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Q&A Sheik Strategy & QnA

KirbyKaze

Smash Legend
Joined
Nov 18, 2007
Messages
17,679
Location
Spiral Mountain
I know. Sheik's tech skill is not glamorous.

But being able to link d-throw > dash attack on another Sheik when they DI away at 25-30% makes a huge difference in your ability to do combo damage in a ditto. Throw timings are incredible important and they provide an immediate benefit. Want another example? CG Sheik dittos. The fact that I can CG from 0-30% consistently in the ditto gives me a HUGE advantage over the vast majority of people in CG dittos, I think, because most people cannot (I think Drephen and M2K can, after that I really have no clue). I wound up almost 4-stocking Plank at Pound 5 (he said we were going to CG ditto) and while it's clear I was better than Plank at that point, the fact that he flubbed grabs at like 11% when I was doing clean 0-death grabs gave me a huge advantage. And that's not smarts; that's just muscle memory.

Being able to d-throw > dash > SH uair (or FJ uair) underneath Puff, Samus, and Luigi at 20%+ when they DI away opens up doors for punishment options that are not available if you purchase an f-tilt or horizontal aerial (fair & nair) after the throw.

Being able to WD OOS quickly and effectively allows you to turn pressure situations around on Peach when she down smashes your shield and gives you an invaluable escape against Puff's walling, Falco's pressure, Fox's pressure, and poking styles.

Being able to wavedash and dash fluidly and in and out of one another (using WD momentum, dash cancels, dash dance, etc. all together) gives you control over one of the best ground movements in the game (Sheik is a freaking beast) and a better control of the tools you will be using to space virtually all your moves (Sheik loves the ground and so should you). Same thing applies with jump-related movements (waveland, short hop, reverse needle store [while sustaining momentum], etc.).

I cannot stress how important it is to be able to control your move placement during jumps (and other movements, but jumps are especially important). Being able to hit the standing Kirby or crouching Peach or whatever with the SH FF AC fairs (and then dash away, shield, jump again, or do other actions after the fair) actually does drastically change your ability to engage a plethora of characters (like Fox and Ice Climbers and other short characters) and give you a ton more options. Combined with the movement stuff above, it's such a ridiculous way of artificially boosting your success against a plethora of characters without being smarter.

All of this control is why I'm able to combo so fluidly with shenaniganry like dairs, uairs, link to tipped up smashes, etc. Part of it is smarts, but if I didn't have this level of control then I wouldn't be able to dash attack > SHFFL uair (late uair, as I'm falling) > and then I can dash out of the late uair's l-cancel lag IMMEDIATELY and follow if they've DIed away or just combo the balls off them by transitioning into dairs if they don't (not the best example, but it's all I could come up with for combos right now). I know, it's not as fun in the immediate as being able to turn your blinker on with Fox. But such is the case for most characters. It sucks, but it's the hand we were dealt as Sheik players.

The reverse needle store (while sustaining momentum) is actually REALLY useful with this character because it gives you access to edgehogging from dash > SH > RNS > FF and it feels quicker from a lot of distances than the run off vanish-hog. It's one of my staple ways of grabbing the edge, especially in Sheik ditto and versus Marth. And not for stylistic points; it's honestly the most practical thing in a lot of situations. That you can change your mind during that kind of sequence and switch to bairs if you think that's wise, and you still have access to your double jump (very useful vs Falcon in a lot of situations for this reason) is absolutely incredible and should NOT be underestimated. Dash > FJ > RNS is a great way to setup bairs against high space animal, Falcon, Ganon, Peach, and even Ice Climber recoveries (side-B, not up-B).

This one is small, but I find the FF during WD edgehogs is really useful. If you guys are not FFing when you WD edgehog you should be. Tap the stick down and towards the stage (diagonal ftw) as you're sliding off. It really does change the window of your edgehog a lot (I wouldn't know how many frames, but I swear it's like 5+ which is actually huge). Having more time to react ***** and you can use that to coax people lower by being onstage longer, and THEN hog them (and likely kill them a lot of the time).





The above are all things I can do very proficiently, on command, in a variety of ways, in and out of sequence, and largely effortlessly (the CG at 0 I need to practice for about 5-10 mins and then I can usually do it fine). And I'm not going to lie. They are a huge reason why I am successful as I am. It's not just smarts. An extremely huge, important part is that my hands generally cooperate with me. I'm not saying you all need to be able to do every single thing this character can do. A lot of stuff I learned is useful mainly to my style and there are many different skills available with this character (some of which I don't use). If you want to explore different ones to shape your own game then by all means do so (I actually encourage you to do so, because we likely play differently). I think I picked a very competitive set, but it is by no means the only competitive set. I'm sure there are many more; Amsah is just as good as me (he might be better, who knows?) and he makes it a point to be basic (but his basics are STRONG AS HELL). M2K is simultaneously more and less fancy than I am (I think I'm better at some stuff, but he's better at others).

That said, if you are trying to do something in matches on a regular basis because there's a common situation that demands the use of said technique, I would think you should be able to do it easily and on command without thinking about it and you should usually get it right (speaking purely in regards to hand-brain cooperation).

So why is KK stressing the importance of technical skill so much? It would honestly make my life a lot easier. In a lot of the videos I am asked to look at there seems to be a lot of unintentional rolling, full jumping, sidestepping, and various other flubbed inputs going on. It's really hard for me to give honest feedback about strategy when I'm unsure of what moves are intentional and which moves are not. Sheik is not Falco in that I cannot simply give you a new advanced technique that abuses his broken SHFFL, pistol, shine mechanics, or similar shenaniganry and this new tech conveniently transitions cleanly into every other option he has. Sheik actually does require some elegance in her strategy because she's heavily reliant on spacing to beat mechanics like CC (she has very simple, traditional relationships between her attacks and the opponent's defenses unlike heavily slanted characters like spacies and Peach). Consequently, I need to be able to identify what you're trying to do. I can't do this when you're constantly making tech errors. Nobody's perfect, but this is seriously outrageous.

That said, I am aware I have been neglecting you guys so I will start critiquing again. Tafo, I'm gonna watch you vs. Mack. If you still want me to watch you vs. Zhu I can do that, but I think I can probably give you better insight vs Mack.




If you guys want I can see about making a Sheik "tech skill" video that outlines some of the things that I consider "basic" with her and important with her. It'll likely be mainly movement and specific combo links but I don't mind showing you guys it. A lot of it will be move placement-related too. Maybe some character-specific tricks.

It won't look anything like a SW routine, however. I couldn't make Sheik look that entertaining even with a hundred up smash combos.

:x
 

BSeeD

Smash Journeyman
Joined
Mar 10, 2007
Messages
281
Hehe thanks for everything KK,
I guess I'm pretty much screwed in the Peach MU coz I play PAL :p
So grab game is wayy more different.
 

gm jack

Smash Lord
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It makes forcing her to not shield (and so get kills) different, but the spacing game is still the same.

My tech skill is horrid (though I am making an attempt to remedy this), but knowing what positions you want to be in in each match up is a huge part of the battle. Even if KK doesn't think so, he is great at explaining what to do in the neutral position against a lot of characters, which is a huge help in learning how to play well.

Anybody can learn to combo in their own time (using the top players as examples of what to aim for), and getting out of combos/DI is something that comes with time and effort into improving it. How to get into the positions you want to land the hits you need is far more subtle and important in helping people (especially newer players, but everyone is included) learn what they need to do.
 

KirbyKaze

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Yeah I have no idea what to do in PAL. I've thought about it a lot, but it's not accessible to me and I think I would really just get really frustrated with not being able to combo the way I do in NTSC and would probably play Fox.






This is 100% pure unadulterated theory but I honestly think in PAL it's probably very worthwhile to just constantly store needles against Peach at high percents and combo d-throw > needles (does like throw damage [7-8%] + X number of grab attacks [2-3% * X] + number of needles [3% * 4-6]) and try to rack damage against them like that.

I know, you still need to eventually go fishing for Fairs to kill her. And it sucks. But it seems like PAL Peaches are all aware of how ridiculous the shield actually is against Sheik at high percents and they all run around blocking and WDing back if Sheik pressures them (because Sheik's pressure is simply not the same class as a space animal's or Peach's in terms of lacking holes). Armada is particularly fond of this.

So because that's a fairly passive stance (and they seem to love their veggies) I would probably grab a lot and throw needles after to push them onto the edge (if possible) and try to never let them up. Peach is really sucky at the edge, and you can troll her pretty hard in that position. It kind of sucks because at that point you're playing a really tweaked Marth instead of Sheik (IMHO) but Peach on the edge is absolutely atrocious as a character and if you can hold her there, you can probably figure out an effective algorithm for keeping her there and/or killing her most of the time.

Against Peaches I don't know how to fight (doesn't really come up anymore, but I also haven't played Armada in tournament) I usually just try to hold them on the edge and figure out how they want to come up (and systematically cover a bunch of options, because I play cheap). When I was playing kind of poorly against Vwins in tournament this one time (lack of mental clarity ftl), I basically just spent the entire game pushing him to the edge and then made it hell for him to come up because it's a really easy strategy to do and it's easy to get them panicking. They won't want to present their shield if doing so constantly gets them stuck on the edge (while taking like 30% between grab attacks, the throw, and needles).

I'm not sure if this sort of strategy is commonplace but I haven't really seen it implemented in the videos I've seen. Maybe I'm watching the wrong videos? Or maybe there's some secret Peach technology I'm unaware of that escapes this.

Armada's a crafty one so I wouldn't be surprised.
 

BSeeD

Smash Journeyman
Joined
Mar 10, 2007
Messages
281
Well, thank you for that.
Yeah, I guess I have to be more patient in PAL, coz grabs are not that effective ( you get a regrab only if the Peach doesn't DI the throw, which happens 0% of the time :p ).
So yeah I guess throwing needles is the best thing to do, as I can't go attacking her after a dthrow, nair comes out too quickly.
 

KirbyKaze

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If your shield comes up in time then sure. You can PS after anything if the shield comes up in time (and, if you've thrown needles, they don't interrupt whatever it is that's coming your way).

I don't think anything involving grounded needles is a practical strategy for beating lasers (he shoots faster, and blocking your needle > SHL OOS will counter it entirely, unless you PS, but if you can PS you might as well rush him down and exert pressure on him because doing 1-3% in projectile damage isn't as good as possibly procuring a grab [or other goodies]). Falco's lasers are actually fairly manageable on the whole for this character. She has just enough of... everything... to engage his camping effectively.

Go Sheik!
 

stelzig

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Well, thank you for that.
Yeah, I guess I have to be more patient in PAL, coz grabs are not that effective ( you get a regrab only if the Peach doesn't DI the throw, which happens 0% of the time :p ).
So yeah I guess throwing needles is the best thing to do, as I can't go attacking her after a dthrow, nair comes out too quickly.
If you know she's going to Nair, bait it.

I'm assuming you mean on DI away from the dthrow btw? Delay your attack a little and hit her during lag (unless she also floatcancels that ****?). Or just plain run up, crouch and dtilt/ftilt and follow up.
 

KirbyKaze

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I'd imagine her simply shaking out of tumble and drifting away from Sheik would pose a severe problem for Sheik's ability to follow up unless you read it. She has a lot of options in that situation (nair, FF > block, float away further, DJ, etc) and you basically have to read her at that point.
 

stelzig

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Shaking out of dthrow tumble? Yeah maybe. Have never seen a peach do that though, so i'm not sure if she can get far enough away by doing that. But the case that is a safe getaway, I guess the needles will be the only thing you can hit her with.

Edit: And either way, Bseed can use this until his opponent starts shaking out of tumble. I doubt this is a problem for him at the moment :)
 

KirbyKaze

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You can actually shake / needle / laser / similar AC move / etc. out of a TON of common stuff that people combo off of. But, yeah, it's not widespread.

Small optimizations like that actually do change stuff a lot though.
 

stelzig

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Heard about doing it with laser before. Never thought about doing it with sheik for some reason. Will definitely start trying to do that :)
 

KirbyKaze

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I usually shake with Sheik (dash dance motion while airborne) but needles to cancel are sometimes good. Depends on the situation, really.

But yeah if you can prevent the opponent from acquiring a tech chase then you can GG a lot of pseudo-combos and tech-traps. It's awesome.
 

BSeeD

Smash Journeyman
Joined
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Messages
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Ok. Some things to say.

1) what do u exactly mean by shaking out of dthrow tumble ? Ur talking about the fact of shaking joystick and stuff while fleeing from dthrow ?

2) :p stelzig don t underestimate me I played for 7 years and my main opponent is Infernum :p let's just say metagame evolved faster than I did !
Anyways, his secondary is Peach and he keeps ****in me out of that dthrow. I run straight he nairs, If I try to go another way he woud just float some **** out and **** me/go away. Its fkn annoying actually.

3) Non related ****: was wondering which maximal distance are we sure to get a safe grab after PSing a laser?

:phone:
 

KirbyKaze

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1) When Sheik throws someone, they kind of flail around in the air if they don't do anything. A lot of moves do this after certain percents and whatever (most non-set-KB moves do this). During this state, even if you aren't in stun you will be forced to tech if you touch the floor (or you incur possible penalties by non-teching, which can similarly suck). This state (lack of stun, but flailing around, will be knocked over or forced to tech upon landing) is called "Tumbling". If you "shake", however, which is simply tapping the control stick left and right while in this state, you will stop "tumbling" and free fall (if you land during this state, you will land standing).

2) Peach is annoying.

3) Technically, unless you do it right up in his face then nothing is guaranteed because a PS'd laser does half the stun of a normal one (or something like that). If you need to action out of shield in any way (WD, SH, etc) then Falco always has the option to respond to being hit by his laser and buffer roll (easy), dash away (not as easy), etc. However, because PSing isn't very widespread, they probably won't. So unfortunately, this is one of those things that can vary a lot from player to player and based on how adaptive they are. However, most Falcos are notoriously stupid so I'd imagine about a WD > f-tilt length away is probably reasonable (PS the laser, then WD > tilt, grab, etc).
 

stelzig

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2) :p stelzig don t underestimate me I played for 7 years and my main opponent is Infernum :p let's just say metagame evolved faster than I did !
Anyways, his secondary is Peach and he keeps ****in me out of that dthrow. I run straight he nairs, If I try to go another way he woud just float some **** out and **** me/go away. Its fkn annoying actually.:phone:
It's not so much underestimating you as it is me not thinking anyone does that. As I said, I have never seen a peach do it. Have you ever tried crouching and dtilting or spacing an ftilt to avoid that Nair? I know peach (and samus) can Nair to avoid the dashattack on most percents :)

Either way, just don't think dthrow is particularely bad in PAL.

I know infernum is pretty good :)
 

KirbyKaze

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Man, you guys have to be so crafty to do like 8-20% on someone after throw. It makes me so sad. I live in such a privileged society. Set combos and ****.
 

SonuvaBeach

Smash Lord
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A ****ton of useful advice


It won't look anything like a SW routine, however. I couldn't make Sheik look that entertaining even with a hundred up smash combos.

:x
That actually would be extremely helpful KK. I have found myself watching videos and trying to come up with routines - or attempting to imitate the way you/m2k move. The best video you could make for sheik players would go through all sheik's important movements etc, and then at the end show some routines/combo's on players that show the utility of the advanced techniques you speak of. Most people just don't understand the practicality of the advanced techniques.

I hope you guys can make it to one of our SWEET tournies this semester and school doesn't overwhelm me. I would love to get some of your advice in some of my worst matchups in person. and then destroying your Fox with my beautiful sheik.

You should also see if you can get that post on the first page or a link to it. Very informative.

and hey KK. I can 0-death semi-consistently now on spacies. Especially when they get scared and start being predictable, easypeasy. I'll show you that you aren't much better, just a bit more consistent ;)
 

Nedved

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Dijon, France, Europe
Man, you guys have to be so crafty to do like 8-20% on someone after throw. It makes me so sad. I live in such a privileged society. Set combos and ****.
In your "privileged society", Fox can kill you at ~90% :D

by the way, thanks for all the stuff you wrote down today. It's helpful.

What I was thinking about SW videos were just... I just don't know how to train when I'm alone. I go alone on stage and make sure to do proper waveland, proper vanish-stall, FF, ledgecancel, this kind of stuff... or i just kick some CPU lvl3or lvl7 focusing on something. but I'm not sure it's a good way to train :/
 

KirbyKaze

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Yeah but I can kill him (and many other characters) at 0 without guesswork so I think the trade winds up being worth it.

Okay, I will probably get cracking on it I guess.

All of those things sound good, Nedved. I have some other stuff that might be useful. I guess I gotta dredge up my 2009 practice notes.
 

gm jack

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If you want advice on PAL, like d-throw follow ups etc, Jolteon is really knowledgeable, so might be able to give you something to put as a PS to your notes.
 

KirbyKaze

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And this is why practice is important :x

I hope you guys can make it to one of our SWEET tournies this semester and school doesn't overwhelm me. I would love to get some of your advice in some of my worst matchups in person. and then destroying your Fox with my beautiful sheik.
You're welcome to try. :laugh:

I don't think you'll do it, but if worst comes to worst I'll ditto you and it'll be ez pz. :lick:

Good Doctor, Tr3MoR, and various others... what's your FB?
 

Kaffei

Smash Hero
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I just wanted to say


KK is amazing for all the effort he puts into writing things for Sheik boards
I appreciate that so much
asodifadfhsad
 

TaFoKiNtS

Smash Lord
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Jul 21, 2005
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Thank you alot for the unput, KK. I would definitely like a critique against Mack. I don't care if a move was intentional or not. Generally speaking, I am at a loss on what I'm supposed to do and get lucky that I get a clean hit and then I ***** accordingly.
 

KirbyKaze

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I watched you vs Mack in LSF

I started this critique with a look at specific points in the match but eventually I got exhausted and started looking for more general stuff. The style of the critique therefore changes a lot. You actually do a decent job at certain points, but then you revert to bad habits and lose composure. I actually think you played your best in one of the games you lost.

Link to the set is here.

Game 1

0:00

You're full jumping a lot. You could be doing a whole lot of things about the lasers he's shooting at you. They're mostly low, so SHing over them is a fine plan. Blocking and wavedashing out is also fine. The way you're positioning your moves doesn't really interact with him in any way.

I'm not a real fan of the FJ nair, fall on top of Falco approach. I used to like it, now I realize that there's just too much time after jumping that you're vulnerable (especially if you do the nair early into the jump). Up tilt, crouch cancel, shine OOS, bair, and nair are all very good reasons why I really don't like falling on top of Falco with anything that telegraphed that lacks bair's godlike range.

0:24 - 0:27

That was all very good. That's basically what you want to do versus a Falco. Not FJ falling spaced bair, specifically, but you want to challenge him in a position where he doesn't beat your options by lasering, and then just outplay him in combat (Sheik has the advantage here). The empty hop grab was very good.

If you can't do the reaction tech chase with regrab, just down smash, f-tilt, or dash dance --> dash attack on the tech stand & non-tech. It's seriously much easier and you'll save yourself grief. A nifty trick I used to use against Falcos that mash for tech stand shine is to f-tilt --> block. Because the get up attack buffers if they press B when knocked over, they get-up attack on your shield and then you get a free shield grab or up smash OOS. Cool, huh? Doesn't work against everyone, but it's kind of a neat thing to try. You could also f-tilt --> immediate jab reset and see if you can get a sick combo that way.

0:52

When you do your bair like that against Falco (he's on the top platform), you are positioning your hitbox in the most optimal way to hit him. That's where Sheik's bair priority is (that's where she has maximum priority as a character). If you can trap Falco above you, or coax him above you, that's what you want to be using to hit him (unless you're going for up airs, but those don't work until after 25% or so and their hitbox isn't as good).

Since a lot of the MU with Falco involves trapping him in the corner and then covering his options (he can't retreat), he may maneuver above you. This isn't that situation, precisely, but notice that your Bair, when lined up like that, is very good against his options coming down.

0:54

Rolling into the middle, into Falco's space, is not advised. WD back OOS, roll backwards, etc. You do not roll into the space animal.

Okay. Some general stuff.

You are spending way too much time in free fall. Sheik as a character is very vulnerable in free fall. Retreating to platforms and wavelanding off them is a much better place to be than free fall. You shouldn't be so careless with your double jumps, especially if it's just to shoot needles across the stage.



Some basic principles of fighting Falco when you're really far from him is that you want them to shoot something poorly so you can cover distance safely and effectively. Jumping on platforms and shooting needles down covers an effective approach zone and coaxes him into coming up to shoot you. When he comes up, he presents an opportunity to close distance (either by going over the top platform and attacking him that way, or by running off and closing distance from the floor).

If he approaches from the ground, he opens himself up to run off fairs and other things. Needles --> run off fair is a decent way to initiate pressure. You have to keep an eye on what he's doing, but that's normal.

Another way to do it (the one I favour) is to simply maneuver effectively using a mix of crouch --> WD, jumps, shield --> WD, and wavelands until you are in a position where you can threaten Falco. Falco is actually very vulnerable to a lot of Sheik's stuff once he's in a position where lasering is unsafe.

Falco in close quarters, without his laser, basically only has two strategies. He can try to fight you or he can retreat. If he actually engages you, this is where Sheik shines because this is the position where Sheik has the advantage. You can beat his moves with yours (bair, fair, f-tilt are recommended), bait him (dash dance --> grab / dash attack), or attack his defenses in a variety of ways (SH fairs, bairs, air needles --> grab, etc). It depends on the situation, but when Falco is not stabilized he's actually quite at risk. If he retreats, I generally just look for dash attack because they're usually retreating to try and set their lasers up again. If they like to go high, space bairs or intercept their movement path. Or combine the two. Whichever.




You need to use more f-tilt. It's a very good tool for catching jumps and stuff out of shield. You should also try doing repeat SH fairs on his shield for pressure (spaced, obv) rather than FJ stuff. When you FJ above his head to try and catch a jump OOS, you are leaving yourself very vulnerable to him. Repeat SH fairs do not share this weakness because you're not in the air for nearly as long. Even jabbing him to catch jumps can work.

Another cool mixup is to simply grab after your SH fair (assuming you're descending). Provided you've spaced outside his shield grab range, it can be a very strong option that leads to stuff. Dash dancing after fairing a shield is similarly strong because it baits sidesteps.



You play this MU the best in the first half of game three, in terms of strategy. You pushed him to the edge, trapped him, and then killed him (or would have, rather, but you flubbed a lot of edgeguards). However, everything leading up to the missed edgeguard was reasonable. Cornering Falco is seriously one of the most basic, effective gameplans against him. On your last stock you lost all your composure and kind of reverted to double jumping around and stuff. Remember: Sheik doesn't move much when she's in the air, and he really just exploited this really hard with more lasers. Jumping high is not the answer to lasers. Movement via waveland, wavedash, dash, and SH are much more appropriate for closing space. And there are more - those are just the obvious ones.

I think with more logical pressure & combat choices (once you're close to him), some more efficient edgeguards (we can talk about those if you want), and some better movement OOS you could have won this set.
 

omgwtfToph

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To elaborate on KK talking about shaking, you don't actually need to shake the control stick to get out of the tumble animation; all you need to do is fully tilt the control stick in a direction once hitstun has ended. Shaking just makes things easier.
 

TaFoKiNtS

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thanks so much! this is what i'm looking for. I guess the next thing i want to hit is the logical choices when i'm near him. I think i overworry about CC and spotdodge --> shines, that I play too safe when I need to be aggressive in close combat situations
 

KirbyKaze

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When I have Falco in close quarters, and he's trying to fight me, I'm basically just trying to protect myself from his counterattacks while poking him. I have a few options I use a lot. Usually, I like to initiate with Fair in this position because I think it's one of her strongest options but Bair, movement based stuff (dash dance --> dash attack, grab, etc), and even grounded moves (space them) are good.

The one nice thing about Falco is that he can't really run away from you without the laser. So you can actually take your time a bit more once you've got him off balance (provided you deal with panic attacks properly) because he's actually in a really vulnerable spot here. Keep that in mind. You don't need to rush things.

Anyway, I generally have three go-to options when I initiate with Fair at lower percents. You can do other stuff (a lot of other stuff) but these three are my staples.

1) SHFF AC Fair --> SH
2) SHFF AC Fair --> grab
3) SHFF AC Fair --> some kind of wait (dash dance, WD back, block, etc)

The first one is good because jumping again will leave you ready to initiate another round of pressure. Continuing pressure via a set of needles (y'know how I keep saying having a few needles handy is absolutely amazing? Yeah, this is another shameless plug of that) is a good way to get a free grab if you observe that he's crouching, waiting for more. If not? You can swing at him. This kind of links up to the third option because after SH you can wait in the air and check for a roll or sidestep (needles --> grab works on sidestep too if you have enough or shoot late) and punish those. After enough SH aerials you can go for empty hop grabs (which you did, and seeing that pleased me).

Second one is mainly something you do if you notice they like to CC --> block, CC and wait, etc. Or if they just don't anything. It's very good. Always good to check for, because this gives you the most payoff at low percents if you hit a successful tech chase with the throw (which you can). Not much explaining required.

The third is similar to the first. Dashing away, waiting (at medium percents, when they're pushed outside CC range), etc. enables you to scout defensive options. Because you're sticking to the ground, you keep grab, dash attack, tilts, and down smash open as viable options.

In terms of ground-based stuff, traditional Sheik games work on him pretty effectively. I think dash attack and grab should be prioritized, but f-tilt and d-tilt are also really good. F-tilt for stuffing his jumps. D-tilt for sneaking under non-dair hitboxes. Against dairs I think just grabbing or dash attacking the landing lag is probably best, rather than challenging it. That said, you can challenge it if you want; I recommend bair & fair. Just be wary of dash attack and nair (and to a lesser extent up tilt) if you start doing that, because his counter is to sneak under your aerials and that can ruin your position.

You can do other stuff, obviously. SH nair is often very good, as I'm sure you noticed. But these are some of the ones I like and tend to use because of their safety and payoff. Depending on the habits of the opponent, you can gamble a bit more with whether something is susceptible to crouch or not. In general, as long as you're spacing well and action quickly after your aerials, you won't be crouch-punished or shield-punished very often by Falco.




Editor's Note: In this position, presenting your shield SPARINGLY is not always bad because you can get them doing a lot of panic attacks that will be performed with speed & priority abuse in mind, rather than safety vs a shield. I'm sure we've all seen the arbitrary Falco F-smash come out, the random high dair approach that makes no sense, and the zany dash attack from left field. Shielding these can get you a huge payoff either via nair OOS or other creative options you find suitable (I'm currently trying to get into the habit of up smashing OOS on dash attacks, but with little success thus far).



In a related note, I could probably copy-paste most of this and just call it the Falco guide rofl.
 

S l o X

Smash Champion
Joined
Aug 17, 2009
Messages
2,838
Location
bridgeport, ct
i plan on reading these last three pages before a tournament on saturday. as a falcon main, i think i'm switching over to sheik for a lot of matchups i'm not quite comfortable with like falco, marth, and some low tiers.

i love you kk.
 

BSeeD

Smash Journeyman
Joined
Mar 10, 2007
Messages
281
KK, wanted to say I applied your advices vs Infernum yesterday, went straight from getting consistently 2/3 stocked down to 1 stock :p
I think I'm starting to get the thing here. I have to be way more patient than my brain wants me to ;)
It's kinda hard... I might come back atcha for other advices later :p
 
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