Hey all.
I haven't really seen a thread of this kind on the boards so I figured I'd start it and contribute to its maintenance.
Doubles is often a side event in tourneys that is sometimes snuffed out for Singles hype.
As Sheik, we have a really good time in doubles with other characters and I wanted to jumpstart a thread that can serve as a directory for people who want to:
- theory craft
- ask questions
- view results
- discuss pairings
And so we begin.
I'll organize each pairing below as they surface and update it periodically.
.:the pairings master list:.
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- @ suarsuar
- no dataI've played this pairing in a lot of friendlies with @XinShot and it can be something of a frenzy.
Peach hurts.
Peach can set up walls with her fair and turnips while you weave in and out and grab opponents to throw to her up smash, forward smash, and fair.
She will usually outlive you, as most of everyone else, so she will stock tank since she also has the ability to float and isn't comboed so easily.
Many kill set ups for each other, great mobility between the two, and not very many people can prep for Peach's aerials.
Easily a 4/5 pairing.
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- @ suarsuar ,
- no dataYoshi and Sheik have the ability to hit incredibly hard while also keeping a speed and momentum that other teams will struggle with.
Yoshi can also live upwards of 200% if Sheik covers landings and his recoveries.
Yoshi by that token is the stock tank.
Sheik can hold throws for Yoshi's up smash as well as up throw to Yoshi's up air or back air.
Sheik can vanish kill or up smash someone that Yoshi swallows as an egg.
Yoshi's up b and Sheik's needles are pivotal in zoning, gimping, and walling off with Sheik's nade serving as a timed explosion.
All in all, this can cause upsets as a 5/5 pair.
- @ #HBC | Scary ,
- no dataThis team is full on stupid. Wario is one of Sheik's better partners because he can kill with relative ease, can fend for himself if need be, very difficult to gimp, has the mobility to aid a teammate or disrupt a team and can tank very well. Obviously, Sheik would want to take the lead and rack the damage while Wario sits back and charges up the waft. Half charged farts will kill plenty early admist the chaos of teams. Anymore after that is a pure bonus. Not even kidding. They WILL be dead. The kill power isn't just limited to that though. Due to the ease of Sheik landing grabs most of the time. Wario's Fsmash becomes viable just out of Sheik's grab and pummel. This most kills hilariously early as well.
Wario's grab enables Sheik a simple time of using her best kill move in Usmash from his Dthrow. It takes a few times before yo get used to the trajectory and timing but once you got it, netting kills becomes incredibly easy. Going back to Brawl, this throw is just incredible to work off of. You can do anything. His bite also makes things simple as far as a combo starter. Granted, the opponent's teammate can break that up but working off of it is similar to Dthrow, minus netting Usmash easily perhaps.
Wario does not need too much babysitting if he's strictly trying to camp out for fart as he can just run away effectively with his mobility, and he has decent tools to ward off pursuers. Overall I'd give this team a 9/10. Though I think its literally ******** how good this team can be, it's entirely dependent on the synergy of the teammates. That, and it certainly becomes a bit more uphill if these two are forced to be on their own due to killing being a tad more difficult without teammate.
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- @ gsmVoiD ,
- @ suarsuar ,I've played this doubles team with Lethal Trilogy while up against JTails and NinjaLink, Larry Lurr & DarkMusician, & DkWill & Fingerpass (Hawaii Ganon player).
The thing about this team is both players can stand on their own. What this means is you can force your opponent to do separate 1v1s and even zone out one of the opponents so that the player walling out the other player can easily respond. One of the easiest to abuse factors in doubles is keeping stage control, and this duo does that splendidly.
Outside of 1v1s, the amount of teamwork these two can have is splendid. Sheik mainly combos horizontally, while Diddy mainly combos vertically, but both characters have moves that compliment the others combo game. Sheik's Fair/Nair can easily combo with a lot of Diddy's arsenal, and Diddy's Fair/Uair can combo with essentially any of Sheik's moves.
It's very difficult to put this team in a bad position due to Sheik having immense speed to help out Diddy, & Diddy just having really good knockback on his moves & frame data to back it up. They also both haves ways of escaping in the air without burning their second jump (Bouncing Fish & Diddy Side-B).
The easiest thing to make this team falter is getting gimps off on Diddy, but that's easier said than done.
Tl;Dr: Sheik gets the %, Diddy gets the kills. Easy access to getting stage control. Any player can relieve pressure from the other, while creating the same amount of pressure. Great combo game, hard to gimp/cheese.
Edit: I forgot to rate sorry LOL Probably 8.5/10 give or take 1.0.
- no dataThis pairing is pure destruction.
You got Falcon's muscle and Sheik's finesse.
Sheik can cover Falcon's landings and recovery and Falcon can outlive more things than Sheik can.
Kill set ups include any of Sheik's throws to Falcons up air and fair, any of Falcon's throws to Sheik's vanish, and most aerials can volley the opponent between each other leading to devasting percent leads.
I love this pairing and I've done it with Ryo many times.
5/5 for brawn and visceral speed.
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- @ suarsuar ,
- no dataThis is one of those pairings people probably wouldn't expect.
Supplementing Sheik's great damage output and mobility is Palutena's smash attacks and aerials.
Though her smashes are slow, Palutena can throw anyone to Sheik and bounce them to each other with combinations of fair and up air.
Kill set ups include Sheik holding opponents to Palutena's up smash, Sheik vanishing on any of Palutena's throws, and Sheik or Palutena up airing after the other's up air.
Ryo and I did really clutch things with this pairing and it would be hype to see more.
And of course, Palutena stock tanks this pairing as well.
4/5.
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- @ suarsuar ,
- no dataThe third pairing I tried with Ryo, Samus and Sheik can prove to be troublesome to deal with because Sheik can give Samus the room to do whatever she needs to do in terms of projectiles.
Kill set ups include any of Sheik's throws to charge shot, Sheik's up air to Samus' up b, and Samus' up throw or back throw to Sheik's up smash or vanish at varying percents.
Though Samus can have trouble maneuvering the plane of battle, Sheik can compensate for this by protecting her landings though the tether mitigates some of the need for this.
In the end, it can be a fearsome pairing, but if Samus is overwhelmed, Sheik can quickly find herself trying to save the team instead of focusing on offense.
3/5.
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- @ Phuzix ,
- no dataI've played this doubles team with StaticManny while up against players like Esam and MVD, Ally and Holy Nightmare, & AmSa and Abadango.
Sheik and Sonic both have 2v1 potential, both combo rack easily, and can punish an opponent for hitting their teammate due to their speed. Sheik can constantly and just about instantaneously switch from playing the role of being Campy with needles, creating pressure, or being Aggressive, going in first while Sonic is ready to punish based on what happens.
This team is also nice due to Sonic's kill moves (Bair / Fsmash / Usmash) that work well when opponents are caught off guard, and his weight also allows him to live longer. Sheik can cover Sonic's landing from spring due to her speed.
Both Sheik and Sonic gimp with Spring and Sheik's offstage game, and both don't get gimped as easily due to Vanish with invincibility frames after the startup and a windbox, and Invincibility frames on startup of Spring.
Sonic using spring as a gimping tool limits the option of where the enemy can recover (low), so Sheik can cover the other options (Cover high recoveries with Aerials; Cover lower recoveries waiting the spring out with Neutral B >> Down B)
The majority of Sonic's grabs are useful in doubles when paired with Sheik. Sonic's Dthrow leads to guaranteed Vanishes from Sheik at any percents, and at high %'s lead to Sweet Spot Usmashes. Sonic's Bthrow leads to a guranteed Sweet Spot Usmash at any percent if timed correctly, and Sonic has Fthrow if he needs to shield quickly to an enemy partners punish.
Sheik's grab can lead into Sonic doing a running Usmash, Fsmash, or Bair, which all kill at a fairly decent percent.
I'd Rate this team a 9/10 due to Sonic having great kill Power on moves that aren't that unsafe (Bair / Fsmash), Sheik having guaranteed kill setups from Sonic's throws, both characters being able to punish enemies that are on their allies due to speed, and both of them racking up damage so easily.
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