Can we talk about how stupid Sheik's design is?
Sheik gets a grab at low percentage, chooses either down throw or back throw, now two scenarios start
1.) You DI incorrectly (14 frames?) on the throw, Sheik gets a regrab, the situation resets itself with you take 10% with pummels.
2.) You DI correctly, Sheik, who is one of the best tech chasing characters in the game, tech chases you and regrabs, resetting the situation.
2.5) You DI correctly, Sheik dash attacks you and follows up anyway.
Say Sheik gets a grab at mid-high percentage (70%-80%)
1.) You DI the back throw incorrectly, you're dead to a (hardly committal) tipper up smash at 70% from a DI mix up.
2.) You DI the down throw incorrectly, you're off stage from a fair, Sheik edge guards you with some of the best edge guarding tools in the game.
3.) You DI either throw correctly, Sheik tech chases you/dash attacks and follows up anyway.
And yes, dash attack is guaranteed on a large majority of the cast despite the correct DI from her throws.
Now, here is why this is silly to me. Let's look at other characters with DI mix ups on their throws. Two come to mind for me.
Zelda:
In case you don't know, Zelda's down throw and her forward throw are a DI mix up. DIing in on either throw gives her a free kick that can kill at very early percentage. So why is Zelda's DI mix up okay but not Sheik's? Whenever I play against a Zelda, I ALWAYS DI for the forward throw, because her down throw is much easier to react to. I'm not sure the exact frame data, but her forward throw is comparable to Sheik's, and her down throw is comparable to Ness'. The latter having a long animation, giving you plenty of time to react. If you get caught on the DI mix up, you probably deserve to die.
Toon Link:
Tink's down throw and forward throw are a DI mix up that lead into a slew of follow-ups. The most notable being his aerial up+b at kill percentage. What makes his DI mix up okay in my opinion, is three things. First, his grab. He can't grab an opponent out of the air unless he connects with that tiny 3 frame grab box on his hand, and he has considerable end lag if he whiffs, since he has a tether grab. Second, his up+b is a pretty hard commitment, and if you whiff it, a lot of characters can punish if you fail to edge cancel it. And lastly, his up+b isn't ridiculously strong like Sheik's tipper up smash or the potency of her edge guarding. It may put Tink is an edge guarding position, but and his edge guarding is solid at best.
Maybe it's just my opinion, but I think Sheik's grabs need a complete rework (and half the cast, but ehhh). I think the PMDT should stray off of kill conversions off of grabs. Ness, a character who was hardly doing anything in 3.02, had his free follow ups taken off of his down throw by increasing the KBG. At kill percentage, most characters can jump out, and his alternative "kill throw" is laughably weak compared to other real kill throw (seriously, his back throw failed to kill Peach at 140% on Green Hill Zone, that is NOT a kill throw). I understand starting a combo off a grab, I mean, that's what they're for but then you have issues like the following:
Ganon's down throw leading into free fair, bair or even up smash
Sheik's throws being an unreactable DI mix up with kill/edge guard follow-ups
ROB's entire throw game, with forward throw/back throw being extremely fast and putting you in a generally bad position and down throw>DACUS or just standing up smash being a true combo, or uair at higher percentage
Fox's up throw leading into uair (IMO, not as bad as the others, because it's relatively easy to SDI, but my point still stands)
Falcon's down throw and up throw leading into a knee, killing very early
Lucas' down throw into a DACUS follow up if they DI correctly, or just a standing up smash if they don't (also not as bad, because you can get out at reasonable percentage.)
Roy's down throw and forward throw, improper DI can lead to an Fsmash and both are reasonably fast
Ike lol
Those are some examples, here are some characters with honest grab follow ups
Samus' down throw. Her best follow up with proper DI is a dash attack and even that's not guaranteed. With improper DI, she can hit an fmash, nair, or even charge shot. Easy to DI though, because she's really not going to throw you any other way unless you're a spacie, and even so the DI is the same.
Peach's down throw. Improper DI leads to an up smash/down smash. Proper DI nets her a dash attack and in rare cases a DACUS. Even still, she has to commit to the up smash almost immediately after the throw, making her follow up a bit tricky.
DDD. Almost his entire kit is based off of his grab game, he has a great grab range and solid follow ups out of grabs, but nothing that is going to kill you at absurdly low percentage unless he capitalizes on his edge guards. Ripple can correct me if I'm wrong here, but I believe grab is tied for his fastest move. I've never felt like I've lost to a DDD because of something that was just a guessing game.
These are just a few examples. There are a lot more toxic grabs, and a lot more honest grabs. The biggest problem I see is looking at the characters I listed with free follow ups, they don't RELY on their grab game to win. They have other tools that they can use to secure a kill.
Sheik's fair>jab is safe on shield, and needles are probably top three projectiles in the game
ROB's strengths have been listed time and time again, three frame burst reflector that punishes the start up of projectiles, aerial dash dance, bust movement
Falcon's dash dance and overall combo game
Fox, Ike, Roy, Lucas all kind of go without saying.
Then there are characters that need to land that grab, or at least, it's a big part of their game and even then, they don't get DI mix ups or guaranteed kill follow ups.
This point kind of got away from Sheik and into something I feel is much more important, but I still think Sheik is the biggest offender or grab usage.
Anyone agree, disagree, have a correction to make? I know this was a long post.