Tristan_win
Not dead.
So awhile ago Plaid Ghost made a thread asking people why to grab over doing something like a smash attack. He got a lot of stupid answers but I've been thinking about the same thing for a while now, at least for Sheik.
After looking at the frame data and comparing the numbers back to back. I was so pleased with what I noticed that I decide to make a thread about it.
Frame data doesn't lie...
Normal
Start up
Sheik Jab- 2 frames
Sheik Jump- 4 (airborne on frame 5)
Sheik Ftilt- 4 frames
Sheik Utilt- 5; 25 frames
Sheik Dtilt- 5 frames
Sheik Standing Grab- 6 frames
Sheik Jump into Nair- 7 frames
Sheik Running Grab- 9 frames
Cool down
Sheik Jab- 20 <17> frames
Sheik Ftilt- 24 <21> frames
Sheik Dtilt- 29 Frames
Sheik Standing Grab - 30 frames
Sheik Utilt- 40 <35> frames
Sheik Jump into Nair- 44 frames 15 frames for landing lag plus air time before landing.
Sheik Running Grab - 46 <39> frames
Shield related
Start up
Shield- 2 frames
Jump- 4 (airborne on frame 5)
Sheik Standing Grab- 6 frame
Sheik Jump into Nair- 7 frame
Sheik Jab out of Shield- 10 frame
Sheik Ftilt out of Shield- 12 frame
Sheik Utilt out of Shield- 13 frames
Sheik Dtilt out of Shield- 13 frames
Cool down
Shield- 7 frame
Sheik Jab out of Shield- 28 <25> frames
Sheik Standing grab- 30 frame
Sheik Ftilt out of Shield- 31 <28> frames
Sheik Dtilt out of Shield- 38 frames
Sheik Jump into Nair- 44 frames 15 frames of landing lag plus air time before landing.
Sheik Utilt out of Shield- 48 <43> frames
Note: The ones with "<>" around them is IASA frames
Note2: I added 1 frame to the "out of shield" numbers since it takes 1 frame for the game to input your commands.
I want you to pay special attention to the cool down time of the shield related section and the ISSA frames listed there.
Okay so with those numbers we can start to separate them into categories
The reason for that organization is quite simple
High Risk Low Reward
The Utilt and Dtilt rarely combo into anything and have more start up and cool down then the rest of the other options
High Risk Low Reward
The Ftilt is by far the best if it lands but because of it's cool down it isn't the safest as if they side step or shield odds are they will be able to punish you.
Low Risk Low Reward
The old classic is still semi safe but it does less damage then all of the listed options but maybe the jab with out pummeling. Honestly people I love positioning which is why I'll still use the grab to mix it up and to force my opponent in the air in a way I can control but unless they are like at zero percent it's unlikely you will follow it up effectively with a attack.
Low Risk High Reward
This is the best it's get, they are the safest and can cause a good chuck of damage.
The Jab
The jab out of shield comes out in 9 frames which is indeed 3 frames slower then the normal standing grab, however unlike the grab the AAA combo cannot be side step and if it connects can do a noteworthy amount of damage. If you end it early you will also be able to escape being punished by shield. The AAA combo ends in 4 frames and the shield comes out in 2 frames their attack will most likely wont have the range or the speed to hit you and even if it does they have to have frame perfect timing to hit you, which most likely wont be as much punishment as you just gave them. Another thing to think about when doing the Jab out of Shield is a single or maybe two can be used to "test the water" to see how they respond which if you fear a grab coming could side step.
Full Jump out of Shield into Strong Nair
This is the best option out of shield it's the best in safety and for immediate damage, after all it comes out only 1 frame slower then the standing grab. By jumping to Sheik full height with the Nair they are force to shield or side step. The cool down of the attack does not allow most characters the chance to purse very effectively thus allowing you to hit or not hit them with nearly no danger to yourself. The only reason's this should not be used is..
1. You wish to keep your Nair fresh for killing
2. They have a counter and you think you are going to use it if you try this
3. They are someone like Marth or Samus with great defensive up B's
Note3: The reason why the Dsmash was not added was because it is slower then the jab and does does the same damage as the Nair while not being able to be sidestep. Trying to organized a list of Low and high reward and risk was proving to be too challenging with it was replace with the Utilt.
After looking at the frame data and comparing the numbers back to back. I was so pleased with what I noticed that I decide to make a thread about it.
Frame data doesn't lie...
Normal
Start up
Sheik Jab- 2 frames
Sheik Jump- 4 (airborne on frame 5)
Sheik Ftilt- 4 frames
Sheik Utilt- 5; 25 frames
Sheik Dtilt- 5 frames
Sheik Standing Grab- 6 frames
Sheik Jump into Nair- 7 frames
Sheik Running Grab- 9 frames
Cool down
Sheik Jab- 20 <17> frames
Sheik Ftilt- 24 <21> frames
Sheik Dtilt- 29 Frames
Sheik Standing Grab - 30 frames
Sheik Utilt- 40 <35> frames
Sheik Jump into Nair- 44 frames 15 frames for landing lag plus air time before landing.
Sheik Running Grab - 46 <39> frames
Shield related
Start up
Shield- 2 frames
Jump- 4 (airborne on frame 5)
Sheik Standing Grab- 6 frame
Sheik Jump into Nair- 7 frame
Sheik Jab out of Shield- 10 frame
Sheik Ftilt out of Shield- 12 frame
Sheik Utilt out of Shield- 13 frames
Sheik Dtilt out of Shield- 13 frames
Cool down
Shield- 7 frame
Sheik Jab out of Shield- 28 <25> frames
Sheik Standing grab- 30 frame
Sheik Ftilt out of Shield- 31 <28> frames
Sheik Dtilt out of Shield- 38 frames
Sheik Jump into Nair- 44 frames 15 frames of landing lag plus air time before landing.
Sheik Utilt out of Shield- 48 <43> frames
Note: The ones with "<>" around them is IASA frames
Note2: I added 1 frame to the "out of shield" numbers since it takes 1 frame for the game to input your commands.
I want you to pay special attention to the cool down time of the shield related section and the ISSA frames listed there.
Okay so with those numbers we can start to separate them into categories
![](http://i33.tinypic.com/or6zd4.jpg)
The reason for that organization is quite simple
High Risk Low Reward
The Utilt and Dtilt rarely combo into anything and have more start up and cool down then the rest of the other options
High Risk Low Reward
The Ftilt is by far the best if it lands but because of it's cool down it isn't the safest as if they side step or shield odds are they will be able to punish you.
Low Risk Low Reward
The old classic is still semi safe but it does less damage then all of the listed options but maybe the jab with out pummeling. Honestly people I love positioning which is why I'll still use the grab to mix it up and to force my opponent in the air in a way I can control but unless they are like at zero percent it's unlikely you will follow it up effectively with a attack.
Low Risk High Reward
This is the best it's get, they are the safest and can cause a good chuck of damage.
The Jab
The jab out of shield comes out in 9 frames which is indeed 3 frames slower then the normal standing grab, however unlike the grab the AAA combo cannot be side step and if it connects can do a noteworthy amount of damage. If you end it early you will also be able to escape being punished by shield. The AAA combo ends in 4 frames and the shield comes out in 2 frames their attack will most likely wont have the range or the speed to hit you and even if it does they have to have frame perfect timing to hit you, which most likely wont be as much punishment as you just gave them. Another thing to think about when doing the Jab out of Shield is a single or maybe two can be used to "test the water" to see how they respond which if you fear a grab coming could side step.
Full Jump out of Shield into Strong Nair
This is the best option out of shield it's the best in safety and for immediate damage, after all it comes out only 1 frame slower then the standing grab. By jumping to Sheik full height with the Nair they are force to shield or side step. The cool down of the attack does not allow most characters the chance to purse very effectively thus allowing you to hit or not hit them with nearly no danger to yourself. The only reason's this should not be used is..
1. You wish to keep your Nair fresh for killing
2. They have a counter and you think you are going to use it if you try this
3. They are someone like Marth or Samus with great defensive up B's
Note3: The reason why the Dsmash was not added was because it is slower then the jab and does does the same damage as the Nair while not being able to be sidestep. Trying to organized a list of Low and high reward and risk was proving to be too challenging with it was replace with the Utilt.