The difference between being good online and being good in live play is astronomically, unfathomably huge, and until you've been in a real live setting playing a top player and getting completely dismantled, it's hard to understand. Way back in the Brawl days, I used to be part of a small online group that played together; this group included a host of very strong New Jersey players, such as mew2king (and Inui and teh_spamerer, for those of you who remember the times). m2k would go even with some of us online--in fact, he'd even lose more than he'd win in some cases. But when we met up in person to play, he would dominate literally everyone who had gone even with him or even beaten him, and dominate them
very hard.
So my opinion of online is, like Thinkaman's, quite low. But still, just like Thinkaman, I have to defend it, because people oversimplify it.
Playing online doesn't mean "heavies good; technical characters bad." In fact, it has nothing to do with archetypes at all; it's all about specific attributes. Some heavies or zoners are better online because they rely on the attributes that are stronger in online play--others are worse, because they rely on attributes that are made worse in online play. Some are neutral, because they have a mix of both.
The attributes that become really bad online are typically those that depend on tight reaction time:
- ledgetrapping; most ledgetrapping involves being able to snap-react to a specific option, and it's non-negotiable.
- some forms of edgeguarding that require precise hitbox placement and timing, such as 2-framing
- grounded bait and punish playstyles, like, say, literally Samsora's entire gameplan.
- punishing landings without a disjoint or burst option; landings are already very hard to punish even offline. The extra input lag makes it impossible.
- very specific/rigid combos that require you to react to a large number of DI patterns within a few frames of getting a hit confirm (Pikachu's up-air bridges are a good example)
The attributes that become really good online are typically those that require the opponent to react:
- on-stage kill confirms that kill you if you don't DI them correctly, like some of Roy's side-b setups
- projectiles in general
- worth noting that projectiles with both horizontal and vertical movement components are several times harder to deal with online; Ptooie in particular is painful
- whiff punishing with a safe burst option, like a dash attack
- wide string trees, so that if you miss something, you just hit with something else
Given these criteria, Sheik is actually one of the
best characters to use online. She doesn't rely too hard on ledgetrapping or edgeguarding, and while she plays bait and punish, she just uses Needles to do it from a distance, or a fast dash attack, so her reaction doesn't need to be too tight to do it successfully. She's got an array of options to follow up with from a single hit regardless of your DI, and she has on-stage kill confirms just like Roy (who does very well in these online situations even if the Roy players don't think so).
As a quick example of the extremity here, I'd rather play as Sheik than as Palutena online--Palutena requires a
significant amount of ledgetrapping
and 2-framing to get the levels of damage output we see from Nairo.