However, in the PAL version, the throw's knockback was increased, so it cannot reliably chaingrab - however, it is still possible to followup with a dash attack, which can lead into a forward aerial to edgeguard.


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Throw data

NTSC

Hit 1

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 5% +1 Sakurai angle 0 0 98 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 98 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

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

PAL

Hit 1

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
Hit 1
0 0 5% +1 Sakurai angle 0 0 196 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 0 196 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

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

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.
  • 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.

Timing

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