KirbyKaze
Smash Legend
Formerly the "How do I d-throw combo Marth?" thread. I'm cleaning this up because I'd like to make this board look a bit neater, beginning with this thread. This is for NTSC versions of the game, as the PAL version of the game has modified Sheik's d-throw to be less powerful (although it is still a very useful tool and a critical component of her game).
Sheik D-Throw Combos: A Primer
NTSC Sheik's d-throw is one of the, if not the, best throws in the game. For those unaware of how good it is, Sheik's d-throw is her sole reliable combo throw onstage but it allows her to be capable of chain grabbing a number of characters to lethal or near-lethal percents, sets up tech chase follow ups on the fast fallers, and allows Sheik to hit consistent & reliable combos vs most characters in the game.
This guide is designed to give you an idea on what you can do with Sheik's incredible d-throw. To allow players who may be unsure of how to use this throw a way to learn how to increase their damage output beyond the simple [d-throw]-->[f-tilt]-->[fair] combos and develop more complex strings that allow for customization, expression, and damage output.
Table of contents:
1.00 -- Melee Comboing 101: The Basics
1.01 -- Directional Influence
1.02 -- Clock DI
1.03 -- Sheik's Basic 2-Step Throw Combos
2.00 -- Advanced Throw Combo Analysis
1.00 -- Melee Comboing 101: The Basics
If you have never played Sheik before, this is the section you should be looking at. This is the beginner's stuff. If you are already at a fairly high level with Sheik, or confident you know her basic combo game and Melee terminology, then you can probably skip this section (but do come back if something is unclear). We are going to start by going over the important terminology that we're going to be using in this guide, and what it means. Following this, we are going to gloss over the d-throw's simple follow ups. I will also cover how to perform them, especially if there's a trick to them.
By the end of this section, you should understand:
1) Directional Influence, or DI
2) Clock DI
3) Sheik's Basic Two-Step D-throw Combos
Let's begin, shall we?
1.01 -- 1) Directional Influence
In SSBM, when you're discussing a combo tree, it is essential to understand DI. To recap, Directional Influence (or more colloquially "DI") is the ability to manipulate your hit trajectory after being struck by an attack or thrown. If this concept seems at all unfamiliar to you, or up to now you legitimately did not know what DI is or that it was in this game, I suggest you look at this video. For those who do know what DI is, we're going to continue and look at the clock.
1.02 -- 2) Clock DI
You're probably wondering, "Why the hell is there a clock there?"
Well, for the purpose of this guide (and any future guides by me) we're going to be using times on an analog clock as reference points for where the players are inputting for DI. We are also going to be assuming Sheik is always facing to the right -- this means if you are facing left then the numbers will be mirrored.
Sheik's d-throw allows opponents to DI to either side of her body, depending on what their input is. Since our Sheik is always facing right, DIing completely horizontally away from Sheik will mean that the opponent's stick was held at the 3 o'clock position (to be referred to as "3 o'clock DI"), since his analog stick would be held horizontally away from Sheik. If the opponent tried to DI to get as far behind her as possible after being d-thrown, they would be inputting for 9 o'clock DI.
Further visual examples:
6 o'clock DI
3 o'clock DI
12 o'clock DI
9 o'clock DI
If any of that is unclear, please reread it because that is the terminology that I will be using for this guide. If it is still unclear, please leave a message in the thread.
So, now that we know the language we'll be using for the defender's actions, we can get onto the good stuff. The actual combos!!
1.03 -- 3) Sheik's Basic 2-Step Combos
Sheik has about five basic throw combos that you want to know how to do on most characters. Because of the nature of SSBM's combo system, combos vary a lot after these five. The main ones to know are:
(A) [D-throw]-->[F-tilt]
(B) [D-throw]-->[Dash attack]
(C) [D-throw]-->[Grab]
(D) [D-throw]-->[U-tilt]
(E) [D-throw]-->[Fair]
Infamous for being superficially simplistic, the five options outlined above provide an adequate and relatively easy way of managing most combo situations with her. What we're emphasizing here is simplicity -- there is admittedly much more you can do with her d-throw combos but those five create the cohesive framework for comboing the bulk of characters.
Works on:
Doesn't work so well on:
regrab the DI away until 30, dash attack after
f-tilt fair the slight DI away and see if you can combo either another f-tilt or regrab at super low percents; after about 20 just uair or u-smash
u-tilt everything else from 0-20. delay the up tilt for the later half of that. then switch to up airs.
dthrow tipper usmash at like 65-110 when they don't DI/DI behind
on platforms either dair, uair, or waveland regrab for damage racking. uair knocks over around 20ish on ASDI down. dair is much higher. use this to plan your follows at low percents.
to kill, uair or fair. don't uair when it won't kill. marth is easy to edgeguard.
STOP ASKING HOW TO COMBO MARTH I'VE POSTED THIS PROBABLY 15+ TIMES
generally you want to combo with up air if you can because marth is vulnerable BELOW HIM so hitting him upwards makes it easier to attack BELOW HIM
however, there are other moves that hit him mostly upwards so USE THEM WHEN THEY ARE APPROPRIATE (and by that I mean the best move)
Sheik D-Throw Combos: A Primer
NTSC Sheik's d-throw is one of the, if not the, best throws in the game. For those unaware of how good it is, Sheik's d-throw is her sole reliable combo throw onstage but it allows her to be capable of chain grabbing a number of characters to lethal or near-lethal percents, sets up tech chase follow ups on the fast fallers, and allows Sheik to hit consistent & reliable combos vs most characters in the game.
This guide is designed to give you an idea on what you can do with Sheik's incredible d-throw. To allow players who may be unsure of how to use this throw a way to learn how to increase their damage output beyond the simple [d-throw]-->[f-tilt]-->[fair] combos and develop more complex strings that allow for customization, expression, and damage output.
Table of contents:
1.00 -- Melee Comboing 101: The Basics
1.01 -- Directional Influence
1.02 -- Clock DI
1.03 -- Sheik's Basic 2-Step Throw Combos
2.00 -- Advanced Throw Combo Analysis
1.00 -- Melee Comboing 101: The Basics
If you have never played Sheik before, this is the section you should be looking at. This is the beginner's stuff. If you are already at a fairly high level with Sheik, or confident you know her basic combo game and Melee terminology, then you can probably skip this section (but do come back if something is unclear). We are going to start by going over the important terminology that we're going to be using in this guide, and what it means. Following this, we are going to gloss over the d-throw's simple follow ups. I will also cover how to perform them, especially if there's a trick to them.
By the end of this section, you should understand:
1) Directional Influence, or DI
2) Clock DI
3) Sheik's Basic Two-Step D-throw Combos
Let's begin, shall we?
1.01 -- 1) Directional Influence
In SSBM, when you're discussing a combo tree, it is essential to understand DI. To recap, Directional Influence (or more colloquially "DI") is the ability to manipulate your hit trajectory after being struck by an attack or thrown. If this concept seems at all unfamiliar to you, or up to now you legitimately did not know what DI is or that it was in this game, I suggest you look at this video. For those who do know what DI is, we're going to continue and look at the clock.
1.02 -- 2) Clock DI
You're probably wondering, "Why the hell is there a clock there?"
Well, for the purpose of this guide (and any future guides by me) we're going to be using times on an analog clock as reference points for where the players are inputting for DI. We are also going to be assuming Sheik is always facing to the right -- this means if you are facing left then the numbers will be mirrored.
Sheik's d-throw allows opponents to DI to either side of her body, depending on what their input is. Since our Sheik is always facing right, DIing completely horizontally away from Sheik will mean that the opponent's stick was held at the 3 o'clock position (to be referred to as "3 o'clock DI"), since his analog stick would be held horizontally away from Sheik. If the opponent tried to DI to get as far behind her as possible after being d-thrown, they would be inputting for 9 o'clock DI.
Further visual examples:
6 o'clock DI
3 o'clock DI
12 o'clock DI
9 o'clock DI
If any of that is unclear, please reread it because that is the terminology that I will be using for this guide. If it is still unclear, please leave a message in the thread.
So, now that we know the language we'll be using for the defender's actions, we can get onto the good stuff. The actual combos!!
1.03 -- 3) Sheik's Basic 2-Step Combos
Sheik has about five basic throw combos that you want to know how to do on most characters. Because of the nature of SSBM's combo system, combos vary a lot after these five. The main ones to know are:
(A) [D-throw]-->[F-tilt]
(B) [D-throw]-->[Dash attack]
(C) [D-throw]-->[Grab]
(D) [D-throw]-->[U-tilt]
(E) [D-throw]-->[Fair]
Infamous for being superficially simplistic, the five options outlined above provide an adequate and relatively easy way of managing most combo situations with her. What we're emphasizing here is simplicity -- there is admittedly much more you can do with her d-throw combos but those five create the cohesive framework for comboing the bulk of characters.
Works on:
Doesn't work so well on:
regrab the DI away until 30, dash attack after
f-tilt fair the slight DI away and see if you can combo either another f-tilt or regrab at super low percents; after about 20 just uair or u-smash
u-tilt everything else from 0-20. delay the up tilt for the later half of that. then switch to up airs.
dthrow tipper usmash at like 65-110 when they don't DI/DI behind
on platforms either dair, uair, or waveland regrab for damage racking. uair knocks over around 20ish on ASDI down. dair is much higher. use this to plan your follows at low percents.
to kill, uair or fair. don't uair when it won't kill. marth is easy to edgeguard.
STOP ASKING HOW TO COMBO MARTH I'VE POSTED THIS PROBABLY 15+ TIMES
generally you want to combo with up air if you can because marth is vulnerable BELOW HIM so hitting him upwards makes it easier to attack BELOW HIM
however, there are other moves that hit him mostly upwards so USE THEM WHEN THEY ARE APPROPRIATE (and by that I mean the best move)
Last edited: