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Custom Specials: Sheik Techniques & Uses

Xykness

Smash Journeyman
Joined
Dec 31, 2010
Messages
337
Location
Columbus, OH
NNID
XYKman
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.

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What about you? What do you use and how do you benefit from it? Share your thoughts.
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Anuran

Smash Apprentice
Joined
Mar 17, 2014
Messages
183
Location
Cleveland, OH
I'm still not completely sold on custom specials but Abyss is pretty tempting. I love how hyper aggro Sheik is in the game but it basically feels like you have to hit bouncing fish, f-smash, up-air, Vanish 1, or a max damage grenade to actually kill. Abyss would help her kill potential greatly.
 

Tristan_win

Not dead.
Joined
Aug 7, 2006
Messages
3,845
Location
Currently Japan
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.
What a interesting little finding, I'm currently trying to see if I can recreate this with the other up B but so far I've only been able to do it with gale.

Good note, thank you.

Edit: Still think gale is useless though.
 
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Xykness

Smash Journeyman
Joined
Dec 31, 2010
Messages
337
Location
Columbus, OH
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XYKman
Interesting. So what do you like about the penetrating needles? It is difficult for me to tell the difference from the regular ones. Is there much of one?

Also, I really want to find a build involving Abyss. Have yet to test it out TOO much, but it seems difficult to land those hits.
 

Tristan_win

Not dead.
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Messages
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Currently Japan
Interesting. So what do you like about the penetrating needles? It is difficult for me to tell the difference from the regular ones. Is there much of one?

Also, I really want to find a build involving Abyss. Have yet to test it out TOO much, but it seems difficult to land those hits.
Well I wrote a short paragraph about it in my custom move thread.

Penetrating Needles

Penetrate needles act very similarly mechanically to regular needles but they have a noteworthy change and that's they don't stop when they hit someone or something. By it shields, people, items, other projectiles it doesn't matter the needle will continue it's path, because of this unique trait penetrate needles have a few nerfs when compared to regular needles but even more interesting it has few additional buffs as well making it it's own thing. Overall I don't think it's better or worst then regular needles but wonderfully balanced for any match up depending on your style of course.
  • When fully charge throws 3 projectiles
  • 6% damage full charge at point blank to 1 sheik backroll and 8 steps back (almost it's max range)
  • 4% at max range assume all needles hit
  • Max range is just under half the distance of Final destination
  • 1 needle does 1% at point blank or max range
  • Stacks much faster
  • Less lag after throwing needles, initial testing show roughly the same stun/knock back on the needles themselves but a more in depth study could prove they are more combo friendly then normal needles.
I like how they are even faster then the regular needles making it even harder to punish Sheik and there's nerf are outweigh by there strengths. They are also the best pick in blind picking.
 
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InfinityCollision

Smash Lord
Joined
Jul 9, 2014
Messages
1,245
Neutral: 1 or 2 depending on the utility of the penetrating effect

Side: None are super useful. Huge commitment, telegraphed, awkward hitbox placement leaves you open to attack. Still experimenting. 2 feels like it should be the best since it sets up into combos onstage and gimps from the ledge, but it's difficult to land.

Up: 1. Gale covers less distance, the added safety is marginal right now, and the ability to use Vanish for pressure is actually quite valuable. Abyss limits your offstage abilities and the limited range makes it difficult to employ for gimps. The benefit of a meteor is mitigated by the limited positional options from which it can be employed. Vanish gives you more freedom to go deep with fair or bair.

Down: 1. 2 is excessively high risk when used offstage/near the ledge and can't be used to extend your recovery at all. 3 puts you in an unfavorable position on hit, is potentially unsafe on block, generally kills later (especially off setups, since BF better capitalizes on positioning), and completely eliminates the possibility of followup pressure.
 
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Critzilean

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Jan 4, 2014
Messages
215
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Maryland/DC
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Critzilean
3DS FC
1693-2152-0414
Switch FC
SW-2556-2425-6120
Neutral: I can't decide, I really like them all, but I tend to favor the default (paralyzing one is cool too, makes me feel like Zamus)

Side: Gravity Grenade, I love that it combos into U-Smash

Up: Gale, I just like the quick mobility it provides

Down: Pisces, you lose followup on hit, but I love the mobility it provides when used on the ground (I'm also a Pisces so :p)
 

DailySparta

Smash Rookie
Joined
Jun 27, 2015
Messages
4
I find the Penetrating Needles to be every useful.
It charges and throws INCREDIBLY fast, and has (from what I can feel) the same hitstun. Plus, it still works for the ol' needle combos.
The Penetration effect doesn't come into play much, but it helps a hell of a lot against Rosalina & Luma.
Anyways, the few downsides are shorter range and less actual damage.
I still think it's worth it!
 
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