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 | 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.
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 | 0 | 0 | 98 | 3.906 | 13 | 0.0 | 0.0 | 0.0 | Kick | ||||||
1 | 0 | 5% | +1 | 0 | 0 | 98 | 5.0778 | 15 | 0.0 | 0.0 | 0.0 | Kick |
Throw
Damage | Angle | BK | KS | FKV | Effect | |
---|---|---|---|---|---|---|
Throw | 3% | 50 | 70 | 0 | ||
Release | 3% | 40 | 100 | 0 |
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 | 0 | 0 | 196 | 3.906 | 13 | 0.0 | 0.0 | 0.0 | Kick | ||||||
1 | 0 | 5% | +1 | 0 | 0 | 196 | 5.0778 | 15 | 0.0 | 0.0 | 0.0 | Kick |
Throw
Damage | Angle | BK | KS | FKV | Effect | |
---|---|---|---|---|---|---|
Throw | 3% | 50 | 70 | 0 | ||
Release | 3% | 40 | 100 | 0 |
Summary
- 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.
- 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 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
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