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Sheik OOS Option Discussion

Stairs

Smash Rookie
Joined
Sep 22, 2015
Messages
17
Location
Newfoundland, Canada
Hey, I've been having some trouble figuring out the best OoS options for sheik, I understand Nair out of shield is a good option, but at what OoS options are the best in what scenarios? If this gets any good answers I'll put them in the thread starter.

From a couple posts down the thread:

OOS Options (rough)

F-air:
Duh. Fast and effective. This is essentially you're go-to. Blocked an attack, they're too far away for a shield-grab and you're unsure which option to use? F-air is basically always a safe pick. Short-hop F-air OOS will usually lead to a F-air string, making it a huge reward for such a simple action. Sheik doesn't really have any great 'burst' options OOS (ZSS Up-B, Ryu Shoryuken), but mostly has DOT-like stuff such as F-air strings. A SH F-air OOS can lead to an U-smash if you fast-fall it > U-smash, but obviously it's dependent on a lot off other factors. Similarly, but more likely to work, pulling off F-air OOS > Bouncing Fish is a another great punish option. Most people that are punished with F-air OOS don't expect too much after, so this is pretty easy to land. Always look for how to extend your OOS punishes with F-air since it's so versatile. If you're opponent is sticking to spacing aerials and you're finding it hard to get in, doing a run-up shield > F-air OOS is great for catching them, as the shield gets your foot in the door and F-air's crazy range means that you cover a lot of ground safely and effectively.

Shield Grab: I really don't need to explain this. The GOAT. Use whenever possible.

N-air: Another great aerial option. This requires less specificity than F-air, and is basically a GTFO move. If you're using it as an OOS, then most likely you won't be able to land a N-air > Bouncing fish due to the opponent being hit with a strong N-air rather than a weak one. It will work at lower percents though when the weak hit won't send them into tumble, but the strong hit will hit them away at just the right angle. The full duration of N-air OOS is a godlike ledge coverage option as well. Watch what ZeRo does in the following GIF: http://gfycat.com/SecondCostlyHapuku
See how he does shield > Fadeback N-air OOS? This covers regular getup, roll-on and jump. What's more is that each hitbox leads into a stronger punish move. If they're hit forward with the N-air, Sheik goes straight into BF, where as the reverse hit combos into U-smash which can be seen in the gif. Simple stuff that everyone should know already, but just documenting it here.

U-smash: This has varying success. Really great on large/tall characters, especially if an un-safe move they use leaves their hurtbox standing upright. For example, if Falcon Side-Bs your shield, you can just drop shield and U-smash since his arm is extended above you, tipper U-smashing him. This is a semi-hard punish option, but using this without landing the tipper often gives lacklustre results, due to the soft hit often not killing while simultaneously staling if it doesn't result in a kill. It also doesn't have any follow-ups. When using stuff OOS, you really wanna think about what to do to extend your punishes to the fullest. Find the instances when this will be most effective, otherwise stick to better stuff.

U-tilt: One for those who know what they're doing. The opponent kind of has to be right up against you for both hits to connect, but man is the punish game worth it. For those who don't know what I'm talking about, this video should show off what U-tilt can do: https://www.youtube.com/watch?v=rA4lEUoHtSE
Sometimes requires a full clip of needles, plus some know of various combo possibilities, but you can score some big damage of U-tilt, or even a kill, through simply knowing all the optimized combos. If you don't know the optimized stuff, U-tilt > Bouncing Fish works for ages, so you can rely on that if you don't feel like thinking too much.

Vanish: Bit of a weird one. Has your opponent been conditioned to deal with a barrage of fast and constant attacks? The delay on this will throw them off that it might cost them a stock. The invincibility on the later frames makes it a tad bit safer in terms of risk, and you have movement mixup options after using it to avoid too hard of a punish if it doesn't work. It's like raw charging a smash attack against someone. The fact that it's so slow in comparison to everything else you have causes the opponent to drop their defenses too early.

Taunt: Is your opponent a total buster? More free than most Zelda mains? Powershield > Taunt is a mindgame on another level lmao. This option should be used whenever possible. Whenever. Possible.
 
Last edited:

_Tree

The no-more hero
Joined
Oct 5, 2014
Messages
333
Location
Australia
NNID
DekuBaba
3DS FC
1891-1276-1936
OOS Options (rough)

F-air:
Duh. Fast and effective. This is essentially your go-to. Blocked an attack, they're too far away for a shield-grab and you're unsure which option to use? F-air is basically always a safe pick. Short-hop F-air OOS will usually lead to a F-air string, making it a huge reward for such a simple action. Sheik doesn't really have any great 'burst' options OOS (ZSS Up-B, Ryu Shoryuken), but mostly has DOT-like stuff such as F-air strings. A SH F-air OOS can lead to an U-smash if you fast-fall it > U-smash, but obviously it's dependent on a lot off other factors. Similarly, but more likely to work, pulling off F-air OOS > Bouncing Fish is a another great punish option. Most people that are punished with F-air OOS don't expect too much after, so this is pretty easy to land. Always look for how to extend your OOS punishes with F-air since it's so versatile. If you're opponent is sticking to spacing aerials and you're finding it hard to get in, doing a run-up shield > F-air OOS is great for catching them, as the shield gets your foot in the door and F-air's crazy range means that you cover a lot of ground safely and effectively.

Shield Grab: I really don't need to explain this. The GOAT. Use whenever possible.

N-air: Another great aerial option. This requires less specificity than F-air, and is basically a GTFO move. If you're using it as an OOS, then most likely you won't be able to land a N-air > Bouncing fish due to the opponent being hit with a strong N-air rather than a weak one. It will work at lower percents though when the weak hit won't send them into tumble, but the strong hit will hit them away at just the right angle. The full duration of N-air OOS is a godlike ledge coverage option as well. Watch what ZeRo does in the following GIF: http://gfycat.com/SecondCostlyHapuku
See how he does shield > Fadeback N-air OOS? This covers regular getup, roll-on and jump. What's more is that each hitbox leads into a stronger punish move. If they're hit forward with the N-air, Sheik goes straight into BF, where as the reverse hit combos into U-smash which can be seen in the gif. Simple stuff that everyone should know already, but just documenting it here.

U-smash: This has varying success. Really great on large/tall characters, especially if an un-safe move they use leaves their hurtbox standing upright. For example, if Falcon Side-Bs your shield, you can just drop shield and U-smash since his arm is extended above you, tipper U-smashing him. This is a semi-hard punish option, but using this without landing the tipper often gives lacklustre results, due to the soft hit often not killing while simultaneously staling if it doesn't result in a kill. It also doesn't have any follow-ups. When using stuff OOS, you really wanna think about what to do to extend your punishes to the fullest. Find the instances when this will be most effective, otherwise stick to better stuff.

U-tilt: One for those who know what they're doing. The opponent kind of has to be right up against you for both hits to connect, but man is the punish game worth it. For those who don't know what I'm talking about, this video should show off what U-tilt can do: https://www.youtube.com/watch?v=rA4lEUoHtSE
Sometimes requires a full clip of needles, plus some know of various combo possibilities, but you can score some big damage of U-tilt, or even a kill, through simply knowing all the optimized combos. If you don't know the optimized stuff, U-tilt > Bouncing Fish works for ages, so you can rely on that if you don't feel like thinking too much.

Vanish: Bit of a weird one. Has your opponent been conditioned to deal with a barrage of fast and constant attacks? The delay on this will throw them off that it might cost them a stock. The invincibility on the later frames makes it a tad bit safer in terms of risk, and you have movement mixup options after using it to avoid too hard of a punish if it doesn't work. It's like raw charging a smash attack against someone. The fact that it's so slow in comparison to everything else you have causes the opponent to drop their defenses too early.

Taunt: Is your opponent a total buster? More free than most Zelda mains? Powershield > Taunt is a mindgame on another level lmao. This option should be used whenever possible. Whenever. Possible.
 
Last edited:

Stairs

Smash Rookie
Joined
Sep 22, 2015
Messages
17
Location
Newfoundland, Canada
OOS Options (rough)

F-air:
Duh. Fast and effective. This is essentially you're go-to. Blocked an attack, they're too far away for a shield-grab and you're unsure which option to use? F-air is basically always a safe pick. Short-hop F-air OOS will usually lead to a F-air string, making it a huge reward for such a simple action. Sheik doesn't really have any great 'burst' options OOS (ZSS Up-B, Ryu Shoryuken), but mostly has DOT-like stuff such as F-air strings. A SH F-air OOS can lead to an U-smash if you fast-fall it > U-smash, but obviously it's dependent on a lot off other factors. Similarly, but more likely to work, pulling off F-air OOS > Bouncing Fish is a another great punish option. Most people that are punished with F-air OOS don't expect too much after, so this is pretty easy to land. Always look for how to extend your OOS punishes with F-air since it's so versatile. If you're opponent is sticking to spacing aerials and you're finding it hard to get in, doing a run-up shield > F-air OOS is great for catching them, as the shield gets your foot in the door and F-air's crazy range means that you cover a lot of ground safely and effectively.

Shield Grab: I really don't need to explain this. The GOAT. Use whenever possible.

N-air: Another great aerial option. This requires less specificity than F-air, and is basically a GTFO move. If you're using it as an OOS, then most likely you won't be able to land a N-air > Bouncing fish due to the opponent being hit with a strong N-air rather than a weak one. It will work at lower percents though when the weak hit won't send them into tumble, but the strong hit will hit them away at just the right angle. The full duration of N-air OOS is a godlike ledge coverage option as well. Watch what ZeRo does in the following GIF: http://gfycat.com/SecondCostlyHapuku
See how he does shield > Fadeback N-air OOS? This covers regular getup, roll-on and jump. What's more is that each hitbox leads into a stronger punish move. If they're hit forward with the N-air, Sheik goes straight into BF, where as the reverse hit combos into U-smash which can be seen in the gif. Simple stuff that everyone should know already, but just documenting it here.

U-smash: This has varying success. Really great on large/tall characters, especially if an un-safe move they use leaves their hurtbox standing upright. For example, if Falcon Side-Bs your shield, you can just drop shield and U-smash since his arm is extended above you, tipper U-smashing him. This is a semi-hard punish option, but using this without landing the tipper often gives lacklustre results, due to the soft hit often not killing while simultaneously staling if it doesn't result in a kill. It also doesn't have any follow-ups. When using stuff OOS, you really wanna think about what to do to extend your punishes to the fullest. Find the instances when this will be most effective, otherwise stick to better stuff.

U-tilt: One for those who know what they're doing. The opponent kind of has to be right up against you for both hits to connect, but man is the punish game worth it. For those who don't know what I'm talking about, this video should show off what U-tilt can do: https://www.youtube.com/watch?v=rA4lEUoHtSE
Sometimes requires a full clip of needles, plus some know of various combo possibilities, but you can score some big damage of U-tilt, or even a kill, through simply knowing all the optimized combos. If you don't know the optimized stuff, U-tilt > Bouncing Fish works for ages, so you can rely on that if you don't feel like thinking too much.

Vanish: Bit of a weird one. Has your opponent been conditioned to deal with a barrage of fast and constant attacks? The delay on this will throw them off that it might cost them a stock. The invincibility on the later frames makes it a tad bit safer in terms of risk, and you have movement mixup options after using it to avoid too hard of a punish if it doesn't work. It's like raw charging a smash attack against someone. The fact that it's so slow in comparison to everything else you have causes the opponent to drop their defenses too early.

Taunt: Is your opponent a total buster? More free than most Zelda mains? Powershield > Taunt is a mindgame on another level lmao. This option should be used whenever possible. Whenever. Possible.
Wow, this just about covers all of my questions on Sheik and OoS play. I'll edit the original post to contain this. Thanks a ton!
 

WondrousMoose

Mind the antlers
Joined
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Messages
834
Location
College Station, TX
NNID
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3DS FC
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OOS Options (rough)

F-air:
Duh. Fast and effective. This is essentially you're go-to. Blocked an attack, they're too far away for a shield-grab and you're unsure which option to use? F-air is basically always a safe pick. Short-hop F-air OOS will usually lead to a F-air string, making it a huge reward for such a simple action. Sheik doesn't really have any great 'burst' options OOS (ZSS Up-B, Ryu Shoryuken), but mostly has DOT-like stuff such as F-air strings. A SH F-air OOS can lead to an U-smash if you fast-fall it > U-smash, but obviously it's dependent on a lot off other factors. Similarly, but more likely to work, pulling off F-air OOS > Bouncing Fish is a another great punish option. Most people that are punished with F-air OOS don't expect too much after, so this is pretty easy to land. Always look for how to extend your OOS punishes with F-air since it's so versatile. If you're opponent is sticking to spacing aerials and you're finding it hard to get in, doing a run-up shield > F-air OOS is great for catching them, as the shield gets your foot in the door and F-air's crazy range means that you cover a lot of ground safely and effectively.

Shield Grab: I really don't need to explain this. The GOAT. Use whenever possible.

N-air: Another great aerial option. This requires less specificity than F-air, and is basically a GTFO move. If you're using it as an OOS, then most likely you won't be able to land a N-air > Bouncing fish due to the opponent being hit with a strong N-air rather than a weak one. It will work at lower percents though when the weak hit won't send them into tumble, but the strong hit will hit them away at just the right angle. The full duration of N-air OOS is a godlike ledge coverage option as well. Watch what ZeRo does in the following GIF: http://gfycat.com/SecondCostlyHapuku
See how he does shield > Fadeback N-air OOS? This covers regular getup, roll-on and jump. What's more is that each hitbox leads into a stronger punish move. If they're hit forward with the N-air, Sheik goes straight into BF, where as the reverse hit combos into U-smash which can be seen in the gif. Simple stuff that everyone should know already, but just documenting it here.

U-smash: This has varying success. Really great on large/tall characters, especially if an un-safe move they use leaves their hurtbox standing upright. For example, if Falcon Side-Bs your shield, you can just drop shield and U-smash since his arm is extended above you, tipper U-smashing him. This is a semi-hard punish option, but using this without landing the tipper often gives lacklustre results, due to the soft hit often not killing while simultaneously staling if it doesn't result in a kill. It also doesn't have any follow-ups. When using stuff OOS, you really wanna think about what to do to extend your punishes to the fullest. Find the instances when this will be most effective, otherwise stick to better stuff.

U-tilt: One for those who know what they're doing. The opponent kind of has to be right up against you for both hits to connect, but man is the punish game worth it. For those who don't know what I'm talking about, this video should show off what U-tilt can do: https://www.youtube.com/watch?v=rA4lEUoHtSE
Sometimes requires a full clip of needles, plus some know of various combo possibilities, but you can score some big damage of U-tilt, or even a kill, through simply knowing all the optimized combos. If you don't know the optimized stuff, U-tilt > Bouncing Fish works for ages, so you can rely on that if you don't feel like thinking too much.

Vanish: Bit of a weird one. Has your opponent been conditioned to deal with a barrage of fast and constant attacks? The delay on this will throw them off that it might cost them a stock. The invincibility on the later frames makes it a tad bit safer in terms of risk, and you have movement mixup options after using it to avoid too hard of a punish if it doesn't work. It's like raw charging a smash attack against someone. The fact that it's so slow in comparison to everything else you have causes the opponent to drop their defenses too early.

Taunt: Is your opponent a total buster? More free than most Zelda mains? Powershield > Taunt is a mindgame on another level lmao. This option should be used whenever possible. Whenever. Possible.
Can this be its own thread? This is perfect material for the Catalog.
 

_Tree

The no-more hero
Joined
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Messages
333
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NNID
DekuBaba
3DS FC
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Can this be its own thread? This is perfect material for the Catalog.
Oh, damn, must have missed this notification. You could probably just add this thread to the catalog, considering that my response is in the OP. Making it its own thread I wouldn't really advocate, since my post is a little rough imo. Having this listed in the catalog would provide some OOS information though.
 

WondrousMoose

Mind the antlers
Joined
Nov 8, 2014
Messages
834
Location
College Station, TX
NNID
WondrousMoose
3DS FC
3024-5909-8345
Oh, damn, must have missed this notification. You could probably just add this thread to the catalog, considering that my response is in the OP. Making it its own thread I wouldn't really advocate, since my post is a little rough imo. Having this listed in the catalog would provide some OOS information though.
My only issue is that the title is a question and would therefore look out of place surrounded by the others. I suppose a simple title change would make me feel better.
 

_Tree

The no-more hero
Joined
Oct 5, 2014
Messages
333
Location
Australia
NNID
DekuBaba
3DS FC
1891-1276-1936
Would changing the name to be 'Sheik OOS option discussion' get the Moose Seal of Approval?
 

exnecross

Smash Journeyman
Joined
Apr 2, 2015
Messages
214
Generally, the safest and most reliable option OOS is a quick SH nair. You usually will not have time to do a falling fair OOS, unless you've perfect shielded a random smash attack. Rising fair has much fewer followups, but of course this is dependent on character / %. Nair is definitely the panic button though, gets you out of bad situations better than fair does, comes out faster, lasts longer, and does more damage alone.

Vanish OOS is only for the hardest of mixups, really unsafe and you'd be best off just not doing it at all, unless your opponent is a scrub who keeps rolling in the same direction every time, in which case you can catch their rolls with it.
 
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