Ok well i'll conieide in the debate for right now simply because talking about this wont get us anywhere. I'm not trying to shoot you down either saviors so dont feel that i am against you. If we are gonna talk about this we should rediscuss the matchup. However i will not be convinced until i see tourney results that say otherwise. A sheik consistently beating someone like Judge or Affinity might change my mind.
Problem is we don't have any Sheiks of that skill level.
You could easily say that Snake is good but if he didn't have people playing as him it would just be people saying he is good and a few people trying to prove it.
lmao i find it funny how you're trying to neutralize all our arguments by saying that we believe mk is a god character...
Close Range: Dtilt - 4-frame startup zoning tool that outranges or trades with most moves in the game
FTilt - legitimate shield pressure tool that can vary in hit structure so as to change its usages.
Tornado - mobile pressure tool that exhibits shield pressure, creates a juggle trap and is essentially safe save characters who have quick moves that outprioritize it (MK), good shields (Diddy) or grenades (Snake).
Mid Range - Fair - excellent zoning aerial that can be autocancelled and used to punish aerial approaches or misspaced punishments.
Dair - when rising, can be used as a form of shield pressure. Also sends opponent at awkward angle, so excellent method of approach provided it is used in a rising fashion.
FSmash - creates a wall on the ground that prevents any sort of approach
DSmash - 6 frame startup punishment tool with good KB
Offstage - Nair - 6(?)-hitbox move that is MK's strongest aerial and by far his most useful in terms of edgeguarding.
Dair - semi spike, nuff said
Shuttle Loop - 5 frame startup, can be cancelled into a glide attack and has excellent angle on most of its hitbox's duration
Glide attack - so long as MK has at least 2 jumps he can descend into a glide and use the glide attack
Juggle traps - UAir, Tornado, DAir, Nair, Fair - All can be utilized in conjunction with 6 jumps
Long range - nothing.
Misc. - Good spotdodge, poor horizontal/vertical aerial mobility, poor/mediocre rolls, good full hop height, average short hop height given aerials
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In order to properly argue about MK, we have to agree that on a common set of tools. Would you like to add or remove anything from this list of MK's tools?
K, there are MK's tools. Here are Sheiks.
Ground game-
jab- comes out at frame 2 and can be canceled into a grab
This is great cuz it can lead into a grab or semi lead into an f-tilt.
An f-tilt lock that also sets up for loads of combo's including a KO.
It is also safe of shield when spaced properly.
Our Bair is a perfect spacing tool that also sets up for combo's. Fair and Nair are similar. All three can be auto canceled.
We can do an out of shield Fair/Nair while DIing to where you want to go. Nair comes out on frame 3 BTW.
Our options off stage are Fair, Bair, Nair, Needle's and Vanish.
Ground traps include OoS Fair> f-tilt/Needle's. We can also jab> grab> D-Throw and set up for anti airing him with u-tilt.
We also have OoS Vanish to get on a platform or a plain Vanish to try and catch him or punish any attempt to harm us.
However, our best trap is Chain as it sets up a chain lock and MK doesn't really have any way to deal with it.
jab> jab> d-tilt> retreating Nair is safe on shields
You can also jab> jab> grab.
Long range= Needle's they go through every single attack he has
Misc. GR> DACUS, good shield dash, good Boost Walk, second fastest jump and decent, good short hop and good full hop
The whole idea here is to punish him trying to camp you in the air and fight him on your terms... the ground.
MK's ONLY strengths in this match up is juggling and gimping. He also out ranges us for the most part in the air. However, those two things don't make it a bad match up.
If anything he makes it even for us except for when we have the option of GR> DACUS. IMO GR> DACUS gives us enough of an edge to swing it into a 45 : 55 for him.