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===
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==
==Throw data==
===NTSC===
===NTSC===
====Hit 1====
====Hitbox====
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|19}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=98
|fkv=90
|r=1000
|r=1000
|bn=13
|bn=13
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|id=1
|id=1
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=98
|fkv=90
|r=1300
|r=1300
|bn=15
|bn=15
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}}
}}
|}
|}
====Throw====
====Throw====
{{MeleeThrowTableHeader}}
{{MeleeThrowTableHeader}}
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|damage=3%
|damage=3%
|angle=80
|angle=80
|bk=50
|bk=70
|ks=70
|ks=50
|fkv=0
|fkv=0
|effect=Normal
|effect=Normal
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}}
}}
|}
|}
===PAL===
===PAL===
====Hit 1====
====Hitbox====
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}
{{HitboxTableTitle|Hit 1|19}}
{{MeleeHitboxTableRow
{{MeleeHitboxTableRow
|id=0
|id=0
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=196
|fkv=100
|fkvbg=change
|fkvbg=buff
|r=1000
|r=1000
|bn=13
|bn=13
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|id=1
|id=1
|damage=5%
|damage=5%
|sd=+1
|sd=1
|angle=361
|angle=361
|bk=0
|bk=0
|ks=0
|ks=0
|fkv=196
|fkv=100
|fkvbg=change
|fkvbg=buff
|r=1300
|r=1300
|bn=15
|bn=15
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|damage=3%
|damage=3%
|angle=60
|angle=60
|anglebg=change
|anglebg=nerf
|bk=50
|bk=70
|ks=70
|ks=50
|fkv=0
|fkv=0
|effect=Normal
|effect=Normal
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}}
}}
|}
|}
====Summary====
====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.}}
*{{buff|The hitbox has increased set knockback (90 → 100), making it slightly more effective against 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.}}
*{{nerf|The throw launches opponents at a lower angle (80° → 60°), significantly hindering its follow-up potential.}}


==Timing==
==Timing==
6,517

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