Alright i know fighting agasint puff is a brutal matchup. She can space bairs, rest recoveries Duck+CC to anything. Yeah its tough, but iv been experimenting and found some stuff to help make the matchup more tolerable. Please feel free to comment, Critacize and correct anything you want.
Punishments (The goal is to maximize the percent)
When puff misses a rest the automatic thing that goes through the majority of sheik's mind's is to upsmash. Keep in mind upsmash is only 17% if its not stale and will end a combo. However there are better options based on percent.
1.) Under 15% grab and followup (ftilt to fair, uptilt to upair or even 2 upairs will do more then 17 damage.) also if the puff doesnt struggle to get out of grabs thats a few more % with jabs
2.) 15%-40% i have found that u can SH nair, L cancel it and follow her with a boostgrab or Jc grab depending on their DI. Then from there you can dthrow and follow up.
3.) from 40%-65%ish just regrab and followup is the best option unless its something stupid like top platform on yoshi's in which case upsmash is better.
4.) Anything over 65% its a given to upsmash
Covering Aproaches
Some of the stuff is risky, but the rewards are great.
On bigger more flat stages, FD,PS,Dk,DL. She will be aproaching you from the air obviously. But i have found that if you space Full Hop Needles you can pseudo stop her. If she is high up you can release your needles and follow up, if shes right at the bottom you can also release and grab/whatever. If she is anywhere in between those hights you can always store the needles and nair. The Nair has a long animation so it will be hard for her to trade. This needle aproach will keep her grounded so grabs are a bit more easy to get.
I have also found that if she is pressuring your sheild or if u wana try an aproach you can fullhop nair and right when it ends you can throw out another nair or fair right before you hit the ground. Then you can proceed to bufferjump, grab, retreat or followup. It's hard for her to CC rest it if she is at medium % or over.
Recovery
Your not supose to go after jiggs when she is offstage, but letting her on is not good either. I have found that if she is recovering at stage level or lower jumping off and charging needles is great. If she comes near you you can release then jump and fair her when shes stuck in stun. You can also release and fair or back off also.
Anything else anyone would like to add plz do. Im not an expert on the matchup but i just wrote what seems logical
Punishments (The goal is to maximize the percent)
When puff misses a rest the automatic thing that goes through the majority of sheik's mind's is to upsmash. Keep in mind upsmash is only 17% if its not stale and will end a combo. However there are better options based on percent.
1.) Under 15% grab and followup (ftilt to fair, uptilt to upair or even 2 upairs will do more then 17 damage.) also if the puff doesnt struggle to get out of grabs thats a few more % with jabs
2.) 15%-40% i have found that u can SH nair, L cancel it and follow her with a boostgrab or Jc grab depending on their DI. Then from there you can dthrow and follow up.
3.) from 40%-65%ish just regrab and followup is the best option unless its something stupid like top platform on yoshi's in which case upsmash is better.
4.) Anything over 65% its a given to upsmash
Covering Aproaches
Some of the stuff is risky, but the rewards are great.
On bigger more flat stages, FD,PS,Dk,DL. She will be aproaching you from the air obviously. But i have found that if you space Full Hop Needles you can pseudo stop her. If she is high up you can release your needles and follow up, if shes right at the bottom you can also release and grab/whatever. If she is anywhere in between those hights you can always store the needles and nair. The Nair has a long animation so it will be hard for her to trade. This needle aproach will keep her grounded so grabs are a bit more easy to get.
I have also found that if she is pressuring your sheild or if u wana try an aproach you can fullhop nair and right when it ends you can throw out another nair or fair right before you hit the ground. Then you can proceed to bufferjump, grab, retreat or followup. It's hard for her to CC rest it if she is at medium % or over.
Recovery
Your not supose to go after jiggs when she is offstage, but letting her on is not good either. I have found that if she is recovering at stage level or lower jumping off and charging needles is great. If she comes near you you can release then jump and fair her when shes stuck in stun. You can also release and fair or back off also.
Anything else anyone would like to add plz do. Im not an expert on the matchup but i just wrote what seems logical