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Optimizing Ledge Getups and Snapping to the Ledge with Vanish

Illuminose

Smash Ace
Joined
Mar 6, 2015
Messages
671
Sheik's set of tools gives her an interesting set of options/mixups to use when getting up from the ledge. I thought it'd be worth posting about her ledge getup options and their usefulness.

1) Standard getup (move the analog stick in the direction of the stage). You stand up from the ledge with one frame of vulnerability before you can move. It's a good getup option, but it's still kind of bad positionally especially if your opponent starts to predict it. Very useful, but this is not something you should limit yourself too. You may want to get up and hold shield or buffer an immediate spot dodge/roll to mix this up a bit.

2) Getup attack (press A, B, or grab while on the ledge). Sheik's getup attack is actually pretty good in terms of range and speed, but like all getup attacks it's pretty easy to shield and punish. Use it as a mixup or punish option if your opponent is trying to do something right next to the ledge and leaving themselves open, like a Falcon or Mac holding jab or something. Not something to use often.

3) Roll. This is very punishable if your opponent catches onto it, but can be useful to sneak past opponents that are trying to do things next to the ledge and punish the regular getup or getup attack. Make this a mixup, though it's not as situational as the getup attack.

4) Jump up (input up on the analog stick or press your jump buton). This is really punishable and should be used rarely. Sheik does have a really cool option out of this though which is double jump -> bouncing fish. This can allow her to escape situations where your opponent is putting too much pressure on the ledge in certain situations. You can even B-reverse your bouncing fish direction to cross up your opponent and make your landing that much more difficult to deal with. A mixup that you can use is jump up, air dodge, and down air an attempted punish, though this is very risky and should be used very rarely.

5) Jump away (press jump and hold the analog stick away from the ledge). The reason that this is a cool option for Sheik is that you can jump back from the ledge and immediately input Side B, which will allow Sheik to regrab the ledge if your timing is good and covers your landing with the grenade.

6) Drop down from the ledge (input down on the analog stick). From here, the general best option is to perform an immediate double jump, called a ledge hop. From a ledge hop, Sheik has the following useful options:

a. Forward air to exert offensive pressure while getting back on the stage. You can also combine with this was an air dodge into a neutral air to cancel most of your normal air dodge landing lag, or even a down air if your opponent commits to a punish and whiffs it. Perform an immediate bouncing fish

b. Air dodge to avoid any attempted opposing attacks/punishes. Use neutral air to cancel your normal air dodge landing lag. You can punish whiffed punishes if they are still open with a down air, though this is very risky and shouldn't be used in most scenarios.

c. Perform a vanish upon getting above the stage. If you hold down and away at the right angle, you will reappear on the ledge with refreshed invincibility. This can allow you to stall a bit if you have the inputs down; this is something that you must practice if you want to be successful. You can use other angles to land on platforms on a stage like Battlefield or even like land with a down diagonal autocancel angle (-45 degrees or less).
7. Drop down and away for the ledge (input away from the ledge on the analog stick). The utility of this is when combined with a double jump into bouncing fish, which can be used to punish opponents that are hanging out next to the ledge as far as about where a roll from the ledge would send you. It's unsafe so this should solely be used as a mixup.

On snapping to the ledge: I wanted to mention is that if you vanish from any location horizontally above the ledge that you have no frames of vulnerability upon snapping to the ledge. This makes any attempts to catch the one frame of vulnerability that you would normal have moot. Some may know this, some may not so I just wanted to throw it in here.
 

Joaco

Triforce of Wisdom
Joined
Sep 20, 2010
Messages
430
NNID
JoacoRyu8
Great input Illuminose! Is jump up such a bad option? I had good results using it.
 
Last edited:

smashPony

Smash Apprentice
Joined
May 9, 2014
Messages
88
NNID
ponyfloyd
I wasn't aware of the fact that when you recover diagonally downward to the ledge you have no vulnerable frames. This is a great piece of information. Thank you Illuminose.
 

Illuminose

Smash Ace
Joined
Mar 6, 2015
Messages
671
Great input Illuminose! Is jump up such a bad option? I had good results using it.
It's not really a bad option, but should really be more of a trump card at least imo. If they read it it's a super easy punish.
 
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