Hey guys, I'm a long time lurker, but I've been interested in Smash since the competitive Melee scene. This is my first time posting. I didn't see anything about this in any of the more recent topics, or the compendium of advanced techniques. So hopefully this hasn't been discussed yet.
Actually, I'm not even sure if you can call this an advanced technique, but just something that I've found pretty useful for mixing up recoveries and staying unpredictable.
When you're hanging on the ledge or coming up underneath a ledge, if you jump forward into the walls/borders of the stage (by borders i mean the inverted slopes of FD and stages like FD) and input an Up B at the correct spacing, Sheik will do the Vanish animation but also stick around the borders of the stage and will actually land on the stage and do a partial landed animation before teleporting.
The input would go something like this: Ledge grab, Drop, Jump, Circle Pad toward stage, and a properly spaced Up B, and you can teleport in any direction you wish after that, even appear in the same spot.
You'll do the initial "jump animation" of the Up B up to the edge but then you'll curve around the edge and land on stage.
The initial half of the pre-teleport frames don't have invincibility frames but the latter half does.
The advantage I've found using this technique is that you minimize risk of getting hit during the frames you are not invincible, but when you are close to the ledge and going around it, you have your invincibility frames.
But the biggest advantage is that, it will guarantee you to get your second jump back, as well as ledge invincibility (edit: I forgot you get ledge invincibility back if you get hit) should you get knocked away again. Since you become landed during the invincibility frames, there is maybe only a small window (possibly none) that the opponent can do to hit you away before you get land.
I also haven't tested the possibility of stalling somehow using this technique, but I haven't really figured out a way. I can't seem to get further into the stage enough so that teleporting to the edge allows me to grab it.
Thanks, I hope this was something new and informative.
Actually, I'm not even sure if you can call this an advanced technique, but just something that I've found pretty useful for mixing up recoveries and staying unpredictable.
When you're hanging on the ledge or coming up underneath a ledge, if you jump forward into the walls/borders of the stage (by borders i mean the inverted slopes of FD and stages like FD) and input an Up B at the correct spacing, Sheik will do the Vanish animation but also stick around the borders of the stage and will actually land on the stage and do a partial landed animation before teleporting.
The input would go something like this: Ledge grab, Drop, Jump, Circle Pad toward stage, and a properly spaced Up B, and you can teleport in any direction you wish after that, even appear in the same spot.
You'll do the initial "jump animation" of the Up B up to the edge but then you'll curve around the edge and land on stage.
The initial half of the pre-teleport frames don't have invincibility frames but the latter half does.
The advantage I've found using this technique is that you minimize risk of getting hit during the frames you are not invincible, but when you are close to the ledge and going around it, you have your invincibility frames.
But the biggest advantage is that, it will guarantee you to get your second jump back, as well as ledge invincibility (edit: I forgot you get ledge invincibility back if you get hit) should you get knocked away again. Since you become landed during the invincibility frames, there is maybe only a small window (possibly none) that the opponent can do to hit you away before you get land.
I also haven't tested the possibility of stalling somehow using this technique, but I haven't really figured out a way. I can't seem to get further into the stage enough so that teleporting to the edge allows me to grab it.
Thanks, I hope this was something new and informative.
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