Dcold
Smash Lord
Sheik Stage discussion thread, i got the idea from the Dedede Boards. Basically you guys know how it goes, let's start it off with Final Destination. Discuss how good the stage is for Sheik, who to CounterPick there, who to Strike the stage against, and who to Ban that stage against. Include why we should do those things. Be very specific and not a general characterization of characters. Ex: CP anyone who can't do ________ to [stage]. Instead do this: CP Mario, Luigi, Peach to this tsage. Strike against Bowser, and Ban this against Dedede. Stages will be rated by how many
's it gets
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Final Destination
Rating:
Bans:
Don't even have to explain this one. Ice Climbers are an obvious problem for Sheik ESPECIALLY on this stage. We can try to needle camp them, but ice blocks destroy that idea. There is no where you can run from the CG. No platforms for you to run away with. No where you can run back to after you get a hit in. Horrible idea to even consider leaving this stage un-banned.
Strike:
Yes! The one people really care about. But don't get too happy. Every [unless they don't care] MK bans FD. But if you're lucky and they don't. Here's what yer do.
Other Characters considerable:
,[Preference],[Lip], , and
Yoshi's Island [SSBB]
Rating:
Counter Picks:
Rating:
He uses the platforms much better than us, and is his best/bread and butter stage. Unless you feel extremely comfortable with this MU and with this stage (as you should be) I'd advise against fighting Marth here.
Counter-Picks: Battlefield is a preference stage, whoever you feel comfortable against, you can take here. With the only exception being :Marth: . Like with some neutrals it's just a matter of where you feel comfortable.
Rating: - The definition of an average stage. There are no real CPs here, it is a preference stage.
Snake has so much control on this stage, and the moving platform aids his C4 and grenade techniques. As a small stage, we really can't get away from him, and his stage control is really intimidating.
~DISCUSS~
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Final Destination
Rating:
Here is my opinion:
FD is great for DACUS. There is nothing that the foe can get on.
FD is great for GR because there are no platforms in the way.
FD is wonderful for juggling because there are no platforms to get into the way.
FD helps for Needle camping/spamming since there is no alternative root to getting to Sheik.
The lip under FD can be wall bounced off of and it helps to duck down under there sometimes on certain match ups.
Other than being a good stage to camp people on, I really don't see any specific advantages it gives Sheik other than spacing.
Bans:
Don't even have to explain this one. Ice Climbers are an obvious problem for Sheik ESPECIALLY on this stage. We can try to needle camp them, but ice blocks destroy that idea. There is no where you can run from the CG. No platforms for you to run away with. No where you can run back to after you get a hit in. Horrible idea to even consider leaving this stage un-banned.
Strike:
Counter-Picks: This is basically the place you take characters that you are worse against on BF.Sheik really needs room to maneuver and run away against Diddy, since actually fighting him when he's got bananas is a really bad idea. While she can camp him with needles, Sheik is left with relatively few options when Diddy finally makes it up close and Sheik needs a quick exit.
Marth without platforms is better for you. You can even needle camp him here since he has no projectile, and if he approaches punish him once you get inside his range of tipper. Go to work on him, then restart the needle camp.Marth has a better advantage off of his platform game than Sheik does, so eliminating them altogether will lessen his options in the matchup.
[**** Ankoku basically covered this whole thing lol.] Keep Wario off of BF! You will have amazing trouble dealing with him there. Here, you can try to needle camp him, but really all you have to do [easier said than done] is get him to a high enough % where a FRESH [to make it easier] Grab Release -> UpSmash WILL KILL. On FD you don't have to worry about a platform stopping him midway in his release. Take him here.Sheik can grab release Wario on a whole lot of stages, but Final Destination makes it a threat from anywhere.
You can camp here once again. Enough room to get away from nades thrown at you. Good for juggling snake here. Not a bad Snake stage, i'd just say it is more advantageous for us.Taking Snake here isn't a bad option either. You outcamp Snake on this stage imo at a distance Sheik has no problem avoiding grenades and if you're forcing Snake to approach that matchup becomes so much easier for Sheik. He can't control platforms or strategic areas like he can on all the other neutrals and you always can just simply run away from him lol.
Yes! The one people really care about. But don't get too happy. Every [unless they don't care] MK bans FD. But if you're lucky and they don't. Here's what yer do.
If you can PERFECT GRUST [That's my word], you have a kill by 80% which is roughly Full needles, couple jabs, Ftilt lock -> upTILT, then an Ftilt to dsmash. Grab him, do a pummel to make sure then boom. *Can be DIed* But is a definate kill by 100% so if you get him there, you're golden.Sheik can grab release Wario on a whole lot of stages, but Final Destination makes it a threat from anywhere.
Same with Meta Knight. Don't CP this for grab releases on him unless you have the DACUS down, though.
Other Characters considerable:
,[Preference],[Lip], , and
Yoshi's Island [SSBB]
Rating:
Yoshi's island. Ledge drop > stick to wall > come up with a bair when time is right xD
YI can be a good stage for Sheik if used properly.
I like to go by the analogy that Sheik doesn't have a bad stage. Stages will both limit one option, but increase the effectiveness of another option.
YI can limit GR. It can however, make f-tilt lock more effective, give us a sliding DSmash, good wall jump and cling options and allow us to use duck more effectively.
Because of the floors unevenness you can actually lower yourself when you duck more than usual. This allows you to duck under most jab (most people's panic attacks), some f-tilt and maybe a few FSmash's.
You can also use the far right edge to send Sheik sliding by performing a duck dash.
To add to how good the slopes are for Sheik you have to look at what allows people to escape the f-tilt lock. The answer to that is by going up or down. Since you can increase the amount of down here you can possibly extend the f-tilt lock.
Last but not least, this helps Sheiks ledge stalling/planking with Bair. You can also do a kind of wall stall by clinging far below the stage.
Bans:I hate this stage because of the stupid recovery deaths amongst other things.
Strikes:Ban against
(mess's up your GR options)
STRIKE (and possibly ban) THIS AGAINST DK! If you're playing dk on this stage, you're doing it wrong.
Generally I don't like this stage as sheik. I find it easier to run away on FD, BF (because of platforms), and Smashville for camping and I find BF a better place to deal with someone who out camps me. I pretty much always strike this or lylat first.
I don't think an explanation is needed for this one. Self Explanatory, it's Lucario.DK can do some stupid stuff with his up b where he's invincible or some dumb stuff like that.
Counter Picks:
.......but i've found that Pit's recovery is pretty easy to handle on this stage since he can't go underneath and play his stupid mindgames. Shy Guys also get in the way of his arrows and stuff. Put this down as a maybe against Pit? what do you guys think?
Counter against
It can mess up either their CG's, camping or spacing game.
I guess if you ever play a Ness or Ganondorf in tournament, you can counter pick this stage.
Rating:
BF is an awesome stage to bait with. Platforms serve us rather well because we can punish decently no matter the percentage.Dashing charge needles off the left/right platforms can set up for edge guard opportunities if the opponent if further out.
BF is by far my favorite stage in the game. Sheik does really well here imo because her pressure game excels when she has platforms to work with and not only are there platforms on this stage, There's 3 of them and they don't move lol.
Make sure the majority of the time you use utilt to pressure from beneath instead of uair or another aerial since it's a lot safer.
Love playing MK on this stage, easier to recover for whatever reason. I beat ROB here more than any other stage, like it against Diddy, Falco.
Don't like it against Marth, Olimar, or DDD.
You can grab release wario into aerials on BF regardless of where you are in relation to a platform.
I remember using this stage as a CP against Sonic because you can chain camp him hard should you get a nice lead.
On that note, I'm awful with the chain lol.
Also, against MK you have to me careful with platform pressure because shuttle loop will hit you and will kill you at killing time.
LOL dang i got baited.
generally i like battlefield to fight characters that i want to get close by. if the character is stronger at a close range fight and i wanna get away, i like smashville.
Bans:You can do the neat B-reversed needles on the platforms to change your momentum and generally be more mobile.
Other than that, I think everything has been said as far as what Sheik can do on this stage.
As far as who to ban and what not, my personal Ban is on Marth for this stage just because he can utilize it better than us. Out of personal preference for sure. Honestly aside from my personal ban on Marth, I wouldn't ban this stage against anyone.
He uses the platforms much better than us, and is his best/bread and butter stage. Unless you feel extremely comfortable with this MU and with this stage (as you should be) I'd advise against fighting Marth here.
Counter-Picks: Battlefield is a preference stage, whoever you feel comfortable against, you can take here. With the only exception being :Marth: . Like with some neutrals it's just a matter of where you feel comfortable.
Rating: - The definition of an average stage. There are no real CPs here, it is a preference stage.
mindset...
Smashville is a mixture of Battlefield and Final Destination. You should try to force them into the air and onto the platform. If you bait an attack or watch them carefully you can pull of extensive juggles. Dash Attack, f-tilt, d-throw, f-throw and b-throw all put them into the air.
control!
Sheik should try and control the area around the moving platform.
tricks!
Unlike Battlefield the platform at Smashville does not set up for your tipper USmash.
You have your GR options as long as the platform does not get in the way.
When Squirtle is grab released he always goes under the platform.
People die earlier to f-tilt> USmash when you are on the platform.
The platform gives you Vanish and Needle Glide options.
You can platform cancel onto the moving platform..
Strikes:This is the worst stage in the game, idk how u guys can like i see nothing good about it.
Vs Snake he gets more stage control from C4, vs MK he gets a chance at escaping GR dacus by waitig for the platform, and at really high percents its practically a guaranteed escape, not to mention it significantly helps him in gimping us off stage do to being able to to normally unsafe attempts at SL safe or landing trap us into a d-smash. Diddy is as annoying here as everywhere else. Falco gets a situation platform to escape too but its less significant than battlefield I guess. TL can air camp us better here, same with sonic having more places he can run to and charge spindashes safely. ICs as mentioned before have platform cancel grab frame traps.
all in all I also find it too plain with not enough we can take advantage of against other characters in general, but it has elements that other people can use against us, that we can;t as effectively us against them. So at best i consider it a +0 stage boost, while everyone else gets +0 or more on this stae against us.
EDIT: **** zinoto
Snake has so much control on this stage, and the moving platform aids his C4 and grenade techniques. As a small stage, we really can't get away from him, and his stage control is really intimidating.
~DISCUSS~