Sheik Combo Thread

Conet

Smash Cadet
Joined
Feb 23, 2014
Messages
60
#2
All percents are estimates. They vary match-up to match-up and with rage.
Raising fair:
Low Percents (0-10):
--> grab (DI in)
--> filt (unsure of DI but I recommend this because throws suck)
--> ftilt grab
--> ftilt uptilt grab
Mid percents (10-40 ish depending on character):
--> dash grab
--> forward tilt
--> fair train (end with nair or bair)
--> upair (DI dependent)
--> bouncing fish (seems less guaranteed than in smash 4)
--> nair/bair (ends combo, don't do this unless on the edge)
High percents (40 - 90 and these are less guaranteed)
--> bair/fair/nair
--> up air
Landing fair:
Low percents (0 - 10)
--> free grab (extremely guaranteed)
--> ftilt --> anything
Mid percents (10-50 ish)
--> fair
--> dash grab
--> bouncing fish (easily from 20-40)
--> up air (DI up and away)
--> ftilt --> bouncing fish (20-30 ish on some characers)
--> bair
High percents (40 - 90)
--> bouncing fish or frame trap if off stage with fair (feels like they can air dodge or jump at the upper range)
--> bair
--> upair / nair (depending on DI you have to react)
F throw:
Low percent (0-30 good DI):
--> fair
--> buffer jump bouncing fish (IDK IF THIS IS REAL SOMEONE LAB)
--> drag down up air --> anything (feels nice but probably not real and is escapable)
--> up air
Mid percent (30 - 60)
--> fair or up air
High percent (60+)
--> fair or upair if lucky but usually nothing
--> use back throw or forward throw for positional advantage and then keep it with our good frame data
Full Hop Needles:
Low percent:
--> nair --> grab
--> fair? --> grab
Mid percents
--> nair --> bouncing fish
High percents (100 +)
--> bouncing fish sometimes
--> jump upair (DI up and away)
--> nothing
Short Hop Needles:
--> unsure needs to be labbed
--> grab? (I think I got this one)
Ftilt:
Low percent (0-20):
--> ftilt (2-3x)
--> grab
--> fair
--> up tilt
--> nair/bair ( don't do this ends combo)
Mid percent: (20- 50)
--> rising fair bouncing fish (did this once probably not guaranteed)
--> bair 2x
--> uptilt
--> fair/nair/upair
High percent (50-90):
--> up air
--> fair (do this at the edge if nair can't hit)
--> nair (DI in)
--> bair?
Very high percent 90 -130
--> up air (can frame trap if they air dodge and kills if hits sometimes) (needs to be labbed)
--> fair sometimes
Uptilt:
Low percent (0-20):
--> free grab
--> f tilt
--> fair
Mid (25-60?):
--> bouncing fish (very very true)
--> fair
--> bair
--> upair
High (60 - 100):
--> bouncing fish
--> fair
--> upair (DI in)

Will post more if there is interest.
 
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Videocatbox

Smash Rookie
Joined
Feb 10, 2015
Messages
15
#4
I was labbing a combo of
Landing sourspot Nair > running dtilt > drag down Uair > fsmash
This is true if dtilt hits at the toes because of the perfect angle it hits the opponent at.
I got this combo working consistently against mario between 90 and 110% and it does kill since it drags along the stage from the Nair. If you don't think it will killnyou can opt for a grab instead of fsmash to continue a combo
Sourspot Nair > extended bouncing fish around the same percents works too
 

TropicalTaco

Smash Journeyman
Joined
Jul 9, 2006
Messages
226
Location
Florida
#5
Experimenting a bit with Uair myself and it does seem to be a very good combo tool. Ftilt > drag down Uair > down tilt > bouncing fish does about 25% and seems to be a true combo (tested on Mario at 100%).

Edit: Very happy with what I'm seeing of Ultimate Sheik so far. Looking like Sheik may have a much more versatile combo game this time around.

Double edit: Scratch what I said in the first edit. This character is trash and needs help.
 
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Null2000

Smash Rookie
Joined
Aug 7, 2015
Messages
11
Location
Canada, British Columbia
3DS FC
1864-9953-6648
#6
Mid percents, tested on Corrin at 25%:
Rising Fair > Dtilt > Ftilt > Running Usmash

The Usmash can probably be escaped from but can also be replaced by aerials.
Also, the dtilt may have to be delayed by a few frames to land the tipper.
 
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Imposer

Smash Rookie
Joined
Oct 9, 2014
Messages
19
#8
Fair > Ftilt > Falling Upair > Ftilt > Upsmash
I managed to get in two falling down airs before Up Smash wouldn't count in the combo. I was trying it on Chrom around 50-60%. One more falling up air > Ftilt and the up smash will send them to the blast zone but unfortunately it doesn't connect. You could always go for it if you're feeling lucky I suppose.

Mid percents, tested on Corrin at 25%:
Rising Fair > Dtilt > Ftilt > Running Usmash

The Usmash can probably be escaped from but can also be replaced by aerials.
Also, the dtilt may have to be delayed by a few frames to land the tipper.
I couldn't seem to ever get the up smash to connect as a combo but I do really like Fair > Dtilt > Ftilt

Short Hop Needles:
--> unsure needs to be labbed
--> grab? (I think I got this one)
SH needles seems to combo into forward tilt. I was trying out this "kill confirm" I saw on twitter. The timing is pretty tight, but it works with a single needle. You need to release the needle near to the ground so that it auto cancels. Of course, this is just in training so I'm not sure how di affects everything yet.
 

_Contrary_

Smash Rookie
Joined
Mar 26, 2016
Messages
1
Location
Nebraska
#9
All percents are estimates. They vary match-up to match-up and with rage.
Raising fair:
Low Percents (0-10):
--> grab (DI in)
--> filt (unsure of DI but I recommend this because throws suck)
--> ftilt grab
--> ftilt uptilt grab
Mid percents (10-40 ish depending on character):
--> dash grab
--> forward tilt
--> fair train (end with nair or bair)
--> upair (DI dependent)
--> bouncing fish (seems less guaranteed than in smash 4)
--> nair/bair (ends combo, don't do this unless on the edge)
High percents (40 - 90 and these are less guaranteed)
--> bair/fair/nair
--> up air
Landing fair:
Low percents (0 - 10)
--> free grab (extremely guaranteed)
--> ftilt --> anything
Mid percents (10-50 ish)
--> fair
--> dash grab
--> bouncing fish (easily from 20-40)
--> up air (DI up and away)
--> ftilt --> bouncing fish (20-30 ish on some characers)
--> bair
High percents (40 - 90)
--> bouncing fish or frame trap if off stage with fair (feels like they can air dodge or jump at the upper range)
--> bair
--> upair / nair (depending on DI you have to react)
F throw:
Low percent (0-30 good DI):
--> fair
--> buffer jump bouncing fish (IDK IF THIS IS REAL SOMEONE LAB)
--> drag down up air --> anything (feels nice but probably not real and is escapable)
--> up air
Mid percent (30 - 60)
--> fair or up air
High percent (60+)
--> fair or upair if lucky but usually nothing
--> use back throw or forward throw for positional advantage and then keep it with our good frame data
Full Hop Needles:
Low percent:
--> nair --> grab
--> fair? --> grab
Mid percents
--> nair --> bouncing fish
High percents (100 +)
--> bouncing fish sometimes
--> jump upair (DI up and away)
--> nothing
Short Hop Needles:
--> unsure needs to be labbed
--> grab? (I think I got this one)
Ftilt:
Low percent (0-20):
--> ftilt (2-3x)
--> grab
--> fair
--> up tilt
--> nair/bair ( don't do this ends combo)
Mid percent: (20- 50)
--> rising fair bouncing fish (did this once probably not guaranteed)
--> bair 2x
--> uptilt
--> fair/nair/upair
High percent (50-90):
--> up air
--> fair (do this at the edge if nair can't hit)
--> nair (DI in)
--> bair?
Very high percent 90 -130
--> up air (can frame trap if they air dodge and kills if hits sometimes) (needs to be labbed)
--> fair sometimes
Uptilt:
Low percent (0-20):
--> free grab
--> f tilt
--> fair
Mid (25-60?):
--> bouncing fish (very very true)
--> fair
--> bair
--> upair
High (60 - 100):
--> bouncing fish
--> fair
--> upair (DI in)

Will post more if there is interest.
I'm putting this is my collaborative Sheik document. How would you like to be credited, outside of being linked?
 
Joined
Dec 20, 2016
Messages
251
#10
Can someone make a video My Smash Corner style regarding the bread & butter combos? I think it would be continent to have a visual representation in an easy-to-digest format.
 

Shim

Smash Rookie
Joined
Dec 23, 2018
Messages
1
#11
Hi, not sure if this is true (I think they can DI away, but can't test it, only tested in training mode on a few characters)
1. falling fair --> full hop needles --> BF (seems to work around the 70-100% range depending on weight, seems to kill)
2. falling fair --> up tilt --> full hop needles --> BF (will work at slightly lower %)
Haven't seen it mentioned so I figured I would post it.
 

zblaqk

Smash Apprentice
Joined
Jul 30, 2015
Messages
177
#15
Found the most consistent opening combo to be: Nair > Dtilt > Dash Grab > FThrow > Double Pressed BF. This does around 31%.

If the opponent Di's towards you (the only way to not get hit by BF on some floaty characters) then you go for a FF UAir to whatever you like.

After that, you can go for FAir to BF, then NAir to BF, then finally at kill percents you can go for Soft NAir to BF.
 
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RedSheikYiga

Smash Rookie
Joined
Mar 7, 2019
Messages
1
#16
Some general things I've found about Sheik's combo game.

at 25% you can Down Throw > Uair Drag down > F-tilt > Fair/Nair.

Sheik's bread and butter combos revolve around carrying a character across the stage with F-tilt and Fair or Nair.

at 55% (depends on the character), you can start the Sheik loop, which is F-tilt > Drag down Uair > F-tilt > Drag down Uair ... ... as long as you can keep it going.

You can string all of the above together and it all combos into each other, this is very character dependant and very precise.

It probably isn't very practical because of how much space you need to perform it, but I've managed to pull off a combo on cloud which takes him from 25% to 100% roughly. Here is a link if you are interested.

Whilst not being practical, the video showcases some of the combos you can perform with Sheik.
 

Aquamentii

Smash Apprentice
Joined
Feb 2, 2015
Messages
176
#17
Ftilt -> Ftilt -> Nair is emerging as my favorite of her bread and butters (at low-mid %) as you can hang back just a wee bit after the Nair and wait for your opponent to do something dumb, rush in and reset into another combo.
 
Joined
Apr 12, 2019
Messages
9
#18
So I felt like drag down up-air can combo into a lot due to the fact that it doesn't send off the top even at 999% and still land enemy right in front of Sheik. So I did a little testing but I'm sitting undecisive on how much di effect their landing place when you do a short hop into a fast fall up air. Can't determine what determines when the enemy spikes but most characters I tested spike at 150 but Yoshi, bowser Dede and Ridley out of the one I tested need higher, and it seems to be tech-able until 190 if it multi-hit but at that per cent an up air will kill most of the time if the whole thing hits on most of the character it works on. (This next part is done on young link 30%) But even before it spikes it seems that sheik has 7 frames before her enemy can attack/shield, if the up air only get on hit before she lands, if she gets two hits before she lands, she has 9 frame advantage which enough time to release her f and d tilts and jab but not her up tilt. I can seem to hit him at 80 per cent with a down smash when I get two hits on the short hop falling up air as it seems The gap increases with the % increase. Around 100% you get around 15 frames to act before your enemy, on Young Link at least. I don't recommend you trust this and test your self as I might have had a flaw in my testing method, but hopefully, this is helpful to someone or new information as I could not find much about this. (For smash ultimate at least)

Edit: I can get an un-techable spike at 150% as long as I hit 2 of the multi-hit in the short hop fast fall up air
 
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