For some reason I'm reminded of some "normal" guy going into a weird club (or bar, or whatever) in those cliché, terrible movies and looking all discreet. And then someone saying "Come here often?" and that awkward pause.
I digress.
Good.
Hitboxes:
Bair is ultra-disjointed at her extended leg but the rest of the hitbox sucks for Sheik standard. It actually loses to other high-priority moves and sometimes without even trading. The nerve of them.
Nair is awkward, don't use it. If you do use it, remember that it has no priority except below and above the front leg, kind of, and behind the hind leg. There is no horizontal priority so to speak of, so if you're beating moves with it, the culprit is likely the speed difference; frame 3 is fast.
Fair starts at her head and around her head. Then it becomes an arm.
D-tilt goes under everything somehow. D-smash has a frame of invincibility in the startup. F-tilt is slower than you think when you're actually playing Sheik because the disjointed part of the hitbox works like a Marth hitbox in that it drags. Only it's not attached to a sword either.
How to combo Fox:
Comboing Fox sucks. Unless he leaps into your U-tilt or something, nothing actually works on him at low percent. Mercifully, he can be tech chased. You're mainly just trying to link anything to grab or grab in isolation and then go from there.
From 0 - 31 you can D-throw tech chase and everything will work in terms of guaranteed gayness. Jab resets work up to 31. If he SDIs out then oh poopy but the ASDI Jab crap doesn't kick in and give him the option to roll wakeup or attack wakeup until 32.
So basically just react to the tech in place, boost grab the rolls, and Jab reset the non-techs.
32 onwards is the same, only you then have to deal with attack wakeup, roll wakeup and react a bit faster overall because of them. Still nothing that can't be managed. If your F-tilt is doing 7% (ie. it's not staled to 6%) you can F-tilt on non-tech and launch them in stun. If your F-tilt is staled (even just once to 6%) you'll just lift them off the ground and they'll be in neutral position and that's not useful at all.
On attack wakeups, you can U-smash OoS if you like.
At about 35 - 40 it becomes a good idea to dash attack and just tech chase that way. Remember to keep your distance so you can dash attack them when they DI away and tech in place if you intend to just spam dash attacks. Otherwise you will have to regrab at close quarters. Or F-tilt. Or D-smash. D-smash is sometimes unexpected and will go unteched because they will try to tech something else, in which case D-smash combos to more D-smash. Somewhat effective on grounded opponents, but situational.
At 45 - 50 Dash Attack is better than grab in every way except Dash Attack can be ground teched. It will also combo into U-tilt if they don't DI away at that point.
There was some U-throw gimmick I discussed earlier in this thread but I don't feel like dredging it up.
Covering tech in place or non-tech you can either react with regrab, D-smash, fresh F-tilt, dash away dash back in dash attack, or predict either and U-smash or whatever.
If they tech to the edge, I'm finding D-smash more consistent than Dash Attack on good opponents because of DI away. Often you don't get a Fair. Grab or D-smash near the edge seems better than Dash Attack if they know to DI away. Otherwise Dash Attack --> follow is obviously better.
If Falcon DIs anywhere but away when you D-throw, U-tilt is a natural combo. You can also combo D-throw Dash Attack on him at like 120% if he DIs away.
D-throw regrab > D-throw F-tilt at low percents on DI away against characters like Marth and the Marios.
On Luigi, Samus, Jigglypuff you can always combo D-throw Uair on any DI. But you need speed out of the throw and good timing. You can, however, legitimately combo a bunch of moves this way and be really gay.
Needle --> grab is largely a gimmick. Don't spam it. It is effective in moderation but usually you can find better means of procuring a grab.
If you ever have the option of comboing into grab as opposed to comboing into a tilt, unless the opponent has no jump the grab will almost always provide a bigger payoff. Even then, sometimes I'd grab anyway because the extra percent or whatever will setup an easier edgeguard or I can guarantee a familiar edgeguard situation.
Crouching max-ranged grabs is good.
Sheik's throw combos are almost as good as 0-60 + Finisher chain throws.
Because she's taboo.
Hey stranger, come here often?
Yes. But people are slow and nobody will ever learn how to do stuff quickly and precisely out of throw, ever.
Up + Away would be like, slight DI away or something. I phrased it bad.