stealthsushi
Smash Apprentice
:: The Chain ::
- An In-Depth Guide to Sheik's Underrated Weapon -
Learn how to WHIP your opponents!
- An In-Depth Guide to Sheik's Underrated Weapon -
Learn how to WHIP your opponents!
Looking to utilize Sheik's Chain? Look no further :] Below are some videos to give you a sense of what the Chain can do for your game! The focus will be on its uses as an attack, rather than as the best tether recovery in the game.
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CHAIN FACTS
* Tip of Chain has a sweetspot with a "shock" effect and hitstun similar to Samus' Z-Air.
* The rest of the Chain doesn't have a sweetspot and has very little hitstun (less than the Jab).
* Chain can be fluidly maneuvered using the joystick. (C-Stick can be also used for short movements and chain manipulation)
* Holding B keeps the Chain out. Otherwise Chain will retract automatically retract after a set amount of time. If done in the air, the Chain will stay out until you touch the ground. If done out of a Short-Hop, Chain will remain out.
* All Chain hits counts as ONE attack in the attack-decay system.
(If you pulled the chain out, hit your enemy 20 times, then retracted it, it would only count as ONE hit in your attack-decay)
* SHC (Short-Hopped Chains) take on a different properties than a grounded Chain.
* Cannot be clash canceled.
* Can stop Meta Knight's Mach Tornado
Percentages / Properties
Grounded Chain (Deployed on Ground)
- (Sweetspot, Tip) deals 5% damage.
- (Non-sweetspot, Chain) deals 3% damage.
* More active hitbox, less hitstun (less than a jab), horizontal knockback.
SHC: Short-Hopped Chain (Chain Deployed in Air, from a short-hop)
- (Sweetspot, Tip) deals 5% damage.
- (Non-sweetspot, Chain) deals 5% damage.
* Not as active hitbox, more hitstun (comparable to a jab), vertical-horizontal knockback.
Trip %: 291-999%
PROS
+ Multiple uses: Shield Stabbing, Edgeguarding, Chain Locks, mix-ups, and Chain Jacket.
+ Two Versions of Chains available for use: SHC (Short-Hopped Chains) and Grounded Chains.
+ Can quickly rack up multiple hits, ESPECIALLY if the opponent is relatively close to Sheik.
+ Great tool for Shield Stabbing and Shield Pressure. Grounded Chains are much better for this as the hitboxes are more active than a SH'ed Chain.
+ Given proper spacing from the edge, makes for a great edge-guard with SHC due to its longer hitstun, greater damage, and knockback that keeps them closer than a Grounded Chain.
+ If sweetspot connects, allows Sheik to safely retract the Chain.
+ Weak Chain hits gradually push enemies into the sweetspot.
+ Chain is highly maneuverable and can hit behind you.
+ C-Stick is usable for quick jostling of the Chain and adding an extra movement vector when combined with the analog stick.
+ Chain completely stops your momentum.
+ Difficult to approach for characters that lack projectiles.
+ Can block some projectiles
Projectiles include:
Fireballs (Mario and Luigi)
PK Fire (Ness and Lucas)
PK Thunder (Ness)
Missiles (Samus)
Turnips (Peach)
Grenades (Snake)
Ice Blocks (Ice Climbers)
Bananas (Diddy Kong)
Arrows, Bombs, Boomerangs (Link, Toon Link)
Thunder Shock (Pikachu)
Pikmin (Olimar) << Unsure if it includes throws and Smashes
+ Works well on defense also.
+ Has a great surprise factor.
+ Looks hella awesome :]
CONS
- Enemies can attack out of Grounded Chain hits given the small amount of hitstun.
- Can be easily punished.
- Slow startup and ending animation.
- Severe punishment if you mess it up.
- Sheik remains immobile during the Chain.
- Won't really help lessen your Attack-Decay for other moves.
Advanced Chain Techniques
Chain Lock / Reverse Chain Lock
(Thanks to Sinking Higher for directions below)
* The Chain Lock is simply a technique that uses the chain to shield stab, punish spotdodging, and quickly rack up damage. The multiple hits from the Chain literally eats away at shields and traps in the opponent momentarily in a series of rapid Chain hits before being knocked away by the tip.
* The Reverse Chain Lock works the same way, but your back is facing the enemy. This setup causes the tip of the chain to knock the enemy back into the Chain instead of away. Sheiks slides forward during the chain lock, making it more of a true lock as the enemy will be trapped until they can DI out of it.
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Watch the Magic!
(0:30-0:45, 3:00-3:10) http://youtube.com/watch?v=BsUgWBoBt4k
(2:10-2:20) http://youtube.com/watch?v=6WRGtX9-hXg
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** How to Perform the Chain Lock / Reverse Chain Lock **
You can Chainlock someone that is behind you by going between South-SouthEast, SouthEast and East-SouthEast, assuming you're facing West. By hitting them with the end of the chain (by quickly tapping towards them), at low percentages, it will knock them infront of you where you can Chainlock again. This works beautifully on certain large, recovering characters like C. Falcon or Ganondorf who are unable to do anything after their third jump.
When doing the reverse Chainlock, you will slide forwards in the direction Sheik is facing at a moderate pace, like walking. Since the Chainlock has a tendency to push the opponent infront of Sheik, you should be able to hold them longer.
An easier way to get the lock to work: If you face the opposite direction and sweetspot them with the chain from BEHIND, no matter how far they are, it will pull them into the perfect position for the reverse Chainlock. Like Zelda's Nayru's Love, it will always knock them the way Sheik is facing.
(This works better than the original Chainlock because you are moving, and thus the hitbox gets a larger range. I don't know for sure though, since I don't have anyone to test it on.)
** The Chainlock doesn't need to be a down and down(direction) motion **
You could do it between any two points, like down-forward+forward, or even forward+up-forward for larger characters. However, this can only be done in front of Sheik. Reverse Chainlocks don't work this way.
This will allow you to do weaker version of the lock from a farther distance. By weaker, I mean that it is easier to escape, since it is harder to maintain a steady flow of hits, and it is more likely that the tip will connect, thus breaking the lock.
Chain Jacket
Credits to RyokoYaksa for the discovery!
>> WARNING <<
Performing the Chain Jacket as your first or second attack in the game may CRASH or FREEZE your Wii. Please use with EXTREME caution, as this awesome technique is too much for the Wii to handle. Do not use Chain Jacket without performing 2-3 attacks at the beginning of the match. Use as directed.
*The latest development in Sheik's game. By performing the Chain Jacket, you can infuse the knockback of ANY Sheik move into the chain hits. So if you do a D-Smash Chain Jacket, each time the Chain hits the enemy, they'll struck with the knockback and damage of a D-Smash. Insane isn't it? Curious to see it in action? Watch... and be amazed:
Strong B-Air Chain Jacket
*The Chain Jacket works by taking the last Sheik move you performed, and then imbuing its hitbox, knockback, and damage onto the body of the Chain, unleashing the BEAST hidden within.
**Chain Jacket Facts**
- You can ONLY jacket SHEIK'S moves. You cannot jacket's Zelda's moves.
- You CANNOT jacket projectiles. (Includes Needles, ray guns, super scopes, any item that shoot a projectile)
- You CANNOT jacket Down-B (Transform). (This would be hilarious though, as Sheik would be Mr.Smith, except way cooler)
- You CAN jacket any non-projectile that can be performed by Sheik. For example, you can jacket Sheik's Home Run Smash if you'd like. Here's a video for your entertainment! http://youtube.com/watch?v=L2zDH09dXGg
- You CAN jacket grabs! Unfortunately, it only jackets the damage-- it will have no hitstun and no invisible grabs (that would just be imba XD!)
- Chain Jacket also adopts the jacketed move's damage.
- The jacketed portion adopts the hitbox of the move that is used. Sometimes you can hit the opponent without the Chain needing to physically touch them.
** After some testing, I noticed this wasn't always true and that there was considerable variation between some of the jacketed moves**
- Some moves cause the whole chain to become inactive, such as D-Tilt, but swinging the chain activates an invisible hitbox for the jacketed move (as though Sheik were performing it).
- Other moves, such as the U-Tilt cause the whole chain to be imbued with the Chain tips "shock" effect ON TOP of an invisible hitbox for the U-Tilt.
- Moves like F-Smash and D-Smash jacket the hitbox onto the body of the chain while keeping the Chain tip active.
Note: These variations could be due to timing of the Jacketing process. Input about your experiences with the moves would help greatly!
- If a move has two hitboxes (i.e. Strong B-Air vs. Soft B-Air), the Chain Jacket will adopt the last hitbox. For example, if you performed a B-Air, and fast-falled it before the weak hitbox took place, you will Jacket the strong hit. If you full jump the B-Air and let it complete before landing, you will Jacket the soft B-Air.
- Once jacketed, the Chain CAN be clash-cancelled like any ground attack. So if someone attacks the Chain with an equal priority attack, it will clash and the Chain will immediately end.
- The Jacket will NOT decay the jacketed move. It will simply count as Chain hits.
- Vanish can be jacketed, but only the "wind" properties at the end will be adopted and not the initial explosion that deals damage.
http://youtube.com/watch?v=AoJgu8JaSVU&feature=related
- Sheik's Light Arrows (Final Smash) is the only exception to some of these rules. It takes on unusual properties and is the only "projectile" that Sheik can jacket.
** How to perform the Chain Jacket: **
1. Perform the move you would like to Jacket onto the Chain. It does NOT need to hit someone.
2. Perform a short hop and deploy the Chain JUST after you reach the apex of the hop. This does NOT have to be done immediately after Step 1.
3. If done correctly, you should see the Chain deploy "dust" come out about or slightly below Sheik's shoulders. It is also accompanied by a lower pitched Chain deploy sound.
4. Your Chain is now jacketed until you retract it.
Simpler than you thought it would be, eh? :D
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Updates:
June 28 2008 - Updates to reflect discussion and additions.
June 30 2008 - Changed title, added Pros and Cons section, removed Main Points section, cleaned up post a little bit.
July 10 2008 - Changed thread into a guide.
July 12 2008 - Added Projectiles that can be blocked by Chain.
July 13 2008 - Removed Charged Shot, Aura Ball from projectiles list.
July 18 2008 - Added the much anticipated "How to Perform the Chain Jacket" section. Some updates here and there.
July 20 2008 - Edited Chain Jacket facts, altered the Jacketing procedure slightly, and changes in the Chain facts to reflect SHC and Grounded Chains.
July 22 2008 - Added Grabs to Jacketable list.
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Go Sheik!!