Xykness
Smash Journeyman
Sheik has such a fantastic set of custom moves that can really catch an opponent by surprise. I would like to create this thread to discuss various uses that these specials have and how they can give us the upper-hand on competition if custom specials are being allowed.
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Standard Special
1. Needle Storm
-Throw needles forward if on the ground or diagonally down if in the air. Can be charged.
2. Penetrating Needles
-Throw needles that go through enemies. You can only throw up to three at a time.
3. Paralyzing Needle
-Throw needles that deal slightly less damage but paralyze opponents. Charges more slowly.
Side Special
1. Burst Grenade
-Throw a stealthy grenade that pulls opponents in before exploding.
2. Gravity Grenade
-Has a smaller explosion radius, but foes hit by the burst will be knocked toward you.
3. Skimming Grenade
-Throw a small bouncing grenade. The longer it takes to explode, the less damage it deals.
Up Special
1. Vanish
-Throw a bomb to the ground and warp in any direction. Deal some damage.
2. Gale
-An ultra-swift teleport. No attacking ability at all, but makes up for it in sheer speed.
3. Abyss
-A stealthy leap that has a meteor effect on any opponents in its path.
Down Special
1. Bouncing Fish
-Flip through the air and strike foes with your heel. If you land the kick, you bounce back.
2. Jellyfish
-Flip higher and slam downward with your heel. Land the kick to bounce straight up.
3. Pisces
-Flip lower and press the button again to kick. Land the kick to bounce forward.
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My Custom Moveset:
Neutral 3
Side 2
Up 2
Down 2
Why? Because there are some great mechanics in here!
With Neutral 3, I can set up a free grab out of the stun or respond with practically anything since the opponent is released slightly in the air out of the stun.
With Down 2, I have an easier time reaching the opponents than I would with the other two due to the great amount of knockback in this game. I have also found that I can get two hits of it in one use on my opponent quite often if they're on stage! Of course, if you miss off-stage, then it obviously makes it difficult to recover... but I will discuss that in the next special.
With Up 2, recovery is not an issue. If I miss with my Down 2, I can easily return to the battle without taking any risk. It doesn't do damage, but I would give that up for the best Sheik recovery and it's synergy with Down 2. *NEW* Along with that, I have discovered that it can also be used as an approach or used directly onto the stage. If you warp towards the ground, you will find that there is a significant amount of lag. Through some testing, I have found that if you finish the warp right before hitting the ground, there is next to NO lag time! In other words, you can warp towards an opponent to begin a combo out of the move or you can recover directly onto the stage without risk of punishment from the lag. It's pretty difficult to master, but once you recognize that distance, it becomes very useful.
With Side 2, you can do all of the other grenade techniques discussed in the threads, but you can wow your opponents by pulling off a sick combo with it that is almost guaranteed. If you land a hit with the grenade on-stage, it will pull them in directly for an upsmash. It looks beautiful and it hurts really bad. If you don't feel like chasing out an opponent off-stage, you can throw this grenade out there to pull them in for an aerial response. It's one of my favorite moves of Sheik's, but be careful not to stay back and spam this because there is a bit of lag if you over-shoot or miss that is very punishable.
_________________________________________________________________________________________
What about you? What do you use and how do you benefit from it? Share your thoughts.
_________________________________________________________________________________________
__________________________________________________________________________________________
Standard Special
1. Needle Storm
-Throw needles forward if on the ground or diagonally down if in the air. Can be charged.
2. Penetrating Needles
-Throw needles that go through enemies. You can only throw up to three at a time.
3. Paralyzing Needle
-Throw needles that deal slightly less damage but paralyze opponents. Charges more slowly.
Side Special
1. Burst Grenade
-Throw a stealthy grenade that pulls opponents in before exploding.
2. Gravity Grenade
-Has a smaller explosion radius, but foes hit by the burst will be knocked toward you.
3. Skimming Grenade
-Throw a small bouncing grenade. The longer it takes to explode, the less damage it deals.
Up Special
1. Vanish
-Throw a bomb to the ground and warp in any direction. Deal some damage.
2. Gale
-An ultra-swift teleport. No attacking ability at all, but makes up for it in sheer speed.
3. Abyss
-A stealthy leap that has a meteor effect on any opponents in its path.
Down Special
1. Bouncing Fish
-Flip through the air and strike foes with your heel. If you land the kick, you bounce back.
2. Jellyfish
-Flip higher and slam downward with your heel. Land the kick to bounce straight up.
3. Pisces
-Flip lower and press the button again to kick. Land the kick to bounce forward.
__________________________________________________________________________________________
My Custom Moveset:
Neutral 3
Side 2
Up 2
Down 2
Why? Because there are some great mechanics in here!
With Neutral 3, I can set up a free grab out of the stun or respond with practically anything since the opponent is released slightly in the air out of the stun.
With Down 2, I have an easier time reaching the opponents than I would with the other two due to the great amount of knockback in this game. I have also found that I can get two hits of it in one use on my opponent quite often if they're on stage! Of course, if you miss off-stage, then it obviously makes it difficult to recover... but I will discuss that in the next special.
With Up 2, recovery is not an issue. If I miss with my Down 2, I can easily return to the battle without taking any risk. It doesn't do damage, but I would give that up for the best Sheik recovery and it's synergy with Down 2. *NEW* Along with that, I have discovered that it can also be used as an approach or used directly onto the stage. If you warp towards the ground, you will find that there is a significant amount of lag. Through some testing, I have found that if you finish the warp right before hitting the ground, there is next to NO lag time! In other words, you can warp towards an opponent to begin a combo out of the move or you can recover directly onto the stage without risk of punishment from the lag. It's pretty difficult to master, but once you recognize that distance, it becomes very useful.
With Side 2, you can do all of the other grenade techniques discussed in the threads, but you can wow your opponents by pulling off a sick combo with it that is almost guaranteed. If you land a hit with the grenade on-stage, it will pull them in directly for an upsmash. It looks beautiful and it hurts really bad. If you don't feel like chasing out an opponent off-stage, you can throw this grenade out there to pull them in for an aerial response. It's one of my favorite moves of Sheik's, but be careful not to stay back and spam this because there is a bit of lag if you over-shoot or miss that is very punishable.
_________________________________________________________________________________________
What about you? What do you use and how do you benefit from it? Share your thoughts.
_________________________________________________________________________________________
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