It's a little amusing to see all these discussions in regards to Sheik.
Some of the Pro-Sheik players say that all the talks about nerfs would break their character when that's hardly the case. Some of the Anti-Nerf players though are all about helping other characters catch up.
Both are good sentiments, but how would you buff Bowser to Sheik-tier? How can you buff Little Mac?
Now, I am with you guys... I would love bottom tiers to be buffed up. I was among the first to rejoice after hearing Wii Fit Trainer got her hitboxes fixed even if i don't play as her. But let's be honest, Sheik's only bad traits are her steep learning curve and lack of Kill power.
Aggressive play? Screw falcon, Sheik does it better. Defensive Play? Sorry Rosalina, Sheik's needles shoot down a majority of her match ups. Aerial play? Jigglypuff is cute! Now go practice your Fair > Fair > Fair > Bouncing fish combos.
As MagiusNecros points out, Sheik can do everything while everyone else does not. Sheik is in a good position, no doubt... but She DOES need an adjustment.
With her gameplay style being to fluently do combos, the Anti-Sheik players will just have to get used to getting combo'd around with a Fair string... However i firmly believe that the whole cast would start doing better simply by focusing Sheik into the combo ninja she was designed to be.
She has the mobility to evade attacks, now she just needs an adjustment to diminish her defensive play.
The nerf i would give her is more to cover her defensive style to force these "Destruction" combos an all-or-nothing deal:
*Needles:
- -Slightly Increase in charge time
- -Slight increase in start up.
- -Lower the amount of hits it does by 1 or 2.
- -Charge on this move could potentially alter it into phases too. no Charge? Least range, 1 needle. Could potentially cause no hitstun. Some charge? mid range, 2 needles. the latter needle gets little knockback. Full Charge? Longest range. 3 needles <- this is an example of course and also an idea.
- -Conclusion: The general concensus agrees that Needles are a problem that allow Sheik to play an excellent defensive game. Start up lag would make it more reactable while the increase on charge encourages to use other tools instead of relying on 5-or-so-hit Projectiles.
*Grab:
- -Slightly less grab range. Nothing big to the levels of Robin, but something like Marth's treatment from Brawl to sm4sh makes tons of sense here specially with how good the grab follow ups are. Just have Sheik not hunch forward and voila.
- -OR deal with throw follow ups. I am a fan of the throw follow ups though, so i would like the cast to get something of their own instead.
*Bouncing Fish:
- -Less Distance after a hit (On shield or otherwise). Reduces how safe it is on shields by a very slight margine, really half the distance of what there is right now would only open up for other fast punishers like Fox or sonic //shrug.
- -Bigger window to suffer "Whiffed" landing lag, preventing it's use from full hop heights. She has good aerials + Air dodge. Mix up your opponents with those, dont give her Aerials + Air dodge + Bouncing fish. Gives a bigger opening to punish this move after missing the combo finisher or bad decision making when recovering with it.
*Vanish:
- -Lessen the strength/range (or removal altogether) of the Up B's second hit since it's basically a free recovery to the ledge. Windbox can mess up non-frame perfect punishes.
- -When "Appearing" give it fox laser property where it causes "Burn" damage but doesn't make opponents flinch.
- -New idea: Remove invincibilty frames at the start up of Aerial Up B.
*Neutral Air:
- -I have the theory that Samus was given that oh-so-horrible New Neutral Air to complicate her defensive options. Samus' old neutral Air was so good because of it's lingering hitbox properties. This is even more evident on Sheik's ledge-guarding game. I would switch their neutral Airs or (a More plausible case) remove/shorten it's lingering hitbox property. Another option could be to angle her legs a little bit more upwards, needing to fall a little more before the Neutral Air connects while moving some hitboxes further up.
This tweak of A "Hit forward then behind" Neutral Air makes more sense to me, but that would be material for Smash 5 stuff rather than sm4sh so i guess Neutral Air would remain untouched. This one would of course be a pretty heavy nerf though.
*Fair:
- -On a video someone shared, someone commented on giving Fair less range to keep it combo consistent, but harming it's use on Neutral. I agree cause as it stands now, it can be throw out super safely. I would implement this nerf or Neutral Air, but probably not both.
Of course, seeing all these nerfs at the same time would be too much (As ArikadoX so eloquently puts it: Greninja Nerfs level of cruelty), but keeping some of these (1 or 2) will let us keep seeing Throw > Fair > Fair > Fair > Bouncing Fish combos at the expense of catching Sheik more easily due to diminished defensive tools.