Sheik (SSBM)/Down throw: Difference between revisions
m (→Throw: It seems that the BK and KS were switched. I'm going off the data I found using Master Hand and reading the PAL .dat files.) |
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|damage=3% | |damage=3% | ||
|angle=80 | |angle=80 | ||
|bk= | |bk=70 | ||
|ks= | |ks=50 | ||
|fkv=0 | |fkv=0 | ||
|effect=Normal | |effect=Normal | ||
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===PAL=== | ===PAL=== | ||
====Hit 1==== | ====Hit 1==== |
Revision as of 15:18, September 17, 2015
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.
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% | 70 | 50 | 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% | 70 | 50 | 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 |
|