Just some notes... only for when you're on the defense, obviously. I'll cover offensive form some other time if I feel like it.
EDIT: btw I just typed this **** up 'cause I was bored, lol.
FAR RANGE:
Needle Throw
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Uhh decent I guess, most obvious choice, but it's at a range where most people can just shield it on reaction. Kinda good to disrupt zoning.
Needle Storm
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Does decent damage but other than that it's just like Needle Throw.
Needle Charge
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Makes people start approaching you usually.
Summary
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Not much you can do from way far away, you probably want to just do stuff with needles until he decides to approach.
MEDIUM RANGE:
Needle Throw
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Hilariously unsafe. They can shield it and dash attack you probably.
Needle Storm
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A little safer, you can get your shield up against most attacks. Still a waste if you know they're going to shield it.
SH Forward Air
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Kinda fast zoning tool, not much else.
SH Neutral Air
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I don't know why you would do this except against like, Olimar or something.
SH Back Air
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It's like Wolf's standard zoning tool pretty much. I don't really like it but you might.
Roll Toward
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Kinda stupid, a lot of newbies think this is a good approach. It isn't.
Roll Away
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Resets the position a little bit, but bound to get you cornered if you keep doing this.
Summary
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Probably not a good idea to charge needles any more and to start psyching them into attacking or going away with some SH aerials. Needle Storm does its full 18% damage at this range instead of decaying due to long distance, but that's only good if you can throw them without the other guy shielding it all.
CLOSE RANGE:
Needle Anything
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What are you doing?
Spotdodge
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Sheik's spotdodge is good, but not great. If you successfully bait and dodge an attack you can probably punish with any attack except uair, dair, fsmash, and usmash. Don't abuse it.
Down Smash
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Obviously. Sheik's most reliable and straightforward way of saying GTFO. Probably the most versatile option, including out of spotdodge. Again, don't abuse it.
Forward Tilt
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Beats a couple of things, clashes a couple other things, generally pretty good unless they're coming at you with a disjointed aerial (like Marth). If it gets shielded start jabbing to prevent shieldgrab.
Up Tilt
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Beats out a lot of aerials. Not very good at dealing with people approaching right in front of you. One of the funniest things to do to people who are right next to you, especially at low %s when ftilt wouldn't actually lock.
Down Tilt
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More range than ftilt I guess... kinda slowish though. Crouching ducks under a lot of good things like grabs, Snake's ftilt and jabs, etc. You can punish those things whiffing with a dtilt.
Forward Smash
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Pretty much only good if they're in the silly habit of running at you into a spotdodge. Like, who the hell does that? lol. Much better as an offensive spotdodge punisher but even then fsmash doesn't really redeem itself as a good move. Don't even consider it as a defensive option unless your opponent does stupid things that shouldn't work.
Up Smash
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Not as stupidly good priority as utilt but still hits through things. Hurts like hell if it DOES land, though.
SH Neutral Air
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REALLY GOOD out of shield. Works like an alternate form of dsmash really.
SH Down Air
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Do this and then taunt because if they shield it you're going to be punished anyway.
Roll Behind
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Works a lot against bad people, gets you destroyed against good people.
Roll Away
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Risky reset method, just like at mid range. You're probably better off just running or jumping away at this range.
Summary
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Haha, lots of options. They're all generally not that great compared to Snake, though. This is usually the point where you'd switch from defense to offense.
EDIT: btw I just typed this **** up 'cause I was bored, lol.
FAR RANGE:
Needle Throw
---
Uhh decent I guess, most obvious choice, but it's at a range where most people can just shield it on reaction. Kinda good to disrupt zoning.
Needle Storm
---
Does decent damage but other than that it's just like Needle Throw.
Needle Charge
---
Makes people start approaching you usually.
Summary
---
Not much you can do from way far away, you probably want to just do stuff with needles until he decides to approach.
MEDIUM RANGE:
Needle Throw
---
Hilariously unsafe. They can shield it and dash attack you probably.
Needle Storm
---
A little safer, you can get your shield up against most attacks. Still a waste if you know they're going to shield it.
SH Forward Air
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Kinda fast zoning tool, not much else.
SH Neutral Air
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I don't know why you would do this except against like, Olimar or something.
SH Back Air
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It's like Wolf's standard zoning tool pretty much. I don't really like it but you might.
Roll Toward
---
Kinda stupid, a lot of newbies think this is a good approach. It isn't.
Roll Away
---
Resets the position a little bit, but bound to get you cornered if you keep doing this.
Summary
---
Probably not a good idea to charge needles any more and to start psyching them into attacking or going away with some SH aerials. Needle Storm does its full 18% damage at this range instead of decaying due to long distance, but that's only good if you can throw them without the other guy shielding it all.
CLOSE RANGE:
Needle Anything
---
What are you doing?
Spotdodge
---
Sheik's spotdodge is good, but not great. If you successfully bait and dodge an attack you can probably punish with any attack except uair, dair, fsmash, and usmash. Don't abuse it.
Down Smash
---
Obviously. Sheik's most reliable and straightforward way of saying GTFO. Probably the most versatile option, including out of spotdodge. Again, don't abuse it.
Forward Tilt
---
Beats a couple of things, clashes a couple other things, generally pretty good unless they're coming at you with a disjointed aerial (like Marth). If it gets shielded start jabbing to prevent shieldgrab.
Up Tilt
---
Beats out a lot of aerials. Not very good at dealing with people approaching right in front of you. One of the funniest things to do to people who are right next to you, especially at low %s when ftilt wouldn't actually lock.
Down Tilt
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More range than ftilt I guess... kinda slowish though. Crouching ducks under a lot of good things like grabs, Snake's ftilt and jabs, etc. You can punish those things whiffing with a dtilt.
Forward Smash
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Pretty much only good if they're in the silly habit of running at you into a spotdodge. Like, who the hell does that? lol. Much better as an offensive spotdodge punisher but even then fsmash doesn't really redeem itself as a good move. Don't even consider it as a defensive option unless your opponent does stupid things that shouldn't work.
Up Smash
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Not as stupidly good priority as utilt but still hits through things. Hurts like hell if it DOES land, though.
SH Neutral Air
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REALLY GOOD out of shield. Works like an alternate form of dsmash really.
SH Down Air
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Do this and then taunt because if they shield it you're going to be punished anyway.
Roll Behind
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Works a lot against bad people, gets you destroyed against good people.
Roll Away
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Risky reset method, just like at mid range. You're probably better off just running or jumping away at this range.
Summary
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Haha, lots of options. They're all generally not that great compared to Snake, though. This is usually the point where you'd switch from defense to offense.