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lol hi - A Guide to Sheik/Zelda

SinkingHigher

Smash Lord
Joined
May 4, 2008
Messages
1,886
Location
Canada
As far as I know, the only things I haven't covered are listed below. If anything is missing that I am not yet aware of, please let me know.

To Be Added:
1. Video References/Screenshots.
2. Sheik/Zelda Guide Updates.
a) The Basics (Z)
b) The Basics (S)
c) Edgeguarding (S)

Please note: Lime stars indicate a newly posted or updated addition.
Please note: Red stars indicate a newly posted VIDEO.


NEW FEATURE: In the event that someone searches for a move based on one given name and finds nothing, only to make a thread which gets re-directed, I've added an "A.K.A:" note where necessary immediately under the name.

Ctrl+F --> Search should find the move if it exists now.

If you know of an alternate name for a move, please post it in the thread. i.e.

Needle Glide ----> B-Boosting, B Boosts, Needle Boost, etc...


-------------------------------------------------------------










C O N T E N T S


...SPECIAL ATTACKS...

CHAIN
Chain Lock
Chain Jacket
General Notes

VANISH
Wind
Vanish Catch
Vanish Glide
Edge Glides.
Ledge Stall
Vanish Boosting.
General Notes

TRANSFORMATION
Rising Transformation

NEEDLE STORM
Needle Glide
Reversed Needle Glides.
Needle Lock
Needle Pull
General Notes



...'A' ATTACKS...

SMASHES
U-Smash (Running U-Smash)
Boost Smash (DACUS)

TILTS
F-Tilt Lock



...COMBOS & KOs...

SHEIK

Grab Release Combo
Grab Release > Tipper (GRUSTing)
F-tilt Footstool Combo

ZELDA
Farore Switching
Reversed Farore Switching
LWF-airs and LWFB-airs.
B-Reversed Nayru's Glide Combo.
Edge-Reversed NL to Spike.
D-tilt Lock.
D-tilt Lock Combo.
Din Glide to Running U-Smash
SHFFN-air to Running U-Smash




...ZELDA, CONTINUED...

SPECIALS
Love Jump
Farore's Boost
Transformation Glides
***Din Hopping


...CHARACTER GUIDES...

SHEIK

***Basic Gameplay

ZELDA

How to Land Lightning Kicks.
***How to Ledge-warp.

-------------------------------------------------------------






...SPECIAL ATTACKS...



C H A I N


Chainlock

"The Chain Lock is simply a technique that uses the chain to shield stab, punish spotdodging, and quickly rack up damage. The multiple hits from the Chain literally eats away at shields and traps in the opponent momentarily in a series of rapid Chain hits before being knocked away by the tip."


"The Reverse Chain Lock works the same way, but your back is facing the enemy. This setup causes the tip of the chain to knock the enemy back into the Chain instead of away. Sheiks slides forward during the chain lock, making it more of a true lock as the enemy will be trapped until they can DI out of it." ~ StealthSushi


  • The chainlock doesn't need to be a down and down(direction) motion. You could do it between any two points, like downforward+forward, or even forward+upforward for larger characters. However, this can only be done infront of Sheik. Reverse chainlocks don't work this way.

    This will allow you to do weaker version of the lock from a farther distance. By weaker, I mean that it is easier to escape, since it is harder to maintain a steady flow of hits, and it is more likely that the tip will connect, thus breaking the lock.

  • You can chainlock someone that is behind you by going between South-SouthEast, SouthEast and East-SouthEast, assuming you're facing West. By hitting them with the end of the chain (by quickly tapping towards them), at low percentages, it will knock them infront of you where you can chainlock again. This works beautifully on certain large, recovering characters like C. Falcon or Ganondorf who are unable to do anything after their third jump.

  • When doing the reverse chainlock, you will slide forwards in the direction Sheik is facing at a moderate pace, like walking. Since the chainlock has a tendancy to push the opponent infront of Sheik, you should be able to hold them longer.

    I found an easier way to get the lock to work. If you face the opposite direction and sweetspot them with the chain from BEHIND, no matter how far they are, it will pull them into the perfect position for the reverse chainlock. Like Zelda's Nayru's Love, it will always knock them the way Sheik is facing.

    (I believe that this works better than the original chainlock because you are moving, and thus the hitbox gets a larger range. I don't know for sure though, since I don't have anyone to test it on.)



Chain Jacket

"By performing the Chain Jacket, you can infuse the knockback of ANY Sheik move into the chain hits. So if you do a D-Smash Chain Jacket, each time the Chain hits the enemy, they'll struck with the knockback and damage of a D-Smash." ~ StealthSushi

VIDEO: Chain Jacketed B-air

  • ** How to perform the Chain Jacket: **

    IMPORTANT: Make SURE you have attacked three times before attempting the jacket. Failure in doing so will result in a highly annoying buzz and a game crash. As far as I know, this won't damage your system, but you will have to reset the game.

    1. Perform the move you would like to Jacket onto the Chain. It does NOT need to hit someone.



    2. Perform a short hop and deploy the Chain JUST after you reach the apex of the hop. This does NOT have to be done immediately after Step 1.

    (In this pic, BEGIN to deploy the chain at THIS point - the point where Sheik is about to curl up. If done right, she will never curl up. By the time the chain is at mid-length, you should be firmly on the ground. If it's not working, try waiting a fraction of a second longer. It may seem like it's too late, but just try it out.)



    3. If done correctly, you should see the Chain deploy "dust" come out about or slightly below Sheik's shoulders. It is also accompanied by a lower pitched Chain deploy sound.

    (Also note, the chain should just pass through your opponent if they are within range, as if ignoring them completely. )



    4. Your Chain is now jacketed until you retract it." ~StealthSushi


  • You can chain-jacket attacks, specials, throws, and even certain items.

    "If a move has two hitboxes (i.e. Strong B-Air vs. Soft B-Air), the Chain Jacket will adopt the last hitbox. For example, if you performed a B-Air, and fast-falled it before the weak hitbox took place, you will Jacket the strong hit. If you full jump the B-Air and let it complete before landing, you will Jacket the soft B-Air." ~ StealthSushi

    The chain will behave like whichever move is being jacketed. A similar priority attack will "clash" and the chain will retreat.



General Notes

  • A chain, held down, from above an opponent can break a smash attack from a safe distance. This only works downwards because the chain will sort of "snap" into a stiff vertical column. Not the most useful move, but if you pull it out by accident and don't have time to fix the problem...

  • I'll post this in the form of a heroic couplet.

    If you hold B while trying to tether,
    Sheik will ignore the ledge all together.



V A N I S H


Wind

"Vanish creates a huge amount of outward "wind." It's enough to completely negate Vanish's knockback and it'll push people away from you normally when you reappear." ~ Ankoku


VIDEO: Killing with Wind.

VIDEO: More Wind KOs.




  • The "Wind" at the end of the move can be used to push lighter characters like Kirby, Jigglypuff, Luigi or Mario who are at the edge, off the stage from quite a distance. It can also be used more practically to shove a Up-B Charging, edge-guarding Link.(Courtesy of slickmasterizzy) You can then charge your D-smash, which is difficult to escape from.

  • You can use the Wind to shove recovering opponents away from the ledge. With characters like DeDeDe, if you're at the right place at the right time, you can shove them away from the ledge, and they will fall to their doom. I haven't tested, but it may also work in a similar way for Link/Tink/Zss/Sheik/GW d-airs.

  • More importantly, you can use the Wind to give characters a significant boost, sort of like a mini-Gale Boomerang. Pit doing a Forward B, for example, will shoot right off the edge of the stage. If you can drop down before he finishes the move, and realises what happened, you may be able to KO from VERY low percentages.

  • The Wind is capable of outprioritizing certain attacks, for example, Luigi's fireball.



Vanish Catch

At certain percentages, Wind will "catch" an opponent who is flying away quickly. There is a brief stun period where Sheik can perform a quick Smash attack before the opponent has a chance to flee.

VIDEO: Vanish Catch in Action. (Better used further off stage to cause recovering opponent to fall.)




  • If you are able to position your Vanish so that when you re-appear, you are where your newly-flying opponent will be, Sheik will "catch" them forcing either a change in direction or a stop in momentum. They are unable to use any B-moves until they contact the ground or after the "stun" wears off.

    Depending on when you reappear, you will control which way the Wind knocks the opponent.

    Tested on Mario:

    0% - ~30% : No contact.
    ~30% - ~120 : Momentum reversed
    ~120% - ~190 : Momentum cancelled
    ~200+% : Continue forwards

    (Opponents tend to move at 45 degree angles, in the opposite direction to which Sheik is located in relation to them.)

    The higher the percentage, the longer the stun. Off the stage, this means they will fall for quite some time before they are able to recover. Either way, this allows you to do any move at your disposal. Ergo, You can KO with a Fsmash from the side of the stage at percentages that wouldn't kill with a Vanish attack. This is also a GREAT tool for team setups.

    Best used:

    1. When recovering from below the stage. Vanish so that you strike your opponent towards the ledge. Sheik will appear at the ledge before they do, and the Wind will push them back away from the stage.
    2. On the ground, after catching your opponent, immediately do a D-Smash or F-Smash. They are Sheik's quickest attacks.



Vanish Glide

First discovered back in the Melee days, Sheik's Vanish, when used close to an edge, will ignore the barrier between ground and air, and transfer her horizontal momentum off the stage. This has become a crucial tool for edge-guarding - a critical method for KOing with Sheik.

VIDEO: Vanish Glide used for KO at 1:46

VIDEO: Vanish Gliding from one platform to another.

  • When running towards the edge of a stage, perform the Vanish attack anywhere from 1 to 2 character lengths away from the edge.



    The later you perform the move, the farther Sheik will travel. The range is from here:



    To about here:



    Once you have left the ground, hold towards the stage so Sheik can recover.

  • Vanish Glides can be done without a run up. Just stand at the edge, facing outwards, and move the control stick forward then immediately roll it straight up. Depending on how far/slowly you tilt the control stick left or right, you can decide how far you want to fly away from the edge. For example, on a edge-hogger on the right side of FD, I would tilt it slowly forwards, and then roll it upwards quickly to hit them and then hold left to grab the ledge before they get the change. On the other hand, I would tap it to the extreme right and then up to fly out for a recovering opponent.

    This is identical to the vanish glide. It's just a way of doing it quicker and easier to control, since it is a little hard to accurately judge how far you will fly if you run up to the edge.

  • Using the technique above, you can do a Vanish Glide Fakeout by JUST tapping right or left enough to move Sheik off the edge. She will spin like she usually does, but instead of exploding she'll just grab the ledge.






    As long as you don't hold DIRECTLY towards the ledge, you can still have Sheik explode.




Edge Gliding

By rolling towards the edge from a certain distance, you can travel the minimum possible distance of a Vanish Glide by ONLY pressing Up and B.


VIDEO: Edge Gliding.


  • After some practice, you can skip steps 1-3 just by eye-balling it.


    1. Teeter at the edge.



    2. Roll towards center of stage.



    3. Take one step towards edge.



    4. Roll towards edge.



    5. Vanish.





Ledge Stall

Similarly to the Vanish Glide Fakeout, you can perform a the move from underneath the stage as a "Ledge Stall". This is done by:


VIDEO: Ledge Stall



  • 1. Ledge-Drop.



    2. Vanish



    3. Holding away or diagonally towards the stage to prevent grabbing.



    4. Holding towards the ledge to grab upon re-appearance.




Vanish Boosting

Just like Farore's Boost, you can add the momentum of a tumble to the initial jump of Vanish by pressing Jump before Vanishing.


VIDEO: Vanish Boosting.



  • While holding diagonally upwards in the direction you want the INITIAL BOOST to go, jump and hit B immediately afterwards.





    Afterwards, you can hold whichever direction you want to go in.






General Notes

  • When standing next to an opponent at the edge of the stage, with Sheik being the closer one to the edge of the stage, she will perform a psuedo-Vanish Glide without having to move. Simply press Up+B and she will slip off the side, adjacent to the ledge and then explode - It is similar to doing a Vanish Glide very early. You can grab the ledge if you want to from there after you reappear. Basically, this is just a ledge-stall from above.

  • You can use Vanish near ANY explosive item to detonate it without taking any damage. This includes Snakes D-Smash. Snake's C4 is the only explosive device that is impervious.

  • With the proper timing, you can hold on to an explosive, like Snake's Grenade, and Vanish towards an opponent. From when Sheik "explodes" to when the white light fades after she re-appears, she will be invincible. Timing the Vanish so that the item explodes during this time frame will allow you to recover from landing-lag and attack before your opponent recovers from the explosion.



T R A N S F O R M A T I O N


Rising Transform

During the tumbling animation, transforming immediately after a jump will cause Sheik to sky-rocket. This is a great tool for recovery and safe transformation.

VIDEO: Rising Transformation

Guide to all Sheik/Zelda Jumping Specials

  • When Sheik is tumbling, jump while holding Down+(direction you want to move) and then immediately hit B, and she will do a more pronounced version of the move above. Basically, the difference between a U-Smash and Boost-Smash. You can move up to about 35 degree angles depending on how you hold the joystick.


    Note: The air-ripples are where Sheik began the jump.


    The total distance you can cover is that of about 5 Sheiks above one another.

  • Sheik is much more "floaty" than Zelda. Jump while holding down lightly and press B, and Sheik will do a FullHop while transforming, and arrive on the ground as Zelda. This can be done from the ledge, or even as a second jump at any time.




N E E D L E S T O R M


Needle Glide

A.K.A: B-Boosting, Needle Boosting

Charging Sheik's needles when quickly approaching a ledge will force her to decend quickly while charging her needles. You may or may not choose to roll upon contact with the ground, but the end result is similar to a cross between the Vanish Glide and a Wavedash-drop.

  • Dash towards a ledge (you can do this from any point - even from the teetering animation) and just as Sheik is about to fall off the side, hit B once. Sheik will begin to charge her needles and gain some horizontal momentum. You can use this simply to decend from platform to platform, or to dodge incoming attacks.





    Note: Like the Vanish Glide, you can choose how far you want to go. By hitting down as you approach the edge and waiting before you hit B (while Sheik is still ducking), you will just slide right off the edge vertically downwards.

    ALSO NOTE: Sheik actually does fall faster when you do this, which makes it useful for edgeguarding.




Reversed Needle Glides.

Sheik performs the same action as above, but faces the opposite direction. Much much more useful for edgeguarding.

  • Hit backwards on the joystick when you would usually press B to B-Boost. (All characters can B-Boost).

    Sheik will turn around and stop on the edge just for a second. Press B at this point and she will do a reversed B-Boost. From here you can choose to shoot needles underneath the stage or jump and B-air.




Needle Lock

When opponent is on the ground after being attacked in that stunned state, the kind you can "tech" out of, you can use the Needle Lock to get a quick 21% damage guaranteed.

  • After footstooling, spiking or aerially attacking an opponent who falls to the ground and misses a tech, throw out your fully charged needles, followed by a single needle. You'll know if it works because they are always lying down on the floor, flashing white. Even when they are hit, this does not change, they just do The Worm.





    Note: After sending out the full needlestorm, you MIGHT have time to DACUS.



Needle Pull

Whenever you are very close to your opponent, shooting needles will pull them towards you.

  • I'll show you how to do this by standing at the edge.

    1. Stand with your back foot on the very very edge of the stage. When your opponent is so close to you that you're practically touching, shoot out your full NeedleStorm.



    2. The " back fire" will shove you off, and you will grab the ledge. Your opponent will fall past you.



    A couple of other things can happen. You can decide what you want. If they're REALLY close to you, you will grab the ledge and they will be pulled into the place where they would teeter just by turning around.

    If they're in that place where they would teeter already, you can dodge behind them, and when you fire your needles, no matter how many, you will fall off the side.

    When you're on a platform in say, Battlefield, things are a little different. Rolling to the edge and firing one needle will cause only you to fall. Standing near the edge and firing one needle will pull you both to the ground below. When this happens, your opponents fall has a footstool effect. You can fire two seperate single needles after the fall until they get up.

    I found it easier to run up to them and shoot your needles, however many you have, just as you come into contact with them. A similar effect happens, but it's hard to get them to fall doing it like this. However, since this works from the air, you can just jump at them if they're on a platform.



General Notes

  • When charging the needles, you can dodge immediately, lag free, upon contact with the ground, just by pressing left or right.

  • Needles have enough power to divert homing missles but not detonate. Very situational, but may be useful against Snake/Samus players.

  • A single needle used close to an enemy will turn them around.




...ATTACKS...


S M A S H E S


U-Smash (Running U-Smash)

While dashing or running, you can continue to slide forwards whilst charging a U-Smash

  • To perform: Dash, and hit C-stick up, or roll the joystick upwards and hit A. Started immediately from the edge, it will look like this:






Boost Smash - DACUS

Basically, U-Smash on steroids. Sheik slides across 2/3rds of Final Destination.

  • The move itself is very very simple. The timing is ridiculous. It stands for Dash Attack Cancelled into Up Smash. It's pretty clear how to do it from that. There are many ways to do this, but ultimately it all boils down to your Tap Jump and controller configuration preferences. I'll cover them all below.




    Like I said, the timing is ridiculous. Once you see Sheik attempting to dive, you should ALREADY have begun to U-Smash.




    Tap Jump ON, Default Configuration.

    This is what you do. It helps to think of it as a 1, 2, 3, 4 motion.

    1. Forward
    2. C-stick Down
    3. A
    4. Up.

    It is crucial that you press A before you press up, otherwise you will find yourself doing aerials.

    While your left thumb rotates the joy stick from Forward to Up, your right hand hit's C-stick Down and A.

    As soon as Sheik begins the Dash Attack, input the Up Smash. You have BARELY half a second to do it. Timing is everything here (And for a mommeennttt the worrllddd disappears. And maybe if you're luckkyyy..... Anyway....)

    Practice practice practice. You have to pretty much hit Cstick Down and A at the same time, and A and Up at the same time, yet it has to be 3 different inputs.

    Tap Jump OFF simply means you can hit Up before you hit A. This does indeed make the timing easier. If you don't mind switching to alternate controller configurations, by all means, please turn it off.

    Alternate Configuration.

    The most popular alternate configuration I know of is simply to set Z to "Attack" and either L, R, X, or Y (whichever one you don't use) to Grab.

    Assuming Z is now attack, all that happens now is:

    1. Forward
    2. Z
    3. Up
    4. A.

    You can change the configuration to whatever you want. Hell, you can change every button. The only thing that matters is that two different buttons are set to attack.

    1. Forward
    2. Whatever makes you dash attack.
    3. Whatever makes you attack.
    4. Up.

    However, some might say that in Sheik's instance, 2, 3, and 4 could just be one step.

  • Perhaps this is just me, but I had a tendancy to hold onto the C-stick and A. I *believe* that this makes it more difficult to DACUS because you're "clogging" the inputs, so to speak. Try releasing the C-stick before you hit A (Or release your first attack button before you press the second). Things got a lot smoother once I started doing this.


T I L T S


F-Tilt Lock

Possibly one of the easiest Sheik Techniques to learn. Simply hold your opponent in a tilt-lock by properly timing you tilts.

  • Here's a little tip. Just as Sheik is about to lay her foot on the ground again, hit A. DO NOT mash the A button, or your opponent will easily escape. Sheik's foot should appear to travel in a fluid, circular motion. Once Sheik starts doing the Funky Chicken, hit A again.










...COMBOS & KOs...



S H E I K



VIDEO: Sheik Combos. (The three following combos)



Grab Release Combo

This looks quite difficult to most people, but it is actually quite simple. Practice the timing a few times, and you should have it in no time. The only bug here is that the opponent has to be short enough for you to grab release.

NOTE: You can do this on large characters IF you hold them so both feet are in the air, right at the edge of a platform. There has to be some solid ground directly beneath them though.


  • **How To Perform the Grab Release Combo**

    1. After charging ALL your needles, grab your opponent. Feel free to Pummel a few times. The general rule is 1 hit for every 20%, but you can probably get 2 in for the first 20%. Anyway, don't press anything after that.



    2. Jump after them, then footstool.



    3. Immediately fast fall, then Strong B-air as you close in.



    4. Turn. Full NeedleStorm



    5. Single Needle.



    6. From this point, depending on where you are you can do one of two things.

    • 6.a) Run in for the grab again if they're close enough, and either repeat as much of the combo as you can without the full needles, or do whatever you want (GRUSTing is an option. Look below.)

    • 6.b) If they're too far away to grab, you can just Running U-Smash/DACUS from here.




Grab Release to U-Smash Tipper. (GRUSTing)

You can follow up a Grab Release with other moves for added damage

  • As far as I know, this only works on Wario because of his size:weight ratio.

    Quite simply, Grab Wario (pummel as necessary).



    Then U Smash, or DACUS.



    NOTE: You can use the grab release on any character whose feet don't touch the floor, and then any move you wish. You can even to run away if you're scared. Be creative with it, and see what works and what doesn't.



F-tilt Stool Combo

Similar to a grab release combo, but less reliable, you can footstool an opponent who presumes you intend to keep them in a f-tilt lock by doing the following:

  • 1. Fully charge your needles, theen f-tilt as many times as you feel you can safely lock your opponent in.



    2. Footstool.



    3. Fast Fall the NeedleStorm.



    4. Running U-Smash/DACUS.







Z E L D A



Farore Switching

This surprise set-up is done by using Farore's Wind after positioning yourself in the exact place, you can re-appear on their side, knocking them very far away horizontally. The initial "OMGWTF" period, you quickly run after them and spike.

  • Some people say "Oh, it's too easily sheilded" and whatnot but it works for me.

    1.When your opponent is at, say, 60% or higher, jump off the stage to the right, align yourself properly.



    2.You should hit your opponent on their far side.



    3.The knockback sends them off the stage and downwards. Most of the time they have no idea what just happened, so while they try to recover, run right off the edge, jump if necessary to position yourself correctly, and spike.



    4.Recover.






    I know, I know, there are many ways to avoid this, and FW is easily punishable, but I like to take risks, and most of the time, surprisingly, this works. You only have a few seconds to get the spike in, so practice for a while.

    Please note that enemies may quickly pick up on this. Keep it as a SURPRISE attack.



Reversed Farore Switching

Farore's Switch done from on stage. Best done after FW mindgames. FW to their closer side to send them off the stage, then spike.

  • 1. Use FW to teleport around the stage randomly.



    2. Eventually, land on your opponent when they are near the edge. Again, you want to hit them off the stage, so be careful with where you land.



    3. Spike as they recover.




LW KOs.

Some weaker recoveries leave your opponents open. Ledgewarping to the edge and following it up with a l/f/d-air can kill at low percentages. You can set it up with D-smash or NL.

VIDEO: LW to Spike.


  • This is remarkably difficult to properly execute, but when done... you feel like you've fulfilled your purpose in life. This is HIGHLY SITUATIONAL.

    1.Wait for the opportunity, then Ledge-warp. Mark the places on the stages with your eyes. i.e., here it is just under 4 blocks from the edge.



    2. Jump as soon as you land.



    3. F-air.


  • Alternatively, a much easier method is to wait until your opponent is at the edge of the stage. Ledge-warp to them, and them immediately do a b-air. You do NOT need to jump, just b-air and it should connect. Much easier to time and connect than an f-air.
  • This method also works with f-airs. Time it to intercept an opponent recovering from below the stage.



B-Reversed Nayru's Glide Combo.

When your opponent is hanging on the ledge, use a B-reversal to knock them off the ledge, reserving your second jump for a lightning kick which should stage-spike.

VIDEO: NL Stage Spike and B-Reversed Nayru's Glide Combo.


  • 1. Wait for the invincibility to frames. Alternatively, you could try to intercept them as they recover.



    2. Run off the edge, and as soon as you're in the air, perform a B-reversal. (Flick backwards, release, then tap B)



    You should glide towards them. Make sure you hit them with the LAST FEW HITS or it will be difficult to finish the combo.

    On certain characters in certain stages, this will kill by itself via stage spike AS LOW AS 50%



    3. As they instinctively use their second jump or Up-B, prepare to do a lightning kick.

    TIP: If you hit the opposite direction while doing an f-air, Zelda will jump backwards but kick forwards. Time it so that once you see the "lightning", you hit the opposite direction. This may seem confusing. Test it out with SHF-airs on the ground first until you know what to do. I'll add a video of this later.



    5. Hold away from the stage, then recover. Don't underestimate the distance of FW. You're the only one there, so take your time.






Edge-Reversed NL to Spike.

A much easier version of the method above where YOU are in control. From the edge, perform a B-reversal to swing you opponent off the stage and follow up with a Spike or Lightning Kick. These NL combos work from 0 PERCENT.

VIDEO: Reversed NL to Spike from Edge

  • 1. Hang from the edge of the stage, and just "stall" a little until your opponent comes at you.



    2. Press jump, wait a for a fraction of a second.

    3. B-Reversal, which should make you glide away from the edge. You should never touch the floor.



    4. D-air/F-air.




D-tilt Lock

Zelda's d-tilt lock is quite possibly the best lock you have. You can easily perform a Smash out of it capable of killing.

  • D-tilt as much as you can. You can get up to about 15 hits.



    Once you feel them elevating too far, D-Smash. (F-smashes work also, but D-smashes are quicker)




D-tilt Lock Combo.

When your opponent is recovering/near the edge, SHFFZ-air to a d-tilt lock. Once they are at too high a percentage to continue the lock, get ready to d-air. During the brief period after a spike, you can fast fall and catch your opponent with a lightning kick when near an edge. When they're at a high enough percentage, this should KO even from the opposite side of the screen.

  • It's quite simple, but it's hard to get every time.

    1. D-tilt lock until they bounce. (If they're at a high percentage, d-tilt once.)



    2. D-air.



    2. While they're lying on the ground, fast fall to f/b air.





Din Glide to Running U-Smash

While falling towards the ground, catch your opponent out of a Din with a Running U-Smash

  • At any time while you are airborne, hit the joystick hard in one direction and hit B immediately afterwards.





    Detonate the Din as you close in, so you have enough time to land and Running U-Smash before they escape the range.



    Perform an Running U-Smash




SHFFN-air to Running U-Smash

Similarly to the post above, you can catch your opponent out of a SHFFN-air.

  • 1. Short Hop > Fast Fall > N-air from somewhat close to your opponent. You only want to hit with the last few hits.



    2. By connecting only the last few hits, they will stay close and unable to attack before you can Running U-Smash







...ZELDA, CONTINUED...



S P E C I A L S



VIDEO: Guide to all Sheik/Zelda Jumping Specials (The three following specials.)


Nayru/Love Jumps

By performing specials after jumping from a "tumble" animation, Zelda's momentum is given a boost and transferred into the special. Love Jumps cause you to move in an upward direction at great speed, while you still retain the ability to recover with FW

  • Love Jumps, or Nayru's Jumps, can be a GREAT tool for recovery. Jump and immediately hit neutral B. The longer you wait after jumping, the higher you go, but if you don't wait long enough, you just fall. Timing can get a little irritating, but once you understand how this works, it's incredibly simple.

  • By flicking left or right when in the "jumping" section of the move, and completely releasing the joystick, Zelda will move (again, depending on when you press B) up to a full horiztontal Farore's Wind.






Farore's Boost.

By performing specials after jumping from a "tumble" animation, Zelda's momentum is given a boost and transferred into the special. Not particularly useful in battle but great for extra horizontal coverage and tricking your opponents instincts.

  • While holding diagonally upwards in the direction you want the INITIAL BOOST to go, jump and hit B immediately afterwards. Afterwards, you can hold whichever direction you want Zelda to go.






Transformation Glides.

By performing specials after jumping from a "tumble" animation, Zelda's momentum is given a boost and transferred into the special. She can glide while transforming, retaining her second jump AND then subsequent Vanish.

  • While holding downwards+direction you want to go, jump and then immediately hit B. Depending on where you position the joystick, anywhere between South-East and South-West, Zelda's vertical distance is transferred into the horizontal plane. i.e. The lower you rise, the larger the displacement.






Din Hopping

You can din glide so that you land on the edge of a platform, just like a ledgewarp. At this point you can do two things. Hold back, and just land right on the edge of the platform, or hold forward. If you hold forward, Zelda will continue to flicker like she does when falling after a Din, and hop off the edge. If you wait a little and then hold back, you can grab the ledge. If you hold forward still, then you're screwed, and you fall to your miserable death.


  • Play around with this if you're interested. You can Din IMMEDIATELY after a jump when near the edge, or if you jump once from the respawn platform and Din Glide the full distance you can do it from there.






    ...CHARACTER GUIDES...



    S H E I K


    Basic Gameplay

    Tristan's Quick Guide to Sheik
    What Learning Curve?

    Needles


    • Needles are your friends and can cause people to approach you even if they are able to shoot back such as Zelda or Snake[there are more then just these two].
    • Never use needle storm close to your opponent unless your really disparate as there is faintly less hit stun on the needle storm then the cool down time you have for throwing them.
    • After a needle storm it’s always a good idea [unless your fighting a opponent with a very strong long range b move like samus neutral B] to follow it up with another needle or even a DACUS.

      • You can cause snakes grenades to explode in mid air right in front of him with a well timed needle.
      • When someone lands they will always have a few frames of helplessness. A well time needle storm can cause a lot of problems for people who like to jump a lot. ^.^ It’s also fairly easy to time and use.
      • Throwing a single needle in close range will sometimes cause someone to turn around. This isn’t very useful outside of shield pressure as if you follow this up with say a dash attack or a dacus even if they shield it they cannot shield grab you.

    Tilts


    • Forward Tilt is one of Sheik's best friends and can be used repeatedly in a lock.
    • Learn the percentages of setting people into a forward tilt lock or when you are unable to go beyond a 2nd hit on some characters. [Mario being the first one to come to mind. You should never go beyond a 2nd ftilt on Mario or he will interrupt you with a ^B unless you know he doesn’t know he can.]
    • The utilt is very useful if someone is standing near the edge of the platform above you shielding as the first and 2nd kick can be used to push people off which will make them go into a tumbling animations until they hit the stage floor. I’ve started tilt locks or followed this up with fsmash quite often when the chance presents it’s self.
    • Sheik dtilt and ftilt can hit people shields and not be shield grabbed if spaced correctly; however, this doesn’t stop people from grabbing your leg so don’t expect to be able to pressure people with it at least for long.
    • Sheik dtilt is not only good for starting low percentage combos but also can be used for spacing, if you hit someone with the inner thigh part of the attack it can push people out of shield grab distance.

      • Sheik ftilt and dtilt has a sweet spot on the foot which if connect will give your opponents more hit stun and shoot them to a more combo-able angle. The ftilt sends them more towards you then usual and the dtilt sends them completely vertical.
      • The first part of the utilt hit’s a little behind her, I think it’s like a step to two step behind her but it helps since the utilt has fantastic priority.
      • The utilt can combo into another utilt in the very low percents it can also be used to set up a tilt lock
      • The dtilt sweet spot can be used to link into another dtilt and then into a ftilt if they DI poorly after the 2nd dtilt in the low percents. This only works on the fast fallers but can be used against middle falling speed people if they are not expecting it.
      • The utilt can poke between burst of Lucario dair and has enough priority to beat De3 falling ^B or any dair that doesn‘t have large amount of disjointed hits boxes [people with swords.]
      • Sheik ftilt will cancel out snakes ground attack, although in most cases he will be able to come out with a AAA combo before you [more likely he out ranges you].
      • Sheik dtilt will also cancel out on snakes dtilt.
      • Sheik ftilt and the first part of the utilt will cancel out a marth uncharged fsmash.

    Smashes


    • When using the fsmash it is always best to try to hit someone with the inner thigh of the first kick then hitting someone with the foot. Hit someone at the knee area will almost guaranteed you to miss with the 2nd kick.
    • The 2nd kick of the fsmash has more priority then the first.
    • Sheik's usmash hits twice once where the hands connect and on the way down, however if your close enough to a standing opponent you can get both hits in.
    • Since the downsmash comes out in only four frames [that’s in front of you btw] it’s a better option then grabbing if your not sure you can land the grab since it’s almost twice as fast as a grab [3 frame difference].

      • If Sheik first usmash hit’s a opponent off the edge of a stage then the 2nd will be a guaranteed hit on characters such as pit and Samus. There may be more. This can also happen with the usmash if you get both hits but has a much smaller use since they can just fsmash you before the cool down finishes.
      • Sadly sheik can get grabbed out of her downsmash from behind.
      • A double hit up smash does around 30% when fresh and can kill meta knight at 80% on FD.
      • After the first spin around the down smash start to hit higher and it can be used to stop aerials attacks at times because of it’s good priority.
      • In the low percents [(like around 10% or below] the downsmash can hit someone twice if you hit them with the back part. [The extra 10% damage is very nice and usually means you can put your opponent in a tilt lock now.]

    Airs


    • A Full hop nair can be used not only defensively against shield pressures but also good for offensive means as the full hop doesn’t allow you to get shield grabbed. This can also be done with the fair but it’s not as effective or useful as it has much shorter range.
    • Sheik fair hits above and little bit below her, however the hit box you want is the more below as this sends your opponents more downward instead of horizontal. This can also be used to combo if done close to the ground. Fair, dtilt, [maybe two or even none depending on the character and percentage] , ftilt lock[if possible] to usmash. It’s also good to be followed up with a dash grab or dash attack. …It’s also a good idea for edge guarding since it sends them downward.
    • The Bair, Nair, and Uair can all be used to combo if you hit someone after the original strong beginning.

      • Sheik can beat meta knight shuttle loop by placing yourself about short hop distance directly above meta knight and use a strong bair.

    Everything Else


    • Sheik AAA combo can beat select characters AAA combos even when in the middle of getting combo-ed, best example Captain Falcon's you can interrupt him at any given point after the third punch with a well timed jab.
    • Sheik ^B is a great mind game tool and does great damage [15%?] plus good knock back. It’s never too early to start using the ^B to rack out damage if your opponent lets you unless you have a better option such as a tilt lock.
    • The chain is Jesus on ice if used correctly. Short hopping into a chain will cause it to do more damage and hit stun with each hit then if you just pull it out normally on the ground.
    • The dash attack cancel has two different timings one for while running the other is from standing still. Mastering both is extremely important.

      • If used properly the chain can stop ledge attacks up to 99% on all characters.
      • Sheik can grab release both wario and meta knight into a double hit usmash if immediately after the break you do a DACUS.




    Z E L D A


    How to Land Lightning Kicks

    As one of Zelda's strongest moves, if not THE strongest, this move is crucial to the type of people that use Zelda for KOs, or even those that main Zelda. Here are some tips.
    • Fast-fall.ing is the key to connecting sweetspots - Fast fall, and I guarantee you will sweetspot like, three times as often. f, b, or d airs.

      Another way to do it is to shorthop and immediately f-air/b-air. Try jumping with X while holding forward and rolling your thumb onto A. You should be able to sweetspot in the face.

      You could also setup a lightning kick by Din or SHFFN-air. (Short Hop Fast Fall N-air). U-smash to SHF-air works a LOT.

      See this video at 0:29

      http://www.youtube.com/watch?v=RZ-p0qIJFus

      --------------------


      Oh... Here's a little trick that might help.

      You'll notice that there is a point when approaching the edge of a stage that if you, say, do a Din's Fire, Zelda will suddenly move from by the ledge to on the ledge almost instantly. What you do is run off the side of the stage when the opponent is close. Lure them in, since they'll probably come after you to spike. As they get close to the edge, jump and hold towards the stage, and do a b-air (you should hit them at about crotch-level.)

      It should be something like this.



      Zelda should continuously, fluidly move from point 1 to 2 to 1 to 2 and so on, f-airing or b-airing when near opponent. You could do this for recovering opponents to I suppose.

      Usually it's quite unexpected, and works on even the smallest characters. With some practice, you can hold away from the stage after b-airing, so that Zelda gets her second jump back, without stopping. It's similar to the ISJR thing. It's just a continuous motion of moving from South-East to North-West, doing b-airs along the way. You need to be right at the edge for this.

      Also, let's say you're coming in from the right. If you wait long enough, (the timing is ridiculous), you can sweetspot f-air to the left, and the opponent will fly TO THE RIGHT. It's possible on all characters, but easier on large ones. Basically, it's like spiking someone down, and them flying UP, only useful. :p It's one of those "once-in-a-blue-moon" things, though.

      Here's another lightning kick tip.

      Short Hop to f-air, and as soon as you hit A, SMACK the joystick to the opposite direction, and she will "b-stick" a fair.

      Basically, she lightning kicks forwards while moving backwards.

      It works great with Zelda. She's really floaty, so she travels backwards a LOT. It is the PERFECT set up for a Din, whether the lightning kick connects or not. And it looks totally hot. (VIDEO TO BE ADDED SOON)



    How to Ledge-warp

    Teleporting to the ledge of the stage will completely relieve Zelda of ALL her lag, while preserving her second jump. This can be done while grounded or air-borne, so long as Zelda's momentum pushes her OFF the platform.
    • 1. Choose a couple of flat, popular stages like Final Destination or Battlefield. Position Zelda so that she is in he teetering position at one end of the level. Doesn't matter which.

      2. FW in the opposite direction that you're facing. Left edge, FW right. Right edge, FW left.

      3. Take ONE SMALL step back towards the ledge you were just on. Make a mental note of where you are standing. In FD, you will be exactly one small step from the center of that diamond.

      4. Congradulations!


      After some practice, you can test this out with different angles. You can eventually learn to do this with South-south east or west - i.e. right next to the ledge.

      A b-air right off the bat will connect to someone standing near the ledge.

      Alternatively, NL will throw them off the side, and you can use your retained second jump for a spike.

      If they're too far away, jump and use FW again to space yourself accordingly.
 

Sonic The Hedgedawg

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good guide.

can't love jump reliably due to using tap jump.... not that that's really that usefull of a skill anyway :bee:

and I have trouble doing sheik's dacus because its timing is so different from link's jiggly's and falco's
 

Lingy

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Long guide o_o but good nonetheless, although I only looked at the Zelda parts.

Also, how could you use tap jump D: it makes using u-airs so inconvenient.
 

Sonic The Hedgedawg

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Also, how could you use tap jump D: it makes using u-airs so inconvenient.
I get no problem from it, besides that it makes shorthopping hard on wifi lag and that I constantly climb ladders by accident
 

SinkingHigher

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I thought it was rather easy to love jump.

Assume the Claw position.
Hold the direction you want to LJ in.
Tap X with middle finger.
Tap B with index finger.

Once you're used to Zelda's weight (i.e. getting your *** kicked :p) you'll know when a hit has taken you too far/low to recover through conventional means.

It's a good escape tool also, but be cautious since Zelda's air game is somewhat lacking from descending from above.

I discovered that NL was an insanely good move for setting up combos. Check out the sections/videos in the COMBOS part.

Ooh one more thing.

I have managed to do a Reversed Love Jump from near the edge of the stage and finished with a Spike. It's just like that NL combo but from a love jump instead of the edge. Looks really cool, but it's much safer from the ledge so there's really not much of a point.
 

Sonic The Hedgedawg

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I thought it was rather easy to love jump.

Assume the Claw position.
Hold the direction you want to LJ in.
Tap X with middle finger.
Tap B with index finger.

Once you're used to Zelda's weight (i.e. getting your *** kicked :p) you'll know when a hit has taken you too far/low to recover through conventional means.

It's a good escape tool also, but be cautious since Zelda's air game is somewhat lacking from descending from above.

I discovered that NL was an insanely good move for setting up combos. Check out the sections/videos in the COMBOS part.
oh I CAN love jump.... but only if I use X or Y.... and I'm a tapper.
 

Sonic The Hedgedawg

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You don't use the X button to jump in situations like that?
I use X and Y for ATs that essentially require it and for floating with peach.

othert han that I use Up. I try to remember to use X or Y in front of ladders but I sometimes forget. heh.

and for wifi... there's no way I could use it everytime I try to shorthop.
 

Lingy

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I've heard it was a dash -> up smash or something, but the name's not something to fuss over.
 

SinkingHigher

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I agree they're two different things. As a compromise I just replaced the word with running U-smash since it doesn't need to be a dash attack, but it is still very much a different thing to a standing U-smash.
 

-Mars-

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If DACUS can be referred to as boost-smashing, I see no reason why regular running upsmashes can't be called hyphen smashes.
 

SinkingHigher

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DACUS actually stands for something meaningful in relation the the move, where as the term "hyphen" means absolutely nothing on it's own, and to a new player, means absolutely nothing even in conjunction with another word.

I can see how a word like "hyphen" can be troublesome and misleading. In essence it is just a way of shortening the term "Running or Dashing Up Smash", but to shorten it to "hyphen Smash" or "H-Smash" would be no different than calling it a "Gorilla**** Smash" or "CheezWhiz" to most people.
 

Sukai

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turn around....
I think it's helpful to point out that Zelda's Up smash has an extended hit box and can easily drag anyone attacking into it.
Try it out, it works.
 

SinkingHigher

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Thanks for the input. I'm a little unsure of what you mean by extended hit box.

While on that subject though, I was playing against a wolf and ZSS yesterday, and while I was U-smashing Wolf, my U-smash and Zss' F-smash collided at the half-way point of Zelda's U-smash. The whip went straight through Zelda, but it did hit Wolf.

I recall someone saying there was invincibility frames in a U-smash, using Jigglypuff's roll as an example. I'll experiment with U-smashes later on an see if I can come up with anything. Anyone else is welcome to help out if possible.
 

Ceph

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Interesting thing in Training Mode...

I found out something new with Zelda/Sheik...I'm not sure if this is the thread to mention it, but if you want a (lvl 9) CPU to change from Zelda to Sheik or vice versa, you just put on the franklin badge and she will switch between the two constantly. I guess she realizes her projectiles aren't working lol :chuckle:
 

Sukai

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turn around....
Thanks for the input. I'm a little unsure of what you mean by extended hit box.
You know what a hitbox is, right?
Well Zelda's Up smash has an extended one, it pretty much means that it has more range than yor average short range attack. So lets say Mario was charging in for a dashing attack, if Zelda did her Up smash, then Mario will be dragged into Zelda's attack, instead of Mario's attack landing.
 

SinkingHigher

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I found out something new with Zelda/Sheik...I'm not sure if this is the thread to mention it, but if you want a (lvl 9) CPU to change from Zelda to Sheik or vice versa, you just put on the franklin badge and she will switch between the two constantly. I guess she realizes her projectiles aren't working lol :chuckle:
lolwtfk

Anyway, I know what a hitbox is. :p

Okay, I see what he meant now.
 

SinkingHigher

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I dont have time to test this right now, but I used Nayru's Love on an Ike during his Final Smash and it canceled his FS. :/
 

Sukai

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I dont have time to test this right now, but I used Nayru's Love on an Ike during his Final Smash and it canceled his FS. :/
Sick.
When testing, be sure to do so with several opponents.
I'm not concrete sure that my example in question would work, but the fact remains.
I've dragged people in to Zelda's Up smash many a time in brawls, its good and it's effective.
Especially for people who think that they can counter with a d air.
 

SinkingHigher

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Great guide. The stuff that Zelda can do from the ledge should keep me busy for awhile.
I killed people with it about 10 times today. I saved some replays. I think ill post them later. I need video editing software so i dont have to have a different link for each clip.
 

SinkingHigher

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NL can definitely cancel Ike's FS. You have to use it JUST before he does. If he's within reach, he gets knocked away. If he's not within reach, the FS just goes right through you. I'll try other characters now.

It cancels Link and Toon Links too. You have to use it RIGHT after they start.

It works with MK perfectly.

This does not work with captain falcon, so I am led to believe that it only works with characters that send out that wave, and connect with anyone within reach.

It works with Peach, Kirby and Ganondorf, but their smashes last too long for it to matter. So... yeah.

While on the subject of items... I found out you can spam Farore's Wind to get out of a fan-lock relatively quickly.
 

SinkingHigher

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Hey guys.

I found this out a long time ago, but I never really posted anything about it. I didn't read anything about it on the boards to my recollection, so it may have been discovered already by someone else.

Anyway, I like to call it Din Hopping.

You can din glide so that you land on the edge of a platform, just like a ledgewarp. At this point you can do two things. Hold back, and just land right on the edge of the platform, or hold forward. If you hold forward, Zelda will continue to flicker like she does when falling after a Din, and hop off the edge. If you wait a little and then hold back, you can grab the ledge. If you hold forward still, then you're screwed, and you fall to your miserable death.

Honestly I can't say I ever found a particular use for this. That's why I didnt say anything. Nevertheless, it's a trick/glitch/AT/thing, so who I guess this would be the place to post it.

I found this out while learning to ledgewarp. I don't know if this is necessarily true, but it seems that Zelda has this magnetic tendancy to properly ledgewarp if you FW while airborne. I guess it adds to your horizontal momentum or something. I've ledgewarped from the air in many matches after being struck.
 

Sonic The Hedgedawg

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Well sor-ry.
I'm not fluent in smash terminology, but you got my point.
And there is such a thing a an "extended" hitbox, it's just not called that.
:P
+10 pts.

It's a hitbox, that's extended out past the character's hitbox. Call it what you want, "extended hitbox" made complete sense. You had a point about the meaningless term, "hyphen smashing," Gimpy, but all this guy was doing was describing a hitbox correctly, as being extended.

That is all.
 

choknater

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Hey guys, I wrote a sonnet (very difficult) about Sheik and I posted it on the Sheik boards... It's what really happens to Zelda's attitude when you press down-B, you might find it very interesting.
 

Bandit

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Hey guys, I wrote a sonnet (very difficult) about Sheik and I posted it on the Sheik boards... It's what really happens to Zelda's attitude when you press down-B, you might find it very interesting.
Seriously? Really? You wrote a poem? Awwwww. Just one question though... where do I send your balls?

This thread should be talking about making the character better, but all I have read so far is stuff about useless final smashes that competitive smashers don't give a crap about and how people are using terms they don't understand.

And one final note... sonnets are only difficult for the incompetent.
 

choknater

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You have no idea what you're talking about.

The sonnet is perhaps the most difficult form of closed-form poetry. Even masters can end up writing mediocre ones. I just wanted to test myself because I think have a newfound talent in this.

Also

What do you know about competitive smash, scrub?
 

Sonic The Hedgedawg

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*grabs popcorn*


oooh ooh! competative namecalling.

also, choko. I wub weavile, but yuor previous avi was just so gosh darned cute. you're attitude seems to change with your avi :laugh:

I'll read the sonnet though. I appreciate good poetry. Hell the highlight of my classes this week was that my Medical Microbiology professor wrote a poem about Nuerosyphilis :chuckle:
 

Bandit

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Going by post count is an amateur mistake; I expect more from a BRoomer. If I had joined 6 years ago and posted several times a day, then it would not prove I knew anything about competitive smash but that I am opinionated.

Going around to threads and spamming advertisements for your poetry is not helpful either. Congratulations on trying to better yourself though.
 

Sonic The Hedgedawg

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Going by post count is an amateur mistake; I expect more from a BRoomer. If I had joined 6 years ago and posted several times a day, then it would not prove I knew anything about competitive smash but that I have no life and am opinionated.

Going around to threads and spamming advertisements for your poetry is not helpful either. Congratulations on trying to better yourself though.
but Chok IS a really good smasher.

let him have some fun once in a while... just lighten up buddy :laugh:

Feel the love! :)
 

choknater

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Who said I was going by post count?
Who said I have no life?
Who said I don't know anything about competitive smash?
Who said I was spamming ads for my poetry?

You can't just assume stuff, dude.

to Sonic: Hahah, yeah, I suppose this Weavile avatar is making me a little more aggressive.
 

Bandit

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I'd respond to this, but I'd be a hypocrite to continue to clutter this board with more dribble. In short, stop being so defensive because it ruins the harmless banter we were having.

As far as competitive smash goes, items are not a part of any serious tournaments. Any research into them would only be good for facing your little cousin when you are just going to let him win anyway.
 
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