Sheik is
Princess Zelda disguised as a male
Sheikah. He claims to be the survivor of the Sheikahs. Sheik aids
Link on his quest by teaching him various
warp songs with his
Harp. He does not reveal his identity or motives to Link until all the
Sages are freed. (excerpt from ZeldaWiki: Sheik)
Gerudo Followups (unteched): For a full chart of Gerudo follow ups for all characters,
click here. Sadly, Sheik is not vulnerable to any followups out of a non-teched choke. However, you can punish a predicted roll-away with a Wizard's Foot, roll-towards with an angled down forward smash or Down air, and Getup Attack with a Down air or pivot angled-down forward smash.
How to Deal with Projectiles: Needles are extremely annoying. Powershielding helps save your shield HP. It provides a good deal of stun, but thanks to Ganondorf's heavy weight, it doesn't really hurt him from afar. Needle spam can only do so much, but will most definitely happen in wide stages like FD and Duck Hunt. Also, needles can be used against an offstage Ganon to lead to a Bouncing Fish, so be wary. Air Dodging is definitely one answer, but it's not a one-size-fit-all one. Another answer if you're nearby is to go for a short hop Aerial Flame Choke. It's possible to punish the needle toss animation, aiming at the cool down. This can be conditioned with a lot of empty jumps, prompting her to punish your landing. Reading the needles, as well as having good reaction time to Air Dodge, matters. The other projectile, grenade, is punishable. Just running through with a Dash Attack can do the trick if you're nearby.
Understanding the Matchup:
Ganondorf himself is a slow character with a giant hurt box, as he is extremely tall. As Sheik is a character whose moves have little to no end lag, Ganon will find himself smacked around very easily. Although Sheik is great at landing hits and netting early kills, her kill potential is not high. Hence, the most important thing to do is stay alive and wait for an opening before punishing. Of course, do not underestimate her kill moves, as down throw at higher percents can lead to 50-50s with up air or Vanish. On the other hand, Ganon's moves are fairly large, and some of his best moves are deceivingly fast, fittingly, so he CAN punish Sheik. Hence, spacing and playing safe is a great way to go.
Sheik, in all senses, is the opposite of Ganon. While Ganon's attacks are strong, but slow, Sheik's attacks are swift, but not strong. They chain together quickly and can give anyone a headache. But her hitboxes are NOT large or wide, while Ganon's are fairly big. However, these aren't the only opposites they have. Ganon's air speed is fairly slow. BUT Sheik's is far faster. Use this to employ followups from a throw, or simply from Nair. It's possible to read a tech from a SH Nair and land a choke from it. She is also a light character, which makes her combo-bait for our throws, if we land it. In addition, we can also kill her early with well spaced tilts. Of course, Sheik has a good horizontal recovery, as she doesn't go helpless from Bouncing Fish. Down Tilt is usually preferred as a killing option, while Forward Tilt serves as one as well, but also an option to get Sheik offstage.
What Sheik capitalizes in is her punish game, which is rendered weak in this matchup. Her opportunities to punish Ganon are basically the same things she can do in neutral. Ganon is too heavy to kill regularly. Hence, Ganon should be living to higher percents and be able to get Sheik to rage as well in several hits. If that's the scenario, her throw combos will stop working, thanks to rage. As such, shielding will become a far safer option.
One important factor to take in this matchup is to simply take Sheik's hits. Your hits do far much damage, such that one rogue forward tilt does roughly 2-3 Sheik fairs. Any trades will usually be in your favor, so if you spot a trading opportunity, take it, unless your stock is in jeopardy (unless if it'll put hers in one too).
Sheik will most likely play defensively to avoid getting caught by Ganon's hitboxes, and bait Ganon into overextending himself. The issue here is Sheik can afford to camp out Ganon with needles, and Ganon struggles with approaching. When approaching Sheik, dashing is not recommended, as it 'locks' Ganon into one direction, and only roll back and jump as his only retreating option. It's true that his walk is also slow, but it's better to have multiple weaker options than have few exploitable ones. Dash attack only when you're punishing, or aiming for the weak hit in order to do the Castle Flip. Hence, I stress this: Do not overcommit, or you'll get punished. If you do overcommit, try to reset the situation and swat Sheik away. It's important to note that Ganon's dash attack at low percents, sourspot or sweetspot can lead to a grab.
Snuffing Sheik's approach: Needles will be primarily employed to discourage your approach and disrupt your movement options, using the stun to be able to come in and dash grab or fair. Sheik's SH fair has impossibly low cool down, while SH Nair is also safe, due to its long-lasting hit-box, both of which can be follow-upped by a Forward Tilt. Ganon's SH Nair can clash well with these and swat Sheik away, while gaining momentum, but it can be baited. Despite the buffs to Ganon's Nair, there's enough end lag for Sheik to come in and punish. Against Needles, walk and empty jump to screw up Sheik's timing.
IF CAUGHT ABOVE: from down throw> up air, or trapped from a platform, you're in a rock paper scissors scenario. Jumping puts you in a worse scenario, but can escape an up air which has the potential to cause deaths, but can set you up for a Fair followup. (In this situation, if you read this, jump and aerial Wizkick is a good mixup option). Air Dodging can escape the up air, but can get you caught by Vanish. Hence, be wary from down throw, as those 50-50s at around 100-140% can net you still. However, getting past that percentage can make those followups difficult for Sheik, and not getting killed is the only thing you need at that point.
Remember that you only need to land around 8-10 good hits to take care of Sheik. A good choke can lead to a chain of chokes, even though there is no guaranteed followup. Also, feel free to utilize the aerial variant (Aerudo) as Sheik cannot tech it. If she just rolls away, you can down tilt immediately. Otherwise, shield to avoid the Get up attack, and grab; OR choke again for a series of chokes. Also, be aware that the Aerudo deals more damage than regular flame choke and has a slightly faster startup.
Gaining center stage control matters in this matchup, but not as much since you're getting tossed around a lot. But it helps mitigates any risks you may take from getting knocked offstage. In addition, getting center stage lessens Sheik's movement options and can prompt her to approach you, which can be advantageous to us. BUT if you see a Sheik dashing forward, she is most likely going for a dash grab, which Sheiks use to employ for her various throw combos. Be wary.
Punishing a Whiff Hit: Sheik has a very quick jab. They'll usually cover their whiff with a jab instead of a spot dodge or shield. It's technically a better option, so finding a way around it helps. Brace yourself for a shield grab out of the jab, or a well spaced down or forward tilt.
Recovering: Recovering low is great since although Sheik is great at hitting horizontally, she struggles with hitting deep down, as she needs to go down fairly low. Saving your second jump will also go a long way, as it will prevent you from getting baited as well as allow you to return onstage safely. Ganondorf's recovery gives a lot of vertical distance, so recovering from below is not a bad idea. Also feel free to hold back when recovering to give that uppercut to an antsy Sheik, as it'll push her away and give you time to get back on stage safely.
Of course, mixing up your recovery is extremely vital. If you see a Sheik preparing to dip low or cut your descent, you can overshoot your recovery from up high in order to throw her off balance and force her to recover. It can even set her up in a trump situation. A well timed (emphasis on well timed, as for this you need to be precise and hit the back air once she grabs the ledge, you can hit her before she goes too high) back air will be able to hit her. However, it's safer to recover low, but remember to tech Sheik's run off back air.
If you see Sheik coming horizontally with a Fair or Bouncing Fish, you can Nair instead of air dodging (which isn't advised) to swat her away. The rework on Nair makes it come out faster. The larger range helps us hit Sheik before she hits us.
Against a Sheik trying to land: Wizard's Foot (Wizkick) is great at covering her landings. It's a fast and relatively powerful move that can cancel at the ledge. Sheik wants to reset the situation, or fair to regain momentum. Sheik, more often than not, will be able to jump away and bouncing fish, which is difficult to catch. Try not to overextend yourself, but if you find Sheik may be coming down at an obvious location, Wizkick can help.
Grabs: Ganondorf's main grab in this matchup are the down throw and the forward throw to rack damage. Down throw racks up damage, especially with the new Nair followup. BUT… Up throw sends your opponent at an awkward upwards trajectory where you can reset the situation with Sheik on top, and wanting to come back down. You can punish her for that with an up air.
Edgeguarding: Vanish is unpunishable but there IS a 2 frame window for you to Ganoncide Sheik but hovering near the ledge and holding back when Sheik's recovering. With the right timing, Ganon will grab Sheik and throw her down to the Shadow Realm. If Sheik's recovering low, it's not a bad idea to try to punish the startup frames of vanish. Bouncing fish to the ledge, however, can be snagged with a well timed up air.
Sheik, when recovering from the ledge, has several options: ledge hop or drop down double jump forward air, which can be punished by a Nair. Ledge jump Bouncing fish is also an option for her, but we can spot-dodge this and punish her for it.
Customs to consider:
Warlock Blade: This move is slightly weaker than default Warlock Punch but has a large hitbox that rewards Ganondorf if he hits at the tip of the blade. It also has shield break properties and super armor. This move is great for stage control and, though punishable, good for interrupting approaches and momentum. Due to the slowness of all variants of Warlock Punch, neutral special isn't often used in this matchup.
Dark Fists: This move has super armor at the start and the first hit will link to the second, which is a killing blow. This can punish attempted edge guards, and has giant knock back. Also a potent OoS option. It can kill as low as 40% and delivers another potent move to Ganondorf's killing options. It can kill at a ridiculously high percent, especially if launched high up into the air. Dark Fists can also be used to ledge-stall, as the second hitbox can pop up the stage and net a surprise KO. More importantly, it's good to discourage a Sheik from trying to hit you with a wall of fairs, thanks to the super armor and massive kill power.
Wizard's DropKick: First things first, it really helps Ganondorf's below average recovery, which mainly reaches vertically. Also, it's weaker than Wizkick but could avoid some projectiles and hits Sheik into an unfavorable position, especially if hitting her off-stage for a followup. It also is a guaranteed followup from down throw at lower to mid percents.
Stages to consider:
Battlefield is your best bet in this scenario, despite Sheik having the chance to kill you a bit earlier off the top with her up air.
Lylat is generally a good Ganon stage, but it benefits both parties. Sheik can needle spam and can run away, but Ganon can make use of the higher platforms with up smash, back air and forward air. Just watch out for the lip.
Smashville is another good option as the smaller base platform allows you to approach with less distance, and the moving platforms, although Sheik can use it to extend combos, we can also use it for aerial chokes and up air shenanigans.
Dream Land 64 is another not-bad option. Unlike Battlefield, it has a lower ceiling, but the stage itself is larger, making approaching more difficult than its more aesthetic counterpart. It's a pretty decent stage if you have rage and need to land one solid kill. Hence, pick this stage if you feel comfortable with the three platforms and BF is banned.
Final Destination is not as bad an option as it sounds. Despite Sheik has the option of needle spamming you, it's harder for her to kill you off the top, but she can still gimp you on the sides.
Duck Hunt is a wide stage, but the ducks help with stale moves and the high blast zones make it difficult for Sheik to land an up air kill against you. However, the wide stage gives Sheik a lot of room to run and camp. Although you can also play defensive and stay away from the needle distance, you're expected to approach if you're not in the lead.
Please ban T&C. It does nothing to you other than make the matchup easier for Sheik, since she has more room to move around now. The platforms help with her up air chains, and the wide stage area encourages needle spam.
Short Summary of Matchup:
While Sheik is quick and fast, Ganon is slow but strong. She has a lot of tools she can employ against you, but the most important thing is to stay alive. Conserve your second jump if you're knocked offstage, and recovery wisely. It shouldn't be a surprise to you that you're going to get hit a lot in this matchup. It's fine. Don't worry. On average, you can match a 3-6 hit combo from Sheik, and even do more than just break even, with a tilt or smash attack.
Sheik's fast, but it's important to understand her frame data to see her openings. We rely on reads, which require understanding and conditioning of our opponent. This is one matchup you don't want to be super aggressive in. Play defensive and look for openings. Oh, and also practice techs so when you recover, you don't get clipped by a back air, as well as perfect shielding so you can power shield needles.
CM Ratio of the Matchup: 30-70
Ratio of the Matchup: 30-70
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