KirbyKaze
Smash Legend
Don't ask me about Fox right now.
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which CG situations in particular need a dash grab?Dash grab's stupid range and hitting both sides is good when your opponent is a small target, short, inside your body, can fall to either side ambiguously, and if they like to dash through you in general. I use it as my go-to whenever the opponent airdodges to avoid something and tries to awkwardly drift around me. I also use it vs Sheik up+B when she's crouching and beginning to stand up, vs Luigi side-Bs that land him onstage, and various other things. Its speed is also important in certain CGs.
Boost grab is mostly for tech chasing, tossing into dash dances, and tossing into shielding opponents that are really far away (because of its dumb range). Its utility lies mainly in its range. Otherwise I prefer dash grab and JC grab because they don't move you forward as much and the slower startup of boost grab is a drawback in close combat (unless they're retreating).
Standing grab (and things that use the standing grab animation, like dash JC grab or pivot grab) is useful vs anything that's high in the air (grabbing Fox through nairs is super pro). It also has merit as a defensive move when you evade and they miss in front of you because (assuming you're not sliding from the dash --> JC action) you don't lean forward as much. However, this is a relatively small point. Its lower lag can also be important vs characters with heavy punishment.
Empty hop grab is a great pressure mixup and is generally amazing because Sheik is great at conditioning shielding opponents because of how much threat her fair exerts and how penalizing it can be to be hit by a tilt when trying to escape from shield.
For character specific things, dash JC grab is quite possibly your worst move vs Puff (aside from perhaps f-smash or chain but all three can get you rested super easily so it's close) so never do it unless you're basically hard reading the drift on her backwards nair or fair and grabbing her while she's airborne. Or grabbing her shield from far away (and even then it's meh and I recommend walking or various other grab spacing setups before that one).
Thx so much KK =D1) Nair OOS between the lasers if you're really close, or shoot a bunch of needles and see if he was good about managing his invulnerability / height if you're far away enough to do them safely.
2) Depends on how they did stuff. If the dair is early or mid height into your shield, WD OOS or roll after the dair. Nair OOS if he's over like 35 (you might hit the back end though so be careful). If the dair is late and you just take it into your shield, roll can still work if you're perfect (buffer is good here) but late aerials in general are good vs shields. You could also nair OOS (or SH back OOS and prepare to nair/fair) between the laser --> dair if he's far away enough and probably stuff his move. You might be able to WD OOS into f-tilt or dash attack too. If you know he's gonna u-tilt then you could just WD OOS and then outspace it or whiff-punish it (DD grab, for instance). Depending on how far away he's getting on the cross up, you could also SH away from him (you'd both have your backs to each other) and bair after he u-tilts or when you drift away enough for your bair to outrange his u-tilt.
I got a personal problem in the sheik falco match up: I challenge him way to much and try to go toe-to-toe. How I stop being dumb?
I decided to post this cause kk said "don't endure his nonsense" earlier.
When I say "don't endure his nonsense" what I really just mean is that (generally speaking) you don't beat Falco through attrition with this character (or almost any character). You outpace his damage and blow him up whenever you touch him. Cactuar told me on AIM rather recently that, "The ultimate goal of any Sheik or Marth is basically to gain the power to kill the other character in 1-2 hits." And for the vast majority of MUs, this is very true for her. In Falco Sheik, this is ESPECIALLY true.I could talk more about defensive play with Sheik and how to avoid bad situations and such if you really want. But all in all you're going to win this MU by killing him in 1-2 good hits (f-tilts that knock him over and lead to a combo, grabs, dash attacks at 20%+, etc). You win by comboing him to death or gimping him more than you win by enduring his bullcrap. If you want to win by enduring him, play Peach, Jigglypuff, ICs, or Brawl.
zelda was trippin 7 years before brawl came out