So I've played Sheik a decent amount, and I've noticed, a couple of her weakest zones, I guess would be the right word. Above the opponent in the air and off stage seem to be the most obvious, and I don't know what to say about Sheik on the ledge. She has very nice options and good invincibility on some of them too, but due to her bad horizontal air mobility, I can see her get easily screwed over by good baiting/spacing by a character with a disjointed hitbox. So on that note, are there any more zones I should be aware of and do you agree with my own assessment of her weaknesses?
On that note, I have been thinking (theorycrafting, oh no) about some options which I think she could utilize when she is juggled that I don't think many Sheiks have commonly implemented. I have also discussed with a couple other Sheik mains over skype about this, but I want to know everybody else's opinions.
1. B-reversal needle: Standard momentum shifter, has use for any character that wants to escape being juggled. The only problem is that again (arrgh) Sheik horizontal air mobility is not great so she doesn't go very far/opponent's with a lot of horizontal range on their uairs or good air mobility can still catch her very easily. In my experience, it's useful but it's not a solid answer to most scenarios where reverse specials are applicable. Although I have to say, turnaround b-reversal in the air may be nice.
2. Footstooling: This is actually a very specific tactic that any character can use, but with a character like Sheik who is very limited in her recovery from being juggled it should be implemented. Footstooling, however, is also very specific and can't be used in most situations. However, it is a very good counter to many common situations you may see, MK tornadoing below you or a character baiting an air dodge and charging a smash attack.
3: Vanish: This tactic is like my biggest question for this post. I talked to Renki and <3 about this, and from there responses, it does not seem to be a common option used, if it's used at all. Basically, you sacrifice a little vertical distance that takes you further away from the ground and a bit of vulnerability, but you have the option to go anywhere after that. Depending on your positioning, your options can range from landing with zero landing lag, going to the ledge, or landing far away from your opponent, so you can't be punished. Either way, this tactic seems to have a lot of good options, although it is heavily dependent on your own ability to not be predictable, and certain characters may be very good at covering multiple options. As I stated previously, what are your thoughts on this tactic?
So anyway I assumed that these options weren't used much, but if you already used these options on a regular basis, please post about how effective said option was.