sorry for the long post.
There's no newcomer thread, so I'm posting this here.
I decided to start playing Sheik. I played her like 60% of my matches yesterday.
My favorite move is probably B. Walk or dash away, pivot needle is an awesome move. I like to throw a couple needles, then throw one more. Most people are caught off-guard by that. As long as it always looks like you can needle (and you almost always can thanks to pivots), opponents start acting differently (no one wants to be needled for free).
As long as you're in an ambiguous distance outside of the opponent's range that means you can approach, walking away or dashing away and pivot needle is good:
I love charging them as I see if they do something, and releasing if they do. There's no need to throw them all the time, of course. For approaches, it depends on the match-up.
Needles are free, easy damage AND serve for behavior control. These are meant to be timed as the opponent plans to dash, walk, unblock, or anything!~, to be timed so they hit as the opponent reaches the ground, as they recover, etc.. Charged needles can do pretty good damage and they have a high rate for item dropping (it's not rare for a needle to make Snake drop a grenade and for another to blow it up).
The more needles you have charged, the safer they are on hit (if only slightly). If you have fully charged needles, I recommend using them quickly so you can keep throwing them. It shouldn't be telegraphed though, but that's easy: as soon as the opponent will move, or after they've short-hopped and then air-jumped (because of thinking you'd needle their shorthop landing). In fact, if they air-jump, they give you positional advantage, so sometimes the lone idea of being needled puts them in bad spots.
As for some match-ups...I played vs link, ic, mk, marth, ddd.
I don't think Link needs explaining. Against IC, I'd needle the most possible (although a single ice block can stop multiple needles!), or be caught into powerblocking an ice block and the next (thinking about it now, it's probably easier to jab them). I think zoning IC has to do with spacing tipper ftilt because their small shield-grab may have trouble with it. Fair may work too, but just barely. I didn't see many options to work with vs IC...but I haven't tested it enough and still only lost one match vs them.
MK is a fun match-up. Sheik is quick enough to chase him in the air, and MK can't really be passive because of needles. They should be timed so you hit him as he acts (unblocks or moves), and so the opponent has no chance to retaliate. Grabbing MK is very good of course. You either put him in the air with a throw, or if there's no obstacle, grab release usmash. Spacing outside his range opens MK for some reason. He suddenly tilts or allows you to walk in and shieldgrab; and if he puts himself in the air, you can wait for him to act and air-jump aerial, or surprise with the quick air-jump aerial impromptu.
Mach Tornado...it can be powerblocked and punished of course. Dsmash completely outprioritizes it, so I'd perform it as it initially homes in, or as it homes in again after being taken away from my shield (moment during which you can also powerblock again, but Sheik has no need to spend her shield). If you get hit and pop out of it, I recommend performing nair/fair or nothing, as airjumping puts you very high above the opponent and air-dodging will probably underlast the move.
A lot of Marth's moves can be shieldgrabbed or naired from block. He's sort of easy to needle, but you have to watch for his ability to shorthop (needle quicker than he's jump or from farther away for safety). As Marth lands, he can be needled, but your opponent can land with downb (still, a preemptive downb may be bad for marth if you decide not to needle him). Marth can upb inbetween utilt's 2 hits, so don't utilt when your opponent can react to it (for example, always in the same situation, or to end an ftilt string: hop+nair will be a better follow-up). If you're out of shield, rush him or move away. The chance of you needling him will make him either attempt a rush in, or stay put giving your shield chances to replenish. For edgeguard: needle him if nothing else. Drift away from him in the air and hit him after he whiffs anything if you join him offstage. If he drifts too high + near to the ledge, DACUS (if there's time) or dash attack. Oh yeah, juggle Marth. He makes for a good juggle...but then again, who doesn't for sheik...she has a quick aerial into everywhere, very quick tilts, a quick dash attack and can dash into block very quickly...
While MK and Marth were the easiest, DDD may be the toughest match-up for Sheik that I played (him or IC). Let's run this through:
DDD can shield-grab any aerial we land with. He can grab us out of a grab or dash grab attempt. He forms a polar opposite in weight to sheik's KO ability (which may be just fine...against light/midweights). So upfront, there are notable disadvantages here.
Still, DDD is controlled by nothing more than a player.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Some mistakes you can provoke: Walking away so DDD whiffs an ftilt: DACUS him during his cooldown. (you can dash grab or dash attack him if you block it too). Drifting away so he whiffs a bair (make sure it can't reach!): hit his now closer body with an aerial. Walking away from just outside his grab range: punish the whiffed grab. Things like that...which Sheik can pretty much do vs every char.
Good thing DDD's an easy juggle and has a bad recovery. Needles work fine against him too (his speed somewhat disallows him to reach you quickly, but his size on the other hand can corner you quickly too). If the opponent's distracted or somewhat stuck, you can surprise with a grab (dashgrab works fine if unexpected).
Anyway, ddd and ic are DIFFICULT. Sheik's options are limited against them, unlike vs, what; the rest of the cast? Marth's slightly limiting but I don't think that's a huge deal...if I'm to predict another tricky match-up, it'll be Pikachu. He cgs sheik as he does Fox, right? Although Sheik has grab release usmash (I think dacus sends him up and regular sends him sideways: possible mixup lol), you'll probably main Zelda against him and transform into Sheik when there's a chance to (or when above 50% or w/e).
About being juggled, drifting away from the opponent works. Pivot needle if convenient. They'll usually block expecting an aerial, which they can't punish if you don't perform it. The opponent may also perform an attack, which you can air-dodge (you can't air-dodge early though, as people can simply react to that). If you see a shield, that means the opponent can't dash quickly, a good time to fast-fall.
So umm...yeah. This char's awesome. She needs to be played real careful though, sort of like a...better Lucario (weak moves and stuff, but better speed, mobility, projectile and recovery).