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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. 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.


{{competitive expertise}}
===Chaingrab data===
{{technical 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|Ganondorf}}
*{{SSBM|Link}}
*{{SSBM|Mr. Game & Watch}}
*{{SSBM|Ness}}
*{{SSBM|Pichu}}
*{{SSBM|Pikachu}}
*{{SSBM|Roy}}
*{{SSBM|Sheik}}
*{{SSBM|Yoshi}}
*{{SSBM|Young Link}}
 
==Throw data==
===NTSC===
====Hitbox====
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=5%
|sd=1
|angle=361
|bk=0
|ks=0
|fkv=90
|r=1000
|bn=13
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=1
|damage=5%
|sd=1
|angle=361
|bk=0
|ks=0
|fkv=90
|r=1300
|bn=15
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Kick
}}
|}
 
====Throw====
{{MeleeThrowTableHeader}}
{{MeleeThrowTableRow
|type=Throw
|damage=3%
|angle=80
|bk=70
|ks=50
|fkv=0
|effect=Normal
}}
{{MeleeThrowTableRow
|type=Release
|damage=3%
|angle=361
|bk=40
|ks=100
|fkv=0
|effect=Normal
}}
|}
 
===PAL===
====Hitbox====
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableRow
|id=0
|damage=5%
|sd=1
|angle=361
|bk=0
|ks=0
|fkv=100
|fkvbg=buff
|r=1000
|bn=13
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Kick
}}
{{MeleeHitboxTableRow
|id=1
|damage=5%
|sd=1
|angle=361
|bk=0
|ks=0
|fkv=100
|fkvbg=buff
|r=1300
|bn=15
|clang=0
|rebound=0
|effect=Normal
|slvl=M
|sfx=Kick
}}
|}
====Throw====
{{MeleeThrowTableHeader}}
{{MeleeThrowTableRow
|type=Throw
|damage=3%
|angle=60
|anglebg=nerf
|bk=70
|ks=50
|fkv=0
|effect=Normal
}}
{{MeleeThrowTableRow
|type=Release
|damage=3%
|angle=361
|bk=40
|ks=100
|fkv=0
|effect=Normal
}}
|}
 
====Summary====
*{{buff|The hitbox has increased set knockback (90 → 100), making it slightly more effective against bystanders.}}
*{{nerf|The throw launches opponents at a lower angle (80° → 60°), significantly hindering its follow-up potential.}}
 
==Timing==
The speed of this throw is constant regardless of the opponent's [[weight]].
{|class="wikitable"
!Invincible
|1-8
|-
!Hitbox
|31-35
|-
!Throw
|36
|-
!Animation length
|57
|}
 
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=30}}{{FrameStrip|t=Hitbox|c=5|e=HitboxThrowS}}{{FrameStrip|t=Lag|c=22|s=LagThrowE}}
|-
{{FrameStrip|t=Invincible|c=8}}{{FrameStrip|t=Vulnerable|c=49}}
{{FrameStripEnd}}
 
{{FrameIconLegend|lag=y|hitbox=y|vulnerable=y|invincible=y|throw=y}}
 
{{MvSubNavSheik|g=SSBM}}


[[Category:Sheik (SSBM)]]
[[Category:Sheik (SSBM)]]
[[Category:Down throws]]
[[Category:Down throws (SSBM)]]
[[Category:Multi-hit throws]]

Latest revision as of 16:48, May 20, 2021

OverviewEdit

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 dataEdit

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 dataEdit

NTSCEdit

HitboxEdit

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

ThrowEdit

Damage Angle BK KS FKV Effect
Throw 3%   70 50 0  
Release 3%   40 100 0  

PALEdit

HitboxEdit

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

ThrowEdit

Damage Angle BK KS FKV Effect
Throw 3%   70 50 0  
Release 3%   40 100 0  

SummaryEdit

  •   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.

TimingEdit

The speed of this throw is constant regardless of the opponent's weight.

Invincible 1-8
Hitbox 31-35
Throw 36
Animation length 57
                                                                                                                 
                                                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
 
Vulnerable
 
Invincible
  
Throw point