riocosta123
Smash Journeyman
- Joined
- Mar 13, 2008
- Messages
- 437
Yeah, RC by a country mile.
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yea its not recovering thats the issue its having to vanish on stage everytime that kinda sucks.frigate isn't bad. just DI well and you'll recover everytime.
RC isn't that amazing because you can't use you ground speed or needles ever the whole match. Learn it any way though it isn't auto lose by any means. and some times there are better stages to ban to hinder your opponent.
it isn't as bad as it seems. since you can pass through the floor + lagless landing you actually have a lot of options as to where to return when you are coming back. especially when the stage is uneven. I'm not going to act like I never get punished. but all of your options are so drastically different that a lot of the time you can avoid being hit all together and that's on reaction.yea its not recovering thats the issue its having to vanish on stage everytime that kinda sucks.
=( What about the Ftilt charts?past 35 is your best bet to start on every character below that most can get out with frame 3 or less moves or even sheild.
ftilt usmash varies character to character and depends on their percent, weight and how much you've decayed ftilt. I say just play a lot use ftilt a lot and you'll start to just know when you can and can't get it bassed on the last time you hit (that what I do for the most part) if usmash will kill then ftilt->usmash combos.
64 seems like alot and i hear that it may be possible but i want to make sure we know exactly how many we have.Judo, as a Zelda main as well, I'm more than confident that sheik has the same amount of directions as Zelda. We can talking as many as 64 if you're good on a joystick.
Yea i think someone needs to do some testing cause i know for a fact that mario isnt DACUS-able out of grab release he can jump before we hit em. I knew sopo worked but i think alot of character either dont have to air release or they can jump before we hit em.its at least 32 directions I believe it is 64 though. understanding the directions is huge... like if teh stage is above you or level, but NE will get you killed NEE may be just enough to land you on stage. understanding how far all the distances go is huge so you know the furthers possible distances you can upB from and safely make i to the stage or edge.
Shameless plug (cuz all my vids are horrible)
http://www.youtube.com/user/LessThanPi#p/f/5/i85euqQhlS4
http://www.youtube.com/user/LessThanPi#p/f/6/BWjFS8Kn6nc
^^^ true statement.I'm pretty sure it's 28-29
Did you also consider the MLG CP list? Regardless looks like Sheik is a solid characterRC, Frigate, i always say yoshis is her worst neutral but im not sure about that. Sheik doesn't really have bad stages aside from RC and the first part of frigate.
Yea tbh sheik balances her high moblility and tools so that she can really be quite effective on any stage i agree that her worst stages are RC and frigate but like <3 said its not that bad. Generally high mobility characters dont have bad stages. there are obvious exceptions tho.RC is sheik's worst stage and that isn't even a bad stage for her.
QFTonce you learn to punish landing lag sheik ***** hard on any flat stage.
haha nice tristan although i have a different formula for fox that i always use.QFT
Full Needle storm is most likely the best move in the game for punishing landing lag on a flat surface due to how safe it is, how much damage it can do, and how easily it can applied. I mean the full horizontal hit box of the needle storm is like shooting out a meta knight drill rush, maybe two.
Against characters without multiple jumps it can mean easily stack on anywhere between 4 to 18% extra which is always sweet after something like a tilt combo.
Edit: I'm about to talk about a lot of complex stuff dealing with numbers and chances are make very little sense while doing so...So feel free to skip the rest of my post especially if your new to sheik. I don't want people to start thinking they have to be human calculators to play sheik well.
Example: Fox
Fresh Ftilt starting a tilt lock on Fox at 30% to 55% so 6Ftilts
You combo into Utilt and since we are playing theory brothers right now it's fresh too so another 13%
Fox is now at 68%
Since he DI the Utilt he goes more vertical then horizontal and he DI's away from you because he doesn't want to get Utilt ***** again so you walk after him as you wait for him to land and when he does you nail him from half the distance of FD scoring a nice 12% bonus.
Fox is now at 80%
~yanks out of stale move formula as he prepares to get cereal on this ****~
Stale Move Multiple = 1-S
Ftilts stale moves decay before Utilt and needle storm.
0+0.1+0.09+0.08+0.07+0.06+0.05= 0.45
1-0.45 = 0.55 move stale.
Or
Ftilt, Ftilt, Ftilt, Ftilt, Ftilt, Ftilt, not Ftilt/Utilt, not Ftilt/Utilt, not Ftilt/Utilt.
Now we add Utilt and Needle storm into the fun so
Needle, Utilt, Ftilt, Ftilt, Ftilt, Ftilt, Ftilt, Ftilt, not Ftilt/Utilt
___________0.08 0.07 0.06 0.05 0.04 0.3
Plus them all together to find Ftilt current decay 0.08+ 0.07+ 0.06+ 0.05+ 0.04+ 0.3= 0.33
1-0.33= 0.67 Ftilt Decay.
~check charts and is official having fun with this~
0.67 is very similar to 0.66 which is what 4Ftilts in a row is, in fact the difference in the numbers are so small we only see a 1% difference at 98%.
So fox is at what...80%? and we have a Decay almost identical to 4Ftilts
If we land another Ftilt at this point we can just barely combo directly into tipper usmash which wont kill unless the fox is ******** but would put fox over 100% and allow us to change to Zelda or we can do something more realistic and easy like jump into strong Nair.
Going into MOAR theory let's say instead of doing Usmash or Nair we do Fair after all fox is near the ledge, this could potentially knock fox off the stage and set him up for a gimp or more punishment.