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I don't, the **** cpu shield grabs me or counters with the A-A-A combo the majority of the time. It isn't reliable at all.you should try to short hop more with her, i find it quite effective tristan
i like her nair and fair as an opening move
I don't think Sheik is a character that can be played normally. She's got low priority and a pretty changed moveset....I'm thinking about dropping Sheik now
Her jab has no use, her down smash can be shield grab in mid move, her air needles have about as much lag as her ^B when you land, ^B can't be controlled as well and can't sweet spot from above, chain doesn't seem to have any real use even with it's stronger hit back, and tilts can be escapable or nair countered.
Worst yet, I've been having huge problems finding a safe approach beside dash, cancel dash with shield , down tilt out of my opponent grab range and running grabs. Next time I get to play I'll see if hitting the higher part of someone shield is more escapable then hitting lower, wish me luck.
I don't like using nair as an approaching move because to have a decent amount of knockback, you have to hit with the very tip of sheik's foot, which is usually right above anyone's head when shorthopped, and that, during the move's very first frames else it loses all its knockback potential and gets you punished. Coming down on someone with a nair doesn't do jack to help your case either as you'll get shieldgrabbed asap.you should try to short hop more with her, i find it quite effective tristan
i like her nair and fair as an opening move
This could be really useful when they're at 100%+, since if you get an f-tilt in then, say, 12 jabs, ALL your KO moves (up-smash, down-smash, nair, uair, bair) will ALL be back at full knockback and damage. I've found that if I can get in the jab combo (ESPECIALLY if they're against a wall!) then it hits enough to bring back all my needed knockback.So I've continued to play around with Sheik in brawl and I'm beginning to think an Ftilt to A-A-A combo is not only a better way to deal more damage quickly then continuing to Ftilt or Utilt but it’s also overall safer.
At least at the lower percentages
mugwhump said:OK guys I made science, here are my results:
-An attack's power decreases on a curve after each successive use, first dropping sharply, then slowly bottoming out to a bit less than half the attack's max power after about 8 uses. You recharge your moves by using different attacks. It doesn't matter if you spam 1 attack, it will still recharge your other previously used attacks.
-Attacks that are bottomed out will recharge faster than attacks near max power. For example, if you use attack A for the first time, then a different attack, then A again, the second A will be weaker. However, if you weaken attack A to its minimum power, then use a different attack, then A again, the second A will be a bit stronger.
-The game remembers a lot of your attacks. I'm not sure if there's a threshold for the number of other moves you need to do before it forgets about a worn out attack and resets it (I know it remembers at least 12). I mean, I did 23% with Ike's Fsmash, did 8 other attacks, and my next Fsmash did 21%. It seems a max power attack will maintain its power with about 10 other attacks between each use, though.
-When you die, your power levels get reset. Zelda/PT can also reset their power through switching(!). Your power levels are not increased by waiting, attacking thin air, attacking someone who is blocking, getting attacked yourself, or switching your attacks to someone else (thus, attacking marth then sheik then marth with one attack will weaken it just as much as using it on marth 3 times).
-All attacks refresh other attacks equally. If you weaken attack X through repeated use, 10 weak jabs will recharge it just as much as 10 fully charged smashes. Different hits of A combos count as seperate attacks, as do seperate throws and throw punches(!). However, repeated hits of infinite punches (like sheik, fox, etc) and drill attacks (mario's Dair) do not count as seperate. Projectiles are weird, too: only the first needle in Sheik's needle storm counts.
-Attacking someone who's countering doesn't count. It counts for the counterer, though, so each successive counter will be weaker, regardless of the attack they're countering.
-Attacking an object DOES count. For example, attacking wario's bike, any destructible things like the walls in MGS land or Luigi's mansion, etc.
-There's a tiny bit of randomization in the damages
- damage doesn't decrease in training mode. This confused me for a while.