Sheik (SSBM)/Down smash: Difference between revisions
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==Overview== | ==Overview== | ||
[[File:Sheik Down Smash Hitbox Melee.gif|thumb|Hitbox duration of Sheik's down smash.]] | [[File:Sheik Down Smash Hitbox Melee.gif|thumb|Hitbox duration of Sheik's down smash.]] | ||
Sheik does a long-[[range]]d breakdance kick consisting of multiple hits. The move has low knockback and KO potential, but is a decent panic and escape option due to its fast [[startup]] and long range, and is a useful [[edgeguarding]] option on opponents [[recover]]ing low. It is not commonly used in combos, but can be used after a {{mvsub|Sheik|SSBM|down throw}} on fastfallers. | Sheik does a long-[[range]]d breakdance kick consisting of multiple hits. The move has low knockback and KO potential, but is a decent panic and escape option due to its fast [[startup]] and long range, and is a useful [[edgeguarding]] option on opponents [[recover]]ing low. It is not commonly used in combos, but can be used after a {{mvsub|Sheik|SSBM|down throw}} on fastfallers. Is essentially safe on shield against most characters, but is vulnerable to Wavedash [[OoS]] -> [[Shine]] from Fox and some quick long ranged aerials like Marth's [[Forward Air]]. | ||
==Hitboxes== | ==Hitboxes== | ||
Line 116: | Line 116: | ||
|2-3 | |2-3 | ||
|- | |- | ||
! | !Legs Intangible | ||
|5 | |||
|- | |||
!Hit 1 | |||
|5-9 | |5-9 | ||
|- | |- | ||
! | !Hit 2 | ||
|16-19 | |16-19 | ||
|- | |- | ||
! | !Hit 3 | ||
|22-24 | |22-24 | ||
|- | |- | ||
Line 137: | Line 140: | ||
|Legs {{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=44}} | |Legs {{FrameStrip|t=Vulnerable|c=4}}{{FrameStrip|t=Intangible|c=1}}{{FrameStrip|t=Vulnerable|c=44}} | ||
{{FrameStripEnd}} | {{FrameStripEnd}} | ||
{{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} | {{FrameIconLegend|lag=y|charge=y|hitbox=y|vulnerable=y|intangible=y|interruptible=y}} |
Latest revision as of 11:13, January 12, 2022
Overview[edit]
Sheik does a long-ranged breakdance kick consisting of multiple hits. The move has low knockback and KO potential, but is a decent panic and escape option due to its fast startup and long range, and is a useful edgeguarding option on opponents recovering low. It is not commonly used in combos, but can be used after a down throw on fastfallers. Is essentially safe on shield against most characters, but is vulnerable to Wavedash OoS -> Shine from Fox and some quick long ranged aerials like Marth's Forward Air.
Hitboxes[edit]
Timing[edit]
Attack[edit]
Charges between | 2-3 |
---|---|
Legs Intangible | 5 |
Hit 1 | 5-9 |
Hit 2 | 16-19 |
Hit 3 | 22-24 |
Interruptible | 46 |
Animation length | 49 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||||
Legs |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|