Druggedfox

Druggedfox · @Druggedfox

23rd Jul 2016 from TwitLonger

Sheik fox ports


For those of you who don't know, the port closest to 4 has an advantage when it comes to throwing the opponent. Consequently, the port closest to 4 has a relative advantage when the opponent throws them.

This affects a ton of things in melee: extending how long chaingrabs last in the fox ditto on fd, making upthrow-->upair an easier (or harder) combo with fox, allowing sheik to chaingrab more easily in the ditto, etc.

Playing different ports means you're literally playing a different matchup, with different risk/rewards for different situations if both opponents have the proper offense/defense.

I didn't want to test this particular thing for a while, because I thought I'd be salty when I saw the results. Turns out...I am >_>

If fox has the advantageous port and grabs sheik at 0%, upthrow-->uptilt-->backair is a true combo which does 35%.
If sheik has the advantageous port and is grabbed by fox at 0%, upthrow-->uptilt does not true combo. Sheik can double jump before the uptilt connects.

If fox has the advantageous port and grabs sheik at low %, upthrow-->nair is a true combo when sheik DIs away from fox (and can potentially lead to more).
If sheik has the advantageous port and is grabbed at low %, upthrow-->nair will not true combo when sheik DIs away from fox. She can double jump before the nair connects.

These are just some examples, and I didn't test all the %s. Even without that, it's very obvious that the ports completely change the risk/reward on sheik getting grabbed by fox from roughly 0-30%. Fox port 4 is a matchup where any grab he gets at low % can be completely devastating, and requires much better defense from sheik to keep up. Sheik port 4 is a matchup where sheik can afford to be grabbed with relatively low risk, as long as she can time her double jump inputs correctly.

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