Smolder
Smash Apprentice
- Joined
- May 14, 2014
- Messages
- 124
So Sheik is a bit of an ugly MU for Roy. There are two big problems that Roys tend to have with Sheik.Im sorry if this has already been discussed, and feel free to tell me to look through the thread if it has, but im curious about the roy sheik mu. i generally have a lot of trouble with sheik and that is definitely due to having poor experience with the mu as well as how sheik plays and what sheik wants to do but itd be cool to get some insight.
A.) Her tech chases.
B.) Her gimp game.
If you want to have any chance against a Sheik, you must learn how to effectively deal with both A. and B.
When fighting a Sheik, you must always mix up your techs. Mixing up your techs for her down throw is essential because if she adapts to your tech pattern, she will easily rack up some good percent before finishing you off with a down throw --> drop down fair on ledge. If you can't seem to figure out a way to get past her tech chasing, begin teching towards the closest ledge. This is very dangerous though, because she can follow you off the ledge with a drop down fair. You must DI her throw up and away so that you are close enough to make it back to the ledge and so that she can't get a fair follow up.
As for dealing with her gimp game, you can utilize two or three different tactics that I know of. The first tactic would be to merely up-B early. If you notice that the Sheik is running towards the ledge at breakneck speed in an attempt to gimp you, just up-B early to catch her off guard. Due to the priority of your up-B, you will almost always beat her before she can throw out a fair. If you find yourself falling parallel to the wall of the stage, you can let her go off for you, fall until you are at max range, and then up-B almost straight upwards. Due to your fall speed as compared to hers and the amount of time it takes her to get to you, you can usually win with this tactic. The third tactic is very niche and rarely used, but if she hits you with a lower knockback move that only sends you slightly away from the ledge, you can let her run off towards you, then do a fade back jump to bait out the fair and then follow up with an up-B to get back to the stage while racking up some percent on her. As you can see, most of your recovery game revolves around beating her fair attempts, because she WILL go out as deep as she needs to secure those early stocks.
When dealing with her in neutral, keep in mind that she can come down on you with a fair, then follow up with either a ftilt or a jab. Let her drop on your shield with her fair, let her ftilt, then punish her with a grab. I'm not sure you can do the same with her jab though, seeing as it turns into a multi-hit move. Also, keep in mind that she can mix up her fair approach with a follow up grab. Watch to see which of these mix ups she uses the most and punish accordingly. Fortunately, CC dtilt is actually pretty useful against her due to its fast IASA frames and the fact that she's at that sweet spot combo weight where you can do some ugly things to her.
Your whole game plan will be to play footsies with her until you can get a confirmed dtilt or grab, then push her towards the edge of the stage. Sheik has a glass jaw when she's the one who's trying to recover. More often than not, you can actually hold the ledge, see where she lands from her up-B and if she ends up on stage, you can ledge dash to grab or ledge dash to fsmash. Either way, she's in for some pain. Most Sheiks, however, will try to up-B into you on the ledge to get you either stage spiked or back on stage so she can have the ledge. This tactic of theirs is actually highly effective and very hard to punish due to the invincibility frames on her up-B. However, if you get lucky and they mess up their spacing on the up-B, you can actually dair from ledge and either get the spike, the knock up, or the semi-spike. (Her up-B doesn't have invincibility on the first few frames of start up) All of these are great options because two of them are a confirmed kill and one of them is a possible kill because you can L-cancel on stage then do a bair follow up to put her even further away from the ledge. Also, keep in mind that that the first explosion of her up-B is the only one with damage and knock back. The second explosion that you see of her coming out of her up-B actually does nothing. This means you can just hold the ledge and watch her lose a stock if she attempts a sweet spot.
I hope this helps you out, man. That MU is pretty annoying to play against. =)
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