ArikadoSD
the cream of the crop
I believe a thread like this was long overdue. There is a thread with a lot of combos and most of the techs noted down and written by Absol 359 , but it's a bit outdated and Absol has been MIA as far as I'm concerned, so I thought making this thread would be a good idea.
Some terms I might be using that might not be familiar to newer smashers:
Rage
Fresh/Stale
Fast Fall
DI (Directional Influence)
RAR (Reverse Aerial Rush)
If you don't know what any of those means, I suggest looking it up or asking me directly or in this thread and I'm sure many will be glad to help.
Some abbreviations I'll be using
Fair - Forward Air
Bair - Back Air
Nair - Neutral Air
Dair - Down Air
Uair - Up Air
Fthrow, Bthrow, Dthrow
Ftilt, Utilt, Dtilt
BF - Bouncing Fish (Down B)
SH / sh - short hop
FH / fh - full hop
SHFF - Short Hop Fast Fall
IMPORTANT:
Red will be bread 'n butter things, basic combos that are good and efficient, must know.
Green will be stuff that are useful to know or keep in mind.
Combos with (KS) marked next to them are kill setups that work at high/kill percentages.
Uncoloured doesn't mean anything, they're just combos that you could do to up your game if you want.
Note: This resource doesn't have combos including custom moves yet.
So with all that noted down let's start:
Sheik's True Combos:
Ftilt > Ftilt > Ftilt (rinse and repeat depending on % and character)
Really straightforward. Ftilt combos into itself for some nice percentage. Be careful though because it doesn't strictly true combo; but it does frame trap opponents who lack a frame 3 move (so this doesn't work on characters such as Yoshi, Mario, and Luigi). This should work at low percents. Additionally, some fastfallers like Fox or Greninja can DI down and shield from 0%, so that means they require to be at a bit higher percents so that when you ftilt them they don't stay at the ground. The percent that works on them should be from approximately 10-20%. And finally, if the opponent DOES have a frame 3 move, then it's best to ftilt and then grab or ftilt and do an aerial instead of trying to combo ftilt into itself.
Ftilt > Fair
Another straight forward combo. Ftilt into Fair can lead into a Fair string also. This should work on all the cast bar Jigglypuff because she's literally a balloon. Should work at all percents, but it will only lead into fair strings at low percents, otherwise you can only get 1 fair off at higher percents.
(Tipper Dtilt) > Ftilt > RAR/turnaround Bair
This is very similar to Ftilt > Fair in the sense it's used to rack up damage. Bair can then lead into other Bairs which is nice as it racks up damage. Dtilt can true combo into Ftilt as well which can then combo into Bair.
Ftilt > Uair (KS)
This should also be straightforward, when using Ftilt at high/mid percentages
Fthrow / Fair > SHFF Fair > SHFF Fair rinse and repeat
Sheik's best combo and the reason she's despised by many; the Fair strings. This is only possibly at low percents starting from 0-10% to about up to 50-60% depending on the other character. The combo is done by using SH Fair and then quickly fast falling. The inputs are sh > fair > fast fall. This requires practice to get down but it's EXTREMELY important to your Sheik gameplay and absolutely vital. Fair is half the reason Sheik is so good.
Fthrow > BF
Basic combo that can best work at low percents, but can also work at high percents by quickly jumping and then immediately using BF as soon as Sheik finishes her jump squat. The percentages at which the combo works varies, but the only character that it doesn't work on is Jigglypuff. There are some floaty and small characters that this wouldn't work on at mid/high percents, most notably Mario and Luigi, but other than that it's a good combo for some quick free damage, only downfall is that it can make you give up stage positioning and resets the situation to neutral, which is why a lot of Sheik mains opt to go for other combos such as Fair strings from Fthrow.
Falling Fair > BF
Good combo for racking up damage; it works starting from mid-percents (to be more accurate it starts at 25% on Mario, but it's best used at around 40% because Fair will send them at a good distance to where a quick bouncing fish will connect. At 25% Fair sends them a short distance and it's a bit difficult) all the way up to high percents of about 100%. Although at higher percents you're sometimes forced to run, jump, and do a quick BF in order for it to true combo.
Bair / Nair > BF
These combos aren't that important but they're good to keep in mind because both Nair and Bair can confirm into BF and they give good damage and stage control. Usually BF would confirm out of a falling nair/bair.
Dthrow / Fthrow > Uair (KS)
I doubt this needs explaining. Really basic Dthrow combo that's good for some quick damage. Dthrow is better in order to follow up with a Uair, but if opponents DI Fthrow incorrectly and go up and towards Sheik, then it's possible to follow up with a Uair, and you can react to their DI easily and do this. At really high percents (about 120-130% a bit higher or lower depending on rage, character, and stage) this combo is a kill setup and sometimes you have to read an airdodge, wait, and then do a Uair to kill.
Dtilt > Uair (KS)
This combo is good but isn't a must-know because it's a bit hard to get and requires good spacing. Dtilt has to be spaced so that the very end of the hitbox connects. The reason for that is because at the tip of the hitbox it will send opponents in a trajectory that's perfect to connect a Uair easily. If it hits anywhere besides the tip of the hitbox, it sends people in an ~45 degree angle, making it unlikely that you'll be able to follow up with anything. This works at high percents where Uair can kill after a dtilt.
(sourspot nair) > FH charged Needles > BF (KS)
Probably Sheik's most famous and flashy combo, and admittedly her best kill setup. This works by doing a full hop and releasing your needles as you jump so that Sheik will release them at the apex of her jump and still have a little bit of time to input a bouncing fish before she lands. Should work starting 100% but stops working at ~150% due to the needles sending them too high up to follow it with a bouncing fish. In some rare cases you might have to quickly double jump before inputting bouncing fish because needles send them a bit too high. This combo is difficult to do with default controls so I recommend setting one of the shoulder buttons (L or R.. I personally use L) as jump so it's a lot easier.
Sourspot nair can combo into FH needles to set up the combo but it's not necessary and a bit difficult.
Fair > Grab
Fair can lead into a guaranteed grab on pretty much every character at really low percents (from 0%). It's really easy to do and a very good way to secure a grab because Fair can be made to be safe on shield and safe in neutral in general. After the grab, you can go for any followup you like, with the most efficient being a Fair string (which I wrote about a bit earlier), but depending on the situation (for example if you're right at the edge) fthrow > bf can be a better option.
Fthrow > RAR Bair
Similar to Fthrow > Fair, this combo can be used to rack up damage starting from low-mid percents (it's more efficient to use fair strings at really low percents) up until high percents. It's good because Bair has good range and does more damage and has slightly more knockback than Fair.
Fthrow > SHFF Fair > SHFF Fair > Grab > Followup (can be another fair to start a string, or bouncing fish, depends)
This combo only works on specific characters, including Diddy Kong, Captain Falcon, Sheik, Fox, Greninja, and maybe a couple more, not much testing has been done. In general this works on fastfallers and should only work from 0% or at most 5-10%. Racks up A LOT of damage and brings opponents to the edge of the stage usually and can put them in a very bad position.
Utilt > Bouncing Fish
Many people don't know this or use this combo, but the 2nd hit of utilt can confirm into a bouncing fish at mid percents (around 60-80%) and it's a good mixup. Sometimes it's not guaranteed however, and that's when the next two combos could be used instead:
Utilt > Fair / turnaround Bair
This is a lot more guaranteed than bouncing fish but a bit less rewarding. Still a good conversion for quick damage and stage positioning however. Utilt in these situations is mostly used as a mixup however, otherwise Ftilt is usually better.
Burst Grenade > BF
Not exactly a combo you'd be using often by any means, but if you ever connect a Burst Grenade, then you can instantly BF as the grenade bursts and just about as the opponents are put in hitstun and it'll combo for a massive 22-24% percent. Be careful though, because if they're at high percents then Burst Grenade can kill them and if you use BF you'll reduce the knockback and it might not kill because BF has significantly less knockback than Sheik's grenade. This is the most optimal combo to go for if your opponent ever gets their shield broken for whatever reason.
Some terms I might be using that might not be familiar to newer smashers:
Rage
Fresh/Stale
Fast Fall
DI (Directional Influence)
RAR (Reverse Aerial Rush)
If you don't know what any of those means, I suggest looking it up or asking me directly or in this thread and I'm sure many will be glad to help.
Some abbreviations I'll be using
Fair - Forward Air
Bair - Back Air
Nair - Neutral Air
Dair - Down Air
Uair - Up Air
Fthrow, Bthrow, Dthrow
Ftilt, Utilt, Dtilt
BF - Bouncing Fish (Down B)
SH / sh - short hop
FH / fh - full hop
SHFF - Short Hop Fast Fall
IMPORTANT:
Red will be bread 'n butter things, basic combos that are good and efficient, must know.
Green will be stuff that are useful to know or keep in mind.
Combos with (KS) marked next to them are kill setups that work at high/kill percentages.
Uncoloured doesn't mean anything, they're just combos that you could do to up your game if you want.
Note: This resource doesn't have combos including custom moves yet.
So with all that noted down let's start:
Sheik's True Combos:
Ftilt > Ftilt > Ftilt (rinse and repeat depending on % and character)
Really straightforward. Ftilt combos into itself for some nice percentage. Be careful though because it doesn't strictly true combo; but it does frame trap opponents who lack a frame 3 move (so this doesn't work on characters such as Yoshi, Mario, and Luigi). This should work at low percents. Additionally, some fastfallers like Fox or Greninja can DI down and shield from 0%, so that means they require to be at a bit higher percents so that when you ftilt them they don't stay at the ground. The percent that works on them should be from approximately 10-20%. And finally, if the opponent DOES have a frame 3 move, then it's best to ftilt and then grab or ftilt and do an aerial instead of trying to combo ftilt into itself.
Ftilt > Fair
Another straight forward combo. Ftilt into Fair can lead into a Fair string also. This should work on all the cast bar Jigglypuff because she's literally a balloon. Should work at all percents, but it will only lead into fair strings at low percents, otherwise you can only get 1 fair off at higher percents.
(Tipper Dtilt) > Ftilt > RAR/turnaround Bair
This is very similar to Ftilt > Fair in the sense it's used to rack up damage. Bair can then lead into other Bairs which is nice as it racks up damage. Dtilt can true combo into Ftilt as well which can then combo into Bair.
Ftilt > Uair (KS)
This should also be straightforward, when using Ftilt at high/mid percentages
Fthrow / Fair > SHFF Fair > SHFF Fair rinse and repeat
Sheik's best combo and the reason she's despised by many; the Fair strings. This is only possibly at low percents starting from 0-10% to about up to 50-60% depending on the other character. The combo is done by using SH Fair and then quickly fast falling. The inputs are sh > fair > fast fall. This requires practice to get down but it's EXTREMELY important to your Sheik gameplay and absolutely vital. Fair is half the reason Sheik is so good.
Fthrow > BF
Basic combo that can best work at low percents, but can also work at high percents by quickly jumping and then immediately using BF as soon as Sheik finishes her jump squat. The percentages at which the combo works varies, but the only character that it doesn't work on is Jigglypuff. There are some floaty and small characters that this wouldn't work on at mid/high percents, most notably Mario and Luigi, but other than that it's a good combo for some quick free damage, only downfall is that it can make you give up stage positioning and resets the situation to neutral, which is why a lot of Sheik mains opt to go for other combos such as Fair strings from Fthrow.
Falling Fair > BF
Good combo for racking up damage; it works starting from mid-percents (to be more accurate it starts at 25% on Mario, but it's best used at around 40% because Fair will send them at a good distance to where a quick bouncing fish will connect. At 25% Fair sends them a short distance and it's a bit difficult) all the way up to high percents of about 100%. Although at higher percents you're sometimes forced to run, jump, and do a quick BF in order for it to true combo.
Bair / Nair > BF
These combos aren't that important but they're good to keep in mind because both Nair and Bair can confirm into BF and they give good damage and stage control. Usually BF would confirm out of a falling nair/bair.
Dthrow / Fthrow > Uair (KS)
I doubt this needs explaining. Really basic Dthrow combo that's good for some quick damage. Dthrow is better in order to follow up with a Uair, but if opponents DI Fthrow incorrectly and go up and towards Sheik, then it's possible to follow up with a Uair, and you can react to their DI easily and do this. At really high percents (about 120-130% a bit higher or lower depending on rage, character, and stage) this combo is a kill setup and sometimes you have to read an airdodge, wait, and then do a Uair to kill.
Dtilt > Uair (KS)
This combo is good but isn't a must-know because it's a bit hard to get and requires good spacing. Dtilt has to be spaced so that the very end of the hitbox connects. The reason for that is because at the tip of the hitbox it will send opponents in a trajectory that's perfect to connect a Uair easily. If it hits anywhere besides the tip of the hitbox, it sends people in an ~45 degree angle, making it unlikely that you'll be able to follow up with anything. This works at high percents where Uair can kill after a dtilt.
(sourspot nair) > FH charged Needles > BF (KS)
Probably Sheik's most famous and flashy combo, and admittedly her best kill setup. This works by doing a full hop and releasing your needles as you jump so that Sheik will release them at the apex of her jump and still have a little bit of time to input a bouncing fish before she lands. Should work starting 100% but stops working at ~150% due to the needles sending them too high up to follow it with a bouncing fish. In some rare cases you might have to quickly double jump before inputting bouncing fish because needles send them a bit too high. This combo is difficult to do with default controls so I recommend setting one of the shoulder buttons (L or R.. I personally use L) as jump so it's a lot easier.
Sourspot nair can combo into FH needles to set up the combo but it's not necessary and a bit difficult.
Fair > Grab
Fair can lead into a guaranteed grab on pretty much every character at really low percents (from 0%). It's really easy to do and a very good way to secure a grab because Fair can be made to be safe on shield and safe in neutral in general. After the grab, you can go for any followup you like, with the most efficient being a Fair string (which I wrote about a bit earlier), but depending on the situation (for example if you're right at the edge) fthrow > bf can be a better option.
Fthrow > RAR Bair
Similar to Fthrow > Fair, this combo can be used to rack up damage starting from low-mid percents (it's more efficient to use fair strings at really low percents) up until high percents. It's good because Bair has good range and does more damage and has slightly more knockback than Fair.
Fthrow > SHFF Fair > SHFF Fair > Grab > Followup (can be another fair to start a string, or bouncing fish, depends)
This combo only works on specific characters, including Diddy Kong, Captain Falcon, Sheik, Fox, Greninja, and maybe a couple more, not much testing has been done. In general this works on fastfallers and should only work from 0% or at most 5-10%. Racks up A LOT of damage and brings opponents to the edge of the stage usually and can put them in a very bad position.
Utilt > Bouncing Fish
Many people don't know this or use this combo, but the 2nd hit of utilt can confirm into a bouncing fish at mid percents (around 60-80%) and it's a good mixup. Sometimes it's not guaranteed however, and that's when the next two combos could be used instead:
Utilt > Fair / turnaround Bair
This is a lot more guaranteed than bouncing fish but a bit less rewarding. Still a good conversion for quick damage and stage positioning however. Utilt in these situations is mostly used as a mixup however, otherwise Ftilt is usually better.
Burst Grenade > BF
Not exactly a combo you'd be using often by any means, but if you ever connect a Burst Grenade, then you can instantly BF as the grenade bursts and just about as the opponents are put in hitstun and it'll combo for a massive 22-24% percent. Be careful though, because if they're at high percents then Burst Grenade can kill them and if you use BF you'll reduce the knockback and it might not kill because BF has significantly less knockback than Sheik's grenade. This is the most optimal combo to go for if your opponent ever gets their shield broken for whatever reason.
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