stealthsushi
Smash Apprentice
For Sheik, there are a handful of levels where she has a nice advantage (discussed in a different thread), but against certain matchups her advantage pale in comparison to the advantage the opponent has. I was thinking we compile a set of counterpicks for Sheik's common and unfavorable matchups by looking analyzing her opponents strengths to help out her metagame.
Stages:
Final Destination, Battlefield, Smashville, Lylat Cruise, Yoshi's Island
Halberd, Frigate Orpheon, Pokemon Stadium 1/2, Delphino Plaza, Castle Siege, Norfair, Luigi's Mansion, Corneria
For Sheik, there are a handful of levels where she has a nice advantage (discussed in a different thread), but against certain matchups her advantage pale in comparison to the advantage the opponent has. I was thinking we compile a set of counterpicks for Sheik's common and unfavorable matchups by looking analyzing her opponents strengths to help out her metagame.
Stages:
Final Destination, Battlefield, Smashville, Lylat Cruise, Yoshi's Island
Halberd, Frigate Orpheon, Pokemon Stadium 1/2, Delphino Plaza, Castle Siege, Norfair, Luigi's Mansion, Corneria
Stages:
Final Destination, Battlefield, Smashville, Lylat Cruise, Yoshi's Island
Halberd, Frigate Orpheon, Pokemon Stadium 1/2, Delphino Plaza, Castle Siege, Norfair, Luigi's Mansion, Corneria
For Sheik, there are a handful of levels where she has a nice advantage (discussed in a different thread), but against certain matchups her advantage pale in comparison to the advantage the opponent has. I was thinking we compile a set of counterpicks for Sheik's common and unfavorable matchups by looking analyzing her opponents strengths to help out her metagame.
Stages:
Final Destination, Battlefield, Smashville, Lylat Cruise, Yoshi's Island
Halberd, Frigate Orpheon, Pokemon Stadium 1/2, Delphino Plaza, Castle Siege, Norfair, Luigi's Mansion, Corneria
------------------------------------------------------ROUND 4: FALCO
Just when you thought that the space animals were contained by Sheik's debilitating F-Tilt Lock, Falco rises to the occasion and gives Sheik a run for her money. Armed with an inescapable chain-grab until ~40%, annoying lasers, and a high priority Forward-B, Falco has the option of quickly going from offense to defense, and vice versa. While the match-up is slightly unfavorable with the Sheik/Zelda combination, Falco's been making a splash in the competitive scene and the number of blue-bird users have been on a steady rise. While Falco's recovery isn't that stellar and he lacks having a variety of kill moves, there is just something about the match-up that gives him the edge over Sheik/Zelda.
Falco Strengths:
- Quick, spammable laser with slight hitstun.
- Chaingrab typically results in a guaranteed 40% damage, and about 50% with a follow up D-Air.
- Can DLX Hit-Cancel for a quick and easy 25% damage. (Dash Attack > Up-Smash)
- Can Boost Smash.
- Reflector can trip and has great priority.
- Can Laser lock.
- Difficult to force an approach given laser spam and his reflector.
- Forward-B is quick, has high priority, and has semi-spike properties.
- Jab has good range and priority.
- Good aerials: Reliable and damaging B-Air, U-Air with KO potential, F-Air and N-Air are multi-hitting with potential to shield stab and punish spotdodging. N-Air has little ending lag compared to the F-Air.
KO Moves:
F-Smash, D-Smash, U-Smash, U-Air, D-Air (Spike), B-Air
Best Moves:
Lasers, D-Air, B-Air, F-Tilt
GUIDELINES
Sheik or Zelda?
What to Do:
Expect:
What NOT to DO:
Counterpick(s):
Reason(s):
----------------------------------------------------------------------------------------------------ROUND 3: ROB
For the two previous matchups, Sheik played a counter-defensive game that forced them to approach, giving you time to exploit an opening. However, ROB is an interesting match-up. He's a heavyweight with above-average recovery, a few disjointed aerials, two highly versatile projectiles, and a comprehensive defensive game. Can Sheik/Zelda break down this brickwall defense and awesome recovery to swing the match in their favor?
ROB Strengths:
- Highly disjointed N-Air with KO potential that can be difficult to predict and dodge.
- Up-B recovery allows him to recover and attack.
- Has two strong projectiles that deal good damage and have KO potential.
- Gyro (Down-B) is a highly versatile projectile that allows him to Glide Toss, pressure, rack damage, and edge-guard below the stage.
- Laser (Neutral-B) is a damaging projectile with a ridiculous amount of range. Can be angled in ways that can be difficult to predict.
- D-Smash is quick and multi-hitting. A defensive move that is used by nearly all ROBs to punish spotdodging and stab shields.
- D-Tilt has a high chance to trip, giving ROB a frame advantage.
- F-Air is quick with low knockback, allowing for easy follow ups and efficient edgeguarding.
- Deceptive hitbox on his Jab allows him to poke, disrupt attacks, and quickly create space.
- Very heavy and good recovery make him difficult to KO at the usual percentages.
- Great at edgeguarding given his good projectiles, F-Air, N-Air, and Up-B.
KO Moves:
N-Air, B-Air, D-Air, U-Smash (not used so much)
Best Moves:
D-Smash, Gyro, Laser, N-Air, D-Tilt
GUIDELINES
Sheik or Zelda? Zelda or Sheik. If using Sheik for the match, transform to Zelda for the KO. If using Zelda, you won't really need to change to Sheik.
What to Do:
As Sheik:
- Use your jabs, F-Tilts, and U-Tilts. Jabs and have decent priority over ROB's tilts and his D-Smash. F-Tilt acts as a good spacer and can open for a 2-3 F-Tilt > finisher. U-Tilt acts as a good way to rack up quick damage and is a very nice offensive maneuver when ROB is slightly in the air.
- Keep ROB in the air and then proceed to stay below or behind him. Take advantage of the lag on his B-Air and D-Air. Sheik's speed should make this a relatively easy task. His F-Air comes out the quickest, so avoid staying in front of him while he's up there. Punish with rising N-Airs, U-Tilts, U-Airs, U-Smash.
- Be somewhat aggressive and stay near ROB. This will limit his camping and make him think twice about using his projectiles. You obviously won't outcamp with needles.
- Approach diagonally from the air with RAR B-Airs for spacing, range, and to soft-hit if he spot-dodges.
- Edgeguard with a passion: ROB can't airdodge while he's using his Up-B, so try to take advantage of this with your quick aerials, needles, and Vanish. You don't have to go for the outright kill, but every percent you can deal makes the KO easier.
- F-Smash and D-Smash to punish any frequent spotdodging.
As Zelda:
- D-Tilt, D-Smash, Neutral A come out quickly to counter ROB's quick D-Smash.
- Use Nayru's Love to help deal with ROB's projectiles. Din's Fire can be used to stop a moving gyro and can also hit ROB.
- Use your smashes as ROB's large size makes it easy to land the hits.
- U-Air is a viable kill move from underneath given ROB's weakness underneath him. The large disjointed hitbox can outprioritize his N-Air.
- Punish spotdodging with U-Tilt, Nayru's Love, Shield > D-Smash. Zelda can definitely hold her own in up-close combat with ROB.
- Use D-Tilt and N-Air to help with the occasional setup.
- F-Air/B-Air is much much easier to land given ROB's size
Expect:
FF'ed N-Airs, Spotdodge > D-Smash, Gyro Glide Toss, Lasers on the ground and during recovery, F-Air "Wall of Pain", Gyro/Laser edge-guarding.
What NOT to DO:
- Make poor approaches or mindlessly jumping in with F-Air. ROB's defensive game is quite good, so there isn't too much room for error. You will be punished with a D-Smash, F-Tilt, or D-Tilt.
- Try to force approaches with needles. Its obvious that ROB has the superior camping game.
- Get impatient. Makes for silly mistakes and some easy punishes for ROB.
- Forget that Zelda probably has the upperhand in this matchup. Use her to your advantage.
- Forget to DI his D-Smash. By doing so you can at least avoid the last hit which has all the knockback.
Counterpick(s):
Small, platformed stages. Lylat Cruise, Battlefield, and Yoshi's Island are all solid choices. Avoid Final Destination and Smashville.
Reason(s):
The smaller stage area reduces ROB's camping advantages and gyro tricks. The platforms can mess up ROB's lasers and gyros when he's recovering back towards the stage. Also, the platforms reduce ROB's ability to approach in the air and makes it easier to get him above you. Not to mention the platforms helps you recover and won't help ROB as much given that he can pretty much recover on any kind of stage. Large stages should be avoided as they play well into ROB's friendly camping game and limit Sheik's ability to use the stage.
---------------------------------------------------------------------------------------------------ROUND 2: MR. GAME & WATCH
Mr. Game & Watch is truly a nasty match-up for Sheik/Zelda. With unusually good range and priority in the air, devastating smash attacks (with IASA frames on two of them), and an exceedingly difficult to gimp recovery, Sheik/Zelda are definitely fighting against the odds.
Mr. Game & Watch Strengths
- Superior aerial game. Long ranged, disjointed hitboxes, KO potential F-Air, shield stabbing B-Air, stalling U-Air, auto-cancellable N-Air, and an unusually quick fall-and-stall D-Air.
- Punishing ground game. Smashes all KO at good %'s with difficult to DI knockback and can be setup well with D-Throw. Long lasting hitboxes on tilts on top of a quick jab and D-Tilt.
- Spaces very well in the air and on the ground.
- Great D-Throw. Sets up VERY well for tech chases and follow ups.
- One of the best recoveries in the game. Its quick, has invincibility frames at start up, a hitbox going up, leads into a "glide," and can be cancelled with an aerial.
- Has a bucket to neutralize Din's fire.
KO Moves:
- D-Smash, F-Smash, U-Smash, F-Air
Best Moves:
- D-Smash, B-Air, D-Throw, D-Tilt
GUIDELINES
Sheik or Zelda: Sheik for most of the match, Zelda if KO is difficult
- As Zelda, play it defensively and be patient until you can score a KO move. Avoid using your aerials to kill except for U-Air when he's above you. Use Din's Fire as a mind game to force buckets during recovery and to surprise. Do NOT use it if his bucket is 2/3's full. Stay grounded and away from the air if possible.
What to Do:
1. Keep a safe distance away to avoid being within Smash range and to allow time to react to his aerial approaches.
2. Use needles to pressure and force approaches. He does not have an answer to needles. Be very liberal with the use.
3. Always tech his D-Smash to avoid the inevitable D-Smash follow up. Learn the timing and don't miss it.
4. Use Vanish to KO with Sheik, as it useful to take advantage of the vulnerable period in G&W's Up-B, punish D-Airs, and retaliate against poor approaches.
5. Keep your combos and attacks short and sweet with F-Tilts to Grab/Aerial/Tilt/D-Smash and only be aggressive if there is an opening to exploit (i.e. bait an airdodge, whiffed an U-Smash, didn't auto-cancel his F-Air properly)
6. Grab is your best-friend. Use it to rack damage, throw G&W off his rhythm, and sneak in an aerial or two.
7. Shield his B-Airs and learn when it is safe to attack out of shield. Good G&W's should be able to pressure you outside of your grab range, but he'll be well within your Jab/F-Tilt range. Use this to your advantage and create an opening. If you get hit, SDI up and counter with a N-Air.
8. Utilize Sheik's variety when it comes to edge-guarding. Mix it up between Vanish tricks, traditional edge-guarding, chain edge-hogging, needles, and Short-Hop Chain.
Expect:
B-Air, B-Air, B-Air approaches
F-Smash / D-Smash spam
D-Throw
F-Air edgeguards
What NOT to Do:
1. Miss a D-Throw tech. You will be punished severely for your insolence!
2. Don't be baited by his D-Smash and F-Smash. His D-Smash has a deceptive hitbox that extends slightly past the tip of the hammer and it has IASA frames for quick spamming. F-Smash lingers for a bit and cannot be sidestepped properly.
3. Be over offensive and aggressive. That will give G&W the upper-hand with is range, priority, and vicious D-Throw.
4. Overshield. Spam roll and spotdodges due to his lingering hitboxes and multi-hitting B-Air.
5. Fill his bucket to full capacity with Zelda.
Counterpick:
- Your favorite neutral stage.
Reasons for Counterpick
G&W doesn't really have any bad stages. Many suggest picking a platformed neutral stage to stop his D-Air spam and allow you to vary your edge-guarding more. FD is also an option because it allows room to DI.
ROUND 1: META KNIGHT Posts #2-6.
I thought we'd start with Meta Knight, since you probably see him almost everytime you play and realize how frustrating it is to kill him. Lets take a look at his strength, as its good to know your enemies inside and out (just look at the Ness boards and their knowledge of Sheik @___@).
MK Strengths
- Fast attacks, disjointed hitbox
- 4 methods of recovery
- Small target
- Quick rolls and spotdodge.
- Fast dash and long dash-grab
- 5 jumps
KO Moves:
- Shuttle Loop, D-Smash. F-Smash, N-Air
Best Moves:
- Mach Tornado, Shuttle Loop, D-Smash, D-Tilt
GUIDELINES
Sheik or Zelda? Sheik for damage, Zelda for KO (D-Tilt > F-Smash/D-Smash when he's on the ground, U-Tilt when he rolls offensively, and U-Smash when he's in the air)
What to do:
1. Keep close to the center of the stage.
2. Play a defensive counter game. Force him to approach with needles.
3. Stay Grounded: You will get outprioritized in the air, so space with U-Tilt and F-Tilt, counter with Shield > D-Smash, punish spotdodging with F-Smash, and stop glide attacks with Chain.
4. F-Tilts into grabs / lock. Mix in grab release > (Air) Up-Smash / DACUS, (Ground) F-Tilt/F-Smash
5. Needles for damage, stopping approaches, and halting Mach Tornado. Throw a single needle after unleashing a full charge in anticipation of an approach.
6. Choose Vanish over Chain recoveries to prevent easy edge-hogging, unless using Vanish to safely come back to the stage is not an option.
Expect:
Shuttle-loop > Glide Attack > Buffered D-Smash
Mach Tornado
D-Throw
D-Tilt
F-Tilt
Tons of D-Smash
Tons of edge-guarding
What NOT to do:
1. Go off the stage to edgeguard him.
You will more likely die or eat a Shuttle Loop in your attempt. As Zelda, use Din's Fire to rack up damage.
2. Engage in an aerial fight.
As mentioned above, you will more likely get outranged and outprioritized without very good spacing. If you find an opening, use B-Air and U-Air.
3. Don't try to beat him in speed or be lured into approaching.
Learn the amount of lag MK has on his attacks and don't be tricked into approaching as he will tend to punish you with D-Smash. His attacks come out just as fast (or faster) and tend to have less lag than Sheiks.
Counterpick:
Final Destination, Yoshi's Island
Reasons for Counterpick:
FD: Reduces MK's ability to approach against well-timed needles.
Yoshi's Island: The randomly appearing platforms work to Sheik's advantage more than Meta Knight. Allows Sheik to utilize the Wall Cling. Lessens MK's aerial advantage based on the two reasons above.