Sheik (SSBM)/Up smash: Difference between revisions
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[[File:Sheik Up Smash Hitbox Melee.gif|thumb|Hitbox of Sheik's up smash.]] | [[File:Sheik Up Smash Hitbox Melee.gif|thumb|Hitbox of Sheik's up smash.]] | ||
Sheik puts her arms above herself and quickly, violently separates them to her left and right. Incredibly powerful when [[sweetspot]]ted, being among the most powerful in the game, but otherwise does moderate knockback when [[sourspot]]ted. The sweetspot is located at her hands when she splits them apart, though it's rather difficult to land under normal circumstances, requiring precise [[combo]] ability and accuracy to lead into it. In the [[NTSC]] version of ''Melee'', it can be a reliable KO move after a {{mvsub|Sheik|SSBM|down throw}} [[chaingrab]] or a down throw on its own. | Sheik puts her arms above herself and quickly, violently separates them to her left and right. Incredibly powerful when [[sweetspot]]ted, being among the most powerful in the game, but otherwise does moderate knockback when [[sourspot]]ted. The sweetspot is located at her hands when she splits them apart, though it's rather difficult to land under normal circumstances, requiring precise [[combo]] ability and accuracy to lead into it. In the [[NTSC]] version of ''Melee'', it can be a reliable KO move after a {{mvsub|Sheik|SSBM|down throw}} [[chaingrab]] or a down throw on its own. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 03:27, January 21, 2016
Overview
Sheik puts her arms above herself and quickly, violently separates them to her left and right. Incredibly powerful when sweetspotted, being among the most powerful in the game, but otherwise does moderate knockback when sourspotted. The sweetspot is located at her hands when she splits them apart, though it's rather difficult to land under normal circumstances, requiring precise combo ability and accuracy to lead into it. In the NTSC version of Melee, it can be a reliable KO move after a down throw chaingrab or a down throw on its own.
Hitboxes
NTSC
PAL
Summary
- Hit 1 damage decreased by 1.
- Hit 1 knockback scaling decreased by 3.
Timing
Charges between | 10-11 |
---|---|
Head and lower arms intangible | 12-16 |
Hit 1 | 12 |
Hit 2 | 14-16 |
Interruptible | 40 |
Animation length | 47 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||||||||||
Head and lower arms |
Lag time |
Charge interval |
Hitbox |
Vulnerable |
Intangible |
Interruptible |
|