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Basics of the Ninja

TheMarthRunner

Smash Cadet
Joined
Dec 31, 2013
Messages
68
Location
Johto
NNID
reallemon
So i have done some looking around on the sheik threads, and there is a bunch of good stuff! ESPECIALLY in the AT section! But I think we could definitely use an established summary of Sheik. When I was still brand new as her I had an easy time finding lots od advanced techniques, but little luck finding what her "killing moves" are and what her best approaches are (Still not sure on that one) And just what generally makes her one of the best in Smash 4. Any thoughts?

IN PROGRESS:
Bread and Butter moves:

These moves are going to be your best friend. You should use them as your primary moves because these are what gives Sheik her edge.

F-air: This is my most commonly used move by Sheik. It auto-cancels from a SHFF and can combo into itself. You can literally carry your opponent across the stage and off the edge with this move. It can KO around 160% and is safe on shields. This move should almost always be coupled with a fast fall and it should be used as one of your primary attacks. Does 5% damage.

BOUNCING FISH:
Sweet mother of Abraham Lincoln... This move replaced the near useless Zelda transformation and is a welcome change. Bouncing fish can be a GREAT recovery option! It is safe on shields and kills reliably around 120%. You can change the length and it can be combo'd into by many of Sheiks moves. NEVER FORGET THE BOUNCING FISH


Needles:
These will give you an edge against opponents who rely on staying close to you. (We are looking at you Little Mac). You should charge these whenever possible.

Oh boy, let me tell you about one of THE most annoying projectiles in Sm4sh that is the needle. You see, these are useful for quite a few things, my personal favorite use for them though is to force an approach from an opponent at high percentages. If they're 100 plus percent in damage, needles are going to be very, very annoying. If your opponent is in the air and about to land, needle them. Usually, you'll want to keep a fully charged 6 on hand for this occasion. If they hit the ground and roll, punish them with needles. Just getting up? More needles. It puts a lot of pressure on them and usually, in my case with people who don't know how to properly shield and approach, annoys the living daylights out of them. Needles are also great for charge interrupts (I.E Samus or someone of the like charging an energy attack for later usage) as well as countering most ledge guards. Let's say you're recovering high or falling towards the edge of the stage, and your opponent is waiting for you to land so they can smack you. Aerial needle that mofo to interrupt them and safely grab the ledge. Needles are fast, cover quite a few options, and are overall just silly. You don't always need to fully charge them if you're going to spam them to force approaches, either. In fact, I usually just keep one batch fully charged and then wait for them to get up and needle my opponent with one or two. I'll post more if I can think of anything, since I'm always fussing around with needle shenanigans.


Kill Moves:
(As said by Tristan_win)
http://smashboards.com/threads/kill-moves.371044/

]Fsmash kill mario at 99% 108 if you land just the 2nd kick on the far side of FD
Usmash kills mario at 100% 102% off the top on battle field
Bouncing fish kills mario at 107% 111% on the far side of FD
Vanish kills mario at 111% 112% on the far side of FD. ..Roughly... (it sends people more upwards then anything)
Usmash side hit kill mario at 126% 130% on the far side of FD
EDIT: OH Wow Dsmash has some good scaling. Kill mario at 130% at 128% the 'kill effects happens' on the far side of FD
Side B kill mario at 136% on the far side of FD ...Once again roughly due to the windbox

From my own personal experience the moves I kill the most with are as follows:
Vanish: A good D-throw to Vanish combo can kill reliably for me around 90-110% for me. It can be VI'd out of though.
Bouncing Fish: Sweet mother of pearl I LOVE this move. It is super effective for recovery, mix ups and ko's... That said, It has KO'd fairly reliably for me around 120% from the edge of FD and around 90% as a ledge guard tactic.
Up Smash: This can be a good kill move, but it has more lag than Sheik's other kill options. I would only use this as a punishment and if you are positive you will land it. Otherwise you will get punished.
U-Air: This beauty kills for me fairly reliably and has little lag afterwards so if you miss you can try again. This kills for me around 140%
B-air: Used to be a reliable kill move, but I feel it got nerfed too badly with the Mewtwo update to be considered viable anymore. It KO's around 175% but is very good for Stage Spikes.
 
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Virgman

Smash Apprentice
Joined
Jan 20, 2009
Messages
133
Location
Winter Park (Orlando), FL
Nair is an ok approach, but fair is better in almost every other instance (in regards to approaching). It's so safe on shield, it should be banned. The only time I use nair to approach is when I'm trying to combo the sour nair into BF (bouncing fish), which is a true combo at early to mid kill percents.
As for Sheik's kill moves, a lot of her kills come from off-stage gimps--especially BFs, but people expect Sheik to do that, so you have to be tricky when trying to execute it inconspicuously. Like comboing air needles into BF. Very good kill combo. Uair is a good kill move for Sheik. I usually try to go from tipper dtilt into uair for an easier and safer set up. If you're good at reading opponents, you can get Vanish kills. Dthrow into Vanish works with opponents who like to air dodge, but you have to read their DI. Surprisingly, I kill with Fsmash aaaalll the time. You just have to know how to use it right. Unfortunately, it's hard to explain. All of these are in the the threads. Try this one. It's a conglomeration of the most useful threads the Sheik boards have come up with. Hope this helps.

http://smashboards.com/threads/sheikah-catalog-time-to-step-up-your-game.387205/#post-18963722

Btw, that first post was an accident, and I don't know how to delete a post on my phone. I don't see the option. Oh well.
 
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TheMarthRunner

Smash Cadet
Joined
Dec 31, 2013
Messages
68
Location
Johto
NNID
reallemon
I agree, I had meant to say Fair instead of Nair. I think that we should compile some raw basics for her on this thread or at the very least on some other one.... So I was thinking in several catagories such as her "Bread and Butter moves" her "Kill moves" and things of the sort... So Fair is definitely in the Bread and Butter catagory... Anything else?
 

BlastHappyNinja

Smash Apprentice
Joined
Mar 23, 2015
Messages
93
Location
Warren, Michigan
Oh boy, let me tell you about one of THEE most annoying projectiles in Sm4sh that is the needle. You see, these are useful for quite a few things, my personal favorite use for them though is to force an approach from an opponent at high percentages. If they're 100 plus percent in damage, needles are going to be very, very annoying. If your opponent is in the air and about to land, needle them. Usually, you'll want to keep a fully charged 6 on hand for this occasion. If they hit the ground and roll, punish them with needles. Just getting up? More needles. It puts a lot of pressure on them and usually, in my case with people who don't know how to properly shield and approach, annoys the living daylights out of them. Needles are also great for charge interrupts (I.E Samus or someone of the like charging an energy attack for later usage) as well as countering most ledge guards. Let's say you're recovering high or falling towards the edge of the stage, and your opponent is waiting for you to land so they can smack you. Aerial needle that mofo to interrupt them and safely grab the ledge. Needles are fast, cover quite a few options, and are overall just silly. You don't always need to fully charge them if you're going to spam them to force approaches, either. In fact, I usually just keep one batch fully charged and then wait for them to get up and needle my opponent with one or two. I'll post more if I can think of anything, since I'm always fussing around with needle shenanigans.
 
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TheMarthRunner

Smash Cadet
Joined
Dec 31, 2013
Messages
68
Location
Johto
NNID
reallemon
Oh boy, let me tell you about one of THEE most annoying projectiles in Sm4sh that is the needle. You see, these are useful for quite a few things, my personal favorite use for them though is to force an approach from an opponent at high percentages. If they're 100 plus percent in damage, needles are going to be very, very annoying. If your opponent is in the air and about to land, needle them. Usually, you'll want to keep a fully charged 6 on hand for this occasion. If they hit the ground and roll, punish them with needles. Just getting up? More needles. It puts a lot of pressure on them and usually, in my case with people who don't know how to properly shield and approach, annoys the living daylights out of them. Needles are also great for charge interrupts (I.E Samus or someone of the like charging an energy attack for later usage) as well as countering most ledge guards. Let's say you're recovering high or falling towards the edge of the stage, and your opponent is waiting for you to land so they can smack you. Aerial needle that mofo to interrupt them and safely grab the ledge. Needles are fast, cover quite a few options, and are overall just silly. You don't always need to fully charge them if you're going to spam them to force approaches, either. In fact, I usually just keep one batch fully charged and then wait for them to get up and needle my opponent with one or two. I'll post more if I can think of anything, since I'm always fussing around with needle shenanigans.
You, good sir, are my hero xD I have never played against a needle spamming sheik and I'm not too good with them myself, but I think that is sound advice! :) Thanks!
 

BlastHappyNinja

Smash Apprentice
Joined
Mar 23, 2015
Messages
93
Location
Warren, Michigan
Eyyy, no problem xD Just keep in mind that if you DO go up against a needle spammer, rolling is one of the worst things you could do. Just getting up and shielding is probably your best option in that case.
 
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