Sheik (SSBM)/Down throw: Difference between revisions
SuperSqank (talk | contribs) m (→Throw data) |
SuperSqank (talk | contribs) m (→Throw data) |
||
Line 25: | Line 25: | ||
|id=0 | |id=0 | ||
|damage=5% | |damage=5% | ||
|sd= | |sd=1 | ||
|angle=361 | |angle=361 | ||
|bk=0 | |bk=0 | ||
Line 41: | Line 41: | ||
|id=1 | |id=1 | ||
|damage=5% | |damage=5% | ||
|sd= | |sd=1 | ||
|angle=361 | |angle=361 | ||
|bk=0 | |bk=0 | ||
Line 84: | Line 84: | ||
|id=0 | |id=0 | ||
|damage=5% | |damage=5% | ||
|sd= | |sd=1 | ||
|angle=361 | |angle=361 | ||
|bk=0 | |bk=0 | ||
Line 101: | Line 101: | ||
|id=1 | |id=1 | ||
|damage=5% | |damage=5% | ||
|sd= | |sd=1 | ||
|angle=361 | |angle=361 | ||
|bk=0 | |bk=0 |
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 | 0 | 0 | 90 | 3.906 | 13 | 0.0 | 0.0 | 0.0 | Kick | ||||||
1 | 0 | 5% | 1 | 0 | 0 | 90 | 5.0778 | 15 | 0.0 | 0.0 | 0.0 | Kick |
Throw[edit]
Damage | Angle | BK | KS | FKV | Effect | |
---|---|---|---|---|---|---|
Throw | 3% | 70 | 50 | 0 | ||
Release | 3% | 40 | 100 | 0 |
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 | 0 | 0 | 100 | 3.906 | 13 | 0.0 | 0.0 | 0.0 | Kick | ||||||
1 | 0 | 5% | 1 | 0 | 0 | 100 | 5.0778 | 15 | 0.0 | 0.0 | 0.0 | Kick |
Throw[edit]
Damage | Angle | BK | KS | FKV | Effect | |
---|---|---|---|---|---|---|
Throw | 3% | 70 | 50 | 0 | ||
Release | 3% | 40 | 100 | 0 |
Summary[edit]
- The hitbox has increased set knockback (90 → 100), making it slightly more effective against bystanders.
- 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 |
Lag time |
Hitbox |
Vulnerable |
Invincible |
Throw point |
|