Missile
Smash Apprentice
- Joined
- Dec 27, 2008
- Messages
- 95
I want to express my opinion/share my experience on Sheik. First, a little background to put things in perspective:
WALL OF TEXT, BEWARE.
I come from Melee, started playing in 08, using Samus and Captain Falcon. What I liked about Samus was her range on most of her attacks, whereas Captain Falcon was fast and strong.
It wasn't until a few months ago that I realized Sheik was a good compromise between both of these characters, and she fit into my playstyle really well. I've been able to improve as a player thanks to him/her (I like to refer to the character as a her, which I'll do from now on). Someone I know that is very, very adept at smash, a veteran most would say (Lord HDL) put my experience into words that I couldn't have been able to put together: "[Sheik] let me focus on fighting the player in front of me rather than focusing on executing everything perfectly[...]" I'm not an exemplary players by any means, I don't have optimal reactions nor do I fully understand the character down to each frame, but I've managed to obtain a good feel of her and how she works over the albeit short time that I've been using her.
With that said, I began using Sheik in Project M recently. I've seen many posts of people complaining about how she feels very different in Project M (most of the time using the word "worse" instead of "different") and to an extent I will agree, but the developers also have given her some positive aspects, mainly her new back throw properties which I love.
However, I have found a bunch of things wrong with her which, in my opinion, are unreasonable given the current "low risk high reward" state of the cast in general. I will try to address them in an orderly fashion, so here goes:
1. Side-B: My current main gripe with Project M is the fact that a vast part of the cast have various recovery options, and many characters have a tether option (or two), or a very safe horizontal recovery move. Some examples of both of these occurences:
a. Captain Falcon's side-b either grabs the ledge, or raises him when he hits any kind of hurt box.
--
b. Zero Suit Samus has up-B that meteors(?) on hit and can be used multiple times in the air without leaving her in special fall. She has her side-b which either hits (pretty damn hard) or tethers the ledge, and to top it off she has her new down-b that can be used before the second jump for extra horizontal range.
--
c. Lucas has a really good recovery, combining down-b for extra horizontal travel (hits the opponent if they get too close, sending them towards the blast zone if he's facing the stage), a very good second jump and an air-dodge to tether game that makes him, for the most part, recover with invulnerability.
--
d. Link and Toon Link have a tether, plus glide toss bomb jumps that can be used to interrupt an edge guard, plus up-b bomb jumps, plus an up-b that surround them with a hit box, protecting them for the most part.
--
e. Diddy Kong has arguably the best up-b in the game in terms of recovery range, and he has a side-b that either command grabs, hits or sweetspots the ledge.
--
f. Sonic... I cannot stress how incredibly good his recovery game is. He doesn't need a jump to return from any stage's blast zone. He only needs sub-par DI and neutral b + up-b and he will return from almost anywhere, given he has already used his spinshot technique. His neutral b will hit an edgeguarding opponent that isn't invulnerable if edge guarding is attempted.
I could keep going, but I think that is good enough. Just think of Mario, Wolf, Luigi, Peach, R.O.B., Snake, Ike, etc. as a few other examples of characters with more than one option of recovering.
Sheik, however, has her same, single option for recovery as she does in Melee. I am looking at Sheik for Sheik, and dismissing the fact that she can turn into Zelda, because in more than enough situations it is not optimal to transform into Zelda to recover.
Sheik has her second jump, to up-b. Why? Because her side-b tether from Brawl was REMOVED. Why was this particularly done? I watched some brawl videos recently and it is such a good recovery option that I cannot grasp the reason why her side-b tether was removed. Someone please explain why. Also, Zelda was given an additional hitbox on her up-b and I don't see why Sheik didn't receive the same treatment on her easily edge-hogged up-b.
Moving on to point 2.
2. The character model for Brawl is so different that I find myself whiffing follow-up forward and back airs that I do NOT whiff at all in Melee, on the same character (e.g. Marth, Fox, Falco, Samus)
I cannot explain why this is, particularly, but I can say that I find myself having to pause for a moment during jumping to land either aerial, risking reaction after the hitstun ends, or committing way too much by reaching in further than I have to, when compared to performing the same followup on the same character in Melee. An example of this is an 80% f-tilt to fair on Marth. Normally, I'd need to f-tilt Marth and full-jump f-air him instantly, but I keep whiffing that same followup on Marth in Project M. I will continue playing to try and see if this really negatively impacts me as much as it feels like it does.
3. Down-throw: I don't see why her down-throw was changed to the PAL version.
I read the reason in the change log but it still makes no sense to me. I feel as if it was an intentional nerf to her grab game. The receiving end can DI away at basically any percent and escape a deadly followup, making me have to resort to a potentially less lethal tech chase re-grab, and attempt an otherwise unnecessary mix up with backthrow and hope for bad DI on my opponent's part. You could say I'm complaining about not having "free" stuff anymore off of a throw, but I would only agree if a lot of other characters didn't have chain throws added to their repertoire (Lucas, Ness, Pit for example) or guaranteed moves out of throws which are always lethal past certain percentages (Toon Link, Ness, Lucas) or characters with hit confirms into free kills (Toon Link's bomb to up-b, boomerang to smash attack, etc.) or even ridiculous throws like Olimar's down-throw that you cannot DI behind him at all, or Snake's down-throw that is a free tech chase at any percent. I think it is a sad excuse to say her down-throw was broken and needed fixing/"adjusting to further improve her grab game".
Her back-throw improvement is beautiful. I love it. Her down-throw change... not so much.
4. Needle properties "fixed" + hurtboxes on the ground removed.
I think this is an unnecessary change and should be reverted/made to Melee standards. Sheik's needles are her only defense against projectiles like Mewtwo's Shadow Ball and Samus' charge beam, and are a good counter to many many projectiles in the game. Again, a lot of characters have anti-projectile projectiles themselves, plus a plethora of good things like recovery option variety, hit confirms, chain throws etc. so I see this change as completely unnecessary, and is simply a nerf for the hell of it.
As I understand it, the hurt box of the needles now overlap the hit box, making them "breakable" projectiles with a now incredibly wide variety of moves, whereas before they had their hurt box way behind their hit box, which meant that they went though most of everything. The downfall to such good projectiles was the necessity of charging them (giving up movement most of the time) for them to be really effective, or just a one-time deal with a single, quick needle.
5. None of her aerial moves received any particular buff or change whatsoever, and I think that with two changes to two different aerials she would have an improved aerial game.
a. Her down air should be given properties similar to that of Sonic's down air (reminiscent of her new d-air in Smash 4, or Brawl ZSS' d-air). I think the d-air as-is has limited usage in the new environment, and it would be good for her to speed up her movement/aerial mobility more, giving her an extra tool to try and get out of juggles, like a lot of characters possess (C.F. Falcon Kick, Ganon Wizard's Foot, Link & Tink Bomb and D-air, Sonic d-air and up-b, MK d-air, Falco d-air, etc)
b. The back air sourspots should be given either more knockback or more hitstun; in general, made stronger than it is. My reasoning behind this is that most characters in Project M don't have extremely weak sourspots on really laggy moves. There are even some particular examples where the b-air either does one of two extremely good and strong options, like Lucas' own b-air which either meteors or hits really hard backwards.
Characters with no sweetspot on b-airs with similar usage, speed and/or range as Sheik's: Sonic's B-air, ZSS-s B-air, MK's new B-air, Tink's b-air, Diddy's b-air, Ness' b-air, Wolf's b-air, and so on.
Last but not least:
6. Sheik is I believe one of a handful of characters that does not possess a down-ward killing move of any sort (meteor or spike regardless). Needle gimps do not count as down-ward kills, because Mario fireballs and pills have a similar use.
Wario, Mario, Luigi, DK, Diddy, Falcon, Wolf, Falco, Fox, Ice Climbers, Zelda, Link, Toon Link, Ganondorf, Mewtwo, Lucario, Ivysaur, Charizard, Samus, Zero Suit Samus, Lucas, Ness, Pit, Rob, Kirby, DDD, MK, Ike, Marth, Roy, G&W, Snake and Sonic ALL have moves that can meteor, spike, or send you below the horizontal plane in a way or another.
Off the list are Peach, Bowser (though his down-air could count),Yoshi, Pikachu, Squirtle (not too sure about this one), Olimar (not completely certain) .
EDIT: How could I forget Yoshi's f-air meteor? Olimar also has a meteor, both removed from the exempt list, bringing it down to 5, potentially 4 characters with no meteors.
I am not asking for a meteor. I am simply pointing this fact as a means to prove the point that a lot, if not the majority, of characters have an unfair variety of options when compared to some other, select few characters.
One last thing. Were the Melee Top Tier characters left either unchanged or received nerfs for any particular reason (to go as far as increase the blast zone range so to nerf Fox's early up-smash kills) or what exactly happened?
That is all for now, I hope you read everything before commenting, I will be participating in a tournament tomorrow and I will use Sheik once more to try and use her Project M-ness.
WALL OF TEXT, BEWARE.
I come from Melee, started playing in 08, using Samus and Captain Falcon. What I liked about Samus was her range on most of her attacks, whereas Captain Falcon was fast and strong.
It wasn't until a few months ago that I realized Sheik was a good compromise between both of these characters, and she fit into my playstyle really well. I've been able to improve as a player thanks to him/her (I like to refer to the character as a her, which I'll do from now on). Someone I know that is very, very adept at smash, a veteran most would say (Lord HDL) put my experience into words that I couldn't have been able to put together: "[Sheik] let me focus on fighting the player in front of me rather than focusing on executing everything perfectly[...]" I'm not an exemplary players by any means, I don't have optimal reactions nor do I fully understand the character down to each frame, but I've managed to obtain a good feel of her and how she works over the albeit short time that I've been using her.
With that said, I began using Sheik in Project M recently. I've seen many posts of people complaining about how she feels very different in Project M (most of the time using the word "worse" instead of "different") and to an extent I will agree, but the developers also have given her some positive aspects, mainly her new back throw properties which I love.
However, I have found a bunch of things wrong with her which, in my opinion, are unreasonable given the current "low risk high reward" state of the cast in general. I will try to address them in an orderly fashion, so here goes:
1. Side-B: My current main gripe with Project M is the fact that a vast part of the cast have various recovery options, and many characters have a tether option (or two), or a very safe horizontal recovery move. Some examples of both of these occurences:
a. Captain Falcon's side-b either grabs the ledge, or raises him when he hits any kind of hurt box.
--
b. Zero Suit Samus has up-B that meteors(?) on hit and can be used multiple times in the air without leaving her in special fall. She has her side-b which either hits (pretty damn hard) or tethers the ledge, and to top it off she has her new down-b that can be used before the second jump for extra horizontal range.
--
c. Lucas has a really good recovery, combining down-b for extra horizontal travel (hits the opponent if they get too close, sending them towards the blast zone if he's facing the stage), a very good second jump and an air-dodge to tether game that makes him, for the most part, recover with invulnerability.
--
d. Link and Toon Link have a tether, plus glide toss bomb jumps that can be used to interrupt an edge guard, plus up-b bomb jumps, plus an up-b that surround them with a hit box, protecting them for the most part.
--
e. Diddy Kong has arguably the best up-b in the game in terms of recovery range, and he has a side-b that either command grabs, hits or sweetspots the ledge.
--
f. Sonic... I cannot stress how incredibly good his recovery game is. He doesn't need a jump to return from any stage's blast zone. He only needs sub-par DI and neutral b + up-b and he will return from almost anywhere, given he has already used his spinshot technique. His neutral b will hit an edgeguarding opponent that isn't invulnerable if edge guarding is attempted.
I could keep going, but I think that is good enough. Just think of Mario, Wolf, Luigi, Peach, R.O.B., Snake, Ike, etc. as a few other examples of characters with more than one option of recovering.
Sheik, however, has her same, single option for recovery as she does in Melee. I am looking at Sheik for Sheik, and dismissing the fact that she can turn into Zelda, because in more than enough situations it is not optimal to transform into Zelda to recover.
Sheik has her second jump, to up-b. Why? Because her side-b tether from Brawl was REMOVED. Why was this particularly done? I watched some brawl videos recently and it is such a good recovery option that I cannot grasp the reason why her side-b tether was removed. Someone please explain why. Also, Zelda was given an additional hitbox on her up-b and I don't see why Sheik didn't receive the same treatment on her easily edge-hogged up-b.
Moving on to point 2.
2. The character model for Brawl is so different that I find myself whiffing follow-up forward and back airs that I do NOT whiff at all in Melee, on the same character (e.g. Marth, Fox, Falco, Samus)
I cannot explain why this is, particularly, but I can say that I find myself having to pause for a moment during jumping to land either aerial, risking reaction after the hitstun ends, or committing way too much by reaching in further than I have to, when compared to performing the same followup on the same character in Melee. An example of this is an 80% f-tilt to fair on Marth. Normally, I'd need to f-tilt Marth and full-jump f-air him instantly, but I keep whiffing that same followup on Marth in Project M. I will continue playing to try and see if this really negatively impacts me as much as it feels like it does.
3. Down-throw: I don't see why her down-throw was changed to the PAL version.
I read the reason in the change log but it still makes no sense to me. I feel as if it was an intentional nerf to her grab game. The receiving end can DI away at basically any percent and escape a deadly followup, making me have to resort to a potentially less lethal tech chase re-grab, and attempt an otherwise unnecessary mix up with backthrow and hope for bad DI on my opponent's part. You could say I'm complaining about not having "free" stuff anymore off of a throw, but I would only agree if a lot of other characters didn't have chain throws added to their repertoire (Lucas, Ness, Pit for example) or guaranteed moves out of throws which are always lethal past certain percentages (Toon Link, Ness, Lucas) or characters with hit confirms into free kills (Toon Link's bomb to up-b, boomerang to smash attack, etc.) or even ridiculous throws like Olimar's down-throw that you cannot DI behind him at all, or Snake's down-throw that is a free tech chase at any percent. I think it is a sad excuse to say her down-throw was broken and needed fixing/"adjusting to further improve her grab game".
Her back-throw improvement is beautiful. I love it. Her down-throw change... not so much.
4. Needle properties "fixed" + hurtboxes on the ground removed.
I think this is an unnecessary change and should be reverted/made to Melee standards. Sheik's needles are her only defense against projectiles like Mewtwo's Shadow Ball and Samus' charge beam, and are a good counter to many many projectiles in the game. Again, a lot of characters have anti-projectile projectiles themselves, plus a plethora of good things like recovery option variety, hit confirms, chain throws etc. so I see this change as completely unnecessary, and is simply a nerf for the hell of it.
As I understand it, the hurt box of the needles now overlap the hit box, making them "breakable" projectiles with a now incredibly wide variety of moves, whereas before they had their hurt box way behind their hit box, which meant that they went though most of everything. The downfall to such good projectiles was the necessity of charging them (giving up movement most of the time) for them to be really effective, or just a one-time deal with a single, quick needle.
5. None of her aerial moves received any particular buff or change whatsoever, and I think that with two changes to two different aerials she would have an improved aerial game.
a. Her down air should be given properties similar to that of Sonic's down air (reminiscent of her new d-air in Smash 4, or Brawl ZSS' d-air). I think the d-air as-is has limited usage in the new environment, and it would be good for her to speed up her movement/aerial mobility more, giving her an extra tool to try and get out of juggles, like a lot of characters possess (C.F. Falcon Kick, Ganon Wizard's Foot, Link & Tink Bomb and D-air, Sonic d-air and up-b, MK d-air, Falco d-air, etc)
b. The back air sourspots should be given either more knockback or more hitstun; in general, made stronger than it is. My reasoning behind this is that most characters in Project M don't have extremely weak sourspots on really laggy moves. There are even some particular examples where the b-air either does one of two extremely good and strong options, like Lucas' own b-air which either meteors or hits really hard backwards.
Characters with no sweetspot on b-airs with similar usage, speed and/or range as Sheik's: Sonic's B-air, ZSS-s B-air, MK's new B-air, Tink's b-air, Diddy's b-air, Ness' b-air, Wolf's b-air, and so on.
Last but not least:
6. Sheik is I believe one of a handful of characters that does not possess a down-ward killing move of any sort (meteor or spike regardless). Needle gimps do not count as down-ward kills, because Mario fireballs and pills have a similar use.
Wario, Mario, Luigi, DK, Diddy, Falcon, Wolf, Falco, Fox, Ice Climbers, Zelda, Link, Toon Link, Ganondorf, Mewtwo, Lucario, Ivysaur, Charizard, Samus, Zero Suit Samus, Lucas, Ness, Pit, Rob, Kirby, DDD, MK, Ike, Marth, Roy, G&W, Snake and Sonic ALL have moves that can meteor, spike, or send you below the horizontal plane in a way or another.
Off the list are Peach, Bowser (though his down-air could count),
EDIT: How could I forget Yoshi's f-air meteor? Olimar also has a meteor, both removed from the exempt list, bringing it down to 5, potentially 4 characters with no meteors.
I am not asking for a meteor. I am simply pointing this fact as a means to prove the point that a lot, if not the majority, of characters have an unfair variety of options when compared to some other, select few characters.
One last thing. Were the Melee Top Tier characters left either unchanged or received nerfs for any particular reason (to go as far as increase the blast zone range so to nerf Fox's early up-smash kills) or what exactly happened?
That is all for now, I hope you read everything before commenting, I will be participating in a tournament tomorrow and I will use Sheik once more to try and use her Project M-ness.
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