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, 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]].
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-chase]]s 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 {{mvsub|Sheik|SSBM|forward tilt}} to position opponents so that they can be regrabbed or comboed with other moves. On floaties, the move sets up a guaranteed {{mvsub|Sheik|SSBM|forward aerial}} or {{mvsub|Sheik|SSBM|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===
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|Donkey Kong}}
*{{SSBM|Ganondorf}}
*{{SSBM|Link}}
*{{SSBM|Mr. Game & Watch}}
*{{SSBM|Ness}}
*{{SSBM|Pichu}}
*{{SSBM|Pikachu}}
*{{SSBM|Roy}}
*{{SSBM|Sheik}}
*{{SSBM|Young Link}}


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

Revision as of 11:24, July 25, 2014

Overview

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

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.


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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