Before I critique, I'd like to address that I struggle with the Sheik MU as well, & I feel for the struggle here. So let's get to it:
0:11 - 0:13 Nice combo clip of action
0:14 I don't agree with the U-air. You did FF it to make yourself less unsafe but already inputting the U-air when Sheik was nowhere near you letf you wide open
0:16 Don't AirDodge, if you're gonna land with something land with N-air since it's not as bad of landing lag as AirDodge
0:17 I don't agree with the F-smash. You don't want to be throwing out moves like this, especially when you get dealt 3 F-tilts & 2 F-airs. That was in total 16% of damage because of the F-smash whiff
0:23 Good dis-engage to a grab > D-throw
0:25 I don't agree with this quirk of movement. It looked like you were indecisive with your follow-up & dis-engaged in mid-moment
0:26 Always be aware of needles. Putting up your bubble shield is always advised anytime you two are distances apart
0:28 I would say nice B-air, but the damage trade did not make it favorably worth it. 9% B-air opposed to 14% flash bomb. Keep your options open & don't DoubleJump towards Sheik so lightly even if your B-air's tip reaches her
0:31 The last thing you wanna do as you're landing is throw out a F-smash. The start-up wasn't going to net you a damage trade let alone a full two-hit attack. Try some defensive options such as a retreating Pivot Grab
0:31 - 0:33 Good DI'ing upward to avoid the Bouncing Fish, that much you do want to do anytime these F-air strings happen
0:36 This grab was unsafe. By the time you were inputting grab Sheik was already airbone doing a falling N-air. I'd suggest putting up shield so the shield+grab would have punished that N-air
0:37 I'm not sure if you pressed down on the control stick as you landed, but if you did don't do that as the downward press made your landing unsafe. If you didn't do anything besides drifting towards the stage accordingly then the advice for that is to not autopilot towards the stage to land on the floor; take it slow & grab the ledge & wait for the opening to get on-stage safely
0:40 This would seem to be less problematic for drifting towards the stage to be okay, but when you're versing a player like Vinnie who knows Sheik's potential off-stage, drifting even the slightest amount towards him is a no-no. If you must, cycle through MArts to get to
Jump mode while drifting slightly away from him & AirDodge the self-activation while drifting towards the stage so you avoid hits & recover more safely & successfully. Don't forget about the MArts btw
0:44 - 0:46 The Full Hop, was okay. The DoubleJump, is what I don't agree with. You shouldn't have lingered so long in the air & drifted even the slightest amount towards Sheik even if it was the front-facing hit of B-air. The frontal hit of B-air can surprise people, but the way it was executed in this manner wasn't helpful. Think about FF'ing to the ground as soon as you make even make one jump into the air
0:48 - 0:49 I don't agree with the AirDodge, but good thing Vinnie missed his FF F-air & you answered with U-tilt. Good stuff
0:50 - 0:51 The shielding at 0:50 was okay, but the moment Vinnie was stalling the air with Bouncing Fish & DoubleJumped is when you should of re-positioned yourself to capitalize his landing. For that exact moment when he hit your shield & went inside your hurt-box, you had the option of either:
- Vision countering the hit
- OoS Air Slash reversed
U-tilt might have worked since you tow were so close but U-tilt doesn't have a reliable worthy hit-box behind shulk
0:53 - 0:54 I dig the turn-around F-tilt
0:55 - 0:56 When edge-guarding, it's best to be edge-guarding mid to mid-low. Walking off & doing a F-air to start off your edge-guarding game is more favoring. High-level play won't be doing the autopiloting + DoubleJump normally
0:57 This moment is very specific & strict. . .but it was actually good that you Air Slashed once & drifted towards the stage to land on the floor, because had you not & went to grab the ledge, Sheik would of vanished later & grab the ledge 2nd thus ledge-trumping you & possibly following up from that edge-guarding you
0:59 I dig the mix-up B-air
1:00 Good try
1:01 - 1:06 Okay so, the first mistake was DoubleJumping. The position you were at by the time your D-air finished put you in a good place to Air Slash snap the ledge but moving on. Exactly at 1:02 you could of teched the wall to avoid that bad event but it happens. At 1:03 it was quite fortunate for Vinnie to use Vanish in that manner because you survived from that happening, so thank Vinnie
. The wall-bounce off the ledge cound of been teched or tech jumped to avoid having to drfit & AirDodge towards Vinnie while he B-air'd, but in the end you answer with both hits of Air Slash, recovering the ledge finally. Overall that entire situation costed you 17% & your Air Slash dealt 12%, an okay trade considering you didn't lose a stock
1:08 - 1:09 The DoubleJump & AirDodge near the ground was unneeded, costing you 8% from needles
1:13 As weird as that FH > D-air was, good stuff. However, the moment Vinnie F-tilted your shield, that was an opportunity to shield+grab him & deal some damage instead of Spot-Dodging
1:14 - 1:19 So the mistake was throwing out Jab-1 committing to that direction by the time Vinnie was already drifted behind you & landed. At 1:16 he keeps his distance & avoided your committed F-air whiffing, causing you to eat another F-air & Bouncing Fish. The DoubleJump + drifting towards the stage was nice though. Overall from two slight errors you received 31% damage in total. . .
Jump mode can be very cruel to you if you're not careful
1:20 - 1:21 This is a Sheik-specific moment of MU knowledge so soak it up. Sheik's 2nd location during her 'teleport' has a strong push-back wind effect that once aware of, must adjust to. The F-smash was a bad idea but that was because you weren't aware of her Up-B's quirk. Anytime you want to punish stationary like that you buffer a Dash Attack because of her Up-B's low landing lag
1:22 I don't agree with the AirDodge because you still suffer from landing lag if you're not inputting an aerial upon landing. Keep calm & watch her movement. You can challenege her Bouncing Fish airborne because your F-air & even N-air have great range & can out-beat that attack
1:26 Good air-bait to a landing F-smash
1:32 Don't sit in one position & spot-dodge. The following issue because of the spot-dodge was because you Full Hop in Speed mode, but AirDodge late airborne therefore you suffer some landing lag, which leads to you panicing & spot-dodging. Speed mode is a great mobility-positioning MArt for it's air & ground speed but the ground speed is beyond greater than it's air speed so you should be utilizing the walking & dashing / running speeds, not the air speed if you're trying to keep away avoiding Vinnie's 2 seconds of invincibility coming off the revival platform
1:39 Another moment of AirDodging upon landing. Dropping from the ledge to do a DoubleJump in
Speed mode is not favoring if you're doing an AirDodge like that because you'll always suffer the landing lag. An alternative I'd advise doing with
Speed mode on & hanging on the ledge, is to ledge-drop, DoubleJump without drifting, & drifting to barely land on the floor &straight up RUN out of there. Jumping with a reduced Jump Height MArt with that air speed won't get you out of that situation faster than running at the speed of sound since Vinnie can read
1:43 Grabbing like that is a short-coming of an approach. You canceled your dashing too fast to grab without gaining any real distance, unless you were trying to input a Pivot Grab which would of put you behind Vinnie
1:47 Unfortuante F-smash whiff, but to clarify it's not wise to try this against a fast-paced character like Sheik. Even if your F-smash's 2nd hit connected against her shield, she can still dash toward you & punish with grab
1:49 This moment is scary, & it's preference depending on players, but I'd advise anything but AirDodging. Sheik can frame-trap very well like Diddy can, & that's exactly what transpired. DoubleJumping & cycling straight to
Jump mode to use it's air speed & falling speed may have gotten you to a safe haven so you could de-activate Jump & reset the situation. Or, DoubleJumping away & drifting to put yourself in a defensive position for a F-air if you drifted right whereas drifting left would favor B-air could work too
And with that, GG