• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Got a question! Sheik Q&A & FAQ

-Mars-

Smash Hero
Joined
Jul 26, 2007
Messages
6,515
Location
UTAH
http://www.smashboards.com/showthread.php?t=249620

I personally set Z to attack for DACUS and X to Grab. I use R for shielding and L for jumping as a couple of characters and usually for OoS stuff, so I couldn't set a trigger to it.
Although if I wanna be absolutely sure I pull it off, I'll claw.

Also, I've got a question. Is Project Know It All ever going to be completed? Most of what it's missing is in the moveset section, so it shouldn't be that hard to finish.
The creator of that hasn't been active on SWF as far as I know for like 2 years so probably not.
 

Dcold

Smash Lord
Joined
Jun 30, 2009
Messages
1,374
Location
Wherever sarcasm can be made
I'm frustrated by the amount of trouble I'm still having with this capture card. :l I am at a loss for why this doesn't work. GBEISRABHA Does anyone know why for any reason it's messing up? D:
 

Dcold

Smash Lord
Joined
Jun 30, 2009
Messages
1,374
Location
Wherever sarcasm can be made
I'm gonna have to start recording in Pinnacle again......then compressing it somehow. When I compress with VD it only does a certain part of it, like the first 4 and a half minutes. Anyone know how to deal with that problem?
 

Cherry17

Smash Rookie
Joined
Aug 16, 2011
Messages
2
Location
None o' yo business!
So rather than read all 183 pages, because i'm sure that this question got asked someplace... I'm asking for a friend:
If you are sheik and being launched off the stage, what is your best DI? Any help would be greatly appreciated. :)
 

-Mars-

Smash Hero
Joined
Jul 26, 2007
Messages
6,515
Location
UTAH
So rather than read all 183 pages, because i'm sure that this question got asked someplace... I'm asking for a friend:
If you are sheik and being launched off the stage, what is your best DI? Any help would be greatly appreciated. :)
Charity??? If so Hi:)

For Sheik you wanna use fair when you DI since it's her fastest aerial.

And yea DI up always.
 

Cherry17

Smash Rookie
Joined
Aug 16, 2011
Messages
2
Location
None o' yo business!
OH MY! MARS! yes it's me!! haha! :D i will tell my friend a pro gave me this advice. hahaha :) I tell him all the time about your sheik-owning skills! THANKS. ^.^
 

B.A.M.

Smash Lord
Joined
Mar 13, 2008
Messages
1,538
Location
Fullerton, CA
NNID
Bambatta
I think Sheik is pretty solid vs MK on ground. If you play a proper footsie game with her and zone with needles you can get amazing guaranteed damage. she also has one of the greatest dashes in the game in terms of short cooldown so you can do things like bait dash grabs or DAs and punish with ftilt. her regular grab beats dash attack and dash grab as well. Her walk speed is good enough and having a quick jab gives her leniency on punishing cross up rolls if you whiff a tilt. Her jab leads into some strong damage options as well. her jump is very quick so it can punish dair camping, at mid percents her DA is amazing at punishing actions where landings, dashes, or attacks.

Her fall speed also allows Shading to be viable in terms of cross ups, where jab strings are VERY hard to punish on the back of a shield and allow usually enough time to punish a roll. charging needles aids in controlling a ton of space and isnt really punishable except when they are really upclose. even single needles are very strong in controlling space. She has strong anti airs in utilt and usmash as well. I think shes amazing up until she gets knocked off stage really. Especially if you have the GR down. I think its really hard for MK to deal with a character who not only has a strong GROUNDED projectile ( no other character really has any grounded projectile near as effective as needles are) but also has comparable speed in terms of normals, which lead into guaranteed damage.


EDIT: Is Sheiks legs invincible during dsmash? or is the hitbox just amazingly high ( which seems very possible). More and more I have been using it as a tripguard anti air, and I feel its one of the best in game maybe only rivaled by Sonic's imo.
 

Dcold

Smash Lord
Joined
Jun 30, 2009
Messages
1,374
Location
Wherever sarcasm can be made
Yes her legs are invincible, but only for a short time I believe. It's not as amazing as it seems lol.

And jumping into dair camping doesn't really help much. Just punish them when they land, it's the safest option. Upsmash isn't a great anti air, it's pretty slow, and has a decent cool down that's easily punishable. Stick to up air. Just capitalize on when your shield is hit, you can get good damage off of it.
 

B.A.M.

Smash Lord
Joined
Mar 13, 2008
Messages
1,538
Location
Fullerton, CA
NNID
Bambatta
Yes her legs are invincible, but only for a short time I believe. It's not as amazing as it seems lol.

And jumping into dair camping doesn't really help much. Just punish them when they land, it's the safest option. Upsmash isn't a great anti air, it's pretty slow, and has a decent cool down that's easily punishable. Stick to up air. Just capitalize on when your shield is hit, you can get good damage off of it.
Its amazing in terms of trip guard anti airs for sure. What I mean by that is countering an aerial with it. usually of the Sh height, but can be any really. The reason why I asked about the hit box is because I had it beat out a Snake bair once. Which would make it an amazing trip guard in terms of her hurtbox being so low and her hitbox being relatively high. It has a fairly good duration too so itll counter a ton of aerials and ADs. THATS what im referring into in terms of it being amazing.

I mean Usmash in all its iterations. Dacus and dash usmash can be okay vs some dair camping. Jumping into dair camping is legit lol just jump and punish the dair. Why give MK time to put you into a mixup? thats completely unecessary when you can just walk up and punish dair on reaction. Once you get the timing down whiff punishing dair is easy. makes no sense to NOT take a free punish imo
 

Dcold

Smash Lord
Joined
Jun 30, 2009
Messages
1,374
Location
Wherever sarcasm can be made
If you get caught while trying to stop his dair camping, you're taking heavy damage. Risk vs Reward is not in our favor. MK can juggle us easily and take us to a gimp, or just a high percent due to **** ups in the air. The main point of the MU is to just stay on the ground as much as possible. Not saying never go in the air, but when you're going in the air to challenge him it's a little silly. They won't just randomly dair camp without trying to cover their mistakes, or atleast they shouldn't.
 
Joined
Mar 2, 2011
Messages
3,114
Location
Ann Arbor, MI
DACUS Isnt a good landing punish unless the person isnt paaying attention. You will get hit, unless the MK is prone to air dodging slightly above the stage(but not into it, because dacus cant punish that) for no reason.

If sheik is in the air and MK is below her, either in the air or on the ground, sheik is taking massive damage. Needles are only safe on hit, especially single needles are insanely minus on block and not hard to react too them being thrown, not to mention needle charge camt be cancelled into sheild or jump. Im not sure how sheik is able to get behimd MK and close enough to jab the back of his sheild but he can just reset the situation by jumping away. Dash attack is a fast punish, but also a bad one seeing as it only does 8% and is really difficult to follow up on, esp vs 9 jumps MK.

A lot of the things you are saying are true, but in the end they all rely on footsies and mixups/shenanagins, which wont work 100% of the time against a player as good as you are. And when you do take a hit, it can be anywhere from 8%-death depending on profeciant the MK is at punishing landings.

Like BAM while the things you posted are true, you're looking at the MU as if MK has 0 options to our footsies and mixups... And thats just not the case.
 

eveningninja

Smash Apprentice
Joined
Jul 6, 2011
Messages
99
Gonna be playing a money match against an Ike at some point in the near future. What should I keep in mind? His jab cancels seem to get the best of me, and I'm not sure how to really get in there to attack without getting destroyed by jabs and grabs. Do you have to needle camp a lot?

Any tips on approaches, mixups, punishes, ledge strategies, etc., things to keep in mind? Also, can Zelda transformation be of use for KO's and what not? Or would transforming to Zelda make me much worse off? And does Sheik have grab release options on Ike?

Thanks.
 

Zankoku

Never Knows Best
Administrator
BRoomer
Joined
Nov 8, 2006
Messages
22,906
Location
Milpitas, CA
NNID
SSBM_PLAYER
Get him to 30+, ftilt until he's above you and usmash which will bring him to around 80-90, do a couple ftilt x2 into utilt or aerial until he's at 120%, ftilt usmash for the KO. Opt for ftilt out of shield instead of shieldgrabbing.
 

eveningninja

Smash Apprentice
Joined
Jul 6, 2011
Messages
99
Thanks. Any grab release stuff against Ike? Also, any tips on avoiding getting jab locked to oblivion? And is Zelda transformation going to help at all in this matchup at any point or would sticking w/ Sheik be best?
 

eveningninja

Smash Apprentice
Joined
Jul 6, 2011
Messages
99
What are some good Sheik AT's to embed into my arsenal of techniques?

Currently, the only "advanced" things I know of and use at the moment are DACUS and Vanish Glides. Any other critical/important Sheik things to know? Are there some cool tricks to use with Needles? Thanks.
 

BRoomer
BRoomer
Joined
Jul 30, 2004
Messages
7,878
Location
Woodstock, GA
NNID
LessThanPi
I think Sheik is pretty solid vs MK on ground. If you play a proper footsie game with her and zone with needles you can get amazing guaranteed damage. she also has one of the greatest dashes in the game in terms of short cooldown so you can do things like bait dash grabs or DAs and punish with ftilt. her regular grab beats dash attack and dash grab as well. Her walk speed is good enough and having a quick jab gives her leniency on punishing cross up rolls if you whiff a tilt. Her jab leads into some strong damage options as well. her jump is very quick so it can punish dair camping, at mid percents her DA is amazing at punishing actions where landings, dashes, or attacks.

Her fall speed also allows Shading to be viable in terms of cross ups, where jab strings are VERY hard to punish on the back of a shield and allow usually enough time to punish a roll. charging needles aids in controlling a ton of space and isnt really punishable except when they are really upclose. even single needles are very strong in controlling space. She has strong anti airs in utilt and usmash as well. I think shes amazing up until she gets knocked off stage really. Especially if you have the GR down. I think its really hard for MK to deal with a character who not only has a strong GROUNDED projectile ( no other character really has any grounded projectile near as effective as needles are) but also has comparable speed in terms of normals, which lead into guaranteed damage.


EDIT: Is Sheiks legs invincible during dsmash? or is the hitbox just amazingly high ( which seems very possible). More and more I have been using it as a tripguard anti air, and I feel its one of the best in game maybe only rivaled by Sonic's imo.
Its amazing in terms of trip guard anti airs for sure. What I mean by that is countering an aerial with it. usually of the Sh height, but can be any really. The reason why I asked about the hit box is because I had it beat out a Snake bair once. Which would make it an amazing trip guard in terms of her hurtbox being so low and her hitbox being relatively high. It has a fairly good duration too so itll counter a ton of aerials and ADs. THATS what im referring into in terms of it being amazing.

I mean Usmash in all its iterations. Dacus and dash usmash can be okay vs some dair camping. Jumping into dair camping is legit lol just jump and punish the dair. Why give MK time to put you into a mixup? thats completely unecessary when you can just walk up and punish dair on reaction. Once you get the timing down whiff punishing dair is easy. makes no sense to NOT take a free punish imo
I like this guy... He said what I said last year about the match up.

Off stage is your biggest problem in the match up (and getting back on stage from the edge), but MK only has 1 move that hits you off at low trajectories, dair, everything else you can DI really high up, even dsmash. So you shouldn't be in terrible situations if you are point with your DI.
 

BRoomer
BRoomer
Joined
Jul 30, 2004
Messages
7,878
Location
Woodstock, GA
NNID
LessThanPi
dair fast... but it isn't that fast...

depending on distance you can dash in and fair or uair and get a hit very comfortably. you can punish dair OOS as well with aerials if memory serves ( so dash in shield is also a safe bet)
 

-Mars-

Smash Hero
Joined
Jul 26, 2007
Messages
6,515
Location
UTAH
O i'm talking bout offstage. I know how to punish dumb MK's who dair over and over again.
 

eveningninja

Smash Apprentice
Joined
Jul 6, 2011
Messages
99
B-Reverse with needles.
Thanks. I tried doing B-Reverse Glide and for some reason can't get it to work. The Project Know It All thread said to hit Back on the control stick as soon as you would normally hit B to B-boost, and I tried that, and my Sheik just ended up doing her turning/slowing to a screeching hault thing, and no matter when I pressed B after that she wouldn't glide. Any help there?


Also, another question: Do any of you Sheiks claw (controller-holding style)? If yes or no, do you think there is any practicality to doing so?
 

DLA

"Their anguish was my nourishment."
Joined
Jun 28, 2008
Messages
3,533
Location
Chicago, IL
NNID
DLAhhh
Question...what do you guys think of the sheik vs. Diddy MU?

Personally, Sheik might be my favorite char to use against Diddy, except maybe MK.

Anyone have any specific tips for the MU? I usually just wing it. Here are a few things that usually seem to help for me :

- if Diddy has a banana, I've found that a very safe but effective approach is to just run straight at him, and when he throws the banana, you full hop Nair. Ideally you'll catch the banana, which is great. If he whiffs with the banana, you're still unpunishable but you closed a lot of space. If he hits you with the banana, you'll be in the air so you won't trip. No downsides to this approach--Diddy really shouldn't be able to camp hard in this matchup at all.

- don't be afraid to edgeguard diddy HARD. Nair wrecks diddy offstage.

- this isn't a MU specific tip, but it's something worth knowing... After getting tripped, I'm pretty sure Diddy has the fastest, safest get-up options in the game, frame-wise. His neutral get-up in particular is very fast and has very few vulnerable frames. Good diddy players know this so most of them rely on neutral get-up rather heavily. It's up to you to decide how to use this knowledge...you can either punish them multiple times for it until they change their habit, or you can convince them you won't punish it, and then get a really important punish like a charged usmash or something when you really need it.



That's all I got. Anyone else have anything to share about the MU?

:phone:
 

Zankoku

Never Knows Best
Administrator
BRoomer
Joined
Nov 8, 2006
Messages
22,906
Location
Milpitas, CA
NNID
SSBM_PLAYER
It's not a terrible matchup, unless Diddy has full banana+stage control. Diddy's easy to get in against, punish, ftilt, follow up on, edgeguard, and what have you, so long as you don't allow him to keep bananas around. Prevent that from happening in however fashion you feel most comfortable in.

If Diddy does have bananas around, do your best to work around them and not get hit by any, because you really can't afford to eat too much damage with your light weight, fast falling speed, and recovery. Catching bananas could help, but skilled Diddy mains would likely be familiar with playing a game of catch, so don't just assume you can safely toss them back.

If you do manage to claim a banana, Sheik has enough speed to actually combo on hit-confirm in a number of ways, or if you want to be fancy you can attempt her banana lock thing.
 

Dcold

Smash Lord
Joined
Jun 30, 2009
Messages
1,374
Location
Wherever sarcasm can be made
Banana -> Dacus
Banana -> DA
Banana -> Needles

If only Sheik had a glide toss. But Sheik can use the itesm decently, and the MU isn't that bad, although I don't particularly like it. It's one I'd say that you have to pressure him because if you let him breathe then he may **** ya up, right up your alley. Trick him with his own bananas because he's going to want them for himself, so learn some things to do to trick and play games with him.
 
Top Bottom