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The Way of the Ninja: A Sheik Guide (just updated)

mirage_drag0n

Smash Apprentice
Joined
Nov 15, 2006
Messages
90
The Way of the Ninja: A Sheik Guide (created on 31/12/07 by mirage_drag0n) version 1.2

The Way of the Ninja: A Sheik Guide

Version 1.0

Version 1.1: added more on General Terms and added Sheik Tricks section

Version 1.2: added another trick to the Tricks Section.

Contents:

1. Sheik Overview
2. General Terms
3. Basic Ground
4. Tilts and Dashes
5. Smashes
6. B Moves
7. Aerials
8. Grabs and Throws
9. Character Match-ups
10. Combos
11. Recovery and Edge Guarding
12. Sheik Tricks
13. Credits

1. Sheik Overview

Pros:
• Everything about Sheik is fast (attacks, dash, jumps, ect…)
• Simple to use and control
• Has one really good projectile and can out prioritize most projectiles
• Above average recovery so is difficult to be edge guarded
• Incredible jump
• Superb aerial game
• Good ground game
• Great combo potential
• Really GOOD tilts
• Best grab game (can chain throw half the characters in the game)
• Attacks have really Low lag so aerials don’t really need to be L-cancelled
• Has her incredible Fair
Cons:
• Light
• Most attacks are weak

As you can see the pros obviously outweigh the cons. Sheik use to be the best character and at the top of the tier list as of 2005 but in 2006, she dropped from top of the top tier to the top of the high tier. Sheik’s moves are very fast and smooth with very little start-up time and lag and can also wall jump. She is best used close-up and her valuable tilts are a must for combos.

2. General Terms

Aerials – Attacks performed in the air. Aerials are usually abbreviated.
Nair – Aerial Neutral A
Fair – Aerial Forward A
Bair – Aerial Back A
Uair – Aerial Up A
Dair – Aerial Down A

Air Dodge – When you jump and press L or R to dodge an attack. You can also tilt the control stick to air dodge in the direction you are tilting the control stick in.

C-stick – When you move the C-stick to quickly do a smash attack, aerial or throw. This is useful for Sheik when she does a dash cancel and performs a down smash with the C-stick immediately.

Chain Throwing – Throwing your opponent continuously in a way so they cannot escape it. Sheik can chain throw most characters in the game with her down throw.

Crouch Canceling (CC) – Crouching down by holding down on the control stick so you don’t move as far as when you are standing up after you get hit by an attack. Sheik can crouch cancel an attack and immediately use her down smash or down tilt.

Dash Canceling – Press down when you are dashing to stop immediately.

Dash Dancing – Quickly dashing left to right on the spot so the character only does the starting animation of the dash. Dash dancing is useful in mind games to confuse the opponent.

Directional Influence (DI) – Holding the control stick in a direction in the air to change the direction you are falling. This is used to escape combos like chain throwing and preventing you from flying to far from the stage.

Edge Guarding – Guarding the edge so to prevent the opponent from coming back.

Edge Hopping – A way of edge guarding by jumping backwards or wavedashing backwards to hang off the edge. If you’re on the edge, they can’t grab the edge can they.

Fast Falling – Holding down while falling to fall faster. This is used to perform aerials more efficiently and to recover faster from when you are vulnerable after an up-B or air dodge.

Grab and Throw – Pressing Z or L/R then A to grab. When you grab your opponent, you can throw them by tilting the control stick or C-stick in the direction you want to throw them.

Jump Cancelled Grab – When you want to grab while dashing, if you press the jump button just before you press the grab button then you will grab while standing. Jump cancelled grabs are quicker and have less lag than a normal grab, therefore being more effective.

L-Canceling – Pressing L, R or Z after an aerial just as you are about to hit the ground to reduce the lag time of your attack.

Ledge – Another name for the edge.

Needle Canceling – When you press L/R in midair or on the ground while charging needles with Sheik to immediately stop pulling out needles. This will cancel the lag created when Sheik releases her needles.

Pivoting – During the dash dance of Marth and Sheik, there will be a frame when Marth and Sheik seems to be standing straight. This is when you can use any normal attack. To pivot, dash quickly in one direction and then dash to the other direction and perform your attack.

Power Shielding – Pressing L/R to shield just as you are about to be hit to block the attack and you will be able to counter straight away. Projectiles will be reflected.

Priority – When two attacks meet at the same time, they will make a clanking sound. However if your attack has more priority than your opponent’s attack, then your attack will outprioritize your opponent’s and your opponent will be hit instead.

Rolling – Pressing left or right when shielding to roll and dodge an attack.

Sex Kick – Refers to any Nair attack of a character who sticks out a kick and still hits when the foot still and being held out. Sheik’s Nair is a sex kick.

Shield Grabbing – Pressing A when shielding to do a grab out of your shield. This is really effective and is safer than a normal grab.

Short Hopping – Tapping the jump button quickly and lightly and you will do a shorter jump. This comes out faster than a full jump and is used to do aerials more effectively.

Shffling (Short Hopping, Fast Falling, L-Canceling) – This is the most effective way to perform your aerials and which separates n00bs from pros. To perform this you must: short hop, do your attack, fast fall and then L-cancel.

Sidestep Dodge – Tilt down on the control stick and pressing L or R to dodge on the spot.

Teching – Pressing L/R when you are sent flying from an attack and just before you hit the ground or wall to recover instantly. Pressing left or right as you pressing L/R and you will perform a roll in that direction.

Tier List – A tier list is a list of all the characters starting from the character with the most advantages to the character with the least advantages. Though just because a character is higher than another character in the list, doesn’t mean the higher character is better than the lower character. For example even though Jigglypuff is higher than Pikachu in the tier list, Pikachu can easily counter Jigglypuff.

Here is a list of the current tier list as of 2006.

Top Tier
Fox
Falco

High Tier
Sheik
Marth
Peach

Middle Tier
Captain Falcon
Ice Climbers
Samus
Doctor Mario
Jigglypuff
Mario
Ganondorf

Low Tier
Link
Luigi
Donkey Kong
Roy
Young Link
Pikachu

Bottom TierYoshi
Zelda
Mr. Game and Watch
Ness
Bowser
Kirby
Pichu
Mewtwo

Wall Jumping – When your character is near a wall, you can tap the other direction to jump away from the wall. Sheik is one of the characters who can wall jump.

Wave dashing – An advanced technique that is used to setup mind games or to be use instead of dashing. To wave dash, jump and then immediately air dodge diagonally towards the ground. This will cause your character to slide across the ground with out jumping. Wave dashing is usually faster than a dash and mastering it is very useful.

Wave smashing – Wave dashing towards the opponent and immediately performing a smash attack with the C-stick.

3. Basic Ground
Neutral A – Jab
Damage – 4%
Knock back – Low
Speed – High
Sheik jab is basic but amazing, probably the best since it’s just so fast. You can use it when the opponent is right in front of you and follow that with many attacks, like tilts, down smash, grabs, even aerials. You could also use this when you know someone is about to shield grab you because it comes out very quickly.

A, A, A combo – Rapid Punch
Damage – 4%, 2%, 1%...
Knock back – Low
Speed – High
This move should be avoided however if your opponent is up against a wall, this could be deadly. It’s even more fun if you put on a bunny hood and start to do this on them on the wall. You could also combo fast fallers or metal characters on the spot but if they escape it you should stop immediately. This attack is very punishable.

4. Tilts and Dashes

Forward Tilt A – Roundhouse Kick
Damage – 7%
Knock back – Medium
Speed – High
This Sheik’s best ground move and can be used to combo when you spam this at Low percentages. At Higher percentages, this move will send them straight up; a perfect setup for an Fair to finish them off. This move has High range and can even deflect Marth’s attacks. If someone rolls behind you when you use this move, just turn around and start forward tilting A.

Down Tilt A – Sweeping Leg
Damage – 8%
Knock back – Medium
Speed – Mid-high
Down tilt is another good tilt for setting up combos and is safer than using the forward tilt. Use this move after a crouch cancel in the Low percentages but not above 50% since Sheik will get knocked back too far to use it. This move can also go underneath the opponent’s shield and can keep them from approaching so it can also be used as a defensive move.

Up Tilt A – Double Kick
Damage – 8%+3%
Knock back – Medium
Speed – Mid-high
This move hits twice and can combo fast fallers continuously in Low percentages. I find myself using this move a lot, right after a few forward tilts. This combo is like the down tilt and will send the opponent straight up, which is a great setup for an aerial. This move also cancels out many attacks from above, like drill kicks.

Dash A – Ninja Slash
Damage – 17% if sweet spotted, 10% if not sweet spotted
Knock back – Mid-high
Speed – Medium
This is certainly the best dashing move in the game. As you press A while dashing, this move will increase Sheik’s speed and send her forward allowing this move to have such speed and range. If you sweet spot this attack, it will make a cutting noise and send the opponent straight up, setting up for an aerial. In Higher percentages, this move can actually KO. Use this move in sudden death when your opponent stuffs up and say’ bye bye’!

5. Smashes

Forward Smash A – Smashing Stride
Damage – 5% on the first hit, 9% on the second
Knock back – Medium
Speed – Medium
Sheik’s worst smash compared to her other smashes. It is incredibly weak and has no knock back. This move is also very punishable since it can be crouch cancelled and shield grabbed after they react on the first hit. The only thing good about this move is its range but I would prefer to use a dash attack instead. This move should be used carefully though I recommend you never use it at all.

Down Smash A – Breakdancing Sheik
Damage –14%
Knock back – High
Speed – High
This is Sheik’s best smash attack. It hits multiple times and can KO your opponent horizontally. I recommend you spam this move with the C-stick after a crouch cancel or to finish them off since it comes out really fast. This move can combo your opponent on the wall if they don’t tech and can be used to edge guard crappy up-B recoveries (mainly Ganon and Capt. Falcon’s).

Up Smash A – Fingertip Flash
Damage –17% if sweet spotted, 13% if not sweet spotted
Knock back – High
Speed – Medium
This is a very good smash attack with High knock back and can hit someone from the air. The sweet spot for this smash is when Sheik hits twice with her finger tips. You know it there is a slicing sound like her dash A. This move shouldn’t be spammed because it’s slower than the down smash and can be seen coming. Instead, use this move after a few tilts and throws for a nice combo.

6. B Moves

Neutral B – Needlestorm
Damage – 3% to 16% (depending on how much needles are stored)
Knock back – Low
Speed – High
Needles, what more can I say, are Sheik’s fantastic projectile. You could hold B to charge and when she is flashing, press L, R, or Z to store the needles. Now you could move around normally. If you want to throw the needles, all you have to do is press Z. You could even throw them in the air. This move is really versatile and can stop many things. You could shoot one needle, to stop anyone in their tracks and almost every projectile except fox/falco’s lasers. If you shoot more than one needle at a projectile other than lasers, then you will stop their projectile with the first needle and the other needles will travel past to hit them. Try it on Samus’ charged beam shot.
Edge guarding with aerial needles is also really good. It will stop almost all fast fallers and characters with bad 3rd jump recovery to fall to their death. Even one needle will stop them and if that isn’t enough, through another one.

Forward B – Chain
Damage – 8% if sweet spotted, 3% if not sweet spotted
Knock back – Low-mid
Speed – Low
This move is really crap since it’s so slow. You could use it to deflect projectiles but they could just run up to you and hit you in the face after you lag. Needles are generally a better option. The chain could be used for edge guarding some recoveries like fox/falco. Other than that, this move is useless and I recommend you never to use it.

Up B – Vanish
Damage – 12%
Knock back – Medium
Speed – Low
Sheik’s recovery is really good since she turns invulnerable at the start of this move. For some reason, this move have surprising good knock back and can do reasonable damage. You should never use this move on the ground unless you’re dodging something big like Bowser’s down B. If no one is edge hogging, you should always try to sweet spot the edge.

Down B – Transform
Damage – None
Knock back – None
Speed – Low
Sheik’s worst move. It mutates you into a sluggish, fat ***** called Zelda who has a gay voice when she uses her Din’s fire. I suggest you never to use it other than recovery. Which you should transform into Zelda if you’re really far from the edge and use her Up-B since her Up-B has longer reach than yours. Other than that, you should never transform back into Zelda.

7. Aerials

Nair – Sex Kick
Damage – 14%
Knock back – Medium
Speed – High
Like all sex kicks, this is a BLOODY sex kick. Use it at Low percentages to rack up damages. You could also use this to edge guard along with Sheik’s Bair, though this hits forwards and backwards.

Fair – Hand Smack
Damage – 13%
Knock back – High
Speed – High
This is absolutely Sheik’s best move. It’s what everyone fears when they play against Sheik. With insane speed, great power and awesome knock back; basically Sheik’s best aerial. This move can out prioritize anything since it comes out so quick, they just can’t react. Use this move for edge-guarding or as a finisher. If you short-hop this move and fast fall immediately you don’t need to L-cancel it. That’s what I love about this move.

Bair – Long Back Kick
Damage – 14%
Knock back –Mid-high
Speed – High
An excellent aerial for Sheik. The Bair has really long range and damage and can be used for edge guarding. However, I would rather uses Nair if they are closer behind me.

Uair – Corkscrew Kick
Damage – 12%
Knock back – Mid-high
Speed – High
This move can actually kill light characters really easily. Use this after an upward sending move like up smash and juggle them with this. It’s really hard to escape. Can kill Jigglypuff easily. This move has a lot of priority and can last pretty long. I tend to use this a lot to juggle them.

Dair – Stomp
Damage – 11%
Knock back – High
Speed – Low
This move sends them up for some reason which sets them up for an aerial. This move lags a lot so don’t use it. You could use this move if you want to get the All Aerial Bonus in One Player or if you want to hit them with another aerial after this. Other than that, I barely use it since it so slow and laggy and is certainly Sheik’s worst aerial.

8. Grabs and Throws

Grab Attack
Damage – 3%
Add a punch or two when your opponent’s is at Higher percentages to rack up the damage. Don’t use this at Low percentages since your opponent will start mashing buttons and will easily escape it.

Forward Throw – Shoulder Slam
Damage – 8%
It’s an OK throw. You should use it only for edge guarding since you have a better throw to use.

Back Throw – Back Kick
Damage – 7%
Same as forward throw.

Up Throw – Launch Kick
Damage – 8%
The up throw is a good throw that can set up aerials.

Down Throw – Ground Slam
Damage – 8%
Sheik’s second best move which should be used as much as possible. The down throw is a great setup for any of her attacks. It can also be use to chain throw half of the characters in the game.

Here is a list of who can/can’t be chain thrown:

Dr. Mario – Can’t
Mario – Can’t
Luigi – Can’t
Bowser – Can
Peach – Can’t
Yoshi – Can
Donkey Kong – Can’t
Captain Falcon – Can’t
Ganondorf – Can
Falco – Can’t
Fox – Can’t
Ness – Can
Ice Climbers – Can’t
Kirby – Can’t
Samus – Can’t
Zelda – Can’t
Sheik – Can
Link – Can
Young Link – Can
Pichu – Can
Pikachu – Can
Jigglypuff – Can’t
Mewtwo – Can’t
Mr. Game & Watch – Can
Marth – Can’t
Roy – Can

9. Character Match-ups

Below are some of the character match-ups that you must know if you are using Sheik. Beside each character’s name, there will be a star rating of how well you do against each character. Here is an explanation of the star ratings.

* = Piece of cake, you can’t lose.
** = You’ll have the advantage here.
*** = An even match up
**** = Difficult, there possibly will be problems.
***** = Really hard match.


Dr Mario: ** and a half

Mario: ** and a half

Luigi: **

Bowser: *

Peach: ***

Yoshi: *

Donkey Kong: **

Capt. Falcon: **

Ganondorf: *

Falco: ****

Fox: *** and a half

Ness: **

Ice Climbers: ****

Kirby: **

Samus: **

Zelda: *

Sheik: ***

Link: *

Young Link: **

Pichu: *

Pikachu: *

Jigglypuff: **

Mewtwo: *

Mr. Game and Watch: **

Marth: ** and a half

Roy: *

This section is to be continued. I’ll add in more depth to the character match-ups when I have time.

10. Combos

(Chain Grab) Down throw, dash and grab, down throw, dash and grab, down throw…

Works only on light characters in Low percentage: Down throw, Fair

Forward tilt, up tilt, up tilt, up tilt, up smash, Uair, Uair…

Up smash A, up smash A, up smash A, Uair, Uair…

Down throw, dash attack, up tilt, up tilt, Fair

Fair, forward tilt, Fair, forward tilt, Fair, dash attack, Fair

Works better on fast fallers: Dair, down smash, forward smash, neutral A, neutral A, down smash, up smash, Fair, edge guard with needles

Down tilt, forward tilt, forward tilt, forward tilt, forward tilt, up smash

Up smash, up smash, Fair, down tilt, down smash, dash attack, Fair, dash attack, Fair

Dash attack, dash attack, Fair

Up smash, up smash, up smash, Fair, neutral A, down smash, dash attack, Fair, Fair

Works only on middle-weights and Higher: Down tilt, forward tilt, up tilt, Fair

Works only on middle-weights and Higher at 0%: Down smash, dash canceled down smash, dash canceled down tilt, forward tilt, up tilt, Fair

Works only on heavy weights at 0%: Shffled Fair, shffled Fair, shffled Fair…

Needles, dash and grab, down throw…

Up throw, up smash, Uair, Uair

11. Recovery and Edge Guarding

Sheik’s recovery is pretty simple and effective, just up-B and sweet spot the edge. However, if you are very far away but still have time, transform into Zelda (can’t believe it) and use up-B since her up-B teleports her further than yours.
Now when you grab the edge, the best thing to do is ledge hop. Just press away from the edge and double jump up and hit them with an Fair. This is the safest way to get back on the edge. The next best thing is to press A while on the edge to do a ledge attack, however if you are above 100%, I recommend you to roll instead since they can easily destroy you if you miss your attack.

Now for edge guarding. When you knock your opponent off the edge you should keep them off. Luckily Sheik is very capable of edge guarding.
The first tactic is to use aerial needles. This will destroy your opponent’s second jump and those with horrible up-B recoveries.
The second option is to jump off and hit them with an Fair, then use your second jump and air dodge (or up-B if necessary) to return. Though, don’t jump off if they are too far away from away cause you may not be able to recover.
Another way to edge guard is to wave dash backwards or some other way to grab the edge and edge hog. They can’t grab the edge if your on it can they. While on the edge, you could press back and jump towards them hitting them with an Bair. Then use your up-B to sweet spot the edge. If that still isn’t enough, repeat.
You could also stay on the edge and if someone like Capt. Falcon is trying to return with his crap recovery, you could charge a down smash and release when he is in range. Or you could use down tilt.
Finally there’s the chain. To do that you must throw the chain out so it touches the edge. Your opponent won’t be able to grab the edge unless they have a teleporting move like Mewtwo. Also, you could move the control stick back when you are facing Fox or Falco and when they come up with their fire fox/bird, throw the chain forward.

12. Sheik Tricks

To effectively master Sheik, you must first learn these tricks.

Reverse Needle Canceling: While in the air, quickly tap the other direction you are facing. Then release the control stick and hold down the B button to charge your needles. You could press L/R just as you hit the ground to store your needles or release B to attack. Reverse Needle is important for mind games and edge guarding.

Shino Stall: While you are hanging from the edge, tap down to fall off the edge and then press up B at the right time so that when you do hop a bit at the start of your up B, you will grab the edge. You can use this repeatedly until time runs out to stall on the edge when you are playing a timed stock battle and you are ahead of them by one or more stock.

Double Explosion: Run towards the edge and just at the point where you are about to fall off (you'll look unbalanced and like you're gonna fall), press up B. Thanks to pikaville .

13. Credits

So that’s my Sheik guide. I hope you enjoyed it and help you learn to use Sheik better. I know I’m a noob at this game but I’m improving every day. Please give some helpful comments to how I can improve my game. There are a few people/things that I would like to give credit and thanks to.

Thanks to smashboards.com for letting me post my Sheik guide

My computer for not lagging and letting me type up this guide.

Nintendo for making Super Smash Bros. Melee (can’t wait for brawl).

Thanks to all those who will give me comments on my guide.

All those pros at Sheik for letting me analyse their combo videos.

And finally ME for making this guide so everyone can finally read it.

That’s about it.

This guide is to be continued. I’ll add in more depth to the character match-ups when I have time. Thanks.
 

Unhallow

Smash Rookie
Joined
Dec 9, 2006
Messages
13
Location
Austin, Texas
Pretty impressive guide, I didn't get a chance to read it all but i did skim through most of it. Nice job. Dates off a bit tho! ;o

Edit: After reading it all i can safely say, that this is a great guide. It has very nice explanations and can be understood easily.
 

Mcscruff

Smash Ace
Joined
Aug 1, 2006
Messages
822
Location
Weston, Florida
nice guide, but i think it would've been more beneficial if you just helped plainrrk add more to his guide. if you two combined guides, you would have a more helpful,in-depth guide to sheik.
 

SilentGale

Smash Rookie
Joined
Dec 19, 2006
Messages
3
Awesome!

Great Sheik guide, it's really in depth and helped me a lot. You should add a section about Sheik tricks like reverse needle and shino stall. Update the character match-up section and this guide would be perfect.
This guide in my opinion is better than Plairnkk's guide. If you combined Plairnkk's Character Matchups section into your guide, this would be a perfect Sheik guide.
 

mirage_drag0n

Smash Apprentice
Joined
Nov 15, 2006
Messages
90
Ok. I've updated my Sheik guide. There's a Sheik Trick section that i have added. Check it out.
If you think there is any other tricks Sheik has that i could add, please tell me.
 

SilentGale

Smash Rookie
Joined
Dec 19, 2006
Messages
3
Finally i know how to do Sheik tricks. Thanks. Can't wait for the next update, this guide is really good.
 

Kashakunaki

Smash Master
Joined
May 22, 2006
Messages
3,014
Location
Albuquerque, New Mexico
Bleh. I think his guide is much better. Though, I'd like to see a section devoted to needles and elaboration on match-ups.

Also, when you talk about the reverse needle cancel you say "hold down B." Now I know what you mean, but some people will think you actually mean down B. You might want to take out the down part.
 

Pikaville

Pikaville returns 10 years later.
Joined
Feb 16, 2006
Messages
10,900
Location
Kinsale, Ireland
There are a few more Sheik tricks that could be added.They are not really important but they can help given the right situation.The alternate double explosion off the edge is one.(performed by not completly running off the edge and using up b,but just during the point where you would usually be teetering on the edge)It looks like you start the original ledge trick but instead explode back to the centre of the stage unlike the original.I didn't really see it anywhere but the reverse needle canceled aerials are pretty important.The double explosion from edge>platform>edge is handy too. but bear in mind this only works on levels that have platfroms that go over/match the edge(This is performed by pressing down or back on the edge,then immediatly jump and start using your up b.Before the explosion of the up b,guide sheik onto the surface of the above platform and hold down.Bingo you do 2 explosions and you back on the edge again.It's a cool trick that can trick your opponent into thinking your letting them have the edge or attacking.(Careful it's risky)Someone should also put up a PAL Sheik guide as her game is kinda different from the NTSC as her grabs>aerials/tilts are far more escapeable in PAL.Plus the list of people she can chain grab is cut by a little.Not that I need it for myself but other new PAL Sheiks might find it handy.
 

mirage_drag0n

Smash Apprentice
Joined
Nov 15, 2006
Messages
90
Why doesn't any one reply to my guide. At least give some comments like ' good guide '. I gone into a lot of trouble to make this guide.
 

Bronze

Smash Journeyman
Joined
Apr 16, 2006
Messages
271
Location
London/Exeter
Someone should also put up a PAL Sheik guide as her game is kinda different from the NTSC as her grabs>aerials/tilts are far more escapeable in PAL.Plus the list of people she can chain grab is cut by a little.Not that I need it for myself but other new PAL Sheiks might find it handy.
I don't think Shiek can chain grab anybody, or land d-throw, tilt, aerial on any character that DI's properly in PAL. Well, if she can I'd sure like to know about it :chuckle:
 

Z-N_Freak

Smash Ace
Joined
Apr 26, 2006
Messages
823
Location
The Netherlands
I don't think Shiek can chain grab anybody, or land d-throw, tilt, aerial on any character that DI's properly in PAL. Well, if she can I'd sure like to know about it :chuckle:
In Pal only Fast fallers with Upthrow. Though it can only be done at certain percetages.
And she can land an Dtilt to Fair very easily on a wide variety on chars. Ftilt can be DI'd and then most of the time the Fair will not hit =/
 

Martiny2m

Smash Apprentice
Joined
Mar 7, 2006
Messages
187
Location
Brixton, London SW
In Pal only Fast fallers with Upthrow. Though it can only be done at certain percetages.
And she can land an Dtilt to Fair very easily on a wide variety on chars. Ftilt can be DI'd and then most of the time the Fair will not hit =/
if you DI diagonally down away for the dthrow, fair/grab should be able to get you
 

Z-N_Freak

Smash Ace
Joined
Apr 26, 2006
Messages
823
Location
The Netherlands
On a Link it certainly doesn't work. Maybe on some floatier Chars like Kirby, but I think they can jump away pretty quick. I KNOW that you can't combo a Link in Pal with Dthrow, you techchase a Link in Pal :) (and ofcourse Fox, Falco CF can't be combo'd with Dthrow to in Pal, but that is obvious =P )
 

Plairnkk

Smash Legend
Joined
Jan 18, 2006
Messages
10,243
you can't just make a "combo" section because basically everything you have written is easily DI'd out of.
 

mirage_drag0n

Smash Apprentice
Joined
Nov 15, 2006
Messages
90
The Way of the Ninja: A Sheik Guide (created on 31/12/07 by mirage_drag0n) version 1.2

The Way of the Ninja: A Sheik Guide

Version 1.0

Version 1.1: added more on General Terms and added Sheik Tricks section

Version 1.2: added another trick to the Tricks Section.

Contents:

1. Sheik Overview
2. General Terms
3. Basic Ground
4. Tilts and Dashes
5. Smashes
6. B Moves
7. Aerials
8. Grabs and Throws
9. Character Match-ups
10. Combos
11. Recovery and Edge Guarding
12. Sheik Tricks
13. Credits

1. Sheik Overview

Pros:
• Everything about Sheik is fast (attacks, dash, jumps, ect…)
• Simple to use and control
• Has one really good projectile and can out prioritize most projectiles
• Above average recovery so is difficult to be edge guarded
• Incredible jump
• Superb aerial game
• Good ground game
• Great combo potential
• Really GOOD tilts
• Best grab game (can chain throw half the characters in the game)
• Attacks have really Low lag so aerials don’t really need to be L-cancelled
• Has her incredible Fair
Cons:
• Light
• Most attacks are weak

As you can see the pros obviously outweigh the cons. Sheik use to be the best character and at the top of the tier list as of 2005 but in 2006, she dropped from top of the top tier to the top of the high tier. Sheik’s moves are very fast and smooth with very little start-up time and lag and can also wall jump. She is best used close-up and her valuable tilts are a must for combos.

2. General Terms

Aerials – Attacks performed in the air. Aerials are usually abbreviated.
Nair – Aerial Neutral A
Fair – Aerial Forward A
Bair – Aerial Back A
Uair – Aerial Up A
Dair – Aerial Down A

Air Dodge – When you jump and press L or R to dodge an attack. You can also tilt the control stick to air dodge in the direction you are tilting the control stick in.

C-stick – When you move the C-stick to quickly do a smash attack, aerial or throw. This is useful for Sheik when she does a dash cancel and performs a down smash with the C-stick immediately.

Chain Throwing – Throwing your opponent continuously in a way so they cannot escape it. Sheik can chain throw most characters in the game with her down throw.

Crouch Canceling (CC) – Crouching down by holding down on the control stick so you don’t move as far as when you are standing up after you get hit by an attack. Sheik can crouch cancel an attack and immediately use her down smash or down tilt.

Dash Canceling – Press down when you are dashing to stop immediately.

Dash Dancing – Quickly dashing left to right on the spot so the character only does the starting animation of the dash. Dash dancing is useful in mind games to confuse the opponent.

Directional Influence (DI) – Holding the control stick in a direction in the air to change the direction you are falling. This is used to escape combos like chain throwing and preventing you from flying to far from the stage.

Edge Guarding – Guarding the edge so to prevent the opponent from coming back.

Edge Hopping – A way of edge guarding by jumping backwards or wavedashing backwards to hang off the edge. If you’re on the edge, they can’t grab the edge can they.

Fast Falling – Holding down while falling to fall faster. This is used to perform aerials more efficiently and to recover faster from when you are vulnerable after an up-B or air dodge.

Grab and Throw – Pressing Z or L/R then A to grab. When you grab your opponent, you can throw them by tilting the control stick or C-stick in the direction you want to throw them.

Jump Cancelled Grab – When you want to grab while dashing, if you press the jump button just before you press the grab button then you will grab while standing. Jump cancelled grabs are quicker and have less lag than a normal grab, therefore being more effective.

L-Canceling – Pressing L, R or Z after an aerial just as you are about to hit the ground to reduce the lag time of your attack.

Ledge – Another name for the edge.

Needle Canceling – When you press L/R in midair or on the ground while charging needles with Sheik to immediately stop pulling out needles. This will cancel the lag created when Sheik releases her needles.

Pivoting – During the dash dance of Marth and Sheik, there will be a frame when Marth and Sheik seems to be standing straight. This is when you can use any normal attack. To pivot, dash quickly in one direction and then dash to the other direction and perform your attack.

Power Shielding – Pressing L/R to shield just as you are about to be hit to block the attack and you will be able to counter straight away. Projectiles will be reflected.

Priority – When two attacks meet at the same time, they will make a clanking sound. However if your attack has more priority than your opponent’s attack, then your attack will outprioritize your opponent’s and your opponent will be hit instead.

Rolling – Pressing left or right when shielding to roll and dodge an attack.

Sex Kick – Refers to any Nair attack of a character who sticks out a kick and still hits when the foot still and being held out. Sheik’s Nair is a sex kick.

Shield Grabbing – Pressing A when shielding to do a grab out of your shield. This is really effective and is safer than a normal grab.

Short Hopping – Tapping the jump button quickly and lightly and you will do a shorter jump. This comes out faster than a full jump and is used to do aerials more effectively.

Shffling (Short Hopping, Fast Falling, L-Canceling) – This is the most effective way to perform your aerials and which separates n00bs from pros. To perform this you must: short hop, do your attack, fast fall and then L-cancel.

Sidestep Dodge – Tilt down on the control stick and pressing L or R to dodge on the spot.

Teching – Pressing L/R when you are sent flying from an attack and just before you hit the ground or wall to recover instantly. Pressing left or right as you pressing L/R and you will perform a roll in that direction.

Tier List – A tier list is a list of all the characters starting from the character with the most advantages to the character with the least advantages. Though just because a character is higher than another character in the list, doesn’t mean the higher character is better than the lower character. For example even though Jigglypuff is higher than Pikachu in the tier list, Pikachu can easily counter Jigglypuff.

Here is a list of the current tier list as of 2006.

Top Tier
Fox
Falco

High Tier
Sheik
Marth
Peach

Middle Tier
Captain Falcon
Ice Climbers
Samus
Doctor Mario
Jigglypuff
Mario
Ganondorf

Low Tier
Link
Luigi
Donkey Kong
Roy
Young Link
Pikachu

Bottom TierYoshi
Zelda
Mr. Game and Watch
Ness
Bowser
Kirby
Pichu
Mewtwo

Wall Jumping – When your character is near a wall, you can tap the other direction to jump away from the wall. Sheik is one of the characters who can wall jump.

Wave dashing – An advanced technique that is used to setup mind games or to be use instead of dashing. To wave dash, jump and then immediately air dodge diagonally towards the ground. This will cause your character to slide across the ground with out jumping. Wave dashing is usually faster than a dash and mastering it is very useful.

Wave smashing – Wave dashing towards the opponent and immediately performing a smash attack with the C-stick.

3. Basic Ground
Neutral A – Jab
Damage – 4%
Knock back – Low
Speed – High
Sheik jab is basic but amazing, probably the best since it’s just so fast. You can use it when the opponent is right in front of you and follow that with many attacks, like tilts, down smash, grabs, even aerials. You could also use this when you know someone is about to shield grab you because it comes out very quickly.

A, A, A combo – Rapid Punch
Damage – 4%, 2%, 1%...
Knock back – Low
Speed – High
This move should be avoided however if your opponent is up against a wall, this could be deadly. It’s even more fun if you put on a bunny hood and start to do this on them on the wall. You could also combo fast fallers or metal characters on the spot but if they escape it you should stop immediately. This attack is very punishable.

4. Tilts and Dashes

Forward Tilt A – Roundhouse Kick
Damage – 7%
Knock back – Medium
Speed – High
This Sheik’s best ground move and can be used to combo when you spam this at Low percentages. At Higher percentages, this move will send them straight up; a perfect setup for an Fair to finish them off. This move has High range and can even deflect Marth’s attacks. If someone rolls behind you when you use this move, just turn around and start forward tilting A.

Down Tilt A – Sweeping Leg
Damage – 8%
Knock back – Medium
Speed – Mid-high
Down tilt is another good tilt for setting up combos and is safer than using the forward tilt. Use this move after a crouch cancel in the Low percentages but not above 50% since Sheik will get knocked back too far to use it. This move can also go underneath the opponent’s shield and can keep them from approaching so it can also be used as a defensive move.

Up Tilt A – Double Kick
Damage – 8%+3%
Knock back – Medium
Speed – Mid-high
This move hits twice and can combo fast fallers continuously in Low percentages. I find myself using this move a lot, right after a few forward tilts. This combo is like the down tilt and will send the opponent straight up, which is a great setup for an aerial. This move also cancels out many attacks from above, like drill kicks.

Dash A – Ninja Slash
Damage – 17% if sweet spotted, 10% if not sweet spotted
Knock back – Mid-high
Speed – Medium
This is certainly the best dashing move in the game. As you press A while dashing, this move will increase Sheik’s speed and send her forward allowing this move to have such speed and range. If you sweet spot this attack, it will make a cutting noise and send the opponent straight up, setting up for an aerial. In Higher percentages, this move can actually KO. Use this move in sudden death when your opponent stuffs up and say’ bye bye’!

5. Smashes

Forward Smash A – Smashing Stride
Damage – 5% on the first hit, 9% on the second
Knock back – Medium
Speed – Medium
Sheik’s worst smash compared to her other smashes. It is incredibly weak and has no knock back. This move is also very punishable since it can be crouch cancelled and shield grabbed after they react on the first hit. The only thing good about this move is its range but I would prefer to use a dash attack instead. This move should be used carefully though I recommend you never use it at all.

Down Smash A – Breakdancing Sheik
Damage –14%
Knock back – High
Speed – High
This is Sheik’s best smash attack. It hits multiple times and can KO your opponent horizontally. I recommend you spam this move with the C-stick after a crouch cancel or to finish them off since it comes out really fast. This move can combo your opponent on the wall if they don’t tech and can be used to edge guard crappy up-B recoveries (mainly Ganon and Capt. Falcon’s).

Up Smash A – Fingertip Flash
Damage –17% if sweet spotted, 13% if not sweet spotted
Knock back – High
Speed – Medium
This is a very good smash attack with High knock back and can hit someone from the air. The sweet spot for this smash is when Sheik hits twice with her finger tips. You know it there is a slicing sound like her dash A. This move shouldn’t be spammed because it’s slower than the down smash and can be seen coming. Instead, use this move after a few tilts and throws for a nice combo.

6. B Moves

Neutral B – Needlestorm
Damage – 3% to 16% (depending on how much needles are stored)
Knock back – Low
Speed – High
Needles, what more can I say, are Sheik’s fantastic projectile. You could hold B to charge and when she is flashing, press L, R, or Z to store the needles. Now you could move around normally. If you want to throw the needles, all you have to do is press Z. You could even throw them in the air. This move is really versatile and can stop many things. You could shoot one needle, to stop anyone in their tracks and almost every projectile except fox/falco’s lasers. If you shoot more than one needle at a projectile other than lasers, then you will stop their projectile with the first needle and the other needles will travel past to hit them. Try it on Samus’ charged beam shot.
Edge guarding with aerial needles is also really good. It will stop almost all fast fallers and characters with bad 3rd jump recovery to fall to their death. Even one needle will stop them and if that isn’t enough, through another one.

Forward B – Chain
Damage – 8% if sweet spotted, 3% if not sweet spotted
Knock back – Low-mid
Speed – Low
This move is really crap since it’s so slow. You could use it to deflect projectiles but they could just run up to you and hit you in the face after you lag. Needles are generally a better option. The chain could be used for edge guarding some recoveries like fox/falco. Other than that, this move is useless and I recommend you never to use it.

Up B – Vanish
Damage – 12%
Knock back – Medium
Speed – Low
Sheik’s recovery is really good since she turns invulnerable at the start of this move. For some reason, this move have surprising good knock back and can do reasonable damage. You should never use this move on the ground unless you’re dodging something big like Bowser’s down B. If no one is edge hogging, you should always try to sweet spot the edge.

Down B – Transform
Damage – None
Knock back – None
Speed – Low
Sheik’s worst move. It mutates you into a sluggish, fat ***** called Zelda who has a gay voice when she uses her Din’s fire. I suggest you never to use it other than recovery. Which you should transform into Zelda if you’re really far from the edge and use her Up-B since her Up-B has longer reach than yours. Other than that, you should never transform back into Zelda.

7. Aerials

Nair – Sex Kick
Damage – 14%
Knock back – Medium
Speed – High
Like all sex kicks, this is a BLOODY sex kick. Use it at Low percentages to rack up damages. You could also use this to edge guard along with Sheik’s Bair, though this hits forwards and backwards.

Fair – Hand Smack
Damage – 13%
Knock back – High
Speed – High
This is absolutely Sheik’s best move. It’s what everyone fears when they play against Sheik. With insane speed, great power and awesome knock back; basically Sheik’s best aerial. This move can out prioritize anything since it comes out so quick, they just can’t react. Use this move for edge-guarding or as a finisher. If you short-hop this move and fast fall immediately you don’t need to L-cancel it. That’s what I love about this move.

Bair – Long Back Kick
Damage – 14%
Knock back –Mid-high
Speed – High
An excellent aerial for Sheik. The Bair has really long range and damage and can be used for edge guarding. However, I would rather uses Nair if they are closer behind me.

Uair – Corkscrew Kick
Damage – 12%
Knock back – Mid-high
Speed – High
This move can actually kill light characters really easily. Use this after an upward sending move like up smash and juggle them with this. It’s really hard to escape. Can kill Jigglypuff easily. This move has a lot of priority and can last pretty long. I tend to use this a lot to juggle them.

Dair – Stomp
Damage – 11%
Knock back – High
Speed – Low
This move sends them up for some reason which sets them up for an aerial. This move lags a lot so don’t use it. You could use this move if you want to get the All Aerial Bonus in One Player or if you want to hit them with another aerial after this. Other than that, I barely use it since it so slow and laggy and is certainly Sheik’s worst aerial.

8. Grabs and Throws

Grab Attack
Damage – 3%
Add a punch or two when your opponent’s is at Higher percentages to rack up the damage. Don’t use this at Low percentages since your opponent will start mashing buttons and will easily escape it.

Forward Throw – Shoulder Slam
Damage – 8%
It’s an OK throw. You should use it only for edge guarding since you have a better throw to use.

Back Throw – Back Kick
Damage – 7%
Same as forward throw.

Up Throw – Launch Kick
Damage – 8%
The up throw is a good throw that can set up aerials.

Down Throw – Ground Slam
Damage – 8%
Sheik’s second best move which should be used as much as possible. The down throw is a great setup for any of her attacks. It can also be use to chain throw half of the characters in the game.

Here is a list of who can/can’t be chain thrown:

Dr. Mario – Can’t
Mario – Can’t
Luigi – Can’t
Bowser – Can
Peach – Can’t
Yoshi – Can
Donkey Kong – Can’t
Captain Falcon – Can’t
Ganondorf – Can
Falco – Can’t
Fox – Can’t
Ness – Can
Ice Climbers – Can’t
Kirby – Can’t
Samus – Can’t
Zelda – Can’t
Sheik – Can
Link – Can
Young Link – Can
Pichu – Can
Pikachu – Can
Jigglypuff – Can’t
Mewtwo – Can’t
Mr. Game & Watch – Can
Marth – Can’t
Roy – Can

9. Character Match-ups

Below are some of the character match-ups that you must know if you are using Sheik. Beside each character’s name, there will be a star rating of how well you do against each character. Here is an explanation of the star ratings.

* = Piece of cake, you can’t lose.
** = You’ll have the advantage here.
*** = An even match up
**** = Difficult, there possibly will be problems.
***** = Really hard match.


Dr Mario: ** and a half

Mario: ** and a half

Luigi: **

Bowser: *

Peach: ***

Yoshi: *

Donkey Kong: **

Capt. Falcon: **

Ganondorf: *

Falco: ****

Fox: *** and a half

Ness: **

Ice Climbers: ****

Kirby: **

Samus: **

Zelda: *

Sheik: ***

Link: *

Young Link: **

Pichu: *

Pikachu: *

Jigglypuff: **

Mewtwo: *

Mr. Game and Watch: **

Marth: ** and a half

Roy: *

This section is to be continued. I’ll add in more depth to the character match-ups when I have time.

10. Combos

Note that these combos can be DI'd out of so don't use them against a pro.

(Chain Grab) Down throw, dash and grab, down throw, dash and grab, down throw…

Works only on light characters in Low percentage: Down throw, Fair

Forward tilt, up tilt, up tilt, up tilt, up smash, Uair, Uair…

Up smash A, up smash A, up smash A, Uair, Uair…

Down throw, dash attack, up tilt, up tilt, Fair

Fair, forward tilt, Fair, forward tilt, Fair, dash attack, Fair

Works better on fast fallers: Dair, down smash, forward smash, neutral A, neutral A, down smash, up smash, Fair, edge guard with needles

Down tilt, forward tilt, forward tilt, forward tilt, forward tilt, up smash

Up smash, up smash, Fair, down tilt, down smash, dash attack, Fair, dash attack, Fair

Dash attack, dash attack, Fair

Up smash, up smash, up smash, Fair, neutral A, down smash, dash attack, Fair, Fair

Works only on middle-weights and Higher: Down tilt, forward tilt, up tilt, Fair

Works only on middle-weights and Higher at 0%: Down smash, dash canceled down smash, dash canceled down tilt, forward tilt, up tilt, Fair

Works only on heavy weights at 0%: Shffled Fair, shffled Fair, shffled Fair…

Needles, dash and grab, down throw…

Up throw, up smash, Uair, Uair

11. Recovery and Edge Guarding

Sheik’s recovery is pretty simple and effective, just up-B and sweet spot the edge. However, if you are very far away but still have time, transform into Zelda (can’t believe it) and use up-B since her up-B teleports her further than yours.
Now when you grab the edge, the best thing to do is ledge hop. Just press away from the edge and double jump up and hit them with an Fair. This is the safest way to get back on the edge. The next best thing is to press A while on the edge to do a ledge attack, however if you are above 100%, I recommend you to roll instead since they can easily destroy you if you miss your attack.

Now for edge guarding. When you knock your opponent off the edge you should keep them off. Luckily Sheik is very capable of edge guarding.
The first tactic is to use aerial needles. This will destroy your opponent’s second jump and those with horrible up-B recoveries.
The second option is to jump off and hit them with an Fair, then use your second jump and air dodge (or up-B if necessary) to return. Though, don’t jump off if they are too far away from away cause you may not be able to recover.
Another way to edge guard is to wave dash backwards or some other way to grab the edge and edge hog. They can’t grab the edge if your on it can they. While on the edge, you could press back and jump towards them hitting them with an Bair. Then use your up-B to sweet spot the edge. If that still isn’t enough, repeat.
You could also stay on the edge and if someone like Capt. Falcon is trying to return with his crap recovery, you could charge a down smash and release when he is in range. Or you could use down tilt.
Finally there’s the chain. To do that you must throw the chain out so it touches the edge. Your opponent won’t be able to grab the edge unless they have a teleporting move like Mewtwo. Also, you could move the control stick back when you are facing Fox or Falco and when they come up with their fire fox/bird, throw the chain forward.

12. Sheik Tricks

To effectively master Sheik, you must first learn these tricks.

Reverse Needle Canceling: While in the air, quickly tap the other direction you are facing. Then release the control stick and hold down the B button to charge your needles. You could press L/R just as you hit the ground to store your needles or release B to attack. Reverse Needle is important for mind games and edge guarding.

Shino Stall: While you are hanging from the edge, tap down to fall off the edge and then press up B at the right time so that when you do hop a bit at the start of your up B, you will grab the edge. You can use this repeatedly until time runs out to stall on the edge when you are playing a timed stock battle and you are ahead of them by one or more stock.

Double Explosion: Run towards the edge and just at the point where you are about to fall off (you'll look unbalanced and like you're gonna fall), press up B. Thanks to pikaville .

13. Credits

So that’s my Sheik guide. I hope you enjoyed it and help you learn to use Sheik better. I know I’m a noob at this game but I’m improving every day. Please give some helpful comments to how I can improve my game. There are a few people/things that I would like to give credit and thanks to.

Thanks to smashboards.com for letting me post my Sheik guide

My computer for not lagging and letting me type up this guide.

Nintendo for making Super Smash Bros. Melee (can’t wait for brawl).

Thanks to all those who will give me comments on my guide.

All those pros at Sheik for letting me analyse their combo videos.

And finally ME for making this guide so everyone can finally read it.

That’s about it.

This guide is to be continued. I’ll add in more depth to the character match-ups when I have time. Thanks.[/QUOTE]
 

Martiny2m

Smash Apprentice
Joined
Mar 7, 2006
Messages
187
Location
Brixton, London SW
Shino Stall: While you are hanging from the edge, tap down to fall off the edge and then press up B at the right time so that when you do hop a bit at the start of your up B, you will grab the edge. You can use this repeatedly until time runs out to stall on the edge when you are playing a timed stock battle and you are ahead of them by one or more stock.
I thought stalling was disallowed. or you can do it to see what your opponent does and then get back onto the level.
 

Bronze

Smash Journeyman
Joined
Apr 16, 2006
Messages
271
Location
London/Exeter
Yeah, doing it repeatedly until time runs out when your ahead = illegal. Doing it a few times to help you get back on the stage = good.

Though I think your description of how to do it is wrong too. You should see the explosion part of the teleport...
 

mirage_drag0n

Smash Apprentice
Joined
Nov 15, 2006
Messages
90
Oh my god, i can't believe i posted my guide again. And I just found out an amazing thing: i have the PAL version, then why am i writing a guide that isn't the PAL Version. Oh Man, I'm such a n00b.
 

mirage_drag0n

Smash Apprentice
Joined
Nov 15, 2006
Messages
90
Can someone right up a PAL version guide for Sheik cause all the other guides are for the NtSC versions and mine is a bit of a mix.
 

Razed

Smash Ace
Joined
Nov 14, 2006
Messages
548
Location
Quebec
Mirage, thank you so much for this guide! I was playing kind of poorly with my Sheikk and I was confused as to why, and I read several Sheik guides and I like yours the best. It covers everything I wanted to know! The combos are also really helpful because no one in a 50 mile radius of where I live can DI =). This is one of my favorite guides, If i could +rep you, I would. Once this thread gets a bit more publicity, you'll have comments out the a*s, don't worry. It takes a while for guides to get started.

Thanks a ton man! You helped me out a ton!
 

Pose

Smash Apprentice
Joined
Jan 18, 2007
Messages
121
i have a question..about sheik's needles..when i use them they end up bringing the person back to the stage..are you supposed to use them during the persons 2nd or 3rd jump?
 

mirage_drag0n

Smash Apprentice
Joined
Nov 15, 2006
Messages
90
Edgeguarding needles are best used on your opponents second jump because if you use it on their third jump, it will reset their third jump so they can use it again.
 

Pikaville

Pikaville returns 10 years later.
Joined
Feb 16, 2006
Messages
10,900
Location
Kinsale, Ireland
The trick double explosion edgehog requires that you press up b THEN hold back towards the centre of the stage.Thus creating the illusion your doing the real double explosion edgehog.(where you hold away from the stage then towards)
 

shoe

Smash Ace
Joined
Sep 10, 2004
Messages
869
Location
Holtum, Netherlands
Shino Stall: While you are hanging from the edge, tap down to fall off the edge and then press up B at the right time so that when you do hop a bit at the start of your up B, you will grab the edge. You can use this repeatedly until time runs out to stall on the edge when you are playing a timed stock battle and you are ahead of them by one or more stock.
Uhmm... then you get edgehogged out after you drop from ledge?
 
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