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Project Know it All

East

Crappy Imitation
Joined
Feb 11, 2008
Messages
763
Location
Doing Tricks in a Mansion Location: Tokyo, JP


Under Construction

Current Discussion: Throws versus and Grab Releases


This is the project I've been working on for the past few months [on and (mostly) off], but now that the school year has started, I don't have as much time as I'd like to have, and I've reached a point in which doing it solely by myself is simply out of the questions. With that said, I have the format set up, and an outline, I just need you guys to help me fill it. Ideally I'd like to skip around topics [to keep things fresh], and take the discussions to form a complete entry in the guide. . What this needs is highly in-depth discussion about the topic. In order to form an amazing guide, we need to go the extra mile with our thinking, testing, and working. I have some of the things already filled in, however some of the information may be wrong or may need to be updated. That is where I hope the sheik community will come in and lend me a helping hand.

So far most of the information has been consolidated from various parts of the Sheik board, of which appropriate credit will be given once the guide is complete.

P.S. I need pictures of each move. If anyone has nothing else to do, I need at least 3 pictures of each move [Ideally one pic of the beginning of the move, one pic of about the middle of the move, and one pic of the end of the move.] If you can do this, PM me, so we can get started ASAP.

Key:

[Name of Move | Combo Starter! | Combo Finisher! | Advanced Technique!]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


Analysis of Sheik's Moves


Basic Ground Attacks

[Jab | Combo Starter!]

[Images Here]​

  • Sheik will slash forward with her hand twice. Holding or pressing A past that point will cause Sheik to begin a rapid slashing sequence that takes a bit of time to stop.
  • Max Damage: 3% | Min Damage: 1%
  • Startup: 1 Frame | Hit: Frame 2, 9, 22, Every 4 Frame After 22 | End Lag: 1st Two Jabs: 15 Frames / Rapid Jabs: 11 Frames
  • Range: Short

Sheik's jab is decent all round, but is sadly neglected because of the omnipotent F Tilt. However, because of this moves sheer speed it still has uses. The single jab comes out frame 2, making it the fastest ground option [except ZSS' and Squirtle's jab] in the game. This of course opens up huge possibilities, if you're within jab range of your opponent (which is decent, and in fact outranges some grab ranges) and they aren't shielding you're going to hit them. Every other jab attribute is decent, in priority, range and damage [relative to other jabs].

For followups, the jab or second jab can be basically mixed up into anything. Full hop N Air, F Tilt, Grab and even D Tilt for a shield poke are all viable options. N Air comes out frame 2 and if you hit the shield then you're safe from punishment. F Tilt of course comes out frame 4 and...is F Tilt. D Tilt can leave you unshieldgrabbable to some characters, is easier to jab cancel into and can shield poke. Grab of course goes through shields, which is a common reaction to the jabs and leaves your opponent with very limited options.

Rapid Jabs is situational at best. If you're using it on stage then you should have a better option. However, Rapid Jabs IS good when:
1. Using it against a wall, basically stopping your opponent from DIing away and forcing them to DI upwards, which causes more damage and gives you a better chance of not being punished in cooldown.
2. When your opponent is off the stage and you are jab flurrying them on the edge. In this case it is possible to DI away from the rapid jabs but it forces them into a disadvantageous position.


[Dash Attack]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Up Tilt | Combo Finisher!]

[Image Here]​

  • Sheik kicks upward, and then swings her leg down for a second hit. The first hit has barely any knockback and typically leads directly into the second, which has pretty decent knockback. It probably won't combo, but it's useful to get your opponent off you or if your forward tilt won't combo into anything else.
  • Max Damage: 13% [All Hits Connected] | Min Damage: 6%
  • Startup: 4 Frames | Hit: Frame 5, 16| End Lag: 14 Frames
  • Range: Short

Up Tilt is decent, but it's held back by an inherent flaw. The move has two distinct hits, the second of which often misses unless you space it optimally. This is only worsened if you're playing someone with good reactions, who's DI will lessen it's chance of hitting moreso, though this becomes less pronounced the larger the character. This double hitting feature also leaves it punishable on shield (well, so is virtually every move in Brawl, but it's more apparent). Every other aspect of Up Tilt is great however. It's Sheik's most damaging tilt, dont lose sight of the fact it's still very quick, comparing it relatively to Sheik's moveset is potentially misleading. It has a large hitbox with decent priority, its vertical range being particularly notable.

This makes it both a good anti-aerial move [character dependant] and it finds use as a platform "poker", if you want a quick option which hits through the platform [other alternatives are F Tilt and Up Smash, but Up Smash is slower and F Tilt only works on certain characters due to feet position]. Up Tilt in the lower percentages has a good trajectory for follow ups e.g. walk to F Tilt, but it's utility for "comboing" is lessened significantly the higher the damage. Because of Up Tilt's good damage and speed, it often finds its primary use in an F Tilt lock ender, being faster then N Air (jump frames) and doing good damage. When using it for this purpose, remember you can manipulate your opponent's position during the F Tilt so you can put it in the space which is most likely to double hit.


[Forward Tilt | Combo Starter!]

[Image Here]​

  • Sheik does a twirling kick. This is a really fast attack and has low to moderate knockback. It combos into more forward tilts, and can eventually combo into an aerial, a grab, or a smash attack. It'll probably never kill, but its knockback is amazing for comboing into something that does.
  • Max Damage: 5%| Min Damage: 3%
  • Startup: 4 Frames | Hit: Frame 5 | End Lag: 16 Frames
  • Range: Short

F Tilt is Sheik's best move and not even by a small margin. Every aspect of it is good. It's range covers a wide area in front of her with good reach (note, outranges your grab, consider it therefore OOS) making F Tilt a good anti aerial move along with U Tilt and as a general defensive manouver, it has the lowest cooldown of all Sheik's tilts, it hits frame 5, but above all else is it's knockback.

Dependant on character fall speed, their percentage, your opponent's DI and the F Tilt's decay, F Tilt always has a response of some form. Putting two and two together with the low cooldown, low knockback and fast speed, Sheik can chain F Tilts in an F Tilt lock. F Tilt in the right circumstances (these aren't that specific) combo's into itself for an extended number of moves. Think of it as a CG, but it's easier to hit with. When your opponent eventually can DI out, dependant on how they did it, Sheik has a number of F Tilt lock finishers (usually N Air, U Tilt, grab, D Smash or U Smash). Another slightly less reliable option is jabs, which will "bring down" the person for an F Tilt again, the jab can be SDI'd away but it comes out so fast it's not likely.Without certain decay, characters with very fast attacks have responses e.g. Marth and Bowser's frame 1 invincibility B Up's, but it will still true combo in the right circumstances. If the decay's not right, it's best to finish these early (around two F Tilts). Here's a good explanation of F Tilt's decay dependant on matchup.
Ankoku said:
You use this attack either a ****ton or barely at all. Being wishy-washy and going in between is only going to give you the worst of both worlds. You either want to use it at all times to maintain proper decay for comboing into dsmash, aerials, and eventually the usmash, or you want to only use it as a quick launch when your grab wouldn't reach. Obviously it's best to abuse the hell out of the move, but if you don't then using it and not making the most of it will give you nothing good - too far to combo with, but too close to get a launch off of.
Make your decisions based on character matchup, btw. I completely understand if you only use a few ftilts against, say, Marth, but don't apply that same decision to Fox or Wolf, please. Yes, situational edgeguard gimp setups are **** against Wolf, but getting a guaranteed KO off the top with a hit-confirm off of a 5-frame attack from 40% is just as ****, if not more.
The last sentence is this: http://www.youtube.com/watch?v=XHeaLSnaFqI, which happens because of their fall speed.
The other very important aspect of this move is that it can lead, under the correct circumstances. directly into the tipper U Smash on all characters. Because of this, played correctly, Sheik doesn't have a killing problem whatsoever, in fact she's good at it.


[Down Tilt]

[Image Here]​

  • Sheik does a sweeping kick underneath. Has a little less knockback than the forward tilt. Mostly just used this for mix-ups during shield pressure.
  • Max Damage: 8% | Min Damage: 4%
  • Startup: 4| Hit: 5| End Lag: 24
  • Range: Short

D Tilt is mediocre, primarily because any time you'd use it, there's usually a better option. Coming out frame 5, it's still a quick move (it's easy to forget how quick frame 5 is when relative to other Sheik moves) but ending at frame 29, it's fatal flaw is in it's punishability on cooldown. There are however ways to lessen this punishability, one strange aspect of the move being it's large hitbox at the end of the foot, making it pseudo-disjointed and difficult to punish on shield. Connection to shield becomes rarer still because of the height of the move, making it a semi-effective shield stabber. You can also crawl backwards with this move and create a minor form of spacing (credit RyokoYaksa).

The fact that this is Sheik's immediate option out of crawl and allows her to stay low to the ground during the entire move also gives this move unique situations where it works over F Tilt. The duck can keep Sheik completely safe from some aerial hitboxes e.g. DDD's B Air, meaning D Tilt can situationally work very effectively as an anti-air move. This same property can actually make it a good followup out of F Tilt lock against some near instant aerials e.g. Luigi's N Air. The crouching motion also makes it easy to use out of jab cancel (one of it's best uses).

Upon contact, D Tilt has a good knockback trajectory, reasonably vertical and quite weak. This allows the D Tilt a decent followup from virtually any percentage. At low to middle percentages, D Tilt can situationally (under the correct decay and enemy percent) combo into itself and lead into any other ground option, though F Tilt will almost always be your most rewarding. At higher percentages, D Tilt becomes quite easy to follow up with F/N/U Air, it's not unescapable but you can always bait the airdodge if they react, infact if they do anything other then double jump immediately you can punish it.


Aerial Attacks

[Neutral Air | Combo Finisher!]

[Image Here]​

  • A very fast aerial with decent range. It also has pretty strong knockback, but only in the beginning part of the attack. There are two different hits. The beginning of the attack does more damage and has more knockback than hitting with it later.
  • [Strong Max Damage: 13% | Strong Min Damage: 7%] [Weak Max Damage: 5% | Weak Min Damage: 3%]
  • Startup: 2 Frames| Hit: Frame 3| End Lag: 46 Frames
  • Range: Short

Summary


[Up Air]

[Image Here]​

  • Fast, and has good range above Sheik. This attack now decays in power similar to neutral- air and back- air, in that the immediate strong hit can be devastating but the late weak hit barely has any knockback. Obviously, this attack sends the opponent upward.
  • [Strong Max Damage: 11% | Strong Min Damage: 6%] [Weak Max Damage: 6% | Weak Min Damage: 3%]
  • Startup: 3 Frames| Hit: Frame 4| End Lag: 35 Frames
  • Range: Short

Summary


[Forward Air]

[Image Here]​

  • A decently fast aerial with little lag. Unlike Melee, this move won't kill often. It has extremely low base knockback, though it will be able to kill at around 150%. You're better off using this for spacing or shield pressure, really.
  • Max Damage: 9%| Min Damage: 5%
  • Startup: 4 Frames | Hit: Frame 5| End Lag: 28 Frames
  • Range: Short

Summary


[Down Air]

[Image Here]​

  • Sheik pauses in the air, then shoots down. It's her only aerial that has a laggy startup and laggy landing. A hit pops them up into the air, too.
  • Max Damage: 10%| Min Damage: 5%
  • Startup: 14 Frames| Hit: Frame 15| End Lag: 34 Frames
  • Range: Medium

Summary


[Back Air]

[Image Here]​

  • A decently fast aerial with good range and little lag. This move has about as much knockback as the neutral- air, but only if you connect with the tip of her outstretched foot. Since it's got good range and can be spammed, though, this will probably be your best edgeguarding attack.
  • [Strong Max Damage: 12% | Min Damage: 6%] [Weak Max Damage: 6% | Weak Min Damage: 3%]
  • Startup: 3 Frames| Hit: Frame 4| End Lag: 33 Frames
  • Range: Short

Summary


Smash Attacks

[Up Smash | Combo Finisher! | Advanced Technique!]

[Image Here]​

  • Fast, and has good range above Sheik. This attack now decays in power similar to neutral- air and back- air, in that the immediate strong hit can be devastating but the late weak hit barely has any knockback. Obviously, this attack sends the opponent upward.
  • [Strong Max Damage: 11% | Strong Min Damage: 6%] [Weak Max Damage: 6% | Weak Min Damage: 3%]
  • Startup: 3 Frames| Hit: Frame 4| End Lag: 35 Frames
  • Range: Short

Summary


[Forward Smash]

[Image Here]​

  • A decently fast aerial with little lag. Unlike Melee, this move won't kill often. It has extremely low base knockback, though it will be able to kill at around 150%. You're better off using this for spacing or shield pressure, really.
  • Max Damage: 9%| Min Damage: 5%
  • Startup: 4 Frames | Hit: Frame 5| End Lag: 28 Frames
  • Range: Short

Summary


[Down Smash]

[Image Here]​

  • Sheik pauses in the air, then shoots down. It's her only aerial that has a laggy startup and laggy landing. A hit pops them up into the air, too.
  • Max Damage: 10%| Min Damage: 5%
  • Startup: 14 Frames| Hit: Frame 15| End Lag: 34 Frames
  • Range: Medium

Summary


Throws

[Grab Pummel]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Up Throw]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Forward Throw]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Down Throw]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Back Throw]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


Get Up Attacks


[Ledge Attack < 100]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Ledge Attack > 100]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Normal Get-Up Attack]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Get-Up Attack From Trip]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


Specials Attacks


[Needles [Neutral B]]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Code:
Mario's Fireball		Goes Through		
Mario's F.L.U.D.D		Goes Through		
Luigi's Fireball		Goes Through		
Fox's Laser			Goes Through		
Falco's Laser			Goes Through		
Link's Arrows			Goes Through		
Link's Boomerang		Goes Through		
Link's Bombs			Clash		2 Needles Destroy
Bowser's Fire			Goes Through		
Peach's Turnips			Goes Through		
Wolf's Blaster			Goes Through		
Zelda's Din Fire		Goes Through		
Ness's PK Fire			Clash		1 Needle Clash
Ness's PK Thunder		Goes Through		
Lucas' PK Fire			Clash		1 Needle Clash
Lucas' PK Thunder		Goes Through		
Samus' Charge Beam		Goes Through		
Samus' Missles			Goes Through		
Samus' Zair			Goes Through		
Zamus' Stun Gun		        Goes Through		
Zamus' Forward B		Goes Through		
Olimar's Red Pikman		Clash		3 Needles Destroy
Olimar's Blue Pikman		Clash		3 Needles Destroy
Olimar's Yellow Pikman		Clash		3 Needles Destroy
Olimar's White Pikman		Clash		2 Needles Destroy
Olimar's Purple Pikman		Clash		4 Needles Destroy
Toon Link's Arrows		Goes Through		
Toon Link's Boomerang		Goes Through		
Toon Link's Bombs		Clash		2 Needles Destroy
Toon Link's Zair		Goes Through		
Diddy Kong's Bananas		Goes Through		
Diddy Kong's Peanut Gun	        Clash		1 Needle Destroy
DeDeDe's Waddle Dees		Clash		
DeDeDe's Waddle Doos		Clash		
DeDeDe's Spiky			Clash		
DeDeDe's Hammer		        Goes Through		
Pikachu's Thundershock		Goes Through		
Pikachu's Thunderbolt		Goes Through		
Lucario's Aurashpere		Goes Through		
Lucario's Aura			Goes Through		
Squirtle's Watergun		Goes Through		
Ivysaur's Razorleaf		Goes Through		
Ivysaur's Bulletseed		Goes Through		
Charizard's Flamethrower	Goes Through		
Charizard's Rocksmash		Goes Through		
Ice Climber's Ice Block		Clash		
Ice Climber's Blizzard		Goes Through		
Pit's Arrows			Goes Through		
Snake's Grenades		Clash		1 Needle Destroy
Snakes Nikita			Clash		
Game & Watch's Stirfry		Goes Through		
R.O.B.'s Top			Clash		
R.O.B.'s Lasers			Goes Through		
Yoshi's Eggs			Goes Through		
Yoshi's Rollout			Clash		1 Needle Destroy
Summary


[Vanish [Up B] | Advanced Technique!]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Chain [Side B] | Advanced Technique!]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


[Transform [Down B]]

[Image Here]​

  • Description
  • Max Damage: | Min Damage:
  • Startup: | Hit: | End Lag:
  • Range

Summary


Offensive Maneuvers

Approaching

Forward Tilt and is You

Killing is a *****

Throws Grab Releases & You

Defensive Maneuvers

Spacing and Junk

Needle ****

Bait & Punish

Running the **** Away: Evasion Tactics

You Must Recover! AT 400 PERCENT!!!


Ninja Tricksies: Sheik's Advanced Techniques

Needles Techs

Needle Glide [Aka 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.

To perform, 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.

It should be noted that 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. Sheik actually does fall faster when you do this, which makes it useful for edgeguarding.

This technique can also be done in reverse. Hit backwards on the joystick when you would usually press B to 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 Pull -- Whenever you are very close to your opponent, shooting needles will pull them towards you. This works because of the animation Sheik throws the needles, they won't hit until they are on the back of the opponents hurtbox, knocking them toward you. This is also why farther away, needles will turn an opponent around randomly.

To perform 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.

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 Needle Tricks -- 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 Samus players.

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


Vanish Techs

Vanish 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.


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.

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 Forward Smash 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, F-Smash, or any other of Sheik's quick attacks.

Videos
Vanish Catch In Action: Click Here
Vanish Catch Kill: Click Here


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. Though now often regarded as a flashy technique, it is nonetheless a tool for edgeguarding and KO'ing simultaneously with Sheik.

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. 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.


The vanish glide also comes in another variation for tight edgeguarding. Instead of using the momentum from Sheik's run, the momentum from a roll is used instead. This does not send sheik very far, if anywhere at all. To perform this variation known as the edge glide, teeter on the edge, roll back, take a step forward and then roll toward the ledge. At the right time, you should perform the vanish, and Sheik will float slightly off of the edge, and explode, moving in the direction of your choosing. After you get this a few time, you should be able to eyeball the distance for rolling forward into the edge.



Videos
Vanish Glide In Action @ 1:46 : Click Here


General Vanish Techniques -- 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.


Chain Techs

Chain Lock -- The Chain Lock [Pictured Left] 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 Chain Lock can also be done behind Sheik, dubbed the "Reverse Chain Lock" [Pictured Right]. 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.


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. [It is believed 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 Guard -- Using the chainlock against certain characters that are recovering from below the stage can permanently stunt their recovery for an easy KO. This is done simply by deploying the chain so a portion of it hangs over the ledge and continually performing a chainlock.

To Perform: Get the opponent below the stage, probably using a D-smash, f-air or aerial needles, Approach the ledge quickly, Deploy the Chain, Initiate Chainlock motion. Be advised some characters can overcome this or have recoveries that can hit you from below the stage. Use your own judgement to know where you should be when chainguarding.​


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 be struck with the knockback and damage of a D-Smash.

WARNING!!: Make SURE you have attacked at least 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.

In Order to Perform: Perform the move you would like to Jacket onto the Chain. It does NOT need to hit someone. 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. 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. Your Chain is now jacketed until you retract it.



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.

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

Videos
Chain Jacket Tutorial : Click Here


General Chain Techs -- 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.
~Sinking Higher

A-Input Techs

DACUS / Boost Smash -- "DACUS" stands for Dash Attack Cancelled Up Smash, which perfectly describes this technique. There are a limited number of characters within the cast of the game that can perform this; however, let it be known that Sheik's has the smallest timing window to cancel the Dash Attack [3 Frames] into an Up Smash, making it the most difficult DACUS to perform.

The DACUS, or "Boost Smash" is basically a sliding Up Smash that allows the character to cover large distances. This can be very handy when trying to get a surprise kill very quickly. The DACUS is also a very punishable as well, and a failed attempt whether through a missed hit or failed input sequence could net you eating damage from your opponent.


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.

  • 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.

  • 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.
 

stealth3654

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AH HA! So this is Project Know It All!

I didn't bring a Wii with me to college so I can't get any pictures for you, but I'll try and help with whatever else I can.
 

saviorslegacy

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I have a capture card and a way to transfer images.
Let me know if you need anything.

When I finish Sheik Diary I'll give you some of its pages.


:EDIT:
Lemme give ya my opinion on your move section.

Jab
*combo finisher*
I have been putting work into my *stage* guard if you will.
Sheik has the speed and tools to effectively keep people from coming back onto the stage without being hit.
One of the ways I counter auto get ups and attack get ups is this.
f-tilt> flurry of jabs
That is an AWESOME combo and counts as an ender.


Dash Attack
*combo finisher*
Most defiantly.
The only combo use it has is like Fair> DA or Bair> DA.
At high percents I even do a weak Nair> DA.


u-tilt
*combo starter*
I can honestly say I NEVER use this as a combo finisher. When I want to finish the f-tilt lock I either grab> toss them over the ledge, USmash (why save it when you can get an easy 31%, and only 1! decay against you), DSmash (usually go for putting them over the ledge), Fair (goin for the Swan), Bair (if the DI), Nair (probably one of my favorite finishers) or rapid jabs (guess why?).


d-tilt
I really don't like d-tilt.
It is good as a *combo starter* at low percents since it combo into f-tilt.
Rather than that it is just good for spacing.


Nair
I half way agree that it is a combo finisher. It depends on the percent.
I think it was like at 30% but you can knock someone on their back and Needle ground lock follow and force a get up.
Weak Nair is also a BIG combo starter, since it combo's into almost anything.


Fair/Bair
They deserve to be called combo starters, and finishers. It is percent dependent.
They both are used for spacing, both auto cancel, both combo into f-tilt, both can be followed up with Needle's to force a get up/just hittin them and both semi combo into DACUS.


FSmash
*combo starter*
At like 15% if you hit them with the tip of the last hit you can follow up with Needle ground lock, it also forces a get up.


DSmash
*combo finisher*
nough said


Here is a section from Sheiks Diary on what her grab is capable of:
Tricks with the throws/grabs release’s:

On Lucas and Ness you can ground grab release> f-tilt> regrab.
You can also ground release> regrab.
You can air release> regrab on Lucas, Squirtle and Meta Knight.
You can air grab release> Fair/Nair on Mr. Game and Watch, Wario and Ness.
You can air grab release> Needle Storm on Meta Knight, Squirtle
You can air grab release> DACUS on Meta Knight, Mario, Popo, Pikachu, Squirtle and Lucas.
You can air grab release> Dash Attack on Lucas, Meta Knight and Squirtle.
(They have to input a jump)
You can air grab release> DACUS on Bowser, Donkey Kong, Diddy Kong, Link, Ganondorf, Zero Suit Samus, Pit, Falco, Captain Falcon, Charizard, Ike, Snake and Sonic.
(They has to input a jump)
You can air grab release> Dash Attack on Sheik, Falco and Captain Falcon.
You can air grab release> Hyped Smash on Wario.
You can air grab release> f-tilt on Wario.

You can do a sort of tech chase by using D-Throw. It barely puts them into the air and you can usually get a regrab when they land. While doing this observe their DI habits.
F-Throw can be a combo into something if they air dodge. Throw them forward a few times (or perform D-Throw). While they are in the air perform one auto canceled Uair. One of the times predict and air dodge and do this: F-Throw> *they air dodge*> Bair> Bair> f-tilt/???
You can perform B-Throw at the ledge in hopes they will DI in and you can follow up with Bair.
You can perform F-Throw at the ledge in hopes they DI in and you can perform DACUS.




Ledge Wake
*combo starter*
Ledge wake> DACUS
Ledge wake> Needle
Ledge wake> Dash Attack





Hope I was of help.
 

My Cat Owns

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This is a lot more helpful (even in it's current state) than the other guide. I at least can see what moves are used for what and such :D
 

-Mars-

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For some reason I don't think usmash hits on frame 4 and dsmash hits on frame 15......might just be me though;)
 

stealth3654

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Up tilt should be a combo starter and finisher. It starts combos at low %s and finishes combos like the ftilt lock.
 

Leafplayer452

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Cool thread, and in some cases utilt can be a combo starter cuz utilt can hit from behind Sheik and then if done correctly she can get a sweetspoted Bair at low percets or dsmash
 

stealth3654

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Cool thread, and in some cases utilt can be a combo starter cuz utilt can hit from behind Sheik and then if done correctly she can get a sweetspoted Bair at low percets or dsmash
Huh. I never tried that. I usually use up tilt to start combos at low %s because up tilt can lead to ftilt :). Then you can finish a ftilt lock with another up tilt to finish the combo.

BTW, where is Ankoku? I haven't seen him around here in a while.
 

choknater

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omfg i forgot about chain jacket lol

now that i know how good it is as a defensive move against MK, i'm gonna start using chain jacket usmash to kill him LMAO

ahhhh i wanna start mastering that now :)
 

choknater

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choknater
haha yea >_<

can someone make a slowmo vid of it lol

is there one?

so i can see what sheik looks like when she does it
 

saviorslegacy

My avater is not a Sheik avatar.
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omfg i forgot about chain jacket lol

now that i know how good it is as a defensive move against MK, i'm gonna start using chain jacket usmash to kill him LMAO

ahhhh i wanna start mastering that now :)
No, I said you can Chain CAMP him.
Chain jacking IMO might be a way of the future, but it is not meant to be a kill move.
This is why:

#1 When you jack a move into the chain it takes on its priority.
Thus people can attack the chain and knock you out of it.

#2 Its hit box is not as active.
Thus people might be able to roll in and hit you before you hit them reach you with an out stretched attack before you can hit them (like MK's Drill Rush).
Lol I made a thread about using it a while ago, good luck finding the actual timing
You made a thread about Chain Jacking as a ledge guard.


If you want my opinion on the Chain Jack then here it is:

#1 You could chain jack as a ledge guard on some characters. just remember that some moves can go through it. That is why it is character dependent.

#2 Chain jacking as a stage guard (keeping people from going back onto the stage) may be useful on SOME people.
Remember that they can plank and attack the chain. So space out so that you can keep the chain behind you so they don't attack it.

#3 Bair has pretty good priority. They may allow us to chain jack camp SOME people.
It would also help with the other 2 above.

#4 Chain jacking a Bair at low percents puts the foe into about 40%ish.
That means they are in prime f-tilt combo percents.

#5 lol, this is my personal favorite and I was planning on keeping it as a personal trick.
Well, I think Sheiks Diary has enough cool little known/unknown stuff to keep me happy so I'll go ahead and talk about this.
Using Sheiks chain jack to mind game is fun. Here is the scenario:
Chain Jack Bair> foe attacks chain with a powerful attack> you buffer DACUS and hit them
I want to master it just so I can do this. ^^



Well, that is my opinion.

:EDIT:
haha yea >_<

can someone make a slowmo vid of it lol

is there one?

so i can see what sheik looks like when she does it
fiiiiiiiiine....
I have two video's waiting to be uploaded to youtube right now. I was to lazy to upload them last weekend. lol
One is a guide on how to chain camp.
The other is about Vanish canceling.

I'll add this to my to do list Chok.

ps I'll add learning how to do the chain jack more than once every 15 minutes to my list Chok.
 

choknater

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#1 When you jack a move into the chain it takes on its priority.
Thus people can attack the chain and knock you out of it.

#2 Its hit box is not as active.
Thus people might be able to roll in and hit you before you hit them reach you with an out stretched attack before you can hit them (like MK's Drill Rush).
what a buzzkill :(
 

choknater

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yeah i suppose

but for someone to outprioritize my chain and hit me ahhhh it sounds so lame :C

oh well

i'll try learning it anyway
 

saviorslegacy

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yeah i suppose

but for someone to outprioritize my chain and hit me ahhhh it sounds so lame :C

oh well

i'll try learning it anyway
doi :mad088:!
You didn't read what else I said.
You are over looking what it means to out priotize the chain.

When they do this they either hit it with a projectile (lol... most wont go through), attacked from the air (and will be falling) or attacked from the ground. The last two means they were close to you.
Sheik up close > them up close
You in most case's have the advantage.

Using the chain jack to get out priortized is a good idea.
It protects you and brings you opponent up close.


Ninja's use everything they can to win. Even if it means to fake a fail.....
 

Tristan_win

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doi :mad088:!
You didn't read what else I said.
You are over looking what it means to out priotize the chain.

When they do this they either hit it with a projectile (lol... most wont go through), attacked from the air (and will be falling) or attacked from the ground. The last two means they were close to you.
Sheik up close > them up close
You in most case's have the advantage.

Using the chain jack to get out priortized is a good idea.
It protects you and brings you opponent up close.


Ninja's use everything they can to win. Even if it means to fake a fail.....
That's assuming that when two moves clang both parties receive the same amount of lag before returning to neutral which I personally believe isn't the case.

...although I have no proof.

Also about the jack chain priority if we ever get around to it we should see what moves the strong bair out prioritized and what makes it can't cling with like for example Marth up B, most of meta knight non B moves and so on.

 

Judo777

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I have been screwing around with the chain jacket and i can do it somewhat consistently(strong emphasis on somewhat). I have even gotten it off in two serious matches and got a kill with a fsmash jacket. To help with the timing chok i like to think of it this way because i think this is how it works.

First of all if u sh and wait til ur close to the ground and chain while in the air u can still do a grounded chain. I think the way the jacket works is u chain right when the game decides u cross over from sh chain to grounded and so the game does something weird. So i try to do the chain right before youre to low (to where you would get the grounded chain) and u get the jacket.

A few of the problems i have noticed (tho i cant test too much so im not sure) is the hit box on alot of the moves change to where they dont really cover the inside and sometimes it seems like only the tip (or a lil outside actually) hits people at all tho the range is farther than normal. Also its no longer got the chains sick priority. I was practicing on a lvl 9 oli one day and i got the bair jacket and the olimar jumped at my chain and faired the tip (which i guess clanked with the hitbox or just beat it) so it didnt hurt him then he fell inside and i could NOT hit him while he was inside! then he dsmashed me. idk what point im trying to make i just figured id give my 2 cents.
 

East

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Current Discussion: Throws versus and Grab Releases

OK guys, so as promised it's Monday so I'll get the completion of Project: KiA [Know it All] running with something I've never been to clear on with Sheik. Throws and Grab Releases.

Just to get a few balls rolling here are some topic questions to start off with:

  • Is it a general consensus to grab release rather than throw? Is the damage trade off favorable?
  • What are some options out of Grab Releases?
  • What are some options after Throws?
  • Ideally when is it best to even try and grab someone?
  • How many times is it good to pummel? At certain percentages?

Any other questions you guys may have, or topics you wish to address [assuming they are not to skew or off topic] we can also discuss.

Remember, the more information and discussion you guys provide me with, the better and more encompassing I can promise this guide will be : )
 

saviorslegacy

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This is what I have listed in the Diary:

Tricks with the throws/grabs release’s:

On Lucas and Ness you can ground grab release> f-tilt> regrab.
You can also ground release> regrab.
You can air release> regrab on Lucas, Squirtle and Meta Knight.
You can air grab release> Fair/Nair on Mr. Game and Watch, Wario and Ness.
You can air grab release> Needle Storm on Meta Knight, Squirtle
You can air grab release> DACUS on Meta Knight, Mario, Popo, Pikachu, Squirtle and Lucas.
You can air grab release> Dash Attack on Lucas, Meta Knight and Squirtle.
(They have to input a jump)
You can air grab release> DACUS on Bowser, Donkey Kong, Diddy Kong, Link, Ganondorf, Zero Suit Samus, Pit, Falco, Captain Falcon, Charizard, Ike, Snake and Sonic.
(They has to input a jump)
You can air grab release> Dash Attack on Sheik, Falco and Captain Falcon.
You can air grab release> Hyped Smash on Wario.
You can air grab release> f-tilt on Wario.

You can do a sort of tech chase by using D-Throw. It barely puts them into the air and you can usually get a regrab when they land. While doing this observe their DI habits.
F-Throw can be a combo into something if they air dodge. Throw them forward a few times (or perform D-Throw). While they are in the air perform one auto canceled Uair. One of the times predict and air dodge and do this: F-Throw> *they air dodge*> Bair> Bair> f-tilt/???
You can perform B-Throw at the ledge in hopes they will DI in and you can follow up with Bair.
You can perform F-Throw at the ledge in hopes they DI in and you can perform DACUS.

I didn't take the time to read it though so let me know if there is anything wrong.
 

saviorslegacy

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I'll contribute what the Diary has to say about throws:


You can do a sort of tech chase by using D-Throw. It barely puts them into the air and you can usually get a regrab when they land. While doing this observe their DI habits.
F-Throw can be a combo into something if they air dodge. Throw them forward a few times (or perform D-Throw). While they are in the air perform one auto canceled Uair. One of the times predict and air dodge and do this: F-Throw> *they air dodge*> Bair> Bair> f-tilt/???
You can perform B-Throw at the ledge in hopes they will DI in and you can follow up with Bair.
You can perform F-Throw at the ledge in hopes they DI in and you can perform DACUS.
F-Throw can link into itself if they airdodge .
This can usually be done by SH auto canceling a Uair.
 

saviorslegacy

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Would you consider 7 posts an in-depth discussion? Cause if you do, I should probably slap everyone change it.
Not much to discuss. My post pretty much summed it up. vvvvv
You can do a sort of tech chase by using D-Throw. It barely puts them into the air and you can usually get a regrab when they land. While doing this observe their DI habits.
F-Throw can be a combo into something if they air dodge. Throw them forward a few times (or perform D-Throw). While they are in the air perform one auto canceled Uair. One of the times predict and air dodge and do this: F-Throw> *they air dodge*> Bair> Bair> f-tilt/???
You can perform B-Throw at the ledge in hopes they will DI in and you can follow up with Bair.
You can perform F-Throw at the ledge in hopes they DI in and you can perform DACUS.
F-Throw can link into itself if they airdodge .
This can usually be done by SH auto canceling a Uair.
Her grab game really isn't that bad. It has a lot of options and options= hard to predict
ps Can you make a list of what we are gonna be talking about?
 

East

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Not much to discuss. My post pretty much summed it up. vvvvv
1 Post, a discussion does not make...


Her grab game really isn't that bad. It has a lot of options and options= hard to predict
ps Can you make a list of what we are gonna be talking about?
I think Sheik's grab game is absolute garbage. Sway my opinion.

I'll put up a list of stuff when I get the motivation to start adding to this again.
 

saviorslegacy

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1 Post, a discussion does not make...

I think Sheik's grab game is absolute garbage. Sway my opinion.

I'll put up a list of stuff when I get the motivation to start adding to this again.
True, but I gave the options she has.... <,<
*kicks the Sheik boards*
 

stealth3654

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This is the way I use Sheik's grab game:

At the beginning of the match, before we can do the ftilt lock, I would usually jab or ftilt > grab.

When Sheik gets a grab, I believe that the player should only use her fthrow, bthrow, and dthrow. From fthrow or bthrow, if the opponenet DI's wrong, we get an aerial on them. I mainly use these throws to get an opponent off the stage or to mix it up from the dthrow. From the dthrow, you can just read your opponent and punish. If they air dodge, regrab or smash. If they aerial and have enough lag, punish them. I find that this is very effective against Snake.

During high percents, I've noticed that the opponent likes to shield a lot to avoid being smashed. If they put up their shield when you are next to them, that is a free grab.

Also, you can mix up Sheik's attacks with her grab. If your opponent is expecting an aerial/ftilt/dash attack, you can use Sheik's speed and mix it up with a grab.
 
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