@
Journal
I know you sent me a private message, but I'll reply here because I'd like more people to benefit from it.
v.s. Lucario
Sheik vs Lucario changed subtly due to 3.6b, but the impact is tremendous. Without her back-throw mix-up, you can't really threaten Lucario with 50-50 up-smash kills. With less of a fear of getting grabbed, this means your neutral game may falter because Lucario can shut-down most other approaches by simply holding "down".
Neutral
Crouch Cancelling
Lucario is a mid-to-high weight character with a mid-speed fast fall. This means he can crouch cancel launchers such as...
- forward-tilt
- jab
- up-tilt
- dash attacl
...to 90+%. A good Lucario will punish your ground approaches by either tossing out a pre-emptive down-tilt to catch you mis-spacing, or, if they get hit, they'll crouch cancel and down-tilt. If you attempt to forward-air him while he is on the ground and he's at anything below 90%, you may eat a crouch-cancelled down-tilt-to-0-to-death.
Neutral Baiting
As you can probably guess, on the ground, Lucario is almost never vulnerable. I say
almost because if he tosses out a laggy move such as forward-smash or side-b or dash attack and
DOES NOT HIT YOU, you can go in and punish.
But how do you force a Lucario to whiff a laggy move? Never outright approach. I sometimes forget this, but a Lucario fears over-committing (moreso than other characters such as Fox, Falco, or Wolf) because Lucario does not have a lagless, get-out-of-jail free card. If Lucario is the mid-to-full stage length away, pressure with needles. This will get to them to think that they have to approach. At short-to-mid range, the neutral changes based on whether or not they have aura.
Short-To-Mid No Aura
If they do not have aura, their best approach move is dash-attack. Everything else is designed to intercept your approaches and fluidly blend into their combos. Dash-attack is relatively quick, and because it lasts a little long, he can catch you if spot-dodge it early and go into a combo.
You cannot out-prioritize dash-attach or overwhelm it with any of your moves. You must dash-dance and catch dash-attack with a pivot grab or spot-dodge
late if you sense it coming. If you're confident, you can also jump in place. If you know that your opponent is fond of punishing landings with dash-attacks, then you can jump in place and as you're landing, bait their dash-attack (which you know is coming) and then double-jump to avoid their attack, and fast-fall into grab, forward-air, neutral air, or up-air (if you're ****ing fancy).
The problem with jumping in place is that if you do it often enough, a clever Lucario will say, "****
that, I'm not dumb" and simply approach with an aerial such as forward air, or stand outside of your range and forward-smash you.
Once you feel each other out and know each other's options, this exchange becomes a delicate balance of mixing up your baits (dash-dance pivot-grab, late spot-dodge, jump-in-place, intercepting fair for the oncoming aerial).
Short-To-Mid Yes Aura
Aura shuts-down almost all of your baiting tools. You cannot jump-bait the dash attack, because Lucario can approach with their down-B (Double Team?) and cancel it into a semi-invincible up-tilt that covers your first jump landing, and your double jump attempt in one wide swath. You can't even spot-dodge because up-tilt will catch it too.
Your best hope is to read the approach and NOT be caught in shield, in dash-turn, or jumping.
As of my current matches, short-to-mid range neutral against a Lucario with aura boils down to a couple of scenarios and decisions.
- They are at the very edges of mid-range, they will most likely Double Team and cancel it into up-tilt or dash-attack
- The closer they are to you, the more likely they will dash-attack or forward-smash (depending on whether or not you are a jump-in-place antsy-pants)
A Lucario does not want to
Double Team close to you because they will be vulnerable for 12 frames before invulnerability kicks-in (frames 13-24).
IF they
Double Team close to you, they lose the ability to crouch cancel, and this opens up your launchers and better punishes. To alleviate the risk, you'll see a Lucario dash in, tricking you into thinking they're not going to
Double Team, then they'll dash out to the edges of mid-range and
Double Team to dash-grab or up-tilt.
Understanding
short-to-mid when a Lucario has aura is understanding your opponent and what they're likely to do. The biggest differences between Lucario players starts with
Short-to-Mid and continues through to their
Combo Game which brings me to my next major point...
Survivability
Lucario must have the most impressive combo game of any character in Project M. He can combo floaties just as well as he can combo heavier characters and fast-fallers. He can combo off a recovery, combo off a shield-****, and combo out-of-shield. All he needs is one stray hit on you or your shield.
So what do you do?
Well... you slowly convince yourself that the best reason to play against Lucario with Sheik is that it encourages you to practice SDI more than most match-ups. Successfully SDI-ing the
Aura Sphere Cancels, forward-air chains, and down-air gimps will lead to optimal positioning and help you lessen the pain that is Lucario's combo game.
Here's a list of moves and the situations they may be used in, and the best way you can SDI them if you are getting hit :
- Dash Attack (late hit) -> Up and Away
- Dash Attack (early) -> Inside or Down
- Aura Sphere Cancels -> Up
- ExtremeSpeed -> In and Up
- Forward Air -> Up and Away
- Down Air (off ledge) -> Down and In
- Up-Smash -> Down and Away
- Up-Tilt -> Up and Away
- Down-Tilt (low percents, <18%) -> Down and In (tech or crouch cancel grab)
- Down-Tilt (high percents, >18%) -> Up and Away
- Forward-Tilt -> Away
- Jab -> Up and Away
In addition to SDI-ing, you have to understand combo DI. Here's a list of moves and situations and what direction you should Combo DI in:
- Dash Attack -> Up and Away
- Aura Sphere Cancels -> Down and Away or Down and In (when hitbox is reversed)
- ExtremeSpeed -> go into it
- Forward Air -> Slightly Up and Away
- Down Air -> Up and Away
- Up-Smash -> Down and In
- Up-Tilt -> Up and Away
- Down-Tilt -> Away
- Up-Throw -> In
- Down-Throw -> Away
- Forward-Throw -> In
If you're hit on shield, it's scary because Lucario can cancel into another upper-tier move or straight into a special. What you'll see is many Lucarios attempt to cancel into aura sphere and then cancel the aura sphere into whatever they want. Because of Sheik's weight Lucario can up-smash and cancel after the first hit up-smash into Aura Sphere and repeat the process. This is a confusing chain because you think you want to SDI the Aura Sphere when in actually you'll want to
ASDI with the C-Stick
away and
Combo DI with the control stick
down and away.
I've found that I can actually jump out of hitstun sooner than I originally thought possible because I think psychologically I've developed a block that lets me think I should get combo'd to 80% when I don't actually have to. I can jump out of some early combos and forward air instantaneously or fast fall neutral air. This should stop some of Lucario's follow-ups, especially if I've DI'd and SDI'd properly.
Getting punished hard is one of the most discouraging things about playing a high-level Lucario. You feel as if you can't play the game and you have no options and then you start playing like an idiot further leading to harder punishes. It's unfortunate that Sheik's punish game isn't up to snuff, but we can still do some damage.
Punishing
"
What if I grab Lucario? You know, to avoid the crouch cancelling?" Well... you can down-throw, and if they DI away (
as they ALWAYS SHOULD UNLESS THEY WANT AN UP-TILT TO UP-SMASH COMBO TO THE FACE), you can run after them, and then you'll have to read the tech chase. Luckily, you can tech chase Lucario to 60-70%. But you have to be able to react fast and get lucky. Find out what tech option is the hardest for you to react to and attempt to practice that. The tech chase I have the most trouble with is tech-in-place. Even if I get the read, I always miss the re-grab. In these scenarios, I opt for the up-smash to pop them up, up-tilt, then forward-air. You'll find that even though our grabs have been diminished, you may get your biggest gains in percent through them.
When punishing in neutral, or brash approaches (point-blank
Double Team, incoming
ExtremeSpeed, etc) I stick to forward-tilt. It has enough priority to actually stop a few of these aggressive approaches and the frames are in your favor if you start at the same time.
If the Lucario is above you,
DO NOT jump into it. I forget this too, but Lucario's down-air can intercept most incoming attacks and it out-prioritizes almost everything you have. Lucario's down-air also has a deceptively wide hitbox. Unless you're going to punish a falling Lucario above the waist with a well-spaced back-air or a forward-air you're better off catching Lucario's landing. A common mind-game is to single hop once, bait out the down-air or follow their movement, and once they use it, forward-air, up-air or back-air.
Edge Guarding
Funnily enough, Sheik's aerials are her saving grace in the match-up, especially off-stage. Sheik's back-air is an amazing move with a great deal of priority that can threaten so much aerial space. Your goal in punishing is to push Lucario off-stage and then keep him off-stage until you can secure the kill. To get a Lucario off-stage, you can build off a grab, and then forward-throw him. So many people are conditioned to DI away on Sheik's down-throw that a quick forward-throw mix-up will send him flying further off-stage that they would expect. Once off-stage, you need to position yourself to best cover his recovery.
If he is recovering high, always have your back facing him and jump off once as he gets closer and let his ass know that you have a back-air that means business. The back-air is such a versatile move in this regards because it lasts long-enough to cover
Double Team approaches, and it's fast and has a ton of priority so you can surprise the opponent and get hits when they think they're safe.
If he will be recovering above the horizontal, gauge at about what time he'll drift into a position that's parallel to you and unleash full needles. He'll most likely hit one or two and you can stack damage or hinder his recovery. The second you release the needles, your goal is to go to ledge and hold it. Periodically jumping off to refresh invincibility. Lucario's ExtremeSpeed can be maneuvered and directed to avoid your needle game, but you can always cover safe options for the Lucario by taking the ledge from him. And because
ExtremeSpeed is actually quite slow and you can react to it, from the ledge you can pull back to release and immediately back-air.
If Lucario decides to
Double Team through the horizontal and avoid your needles,
or if he chooses to recover low, your job is to hold the ledge and not let him reach it. If you're far from the ledge, and he's still low, you should throw needles as you get closer to the ledge. This will stop his
ExtremeSpeed and give you time to grab ledge. Never let go of the ledge unless you're very confident of what he'll do or how to stop him.
If you fear that you'll no longer have ledge invincibility, or you know that the Lucario is at the very limit of his reach to the ledge with
ExtremeSpeed, this is your chance to say, "**** it!" and drop-off neutral air or back air. Both moves have long active frames and will push the Lucario away.
When edge-guarding, your goal is not to kill, it's to build damage. Sheik is an attrition character, through-and-through. She doesn't combo into kills as easily as she does in Melee; you need to peck and peck at your opponents until your launchers can pick 'em off their crouch-cancelling asses so you can forward air them to death.
Personal Favorite Stages Against Lucario
I included some of my personal favorite stages for the match-up. The qualities I looked for were recovery options, platforms, and enough room to play a comfortable neutral.
- WarioWare: platforms and a flat wall allow for Sheik to wall jump to recover; also up-tilt reaches platforms
- Distant Planet: wide stage, platforms above the ledge, and flat wall
- Dreamland: wide stage, high ceiling (Sheik never kills off top), and platforms that Lucario cannot Up-Smash through make this a great stage
- Delfino's Secret: varying platform height so we can up-tilt or even up-smash on a down-throw to platform tech-chase; not to mention HUGE with flat walls. This may be her best stage once the meta develops
- Fountain of Dreams: Melee classic; varying platform height, walls for wall-jumping, and a relatively high-ceiling
- Smashville: Not the best choice once the platform is off-stage, but it may also help with recovery
- Pokemon Stadium 2: Best neutral; wide room for running, platforms
Personal Disclaimer and Venting
In my matches with my roommate (Stauffy, a top-ranked SoCal Lucario), I do not win often because I'm still re-adjusting to basing my entire game on kiting, or ticking off percents and running away. I also stumble at dash-dancing and the micro-spacing is where I falter most. Not to mention, his punish game is constantly improving, and he's still improving in his neutral as well.
But disregarding all that, I truly believe the match-up is winnable, but it is very, very difficult and not in Sheik's favor, at all. There are a few things I can improve on and I'm always theorycrafting (up-smash OoS, boost grabbing for re-grab at low percents, and some other tricksies to name a few) but it's very hard and frustrating.
The cool thing is, I can beat IPK, and that's all that really matters
(kidding... maybe)
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